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Warlock - 2000

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89 views236 pages

Warlock - 2000

Uploaded by

spudspotato
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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WARLOCK

Rules for the


Universe of
1999-2000

Credits
Original Rules
Robert Cowan; Basic Combat System
Dave Clark; Basic Magic System
Kenneth M. Dahl; Basic Clerical System
Mike Lowry and Pat Shea; Thievish Rules
Nick Smith; Other Systems and Rules

Previous Version
Bart Hibbs

Current Version
Mike Riley; Editor
with much enjoyment. They are the adventurers, the people
Introduction who actually do things in the world of your referee, but the
Several years ago, the first copies of a new game called players control them. We suggest you have only a small
Dungeons and Dragons appeared on the market. Fantasy number of player characters per player. In our games we
fans and gamers in general were enthralled at the allow any player to involve any 2 of his characters in any
possibilities. Most of them became hooked on the game, one adventure or expedition. Whether these player
due to its unusual and imaginative nature. You could characters are Fighters or Elves, Clerics or Dwarves,
actually do unusual things: slay dragons, rescue the remember that in their own world, they are people, and treat
downtrodden, and just grab loot. them accordingly.
When our group first started playing the game, our Characteristics: There are eight things that are
overall reaction was that it had great ideas, “but maybe we determined for each character at his or her creation:
should change the combat system, clarify the Magic, and Strength, Intelligence, Wisdom, Constitution, Dexterity,
redo the monsters”. Warlock is not intended to replace Agility, Charisma, and Size. These are called
D&D, and, indeed would not exist without that classic ‘characteristics’. See the rules on ‘Creating Player
game. What we have tried to do is present a way of Characters’ for more.
expanding D&D without the contradictions and loopholes Points: There are several types of points that must be
inherent in the original rules and with various supplements. kept track of for a player character. Experience Points are a
By putting together one set of rule changes and measure of the amount of experience your character has
interpretations and playing them for several years we have obtained from defeating monsters, righting wrongs, and
developed something that works pretty well. We spent a collecting treasure. Hit Points are a measure of how much
considerable amount of time working out a solid combat damage a character can take before falling unconscious. For
system, a coherent Magic system, and a more flexible way Magic using types, Spell Points are a measure of how much
of handling the monsters as monsters, rather than men Magic they can throw in a given day.
dressed up in gorilla suits. We have been (rightly) accused Prime Requisite: This is the characteristic or
of making D&D into a different game altogether, but we characteristics which is the most important to each type of
think it is an enjoyable one, and hope you do as well. character. For example, the “prime requisite” of a Fighter is
We lack the space to go into the detail supplied by the Strength. How high or low this prime requisite is helps to
D&D rules in some areas, such as Magic items and determine how good a character is at his or her chosen
monsters, as well as how to design a dungeon or other game specialty: fighting, Magic using, etc.
location. We will be going into some of this in a separate Player characters
book for referees, but not here.
Each player is represented in the game by one or more
What you need to play player characters, which they must create and maintain. If
Other than this book, you mainly need the things that one or more of a player's characters are killed or otherwise
you would need to play regular D&D starting with someone eliminated from play, a player must either: 1) find a way to
with a lot of patience who has designed a dungeon, world, recover the old character, by Magical or other means
or wherever you want to have adventures. You also need explained later; or 2) create new characters to replace the
dice, mainly at least one 10- or 20-sided die and several 6- old. The following types of player characters are what we
sided dice. You may also need a 4- or 8-sided die, but these recommend you use in your games as normal characters.
can be done using the other dice and rerolling higher Included here are also some rules about the various types
numbers than the real dice would have. In these rules, that will make more sense after you are more familiar with
whenever “dice” are referred to it means 6-sided dice unless the rest of the game.
stated otherwise. Fighters: Fighters are tough, strong men or women
Other things that are useful for the players to have are who specialize in combat and cannot use any Magical or
paper and pencils, for mapping and keeping track of Clerical spells by themselves. They can use most any
characters, treasure, and anything else. Our group also uses weapon of a normal or magical nature. Fighters tend to be
miniature figures representing the characters of the game, harder to kill than other types as the number of hit points
allowing them to be physically positioned on a tabletop or they can take increases more rapidly than any other
other surface so that you can see what is happening. It is character type. Fighters may wear any armor that is their
possible to spend a lot of money playing the game, but not own size, although heavy armor may hamper their fighting,
at all necessary. Let your budget be your guide. as explained later. A Fighter may learn Fighter abilities,
which aid in combat and other situations. The prime
Terms to understand requisite of a Fighter is Strength. A character must have
Strength of 9 or greater to be a Fighter.
Player Characters: These are what represent you in Clerics: Clerics are religious men or women who are
the game. They are equivalent to the “playing pieces” in able to call upon their deity or gods for help in the form of
most games and much more. Your characters will take on Clerical spells. They may use fewer magical items than
personalities of their own if you let them, and provide you Magic Users, and fewer weapons than Fighters, but have

Warlock Rules Intro Introduction  1-1


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
certain items of their own. Clerics may wear any armor they weapons. They are much more likely to notice slanting
find comfortable or convenient, but may only use weapons passages, traps, shifting walls and new construction in
designed not to shed blood (fists, quarter staves, maces, and underground settings, giving them a 20% bonus in the
so on), and thus may not use swords and arrows. Clerics Fighter abilities of Tracking, Plant Knowledge, Animal
may use certain special consecrated items that enhance their Knowledge and Terrain Knowledge in situations directly
own ability, such as Clerical staves. The prime requisite of a involving mountains and caverns. Dwarfs are much more
Cleric is Wisdom. A character must have Wisdom of 9 or likely than other characters to know their way around
greater to be a Cleric. underground settings without getting lost or not noticing
Magic Users: These are persons who have studied how deep they are. They are able to judge the value of gems
Magic and are able to throw spells. They may use any and jewelry without extensive testing. In most other respects
Magical item not specifically forbidden to them (such as Dwarfs are much like Fighters. The prime requisite of a
armor and most weapons), and may arm themselves with Dwarf is the average of the Strength and Constitution
daggers, quarterstaves, or magical swords. A normal Magic scores. A character must have a Strength of 15 or greater
User is not permitted armor of any kind, or shields. As and a Constitution of 15 or greater to be a Dwarf.
Magic Users progress in levels and gain experience, they Elves: Elves have the ability to use weapons as
are able to learn more and higher level spells, and gain Fighters do, and also use Magical spells. In fact, Elves can
greater ability to use the spells. The prime requisite of a do everything that Magic Users and Fighters can do.
Magic User is Intelligence. A character must have Whenever there is a conflict between what the two types
Intelligence of 9 of greater to be a Magic User. can do, Elves gain the benefit of whichever is to their
Thieves: Thieves are persons who have perfected the advantage overall. Elves have a 5% bonus with bows
arts of stealth, agility, and lock picking to a fine degree. (except crossbows). They have the disadvantage that they
They are able to get into places where other characters do not go up in levels as quickly as humans do. Elves are
would find it difficult or dangerous to go. In order to use also more likely to find hidden doors and other objects than
their abilities, however, Thieves must wear no armor more are most other characters. They have a 20% bonus in the
encumbering than leather (with a shield if they so desire). Fighter abilities of Tracking, Plant Knowledge, Animal
Also, due to their subtle nature, a Thief will not use two- Knowledge and Terrain Knowledge in situations directly
handed weapons except in an emergency. In such a case, involving forests. They are very good at learning languages.
they attack at minus four levels. Quarterstaves are exempted Elves have the following bonuses: +5% on archery shots
from this limit. A Thief gains abilities as he increases in with bows, +15% chance of spotting hidden objects, +15%
levels (see Thief section later in the rules). The prime chance of not being surprised by unusual circumstances,
requisite of a Thief is the average of dexterity and agility, +15% chance of hearing or seeing approaching danger, and
rounded up. A character must have Dexterity of 9 or the ability to see 50% farther than a normal human in dim
greater, Agility of 9 or greater, and a sum of Dexterity and light.
Agility of 25 or greater in order to be a Thief. The prime requisite of an Elf is Strength or Intelligence,
Illusionists: Illusionists are a special class of Magic whichever is lower. A character must have Strength 9 or
Users who study and use the art of illusion. They have the greater, Intelligence 9 or greater, a sum of Strength and
same basic restrictions as Magic Users, but use a different Intelligence of 25 or greater, and Dexterity 11 or greater to
mixture of magical spells. The prime requisite of an be an Elf.
Illusionist is Intelligence. A character must have Halflings: Halflings tend to be only about one half the
Intelligence of 15 or greater and both Wisdom and size of the average man in height, but for their size they are
Dexterity of 13 or greater to be an Illusionist. the toughest characters in the game (Dwarves being
Spellsingers: Another special class of Magic Users, somewhat larger). They have the same basic limitations as
the Spellsinger character class is designed to represent the Thieves in what they may wear and use. A Halfling is at his
various bards, skalds and other fantasy characters whose best while outdoors or in places similar to their own homes,
Magic is based on music. Their Magic is designed to affect forests and glades. A Halfling gains special abilities similar
the mind, the spirit, and the soul more than the body. to those of a Thief as he goes up in levels (see Thief rules
Spellsingers have special abilities with musical instruments, for details).
as given in their rules section. Magical items that require Being only about 3 feet tall, Halflings are not capable
activation by a Magical spell of classes I-VI are not usable of using certain weapons and implements made for humans,
by a Spellsinger, except for any abilities that do not require and can use others only with some sort of penalty. For
activation (combat abilities on an Earth Staff, for example). example, in normal use, Halflings can only use slings and
The Prime Requisite of a Spellsinger is Intelligence. The short bows for archery, although a somewhat smaller
minimum qualifications for a Spellsinger are: Intelligence crossbow could be designed for a Halfling (it would cause
15, Wisdom 13, and Charisma 13. only 1 die of damage instead of the normal 1 1/2 dice). The
Dwarfs: Dwarfs tend to be smaller than men, but they availability of special, scaled-down weapons such as this
make up for their size by being particularly resistant to crossbow should be at the discretion of the individual
fatigue and Magic (these differences are noted in the referee. Of the melee weapons, a Halfling could utilize
appropriate sections of the rules). Dwarfs are the only daggers, hatchets and short swords without penalty. If
characters able to fully employ the more powerful Dwarf- smaller versions are available, maces and warhammers of
made weapons and have a 5% bonus with all thrown Halfling size (doing 1 die of damage per blow) could also
1-2  Warlock Rules Intro Introduction
Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

be used. Likewise a 1-die melee spear could be produced. A Paladin has a 20% bonus in the Fighter abilities of
Otherwise, Halflings simply do not have the size and Horse Knowledge and Riding (medium or heavy war-horse,
leverage to use other human-size weapons properly. Thus, if by preference)
a Halfling attempts to use a human weapon designed to A Paladin may, instead of using a Fighter ability
cause 2 or more dice of damage from a normal blow, the opening for an actual ability, use the opening to take a level
Halfling must subtract 1 blow per Phase from the BASIC of a Cleric up to a maximum of 1 Clerical level for every 2
number of blows that the weapon strikes per Phase, levels the Paladin has gained. A Paladin may take no more
adjusting his own blows further for his own encumbrance than 1 level as a Cleric at any given level. A Paladin who
level. Thus, a Halfling trying to use a Longsword would be has taken at least 1 Clerical level can use Clerical
using it as if it were a 2 blow per Phase weapon. A implements.
morningstar would become a 1 blow per Phase weapon, and A Paladin has the natural ability to sense evil in his
a Flail would become 0 blows per Phase, and thus unusable. vicinity. The range of this sense is one inch per level of the
The prime requisite of a Halfling is either Constitution Paladin. The chance that the Paladin will successfully detect
or Dexterity, whichever is lower. A character must have the evil is equal to (level + 1) squared. Thus a 9th level
Constitution of 15 or more, Dexterity of 15 or more, and Paladin will always detect evil if it is in his range. When
Agility of 9 or more to be a Halfling. evil is so detected, the Paladin gains 2 to 20 points of
Rangers: This is a character class loosely based on the strength, rolled randomly on 2 ten sided dice, for the
wandering loner characters in fantasy. This character class duration of the encounter. When the Paladin has detected
is primarily a fighting one, but Rangers can gain enough the presence of evil, the party members following him into
knowledge to make use of a little Magic eventually, and battle have the effect of a Clerical Bless(2) spell on them.
enough respect for the ruling deities that they can gain a At 9th level a Paladin will go on a quest to find a holy
little Clerical ability eventually. They are better than sword. The nature of the quest and the design of the sword
average Fighters, and have the same restrictions as Fighters, are determined by the referee.
with the exception that Rangers who are 8th level or lower The prime requisite of a Paladin is Strength. A
may not own any property, Magical or not, that is not character must have Strength of 13 or more, Wisdom of 13
portable enough to be carried along with the Ranger on one or more, and Charisma of 17 or more to be a Paladin.
horse. Cavaliers: The Cavalier class is related to the Paladin
Rangers have a +15% bonus versus surprise, a 20% in the same way that the Illusionist is related to the Mage.
bonus in the Fighter abilities of Tracking, Plant Knowledge, Basically, the Cavalier is the character class that best
Animal Knowledge and Terrain Knowledge for any 2 recreates the “knight errant” and other similar heroic Fighter
chosen terrain types. types.
A Ranger may, instead of using an ability opening for The Cavalier may not take any abilities with any
Fighter ability, use the opening to gain a level as a Magic archery or second-rank weapons, and will not use any of
User or Cleric. This can only be done with one ability each them except as a matter of life or death for the Cavalier and
time the Ranger goes up a level. Thus a 10th level Ranger direct associates. The Cavalier will always wear the heaviest
could be a 4th level Magic User and a 6th level Cleric. A possible armor in all combat situations. This does not mean
Ranger has spell points equal to the sum of hits, level as a that, if it becomes necessary to fight underwater, a Cavalier
Magic User, and intelligence bonus per die, for which all his will automatically wear plate and drown. A Cavalier is
hit dice, not just his Magic User level hit dice, count. A determined, not stupid! Also, if a fight breaks out in a
Ranger who has taken as least 1 Clerical level can use normally non-combat situation (dinner, bathing, etc.), the
Clerical implements. Cavalier will not foolishly insist on donning armor while an
The prime requisite of a Ranger is Strength. A opponent is attacking. However, it must be remembered that
character must have Strength of 17 or more, Constitution mere discomfort is not a good enough excuse for a Cavalier
of 15 or more, and Intelligence and Wisdom both of 13 or to be under-armored. A Cavalier will wear plate armor if it
more in order to be a Ranger. is available, chain-plate in desperation. A Cavalier would
Paladins: This is a character class loosely based on the not drop down to light armor just to gain defense levels
idea of the chivalric knight from the legends of King Arthur from magical light armor.
and others. They are Fighters with a few of the abilities of a The Cavalier feels that the best thing in the world is to
Cleric, and the ability to use Clerical implements, and win a good fight. The worst thing in the world is to lose a
swords that have been consecrated to their own faith. A bad fight. People who do not follow the basic ethics of
Paladin must adhere completely to the rules of his faith, or chivalry are beneath contempt. People who are otherwise
lose all special abilities and become a normal Fighter. nice people, but insist on wearing light armor are merely
Paladins all take an oath of poverty, and keep only the misguided, not evil.
minimum money needed to pay expenses. The rest goes to Cavaliers may take Fighter abilities only with
the church or the poor. They also only keep those Magic “knightly” weapons. These include: broadsword, long
items that can be carried on self and steed, and they can sword, wide falchion, 2-handed sword, great sword, mace,
make use of. warhammer, beaked hammer, morningstar, flail, maul, great
hammer, and mounted lance. Shields may be used, but not

Warlock Rules Intro Introduction  1-3


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
bucklers. The Cavalier gets a 20% bonus to Horse Illusionists and Spellsingers can also be combination
Knowledge and Heavy Horse Riding abilities, if taken, and characters in place of Magic Users, i.e., a Fighting-
has 20% base numbers in those areas until the ability is Illusionist is possible, and a Magical-Illusionist is not. In
taken. this example, the Fighting-Illusionist would have to qualify
In addition, there is a special set of Fighter abilities as both a Magical Fighter and an Illusionist.
unique to the Cavalier class. The Cavalier must initially Others: Other type of beings can be a player character
(upon creation) designate a chosen type of sword and a in special circumstances, such as a reincarnation. Some
chosen type of impact weapon. These two weapons, plus notes on these are given below.
lance and shield, form a special group for that individual Centaurs: These beings are one of the optional
Cavalier. The Cavalier has a “built-in” +1 to any attack character types. In worlds with restricted character types,
levels on the three weapons, and a +1 to any defense levels and for beginning players and referees, this character type
taken with the sword, impact weapon, and shield. (Mounted should not be used except as the result of a Reincarnation
Lance defense levels do not exist!) There is a special third spell, if the referee permits non-humanoid reincarnations.
level Fighter ability that gives a Cavalier a “flexible” level Some people might like running a Centaur, others might
that may be added to any one attack or defense ability at a find it difficult. Each referee or group of referees should
time, limited to the special weapon and shield group. There decide for themselves whether or not to allow them, and
is a 4th level ability that gives a second “flexible” level, and with what restrictions.
a 6th level ability that gives a third “flexible” level. The Basically, a Centaur is a being with the upper body
levels may be applied together or separately, and may be re- of a human being and the lower body of a small-to-medium-
allocated each melee round. sized horse. This means that a Centaur has a lot more mass
The prime requisite of a cavalier is Strength. A than a human, in fact roughly 3 times the body weight.
character must have a combination of Strength and Size Thus, when rolling the Size of a Centaur randomly, figure
adequate to carry Plate and Shield plus 10 pounds of the weight as 700 pounds plus 3 times the rolled Human
weaponry at speed 12” per Phase, Constitution 13 or weight. Female Centaurs should only adjust the Human
greater, Dexterity 9 or greater, Agility 9 or greater, and weight, before multiplying. Thus, a male Centaur that is size
Charisma 9 or greater to be a Cavalier. 10 would weigh roughly 1150 pounds. The dividing line of
Warrior Priests: This is a Fighter who also has some man and horse on a Centaur is roughly at the human waist,
Clerical abilities, and some weapon limitations. A Warrior which joins the horse-body at the base of what would be the
Priest gains Fighter abilities as a Fighter, but gains Clerical horse's neck. Thus, a Centaur has four feet and two arms.
spells at a rate somewhat slower than a Cleric. A Warrior The carrying capacity of a Centaur is similar to its size: big.
Priest is limited to the use of any weapon a Cleric may use. The only restriction to Centaurs carrying things is that the
The prime requisite of a Warrior Priest is Strength or weight of their equipment and such should be distributed so
Wisdom, whichever is lower. A character must have that roughly 2/3 carried by the horse body, and 1/3 by the
Strength 13 or more, Wisdom 13 or more, and a sum of human body. Carrying capacity for a Centaur is figured as if
Strength and Wisdom of 27 or more to be a Warrior Priest. for a normal human.
Combination Characters: It is possible for a While faster running than a normal human, a Centaur is
character to be more than one type of character. If a less maneuverable in tight spaces. Basically, a Centaur is
character has a score of 17 or better in the prime requisites happiest outdoors, and thus is not the best of character types
of two or even three of the character types that can combine in worlds that consist of dungeons and tunnels under the
(Fighter, Cleric, Magic User, or Thief) then he can become ground. Centaur movement speed is 4/3 that of a human, so
a dual or triple character type. A character with scores of when a Centaur is 1/4 of his maximum carrying capacity, he
17 or better in both strength and intelligence could become will be able to move at speed 16, whereas a human would
a Magical Fighter, as an example. As such, he would gain move at speed 12.
the abilities of both types but would advance on a different Centaurs may be Fighters, Magic Users, Illusionists,
advancement table for his type (see Advancement tables). Spellsingers, or Thieves, based on their characteristics as if
Triple and quadruple characters are also possible, but you human. They may not be Clerics, nor may they be any
should be suspicious of anyone claiming to have rolled one combination character that at any level gains the powers of
up randomly. The prime requisites of a combination a Cleric. In systems that allow druids, a Centaur with
character are the lowest of the prime requisites of the types sufficient Wisdom should be permitted to gain druidic
that are combined. Note: Thievish combinations can powers. Centaurs attain levels and hit points based on their
average the Agility and Dexterity, so an 18 and 16 or even class, using the table below. Note that they take more hits
19 and 15 combination will allow for a thievish than their human counterparts, partly due to their larger size
combination character. and strength.
Dwarfs and Elves may only be combination Thieves.
An Elf may be a combination Elven-Thief if he has
Strength, Intelligence, Dexterity, and Agility all of 15 or
more. A Dwarf may be a combination Dwarven-Thief if he
has Strength, Constitution, Dexterity and Agility all of 15 or
more.

1-4  Warlock Rules Intro Introduction


Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

Centaur Class Experience Table Hit Table Fighter Dwarf Dwarf


Mage,
Illusionist, Elf Elf
Spellsinger
Thief Dwarf Fighter
Fighting-Thief Dwarven-Thief Dwarven-Thief
Magical-Fighter Elven-Thief Fighter
Magical-Thief Elven-Thief Elven-Thief
Centaur Magic Users, lllusionists, and Spellsingers gain
spells at the same rate as an Elf, and should thus use the
Elven Advancement table to determine how many spells are
acquired at each level. Centaur Thieves gain abilities at the
same rate as a human Thief, per level, but are restricted
from using certain abilities, at the discretion of the referee.
Basically, a Centaur Thief should not be allowed to use any
Thievish Abilities that would be physically unreasonable for
something shaped like a Centaur: hiding and moving
silently would be more difficult, as would any of the
ducking and dodging abilities. Still, a Centaur Thief could
utilize melee and archery abilities, detection and burglary
skills, and so on.
Centaurs have the following bonuses: +5% on archery
shots with bows, +15% chance of not being surprised by
unusual circumstances, +15% chance of hearing, seeing, or
smelling approaching danger.
Were creatures: Any of the various types of were-
creatures that change from man to beast and back again are
likely candidates for character types. Like Centaurs, these
creatures are difficult to run as characters, and should not be
handled by novice players or referees.
Were-creatures have the special advantages that they
cannot normally be damaged in their beast forms except by
silver or Magic. They have the disadvantage that they lose
much of their human intelligence when in beast form. This
means that they cannot think as clearly or communicate
with other members of an expedition as easily as when in
human form. The player should always remember that the
being must act within its own restrictions, such as not trying
to change shape while wearing armor, not trying to throw
spells while in beast form, and so on. It takes one full Turn
for a were-creature to change forms. When in human form,
a were-creature can be any of the character classes that his
characteristics allow, determined as if a normal human
character. The only restriction to this is that if a character's
alignment has been altered by becoming a were-creature
(such as a Lawful character becoming a Neutral or Chaotic
were-creature by means of a curse), the character may no
longer be a Cleric of his old alignment. The characteristics
of a were-creature are the same as for a normal human,
except for the fact that some types of were-creatures should
be given a strength bonus when in beast form, particularly
any were-creature that is particularly strong in comparison
to a normal human. This is up to the individual referee. Due
to the nature of a were-creature, it has difficulty absorbing
the advantages of experience. Thus, a were-creature
advances in level as if it were whatever character class it
might be when in human form and needs twice the
experience per level to advance.

Warlock Rules Intro Introduction  1-5


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
Basically, any animal of roughly human size and To give you some idea of what these characteristics
weight could be the basis for a were-creature, depending on actually mean, they can be interpreted as follows: Strength
the referee and his world. Until you get the hang of is both physical and the overall fighting ability of the
designing new ones, stick with the ones from common character. Intelligence is both the IQ and the general
fantasy and mythology sources. aptitude for Magic. Wisdom is both judgment and tendency
towards things Clerical. Constitution is overall toughness of
Advancement Tables body and spirit. Size is body size. Agility is physical
The following is an explanation of the things found in quickness and maneuverability. Dexterity is quickness of
the Advancement Tables for the different character types, mind and eye for both archery and Magic. Charisma is the
first the things found in all types, then the specific types. overall likability of the character.
Level is the Experience Level of the character. All Step 2: As an optional rule, the player may change the
player characters should start at a low level, say first to rolled characteristics as follows. The player may swap any
third. two characteristics, except size. Also, any swap involving
Hit dice is the number of cumulative 6 sided dice rolled Charisma must raise Charisma. This swapping rule allows
to determine how many hit points of damage a character can players to get the character types they wish.
take before falling unconscious. If the number in the Step 3: Choose the character’s type from those
column is a fraction, then the results of the die roll is available. Each character class has certain basic
multiplied by that fraction and rounded up. For example, a requirements that must be met. It is recommended that any
Cleric going from 9th to 10th level would roll a half die; a character be made whatever he is best at. The requirements
roll of 3 would result in the gain of 2 hits. A Fighter going for a character class may be met including any adjustments
from 2nd to 3rd would roll a half die and a full die. Note made in step 4.
that the results of these rolls are cumulative, when a Step 4: Adjust the characteristics according to the
character gains a level, new hits rolled are added to the following. No characteristic may be lowered to a value less
previous total.If levels are lost, then hits remain the same than nine. Magic Users, Illusionists, and Spellsingers may
when the lost levels are recovered. raise Intelligence by one for each reduction of Wisdom by
At any time, a character has a margin between his Hit two. Clerics may raise Wisdom by one for each reduction of
Points and the point at which he dies from damage. This Strength by three or for each reduction of Intelligence by
margin is equal to (Constitution x 0.03 x Hit Points). Thus a two. Thieves and Halflings may raise Agility by one for
character who has Constitution 10 and takes 10 Hit Points each reduction of Strength by two, or raise Strength by one
has a margin of 10 x 0.03 x 10 = 3 points. This character for each reduction of Intelligence or Wisdom (not
would become unconscious after receiving 10 points of combined) by three. Any type that gets Fighter abilities can
damage in combat or from Magic, and would die upon raise Strength by one for each reduction of Intelligence by
receiving 13 points of damage. two or for each reduction of Wisdom by three. Combination
Experience means that this is the number of total characters can use any of these adjustments appropriate to
experience points needed for a character of that type to be their classes. Elves are treated as a Mage and a Fighter
the level on that line. For example, a Cleric with 4000 combination. In other words, a Cleric with Strength 14,
Experience Points would be 3rd level, while an Elf with Intelligence 13, Wisdom 15 could be adjusted to Strength
4000 points would only be 2nd. 11, Intelligence 9, and Wisdom 18. Three points were
Spells progression refers to the total numbers and subtracted from Strength, four from Intelligence, making a
levels of spells known (in the case of a Magic User) or total addition to wisdom of three. It is possible to adjust a
usable (in the case of a Cleric). The number above each character into being a combination character, or to a prime
column is the spell level (indicating the relative difficulty of requisite of higher than 18 in some cases. It is beneficial to
the spell). The number in the columns opposite each have as high a score as possible in the prime requisite of a
character level indicate the total number of spells that can character, There are also benefits from having high scores in
be learned (by a Magic User) or used during a game day (by other areas (See Effects of Characteristics on page 7).
a Cleric). Class Strength Intelligence Wisdom Agility
Abilities acquisition for fighting and thievish types Fighter 2 Int = 1 N/A N/A N/A
Types 3 Wis = 1
gives the total number and level of abilities that can be Magic N/A 2 Wis = 1 N/A N/A
learned by these characters. 3 Str = 1
Cleric N/A N/A 2 Int = 1 N/A
Creating Player Characters Thief 3 Int = 1
Halfling 3 Wis = 1 N/A N/A 2 Str = 1
Step 1: There are eight characteristics which need to
be determined initially for each character. These are: Step 5: Decide if the character will be male or female.
Strength, Intelligence, Wisdom, Constitution, Size, Agility, If the character is to be female, then her weight will be
Dexterity, and Charisma. These are each determined by reduced by 20 pounds (30 pounds if she is size 18), and one
rolling three six-sided dice (once for each of the eight). characteristic, determined randomly and other than
Record the results, as these characteristics are normally Strength or Size, is increased by one.
permanent after step 6. Step 6: As an optional, but recommended, rule you
can roll on the Special Characteristics tables starting on
page 8. Any character should roll in the appropriate column
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Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

for his type. Elves should roll as either Fighters or Magic STRENGTH: See the Strength Effects Table on page
Users, depending on which is higher, their Strength or 25 for adjustments to carrying capacity and fighting ability.
Intelligence (rolls on both in case of a tie). In the same way INTELLIGENCE: For a Magic using character, an
Warrior Priests roll as either Fighters or Clerics, or both. Intelligence of 13 to 15 gives that character an extra 1/2
Paladins roll as both Fighters and Clerics. Combination Spell Point for each full Hit Die he gets, An Intelligence of
characters roll as each type included in the combination. 16 or higher gives the character an extra 1 Spell Point for
Dwarfs and Cavaliers roll as Fighters, Rangers roll as each Hit Die he gets.
Fighters, Mages, and Clerics, and Halflings roll as Thieves. WISDOM: For a Clerical character, Wisdom or 13 to
Illusionists and Spellsingers roll as Magic Users. After 17 gives a character a bonus of +1/2 point per die of
rolling a Dwarf's or Halflings' weirdness, increase its effects healing, and +1/2 per die when rolling to dispel Undead,
by one more level; e.g., a Dwarf who rolls a swords - 1 is both for quantity and for chance to affect them. Wisdom of
actually swords – 2 and a rolled swords – 2 is actually 18 or greater increases these bonuses to +1. Further,
swords - 3. Wisdom of 15 or higher gives the Cleric a 5% bonus chance
Step 7: Determine the character's weight and on dispelling demons.
maximum carrying capacity from the Weight and Strength CONSTITUTION: Constitution of 16 or more gives a
Effects table on page 24. Also see Effects of Characteristics character a bonus of 1 hit point for each Hit Die. 13 to 15
on page 7 - Size. gives a bonus of 1/2 hit point for each die. 6 to 8 results in a
Step 8: Determine the number of hits that can be taken loss of 1/2 point per die, and a constitution of 5 or less
and the number of spells or abilities available to the results in a loss or 1. In the cases of low Constitution, the
character for his type, from the Advancement Tables loss of points is disregarded if a 1 is rolled on the hit die. In
starting on page 6. other words, a character must always gain 1 hit point when
Step 9: Determine the character's initial amount of going up a level.
gold with which to buy equipment. This is done by rolling AGILITY: Agility of 16 or greater adds 1 to the
three six-sided dice and multiplying the results by 10, Thus defense level of a character. Agility of 5 or less subtracts 1
a character starts with 30-180 gold pieces, with an average from the defense level of a character. The agility of a
of around 100. character is also affected by how much the character is
Step 10: Purchase (from the funds available to the carrying. If the character is loaded so that movement at
character) the armor, weapons and other equipment that the speed 12 is possible, then there is no adjustment to agility. If
character is to carry (see Equipment Weight and Cost tables the character can move at speed 15, then his defense level
on page 13). Please note that this purchased material is non- and agility based Saving Throws are figured as though the
Magical. Experience will teach you which weapons and agility is 2 points higher. At speed 18 or above, this bonus is
gadgets are needed, and some are dictated by circumstances. 4 points. At speed 9, subtract 2 points, and at speed 6 or
Torches, for example, are needed in quantity for less, subtract 4 points.
underground or cave travel. Pack animals are used outdoors SIZE: The Size table gives the basic weight of a
(except for mules, which can negotiate underground normal human male for purposes of figuring out carrying
passages). Other materials are at the discretion of the capacity. For other types, adjust as follows: For female
players. characters, subtract 20 pounds from the weight before doing
Step 11: From the time of their first expedition, player any other modifications or calculations of carrying capacity.
characters must pay for their upkeep at inns and such, the For Elves and Dwarfs, after calculation of carrying capacity,
cost reckoned to be 1% of their gold per game month. In determine actual weight by subtracting 2 from the rolled
addition, Clerical types should pay tithes (10%) of any size. For Halflings, divide weight by 2 to find the character's
earnings to their church. Upkeep costs (but not tithes) cease true weight and find the carrying capacity this weight plus
upon completion of a stronghold for the player characters, 20 pounds.
such as a castle, keep, or other holding. In other words, an Carrying capacity of a character is calculated by
11th level Magic User no longer has to pay upkeep once he multiplying the weight of the character by the carrying
completes construction of his own Wizard's Tower or capacity multiplier for that character's Strength, applying
whatever he chooses to build. Clerics may begin building a any adjustments for special types of characters stated in the
hold when they reach 8th level, Fighters and Thieves at 9th Size notes. Thus, a human of Strength 18, Size 18 would be
level, and Magic Users at 11th. able to support (barely) 250 x 3.0 or 750 pounds. He would
be able to operate normally (speed 12” movement) while
Effects of Characteristics carrying no more that 1/4 of the amount, and so on (see
There are beneficial and harmful effects caused by Time and Movement rules on page 11).
having high or low characteristics on a character. These are Men and Their Animals
as follows:
There are several types of normal animals that are used
PRIME REQUISITE: If the Prime Requisite of a
both by encountered men and by characters, and should thus
character is 19 or more, he gets a 15% bonus added to his
be discussed. Draft animals and hunting animals are quite
earned experience. 15 to 18 get a 10% bonus. 13 to 14 get a
common, and some are listed in the Equipment tables.
5% bonus. 9 to 12 gets no adjustment.

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Basically, normal animals all have the same Saving Throw (weapon name) -1 means that the character is -1 attack
Class: Class 3. Normally, they are Armor Class 1 if without level or -5% archery accuracy with that weapon, as
harness or packs, Armor Class 2 if saddled or harnessed, appropriate.
Armor Class 5 if wearing Chain Barding. Unless stated -5% vs. Magic Type means that the character's Saving
otherwise, normal animals have Attack and Defense Levels Throw is worsened by 5% against that type of Magic.
equal to their Hit Dice. The following list gives the Use Magic Type at +1 SP means that the character must
differences between the various animals. expend an extra spell point each time he casts a spell of the
Mules: These are the only pack animals that you can type listed.
normally use in caves, tunnels, or other narrow or steep Familiars: When the Magic User Weirdnesses on page
areas. Mules have 3 Hit Dice, and can carry up to 350 22 indicates that a character has a familiar, or when the
pounds at speed 12”. Mules can pull wagons or sleds referee determines that a non-player character has one, the
weighing, with load, up to 1000 pounds. A mule, if Basic Familiar Table on page 22 can be used to determine
attacked, will kick with Small Hooves. just what the familiar is. Roll the type of familiar on the
Light Horses: These are the fastest horses normally table for the appropriate alignment. A result of Special
available, but are not very sturdy. A Light Horse can carry should be at the discretion of the referee, generally
up to 250 pounds at speed 24”, and cannot be trained to pull something somewhat unusual, but not altogether impossible.
wagons. Light Horses have 2 Hit Dice, and can, if attacked, A unicorn might be one possibility for a Lawful Magic
kick with Small Hooves. User, and so on.
Medium Horses: These are more durable, but not as
fast. A Medium Horse can carry 350 pounds at speed 18”, Familiar Rules for 1999-2000
and cannot be trained to pull wagons, but can be trained to Introduction: A Familiar is a spirit which has taken on
wear Barding or to participate in cavalry melee. Medium the form of an animal to act as assistant or partner to a
Horses have 3 Hit Dice, and, if in melee, can kick with magic caster (called the Partner of the Familiar). Exactly
Small Hooves. why and how the Partner acquired a Familiar is a question
Draft Horses: These are sturdy, durable workhorses, to be answered elsewhere. These rules address designing the
who can carry or pull great weights, but not very fast. A Familiar and developing it as the Familiar and Partner
Draft Horse has 4 Hit Dice, and can carry 450 pounds, or advance in Level.
pull a wagon or sled weighing 1500 pounds, moving at Acquiring a Familiar: In game terms, a Familiar is
speed 12”. Draft horses will attempt to avoid combat, but if normally acquired as a Special Characteristic. A Familiar
forced, will defend themselves using Medium Hooves. off of the Negative Special Characteristics Table will be of a
Heavy Horses: These beasts, also known as random Type (see Type, below) and a Familiar off of the
Warhorses, are bred and trained for battle. They are positive table will have a Type chosen by the player.
physically quite similar to Draft Horses, being among the Modifiers, plus and minus, will affect the number of Build
biggest and toughest of horses. A Heavy Horse will carry up Points available (see Build Points, below).
to 450 pounds at speed 12”, and can be trained to wear Designing the Familiar: A Familiar is normally
Barding and to participate in battle, but does not pull designed by first determining its Type and Form, then
wagons or sleds. Heavy Horses have 4 1/2 Hit Dice. They allocating all manditory Build Points. If the Partner is
thus have Attack and Defense levels of 5th level. Heavy higher than 1st Level, then additional Build Points may be
Horses, if in combat, attack using Medium Hooves. allocated. Finally, details can be filled in such as the
Hounds: These are the tracking dogs that are Familiar’s name, exact appearance, personality, and so on.
commonly used. They move at speed 15”, and can attack Basic Abilities: All Familiars have the following
using Small Teeth. A Hound has 2 Hit Dice. capabilities unless they purchase abilities - Characteristic
Mastiffs: These are the more solid killing-dogs, bred values of 12, Hit Dice as Magic User, Armor Class 1,
for strength. A Mastiff moves at speed 15”, and can attack running 12”, empathy, normal human senses (except
using Medium Teeth, attacking at 4th level. A Mastiff has 3 lacking color vision), a Type and a Form, no natural
Hit Dice. weapons, and Level and Saving Throws equal to the
Falcon: These are the hunting birds commonly used, Partner’s.
and actually includes several varieties. They fly at speed Build Points: A Familiar has certain abilities purchased
24”, and can attack using Small Teeth (Beak) or Small with Build Points (BPs) according to the Familiar Ability
Claws, but normally only attack small animals. Falcons Chart. A Familiar starts with 5 BPs determined by its Type
have 2 Hit Dice, but attack at 3rd level. and 2 BPs determined by its Form. The Familiar gains +1
BP each time the Partner gains a new Spell Level above 1st
Special Characteristics
and may have additional points from Special
The special characteristics table is mostly very simple. Characteristics. All of these additional BPs are spent at the
For each character, roll a percentile die or pair of dice, discretion of the Player in accordance with the restrictions
numbered 01-100 and find the characteristic in the column given in the ability descriptions. Example: If the Partner is a
corresponding to the character type. Please note that these 9th level Magic User, the Familiar has 4 extra BP. BPs may
are almost all minor handicaps to be overcome, or be saved up to purchase more costly abilities later.
occasionally a minor bonus. Type: There are three Types of Familiars, which have
different fundamental functions. At higher levels, with the
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acquisition of additional abilities, the differences among Familiar Ability Chart


Types may blur, but initially they are as follows:
 Scout: A Scout watches for the Partner and warns Ability Points
of danger. Initial abilities are Int +2, Talk, Sneak - Math 1
Memory 1
30%, Sense +15%, and either Move +6” or extra
Sense +15% 1
Movement Mode. Slow Heal 2
 Aide: An Aide assists the Partner’s spell casting in Sneak -30% 1
various ways. Initial abilities are Int +2, Talk, Hit Spell Accuracy +5% 1
Dice as MF, Saving Throw Class 13, and Use Hits Spell Projection 3
as SP. Use Hits as SP 1
 Bodyguard: A Bodyguard will attach anyone who Add One Sense 1
attacks its Partner or anyone else upon command. Armor Class
Initial abilities are Hit Dice as F, AC 2a or 3, small 1 0
monster weapon, and one Characteristic +2. 2a/3 1
2b/4a/5 2
If a Familiar is acquired from the Negative Special
Characteristic +2 1
Characteristics Table, the Type is generated randomly, with Combat Levels +1/+1 1
equal chances for each of the 3. Off of the positive table, the Communications
player may choose. If a Familiar is acquired in some other Empathy 0
way, the referee determines the Type. Speech 1
Form: The Form of a Familiar is the animal it Telepathy 1
resembles. This is normally generated randomly from a Clairsentience 1
table, but may be determined by the referee or in some other Hit Dice
way. The Form of the Familiar determines what natural as MU 0
weapons and Armor Class are appropriate (but, see as MF 1
Appearance, below). The Familiar will have 2 BP of as F 2
abilities determined by its Form. These abilities should be Move
chosen primarily for flavor. For example, 12” 0
+6”  1
 Bird: Flight, Color Vision
Movement Mode, extra 1
 Cat: Night Vision, Sneak Saving Throw
 Dog: Ultrasonic Hearing, Sensitive Smell As Partner 0
Appearance: The Familiar’s appearance includes such Best of Partner or 13 1
details as its approximate size, species, sex, coloration, Weapons
degree of beauty, and so on. The initial appearance should None 0
be determined by the initial abilities. For example, a bird add one small 1
that attacks with Medium Teeth probably isn’t a robin, but enlarge to medium 1
is something significantly larger. Always remember,  May choose up to 3 times
though, that the Familiar is not actually a natural animal. If
later abilities are not consistent with its original appearance, Familiar Ability Descriptions
then the Familiar can be assumed to change. A cat may The abilities described below are purchased with BPs
become bigger and scarier as it goes up in Level, for according to the table above. A few have prerequisites, as
example, possibly even turning into a lynx or ocelot. noted. Others have intermediate stages and may be
However, there are limits, and some abilities will be too purchased gradually. For example, Armor Class may be
inconsistent to be permitted. A bird should never develop purchased at the 1 BP level and later increased to the 2 BP
tentacles, and a cat should never develop scales (Armor level.
Class 5), to give two examples. Add One Sense: The default senses of a Familiar are
Death: A dead Familiar may not be raised from the equivalent to those of a human with no color vision. This
dead by a Cleric, but may be Reincarnated (6M). If the ability adds one extra sense. Examples include color vision,
Reincarnation is successful (ST Class 13), generate a night vision, sensitive smell, and ultrasonic hearing.
Familiar of the same Type and random Form with the same Armor Class: A Familiar is normally Armor Class 2A,
Build Points as the previous Familiar. which is appropriate to most Familiar forms. The Familiar
may be adjusted from 2a to 3 for +1 BP; AC 2b, 4a, or 5 for
+2 BP.
Characteristic +2: The characteristics of a Familiar are
all considered to have value 12. For 1 BP, one
Characteristic may be raised by 2 points. This ability may
be taken a maximum of 3 times per Characteristic.

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Combat Levels: With this ability, the Familiar gains Spell Projection: This ability allows the Partner to cast
+1 Weapon Attack and +1 Weapon Defense with each of its spells targeted from the location of the Familiar with the
natural body weapons, as per the Fighter Ability. same restrictions as Projected Image (6M). The Familiar
Communications: A Familiar and its Partner will sense must be conscious. Furthermore, an offensive spell will
each other’s direction, but not the distance. They also share cause a spell such as Invisibility cast upon the Familiar to
a form of empathy. Each can sense the other’s emotions and break, and the Familiar will be visible.
general state of health (conscious, weary, in pain, etc.) For 1 Use Hits as SP: If the Familiar is within 12”, the
BP, the Familiar can speak and understand all languages Partner may expend Spell Points at a cosst of 1 Hit Point of
that the Partner knows, although with a level of damage to the Familiar per Spell Point instead of deducting
sophistication limited by its intelligence and nature. the Spell Points from his own total.
Prerequisite: Intelligence 14+. For +1 BP, the Familiar can Weapons: A Familiar normally possesses no natural
communicate thoughts telepathically with its Partner within body weapons. For 1 BP, the Familiar may have one small
a range of 24”. Prerequisite: Intelligence 16+ and Speech. monster weapon appropriate to its Form. For +1 BP, the
For +1 BP, the Partner shares all of its sensory information weapon enlarges from small to medium (small claws
if within 24”. Prerequisite: Intelligence 18+ and Telepathy. become medium claws, and so on.) The Familiar may take
Hit Dice: A Familiar has the same Hit Dice as a Magic each of these abilities a maximum of 3 times.
User of its level. For +1 BP, the Familiar has the Hit Dice of
a Magical Fighter. For +2 BP, the Familiar has the Hit Dice Languages
of a Fighter. When increasing a Familiar’s allowed Hit Each player character has a language learning ability, in
Dice, immediately roll the additional number of dice to points, equal to (Intelligence + Wisdom)/4. Thus, a
which it is entitled, and record the result. character with Intelligence of 10 and Wisdom of 10 has
Math: A Familiar normally cannot distinguish (10+10)/4 = 5 language points. These points include all
distances or numbers with any precision. This ability allows languages known by the character previous to adventuring
the Familiar to count objects or people that it recognizes and as well as those to be learned later. This is to simulate the
to measure distances it can perceive to within an accuracy difficulty in speaking multiple languages fluently.
of 10%. The total number of languages learnable by a character
Memory: A Familiar normally has a hazy memory at is determined as follows: Languages can be learned at a
best of events before yesterday. This ability allows the cost of 1 point for each level of difficulty of the language to
Familiar to recall previous events with the same clarity as its be learned (ranging from 1 to 10 in difficulty). Thus,
Partner, although possibly with less understanding. The Goblin, a simple and coarse tongue, only costs 1 point,
Partner may ask the Familiar to remind him of events whereas Elvish, a more rich and difficult language, costs 5.
(Referee judgement). Any player character gets one language at no cost,
Move: The base movement of a Familiar is 12” of normally his alignment language (Lawful, Neutral, or
running. This ability increases the movement by 6”. The Chaotic) Special exceptions are made in the case of Dwarfs,
Familiar’s Speed Class for combat is not altered. Elves and the like, who pay no cost for their own tongue,
Movement Mode, extra: This ability gives the but must pay to learn alignment languages.
Familiar another mode of movement, such as flight or For one-half the normal cost for any language, a
swimming. The Familiar’s total movement should be character can learn enough for simple conversations, but not
divided among its various modes, each of which has a enough to fully command a language. Elves, due to their
separate maximum. Example: A Familiar with a base nature and background, learn languages more easily than
movement of 12” is a seabird that flies, runs, and swims. humans and most other intelligent beings, so multiply their
The Familiar may be given flight of 8”, running of 2”, and basic language point total by 2. Thus they can learn more
swimming of 2”. languages. Dwarfs, Halflings, and Rangers also, by their
Saving Throw: A Familiar normally possesses the nature, tend to become involved with other languages at an
same Saving Throws as its Partner, except for early age, so multiply their basic language point total by
Characteristic-based Saving Throws, which are calculated 1.5, allowing them some extra language ability.
based on its own Characteristics. This ability gives the Not all languages are immediately available for the
Familiar’s Saving Throws are the better of its Partner’s or learning in most cities. The learning of a language is limited
Monster Saving Throw Class 13 (spirit beings). by the availability of a teacher for that language. The
Sense +15%: This ability adds 5% to the Familiar’s chance of such an instructor being available in a given
chance of noticing things with any of its senses. normal fantasy city of mixed population is listed for each
Slow Heal: This ability causes the Familiar to heal 1 language as “Availability”. Use these as a guideline for
point of damage per Turn unless dead. determining other languages not listed.
Sneak -30%: This ability subtracts 30% from chances It takes approximately 1 game-month of intensive study
to sense the Familiar when it is hiding or sneaking, as per per difficulty point to learn a language fluently. If the
the Thief abilities Move Silently and Skulking. character is only studying the language on a casual basis, it
Spell Accuracy +5%: This ability adds 5% to the takes 4 game-months per difficulty point to gain fluency.
Partner’s accuracy with spells when the Familiar is within Some languages have specific dialects, and examples
12”. The Familiar must be conscious and perceive the are listed in the language descriptions. These dialects are
target. offshoots of the main language, and can be learned simply
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once the main language is known. For each dialect learned Basic wisp and of any dialect decreases by 1% for each 5
of a language, the cost is ½ the cost of the main language. miles you are from high hills or mountains. Difficulty: 4.
Availability: 10%.
Language Descriptions Old Forest: This is the basic language of Dryads and
Common: This is the trade tongue of most humanoid other beings of the deep forest. The availability of Old
intelligent beings. That is, it is not a native language, but an Forest or of any dialect thereof decreases by l% for each 5
artificial mixture of words and phrases generally miles you are from a true forest (not just a park or grove)
understood, developed for the purposes of trade and Difficulty: 4. Availability: 10%.
communication between different peoples. Difficulty: 1.
Time and Movement
Availability: 100%.
Lawful: This is the normal language of lawful It is suggested that you use the following set of scales
humans. It is the commonly spoken language of various of time and movement for the game:
lawful non-human beings as well. Difficulty: 2. One real day (noon to noon) = one Game Week. This
Availability: 100%. allows you to play more than one expedition or adventure in
Neutral: This is the normal language of Neutral a real day and also allows expeditions that take more than
humans. It is the commonly spoken language of various one day of the characters' time without having to come back
neutral non-human beings as well. Difficulty: 2. the next real day to continue.
Availability: 100%. One real inch = 6 game feet or 2 meters. This allows
Chaotic: This is the normal language of chaotic you to use miniature figures to set up the physical positions
humans. It is the commonly spoken language of various of characters, so that the players and referee can see what is
chaotic non-human beings as well. Difficulty: 2. going on, and visualize the action. When inches are referred
Availability: 100%. to in these rules, they are these 6 game foot inches.
Elvish: This is the basic language of the various Elves, In a dungeon or other similar situation, a Turn = 1
no matter what location or alignment. Difficulty: 5. minute of game time. This length of Turn is used for
Availability: 90%. movement, Magic, and any other case where a game 'Turn'
Dwarfish: This is the basic language of the various is referred to unless it states otherwise.
groups of Dwarfs, no matter what location or alignment. Timing: Each game Turn consists of six 'Phases' of ten
Dwarfs are somewhat secretive about their language, and seconds each. Each Phase is broken down into three basic
this means that not all cities will have persons who can parts: Movement; Magic & Archery; Melee. It is not
teach this one. Difficulty: 5. Availability: 70%. necessary to keep track of or operate in Phases except when
Greek: Difficulty: 3. Availability: 70%. encounters or combat occurs, rather than just walking
Latin: Difficulty: 2. Availability: 90% if your major around. The Phases take place in the above order during any
churches use it, 70% otherwise. individual Phase. First, all characters in the situation move
Norse: Difficulty: 2. Availability: 70%. to any new positions, as allowed by the referee. Then, any
Arabic: Difficulty: 4. Availability: 30%. magical spells are thrown and any archery fired. (This step
Dragon: Each color of dragon has its own dialect. The includes the use of most Magical implements other than
availability of each dialect is reduced by 1% for each 10 weapons or armor). Finally comes melee, with hand to hand
miles you are from the natural habitat of that type of combat being resolved. While seeming complex, after the
dragon. Basic Dragon Difficulty: 10. Basic Dragon first couple of times this system is used, the order will
Availability: 10%. become familiar and easy to remember.
Giant: Each type of giant has its own dialect. The Surprise: At the beginning of a encounter, there is a
availability of each dialect is reduced by l% for each 10 chance that the characters, or whatever they are
miles you are from the natural habitat of that type of giant. encountering, will be surprised. Normally, there is a 33%
Basic Giant Difficulty: 2. Basic Giant Availability: 30%. chance of this happening, with modifiers for character type
Goblin: (Spoken by goblins, hobgoblins, and related and situation per the referee. A surprised person loses all
beings). Difficulty: 1. Availability: 20%. actions for one movement, Magic & archery, and melee
Kobold: (Spoken by kobolds and their kin). Difficulty: Phase. The only exception to this is if you find yourself
1. Availability: 20%. under attack. Then you can start to defend yourself
Trollish: (Ogres speak a dialect of this tongue) immediately, and start to attack after losing 2-5 blows
Difficulty: 3. Availability: 20%. drawing a weapon. If you carry your weapon drawn, then
Mer: (Dialects of this language are spoken by Tritons, you lose only one blow, but there is a 25% chance you will
Mermen, Nixies, Elves of the Sea, and other underwater in your surprise drop it (10% if it is a two handed weapon).
beings) The availability of Basic Mer and of any dialect Dexterity counts: Since the precise order in which
decreases by 1% for each 5 miles you are from large bodies spells and archery are fired often makes a difference in a
of water, especially oceans. Difficulty: 5. Availability: battle, we have introduced the Dexterity Count system,
10%. which gives those with a higher dexterity a chance to fire
Wisp: This is the basic language of aerial beings. first without making the slower ones always lose.
Pixies speak a dialect of this language. The availability of

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 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
On any given Phase of action, the referee asks the moving affect the number of melee blows that may be
players what action each character is taking and also taken, as described in the combat section.
determines the actions of the ‘monsters’. If either or both These speeds are all subject to the maximum speed
are firing Magic or archery, the referee checks to determine attainable by man or beast of the type in question. A being
who is going to fire first, This is done by having each that is given a fixed maximum speed does not automatically
character or monster roll two six sided dice, and adding the exceed that just because it isn't carrying anything. Mules,
results to their current dexterity (whether natural or and other pack animals trained for carrying, can go at their
Magically enhanced). That is when that character or being maximum speed with a load no greater than that listed on
will start to fire. In the case of a bow, that is when the arrow the Equipment and Expenses table on page 26, more they
leaves the bowstring. In the case of a Magic User or Cleric cannot carry.
casting a spell, it is when the spell starts to be cast, This is The normal speeds are just that, and are used when
also the case for Magical implements being fired, rings, walking. In combat, or in other situations where speed is
wands or whatever. Since it takes time for a spell to be cast, important, creatures that walk or swimming travel at their
arrows are often in flight before Magic. The precise amount normal speed, but per Phase instead of per Turn. Thus,
of delay is as follows: running or swimming quickly is 6 times as fast as normal
Each Dexterity Count is a small fraction of a second movement. Flying creatures are somewhat different. They
(call it 1/10th for convenience). It takes 1 Dexterity Count move at their listed movement per Phase normally, and
for an arrow or quarrel to travel 3" in scale. When firing move at twice that speed when hurrying or diving.
more than one arrow in the same Phase, the time between Bleeding: While unconscious but not dead, a character
successive arrows is 20-(Dex./4) counts. A Magical spell tends to deteriorate toward death, but can become conscious
takes 1 Dexterity Count for every Spell Point the spell costs on his own. This is figured as follows: each Turn a number
the caster to go off. A Clerical spell takes 1 Dexterity Count of dice are rolled equal to the points over unconscious the
for each level of the spell (i.e., a Second Level spell takes 2 character is plus one. For each 5 or 6 rolled, the character
Counts) to go off. Most other Magic items are fired at a rate bleeds one point. For each 1 rolled, the character recovers
of 1 Dexterity Count per level of the spell being fired by the one point, on top of any healing being done. This continues
item. Specific ‘spell storing’ items go off at the cost of the until the character is dead or conscious. If the character
spell for the person that filled the item. becomes conscious unassisted, he will be helpless (No
Thus we have a Magic User with Dexterity of 13. The movement, melee, spellcasting etc.) for 1 to 6 Turns.
Mage wants to fire a Sleep spell, which costs 3 Spell Points. Sometimes there will be frantic attempts to save a
The dice rolls comes up 7. Thus, the spell actually goes off character that is about to bleed to death. In this case, it will
at Dexterity Count 17 (13 + 7 - 3), and that is when the be necessary to pro-rate the damage on a Phase by Phase
targets need to make their Saving Throws basis. The damage takes effect at the end of the movement
Suppose one of the targets was a goblin with a bow 9” Phase, before Magic. However, if a Cleric is within 1 inch
away from the Magic User. The goblin has a Dexterity of and can reach a fallen body unhindered, healing can begin
only 8. However, upon seeing a Magic User pointing a before any deterioration takes place.
finger in his direction, he rolls a 10 on his two six sided dice Someone doing first aid to a fallen character can reduce
to determine when he fires. Thus, he fires his arrow at the number of dice rolled by 1 for each full Turn of
Dexterity Count 18, one count faster that the Magic User. bandaging done, or by 2 dice immediately by applying
The arrow however, takes 3 Counts to reach the target, so direct pressure, up to a limit of ½ the original number of
that the spell takes effect while the arrow is still in flight. dice. Healing done on a character will also reduce bleeding,
Remember, the higher the Dexterity Count number, the at the rate of one die per die of healing.
sooner the firing. For simplicity, assume that the melee part
of each Phase starts at around Dexterity Count 0 so that Experience Points
what you have is a sort of a countdown. At the end of an expedition, all surviving members of
Speed: The speed of movement of a character is the party receive experience points, as determined by the
determined by the carrying capacity of the character referee. The basic experience is determined by the monsters
(determined in Step 7 of character creation) compared with and men defeated by the party, as well as any treasures
their current load. If they are carrying more than their obtained in so doing. These are modified by the level and
capacity, they simply cannot move. If they are carrying less experience bonuses of the characters in the party.
than that maximum, but more than 1/2, they can move at 3” Experience points are totaled up and divided evenly
per Turn or less. From 1/3 to 1/2 capacity, they can move at between surviving members of the party. If the monsters
up to 6” per Turn. From 1/4 to 1/3 capacity, they can move were of a lower level than any member of the party, the
up to 9” per Turn. From more than 1/6 to not more than 1/4 party gets less experience for those monsters (and any
capacity, they can move up to 12” per Turn. 1/8 to 1/6 treasure guarded by them) at a rate equal to the ratio of
capacity allows 15” of movement. 1/12 to 1/8 if capacity monster level to character level. For example, a 12th level
allows 18” of movement. Carrying less than 1/12 of the Cleric is in a party which defeats a 5th level monster with
maximum capacity permits 21” per Turn movement. treasure. The party only gets 5/12 of the possible experience
Carrying nothing whatsoever allows a normal character to for this monster and treasure.
travel at 24” per Turn. The speed a character is capable of In addition, a character is limited to going up one
experience level per expedition. If, for example, a character
1-12  Warlock Rules Intro Introduction
Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

were the sole survivor of an expedition and lugged out three Level Experience Points Level Experience Points
million gold pieces worth of jewelry, obtained by sneaking 1 50 12 12,100
out while the rest of the party was being eaten, this would 2 100 13 14,400
not be sufficient to raise the character many, many levels. 3 400 14 16,900
4 900 15 19,600
Even obtained in a more noble fashion than in the example, 5 1600 16 22,500
a character 'pins' at the top of the next level above the one at 6 2500 17 25,600
which he began the expedition. In other words, a third level 7 3600 18 28,900
Fighter could gain (on one expedition) only enough points 8 4900 19 32,400
to take him to one point short of 5th level; he “pins” at the 9 6400 20 36,100
top of 4th. 10 8100 21 40,000
11 10,000 22 44,000
Characters who gain a level from experience points
receive the benefit of the increased Hit Points, abilities, Add 4000 for each additional level.
spells, and so on after one day of rest and practice at home.
A good nights sleep during a expedition is sufficient to gain Auto-Experience Points
hit points alone, but not new spells or abilities. (This also We are allowing for the accumulation of automatic
allows for the recovery of spent spell points and Clerical experience for people who are not present during the week.
spells.) If a fairly secure spot can be found, such as a city or This is automatically accumulated whenever you miss a
a large castle, then abilities and new spells can be taken weekend and applies to all of your characters. It is to
after two or more days of practice, at referee’s discretion. prevent those who can not make regular visits to not fall so
“Secure” here means that the characters do not have to far behind later in the annual Universe.
worry about being attacked or otherwise distracted. The experience accumulates at ¼ the step of a Fighter
If a character does not, or cannot, rest or practice the of the same level per week. This would allow a base class
required amount of time won't gain experience indefinitely. character to go up 1 level per month. This is not quite the
A character that has not rested or practiced at all since he rate we go up running on expeditions, but this experience is
has gained enough experience points to change his level can supposed to come from other means where death is not
continue to gain only as many experience points as would expected.
still leave him at his new level. Any experience points that Naturally, combination or the non-human races will be
would be gained beyond that point are simply wasted. going up slower using this method. You would then need to
At any level, a character is not required to make use of run those characters more often when you are present.
all of the spells or abilities available to her. Thus, if a Magic
User or Thief goes up in level, she is not required to Equipment Weight and Cost
practice new spells or abilities immediately, or even to
Characters may equip themselves with various items of
decide which ones to learn.
equipment (depending upon character class and carrying
Experience points are earned for obtaining treasure at a
capacity). The equipment table lists examples of equipment,
rate of one point for each two gold pieces value of treasure,
their costs and weights. Before going on any expedition, a
adjusted according to the level of the highest character and
character should fully equip himself, within the limits of
the treasure's guardian. Experience points for monsters, to
budget, paying for equipment out of the character's own
be divided between the members of the party as was the
funds. If another character is willing to loan the character
gold, is given in the table below.
more money, that may also be used.
In some campaigns these experience values may result
Items that say NA in the Cost column are not normally
in too slow a character advancement rate for the players
available for purchase, but are listed for weight calculation.
taste. Multiplying them by a factor of 1.5 may be desirable
The costs are listed in Gold Pieces.
in that case.
Weights of items are listed in pounds (sorry, but the
Please note that, while monsters are evaluated by hit
numbers worked out neater than with metric units).
dice under most conditions, Magic Users and other types
The weight of a set of armor is calculated as follows:
able to use Magical spells should be credited at their
each type of armor weighs a percentage of the weight of the
experience or Magic level if it is higher than their hit dice.
character, by size (after any adjustments). Leather armor
Thus a 6th level Magic User would be worth 2500 EP for
(with helmet cap) weighs 15% of the weight of the
his level rather than 900 EP for his 4 dice level.
character. Chain armor (with helmet) weighs 30% of the
Special cases: if a creature takes n+1/2 dice or more its
weight of the character. Brigantine (with helmet) weighs
experience level should normally be considered level (n+1).
35% of the weight of the character. Chain plate (with helm)
Also, if a creature is taken while asleep or otherwise unable
weighs 42.5% of the weight of the character. Full plate
to fight back, the referee should reduce its value for
(with helm) weighs 55% of the weight of the character. The
experience. The referee's decision of what credit to give for
weight of armor must be taken into account when figuring
defeating a creature is final, except in case of obvious errors
the speed and remaining carrying capacity of a character.
of arithmetic.
Thus, weaker characters should wear lighter armor, and vice
versa.

Warlock Rules Intro Introduction  1-13


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
Alternate Character Creation System
Total of 1st No Stat 13 One Stat of Two Stats Three Four Stats Five Stats Six Stats of Minimum a Stat
52-54 reroll 8bp 7bp & 1ap 6bp & 2ap 4
55-57 7bp & 1ap 6bp & 2ap 5bp & 3ap 5bp & 3ap 4
58-60 6bp & 2ap 5bp & 3ap 4bp & 4ap 4bp & 4ap 3bp & 5ap 5
61-63 5bp & 2ap 4bp & 3ap 4bp & 3ap 3bp & 4ap 3bp & 4bp 6
64-66 4bp & 3ap 3bp & 4ap 3bp & 4ap 2bp & 5ap 2bp & 5ap 7
67-69 3bp & 3ap 3bp & 3ap 2bp & 4ap 2bp & 4ap 1bp & 5ap 1bp & 5ap 8
70-72 2bp & 4ap 2bp & 4ap 1bp & 5ap 1bp & 5ap 0bp & 6ap 0bp & 6ap 9
73-75 1bp & 4ap 1bp & 4ap 1bp & 4ap 0bp & 5ap 0bp & 5ap 9
76-78 1bp & 3ap 1bp & 3ap 1bp & 3ap 0bp & 4ap 0bp & 4ap 0bp & 4ap 9
79-81 1bp & 2ap 1bp & 2ap 0bp & 3ap 0bp & 3ap 0bp & 3ap 9
82-84 0bp & 2ap 0bp & 2ap 0bp & 2ap 0bp & 2ap 0bp & 2ap 9
85-88 0bp & 2ap 0bp & 2ap 0bp & 2ap 0bp & 2ap 9
89 and above 0bp & 2ap 0bp & 2ap 0bp & 2ap 0bp & 2ap 9

To start with you roll all eight characteristics. Total You may use bonus points and adjustment points to
the first six characteristics (Str, Int, Wis, Con, Dex, & increase any characteristic, not just the first six.
Agl) and consult the chart below to determine the number For example, a character that totaled 63 points and
of bonus points (bp) and adjustment points (ap) that you had one characteristic 13 or above would get 4 bonus
get. points and 3 adjustment points. The adjustment points
Now arrange the first six in any order you like (you could not be used to reduce a characteristic below 6.
may exchange one of the first six for Charisma but only if You may get one and only one extra bonus point if
it increases Charisma). you take an additional negative weirdness, or expend a
Now apply bonus points and adjustment points. bonus point and gain an additional positive weirdness. If
Bonus points are just that, extra points that can be added the character gets weirdnesses in multiple classes the
to a characteristic. Adjustment points are points that can player would choose which table to roll the positive
be switched from one characteristic to another on a one to weirdness and the table for the negative weirdness would
one basis, but you cannot reduce a characteristic below be chosen randomly.
the minimum found on the chart below (you can trade two After applying all of your bonus points and
adjustment points for one bonus point). adjustment points you could then do normal Warlock
To increase a characteristic in excess of sixteen costs adjustments (fighters can increase strength one point by
two points and in excess of eighteen costs three points. reducing intelligence by two points, etc.).

1-14  Warlock Rules Intro Introduction


Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

Minimum Characteristics Table


Str Int Wis Con Dex Ag Chr Size
Fighter 9
Mage 9
Cleric 9
Thief 9* 9* D + A >= 25
Elf 9* 9* 11 S + I >= 25
Dwarf 15 15
Hobbit 15 15 9
Illusionist 15 13 13
Spellsinger 15 13 13
Warrior Priest 13* 13* S + W >= 27
Cavalier * 13 9 9 9 *
Paladin 13 13 17
Ranger 17 13 13 15
Elven Thief 15 15 15 15
Dwarven Thief 15 15 15 15
Mage / Fighter 17 17
Mage / Cleric 17 17
Mage / Thief 17 15* 15* D + A >= 34
Fighter / Cleric 17 17
Fighter / Thief 17 15* 15* D + A >= 34
Cleric / Thief 17 15* 15* D + A >= 34
Illusionist / Fighter 17 17 13 13
Illusionist / Cleric 17 17 13
Illusionist / Thief 17 13 15* 15* D + A >= 34
Spellsinger / Fighter 17 17 13 13
Spellsinger / Cleric 17 17 13
Spellsinger / Thief 17 13 15* 15* 13 D + A >= 34
Mage / Cleric / Fighter 17 17 17
Mage / Cleric / Thief 17 17 15* 15* D + A >= 34
Mage / Fighter/ Thief 17 17 15* 15* D + A >= 34
Fighter / Cleric / Thief 17 17 15* 15* D + A >= 34
Illusionist / Cleric / Fighter 17 17 17 13
Illusionist / Cleric / Thief 17 17 15* 15* D + A >= 34
Illusionist / Fighter/ Thief 17 17 13 15* 15* D + A >= 34
Spellsinger / Cleric / Fighter 17 17 17 13
Spellsinger / Cleric / Thief 17 17 15* 15* 13 D + A >= 34
Spellsinger / Fighter/ Thief 17 17 13 15* 15* 13 D + A >= 34
Fighter / Cleric /Mage / Thief 17 17 17 15* 15* D + A >= 34
Fighter / Cleric /Illusionist / Thief 17 17 17 15* 15* D + A >= 34
Fighter / Cleric /Spellsinger / Thief 17 17 17 15* 15* 13 D + A >= 34

Warlock Rules Intro Introduction  1-15


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
Character Advancement Tables: Experience and Hit Dice
Level Experience Fighter Cleric Magic User Thief
1 0 1 1/2 1 1 1
2 2000 2 1/2 2 1 1/2 2
3 4000 4 3 2 3
4 8000 5 4 3 4
5 15,000 6 5 3 1/2 5
6 30,000 7 6 4 6
7 60,000 8 7 5 7
8 100,000 9 8 5 1/2 8
9 150,000 10 8 1/2 6 8 1/2
10 220,000 11 9 7 9
11 300,000 11 1/2 9 1/2 7 1/2 9 1/2
12 400,000 12 10 8 10
13 500,000 12 1/2 10 1/2 9 10 1/2
14 600,000 13 11 9 1/2 11
15 700,000 13 1/2 11 1/2 10 11 1/2
16 850,000 14 12 10 1/2 12
17 1,000,000 14 1/2 12 1/2 11 12 1/2
18 1,150,000 15 13 11 1/2 13
19 1,300,000 15 1/2 13 1/2 12 13 1/2
20 1,450,000 16 14 12 1/3 14
21 1,650,000 16 1/2 14 1/3 12 2/3 14 1/3
22 1,850,000 17 14 2/3 13 14 2/3
23 2,050,000 17 1/2 15 13 1/3 15
24 2,250,000 18 15 1/3 13 2/3 15 1/3
25 2,450,000 18 1/2 15 2/3 14 15 2/3
26 2,700,000 19 16 14 1/3 16
27 2,950,000 19 1/2 16 1/3 14 2/3 16 1/3
28 3,200,000 20 16 2/3 15 16 2/3
29 3,450,000 20 1/2 17 15 1/3 17
30 3,700,000 21 17 1/3 15 2/3 17 1/3
Illusionists and Spellsingers advance as Magic Users.
Level Experience Cavalier Paladin Halfling Dwarf
1 0 2 2 1 1/2 2
2 2500 3 3 2 1/2 3
3 5000 4 4 4 4 1/2
4 10,000 5 5 5 6
5 20,000 6 6 6 7
6 40,000 7 7 7 8
7 80,000 8 8 8 9
8 150,000 9 9 9 10
9 250,000 10 10 10 11
10 375,000 11 11 10 1/2 12
11 500,000 12 12 11 12 1/2
12 625,000 13 13 11 1/2 13
13 750,000 13 1/2 13 1/2 12 13 1/2
14 875,000 14 14 12 1/2 14
15 1,000,000 14 1/2 14 1/2 13 14 1/2
16 1,200,000 15 15 13 1/2 15
17 1,400,000 15 1/2 15 1/2 14 15 1/2
18 1,600,000 16 16 14 1/2 16
19 1,800,000 16 1/2 16 1/2 15 16 1/2
20 2,000,000 17 17 15 1/2 17
21 2,250,000 17 1/2 17 1/2 16 17 1/2
22 2,500,000 18 18 16 1/3 18
23 2,750,000 18 1/2 18 1/2 16 2/3 18 1/2
24 3,000,000 19 19 17 19
25 3,250,000 19 1/2 19 1/2 17 1/3 19 1/2
26 3,550,000 20 20 17 2/3 20
27 3,850,000 20 1/2 20 1/2 18 20 1/2
28 4,150,000 21 21 18 1/3 21
29 4,450,000 21 1/2 21 1/2 18 2/3 21 1/2
30 4,750,000 22 22 19 22

1-16  Warlock Rules Intro Introduction


Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

Magical Magical Magical Clerical Clerical Fighting Warrior


Level Experience Elf Fighter Thief Cleric Thief Fighter Thief Priest
1 0 1 1/2 1 1/2 1 1 1 1 1/2 1 1/2 1 1/2
2 3000 2 2 2 2 2 2 1/2 2 1/2 2 1/2
3 6000 3 3 3 3 3 3 3 3
4 12,000 4 4 3 1/2 3 1/2 4 4 4 4
5 20,000 5 5 4 4 5 5 5 5
6 40,000 6 6 5 5 6 6 6 6
7 80,000 7 7 6 6 7 7 7 7
8 130,000 7 1/2 7 1/2 7 7 8 8 8 8
9 200,000 8 8 7 1/2 7 1/2 8 1/2 9 9 9
10 300,000 9 9 8 8 9 10 10 10
11 450,000 10 10 9 9 9 1/2 10 1/2 10 1/2 10 1/2
12 600,000 10 1/2 10 1/2 9 1/2 9 1/2 10 11 11 11
13 750,000 11 11 10 10 10 1/2 11 1/2 11 1/2 11 1/2
14 900,000 11 1/2 11 1/2 10 1/2 10 1/2 11 12 12 12
15 1,050,000 12 12 11 11 11 1/2 12 1/2 12 1/2 12 1/2
16 1,275,000 12 1/2 12 1/2 11 1/2 11 1/2 12 13 13 13
17 1,500,000 13 13 12 12 12 1/2 13 1/2 13 1/2 13 1/2
18 1,725,000 13 1/2 13 1/2 12 1/2 12 1/2 13 14 14 14
19 1,950,000 14 14 13 13 13 1/2 14 1/2 14 1/2 14 1/2
20 2,200,000 14 1/3 14 1/3 13 1/3 13 1/3 14 15 15 15
21 2,500,000 14 2/3 14 2/3 13 2/3 13 2/3 14 1/3 15 1/2 15 1/2 15 1/2
22 2,800,000 15 15 14 14 14 2/3 16 16 16
23 3,100,000 15 1/2 15 1/2 14 1/3 14 1/3 15 16 1/3 16 1/3 16 1/3
24 3,400,000 16 16 14 2/3 14 2/3 15 1/3 16 2/3 16 2/3 16 2/3
25 3,700,000 16 1/3 16 1/3 15 15 15 2/3 17 17 17
26 4,100,000 16 2/3 16 2/3 15 1/3 15 1/3 16 17 1/2 17 1/2 17 1/2
27 4,500,000 17 17 15 2/3 15 2/3 16 1/3 18 18 18
28 4,900,000 17 1/2 17 1/2 16 16 16 2/3 18 1/3 18 1/3 18 1/3
29 5,300,000 18 18 16 1/3 16 1/3 17 18 2/3 18 2/3 18 2/3
30 5,700,000 18 1/3 18 1/3 16 2/3 16 2/3 17 1/3 19 19 19

Magical Magical Magical Clerical


Clerical Clerical Fighting Dwarven Fighting
Level Experience Fighter Thief Thief Ranger Elven Thief Thief Thief
1 0 1 1 1 2 1 1/2 2 1
2 3500 2 2 2 3 1/2 2 3 2
3 7000 3 2 1/2 3 4 1/2 3 4 1/2 3
4 14,000 4 3 1/2 4 6 4 6 4
5 25,000 5 4 5 7 5 7 5
6 50,000 6 5 6 8 6 8 6
7 90,000 7 6 7 9 7 9 7
8 150,000 8 7 8 10 7 1/2 10 8
9 250,000 8 1/2 8 8 1/2 11 8 11 9
10 425,000 9 8 1/2 9 12 9 12 10
11 600,000 9 1/2 9 9 1/2 12 1/2 10 12 1/2 10 1/2
12 775,000 10 9 1/2 10 13 10 1/2 13 11
13 950,000 10 1/2 10 10 1/2 13 1/2 11 13 1/2 11 1/2
14 1,125,000 11 10 1/2 11 14 11 1/2 14 12
15 1,300,000 11 1/2 11 11 1/2 14 1/2 12 14 1/2 12 1/2
16 1,550,000 12 11 1/2 12 15 12 1/2 15 13
17 1,800,000 12 1/2 12 12 1/2 15 1/2 13 15 1/2 13 1/2
18 2,050,000 13 12 1/2 13 16 13 1/2 16 14
19 2,300,000 13 1/2 13 13 1/2 16 1/2 14 16 1/2 14 1/2
20 2,550,000 14 13 1/2 14 17 14 1/2 17 15
21 2,900,000 14 1/2 14 14 1/2 17 1/2 14 2/3 17 1/2 15 1/3
22 3,250,000 15 14 1/3 15 18 15 18 15 2/3
23 3,600,000 15 1/3 14 2/3 15 1/3 18 1/2 15 1/2 18 1/2 16
24 3,950,000 15 2/3 15 15 2/3 19 16 19 16 1/3
25 4,300,000 16 15 1/3 16 19 1/2 16 1/3 19 1/2 16 2/3
26 4,750,000 16 1/2 15 2/3 16 1/2 20 16 2/3 20 17
27 5,200,000 17 16 17 20 1/2 17 20 1/2 17 1/2
28 5,650,000 17 1/3 16 1/3 17 1/3 21 17 1/2 21 18
29 6,100,000 17 2/3 16 2/3 17 2/3 21 1/2 18 21 1/2 18 1/3
30 6,550,000 18 17 18 22 18 1/3 22 18 2/3
Magical Clerical Fighting Thief has hit dice as Magical Clerical Fighter, advances at 2 x Fighter exp.

Warlock Rules Intro Introduction  1-17


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
Fighter Abilities Acquisition
Fighter, Elf, Warrior Priest, Dwarf, and their Combinations Ranger, Paladin, Cavalier
Level 1 2 3 4 5 6 Level 1 2 3 4 5 6
1 1 - - - - - 1 2 - - - - -
2 2 - - - - - 2 3 1 - - - -
3 2 1 - - - - 3 3 2 - - - -
4 3 2 - - - - 4 4 3 1 - - -
5 3 2 1 - - - 5 5 3 2 - - -
6 4 2 2 - - - 6 6 3 3 1 - -
7 4 3 2 1 - - 7 6 4 3 2 - -
8 5 3 2 2 - - 8 7 4 3 3 1 -
9 5 3 3 2 1 - 9 8 5 4 3 2 -
10 6 4 3 2 2 - 10 9 5 4 3 3 -
11 6 4 3 3 2 - 11 9 6 5 4 3 1
12 7 4 4 3 2 1 12 10 6 6 4 3 2
13 7 5 4 3 3 2 13 11 7 6 5 4 3
14 8 5 4 4 3 2 14 12 7 6 6 4 3
15 8 5 5 4 3 2 15 12 8 7 6 5 3
16 9 6 5 4 4 3 16 13 9 7 6 6 4
17 9 6 5 5 4 3 17 14 9 8 7 6 4
18 10 6 6 5 4 3 18 15 9 9 7 6 5
19 10 7 6 5 5 4 19 15 10 9 8 7 6
20 11 7 6 6 5 4 20 16 10 9 9 7 6
21 11 7 7 6 5 4 21 17 11 10 9 8 6
22 11 8 7 6 6 5 22 18 12 10 9 9 7
23 12 8 7 6 6 5 23 18 12 11 9 9 7
24 12 8 7 7 6 5 24 19 12 11 10 9 8
25 13 9 8 7 6 5 25 20 13 12 10 9 8
26 13 9 8 7 7 6 26 21 13 12 11 10 9
27 14 9 8 7 7 6 27 21 14 12 11 10 9
28 14 10 8 8 7 6 28 22 15 12 12 11 9
29 15 10 9 8 7 6 29 23 15 13 12 11 9
30 15 10 9 8 8 7 30 24 15 13 12 12 10

Thievish Abilities Acquisition


Thief and Thievish Combinations Halfling
Level 1 2 3 4 5 6 7 8 Level 1 2 3 4 5 6 7 8
1 2 - - - - - - - 1 1 - - - - - - -
2 4 1 - - - - - - 2 2 - - - - - - -
3 5 2 - - - - - - 3 4 - - - - - - -
4 6 3 1 - - - - - 4 4 1 - - - - - -
5 7 4 2 - - - - - 5 5 2 - - - - - -
6 8 5 3 1 - - - - 6 6 3 - - - - - -
7 9 5 4 2 - - - - 7 6 3 1 - - - - -
8 10 6 5 3 1 - - - 8 7 4 2 - - - - -
9 11 7 6 4 2 - - - 9 8 5 3 1 - - - -
10 13 7 6 4 3 - - - 10 8 5 4 1 - - - -
11 14 8 7 5 3 - - - 11 9 5 4 2 - - - -
12 15 9 7 5 3 - - - 12 10 6 5 3 1 - - -
13 16 9 8 5 4 1 - - 13 11 6 5 3 2 - - -
14 17 10 8 6 4 2 - - 14 12 7 5 3 2 - - -
15 18 11 9 6 4 2 - - 15 13 7 6 4 3 - - -
16 19 11 9 7 5 2 - - 16 13 8 6 4 3 - - -
17 20 12 10 7 5 3 1 - 17 14 8 6 4 3 - - -
18 21 13 10 7 5 3 2 - 18 15 9 7 5 3 - - -
19 22 13 11 8 6 3 2 - 19 15 9 7 5 4 - - -
20 23 14 11 8 6 4 2 - 20 16 10 7 5 4 1 - -
21 24 15 12 9 6 4 2 - 21 17 10 8 6 4 2 - -
22 25 15 12 9 6 4 3 - 22 17 11 8 6 4 2 - -
23 26 16 13 9 7 5 3 1 23 18 11 8 6 4 2 - -
24 27 17 13 10 7 5 3 2 24 19 11 9 7 5 2 - -
25 28 17 14 10 8 5 3 2 25 19 12 9 7 5 3 - -
26 29 18 14 11 8 6 4 2 26 20 12 9 7 5 3 1 -
27 30 19 15 11 8 6 4 2 27 21 13 10 7 5 3 2 -
28 31 19 15 11 9 6 4 3 28 21 13 10 8 5 3 2 -
29 32 20 16 12 9 7 5 3 29 22 13 10 8 6 3 2 -
30 33 21 16 12 9 7 5 3 30 23 14 11 8 6 4 2 -

1-18  Warlock Rules Intro Introduction


Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

Clerical Spell Progression


Cleric and Clerical Combinations Warrior Priest
Level 0 1 2 3 4 5 6 7 8 Level 0 1 2 3 4 5 6 7 8
1 2 - - - - - - - - 1 1 - - - - - - - -
2 3 1 - - - - - - - 2 2 - - - - - - - -
3 5 2 - - - - - - - 3 3 1 - - - - - - -
4 6 3 1 - - - - - - 4 5 2 - - - - - - -
5 8 3 2 1 - - - - - 5 6 3 - - - - - - -
6 9 4 2 2 1 - - - - 6 6 3 1 - - - - - -
7 10 4 3 2 2 - - - - 7 8 3 2 1 - - - - -
8 11 5 3 2 2 1 - - - 8 9 4 2 2 1 - - - -
9 12 5 3 3 2 2 - - - 9 10 4 2 2 1 - - - -
10 13 6 4 3 3 2 - - - 10 10 4 3 2 2 - - - -
11 14 6 4 3 3 2 - - - 11 11 5 3 2 2 1 - - -
12 15 7 4 3 3 2 1 - - 12 12 5 3 3 2 2 - - -
13 16 7 5 4 3 2 2 - - 13 13 5 3 3 2 2 - - -
14 17 8 5 4 4 3 2 - - 14 13 6 4 3 3 2 - - -
15 18 8 5 4 4 3 2 - - 15 14 6 4 3 3 2 - - -
16 19 9 6 4 4 3 2 - - 16 15 7 4 3 3 2 1 - -
17 20 9 6 5 4 3 2 - - 17 16 7 4 3 3 2 1 - -
18 21 10 6 5 5 3 2 1 - 18 16 7 5 4 3 2 2 - -
19 22 10 7 5 5 4 2 1 - 19 17 8 5 4 3 3 2 - -
20 23 11 7 6 5 4 3 1 - 20 18 8 5 4 4 3 2 - -
21 24 11 7 6 5 4 3 2 - 21 19 8 5 4 4 3 2 - -
22 25 12 8 6 6 4 3 2 - 22 19 9 6 4 4 3 2 - -
23 26 12 8 7 6 4 3 2 - 23 20 9 6 5 4 3 2 - -
24 27 13 8 7 6 5 3 2 1 24 21 10 6 5 4 3 2 1 -
25 28 13 9 7 6 5 4 2 1 25 22 10 6 5 5 3 2 1 -
26 29 14 9 7 7 5 4 2 1 26 22 10 7 5 5 4 2 1 -
27 30 14 9 8 7 5 4 2 2 27 23 11 7 6 5 4 3 1 -
28 31 15 10 8 7 5 4 3 2 28 24 11 7 6 5 4 3 2 -
29 32 15 10 8 7 6 4 3 2 29 25 11 8 6 5 4 3 2 -
30 33 16 10 9 8 6 4 3 2 30 25 12 8 6 6 4 3 2 -
Magical Spell Progression
Mage, Illusionist, Spellsinger and Magical Combinations Elf and Elven-Thief
Level 1 2 3 4 5 6 7 8 Level 1 2 3 4 5 6 7 8
1 1 - - - - - - - 1 1 - - - - - - -
2 2 - - - - - - - 2 2 - - - - - - -
3 2 1 - - - - - - 3 2 1 - - - - - -
4 3 2 - - - - - - 4 3 1 - - - - - -
5 3 2 1 - - - - - 5 3 2 - - - - - -
6 4 2 2 - - - - - 6 3 2 1 - - - - -
7 4 3 2 1 - - - - 7 4 2 2 - - - - -
8 5 3 2 2 - - - - 8 4 2 2 1 - - - -
9 5 3 3 2 1 - - - 9 4 3 2 1 - - - -
10 6 4 3 2 2 - - - 10 5 3 2 2 - - - -
11 6 4 3 3 2 - - - 11 5 3 3 2 1 - - -
12 7 4 3 3 2 1 - - 12 6 4 3 2 1 - - -
13 7 5 4 3 2 1 - - 13 6 4 3 2 2 - - -
14 8 5 4 3 2 2 - - 14 6 4 3 3 2 - - -
15 8 5 4 4 3 2 - - 15 7 4 3 3 2 1 - -
16 9 6 4 4 3 2 - - 16 7 5 3 3 2 1 - -
17 9 6 5 4 3 2 - - 17 7 5 4 3 2 1 - -
18 10 6 5 4 3 2 1 - 18 8 5 4 3 2 2 - -
19 10 7 5 5 3 3 1 - 19 8 5 4 4 3 2 - -
20 11 7 6 5 3 3 2 - 20 8 6 4 4 3 2 - -
21 11 7 6 5 4 3 2 - 21 9 6 4 4 3 2 - -
22 12 7 6 5 4 3 2 - 22 9 6 5 4 3 2 - -
23 12 8 6 6 4 3 2 - 23 10 6 5 4 3 2 - -
24 13 8 7 6 4 3 2 1 24 10 6 5 4 3 2 1 -
25 13 9 7 6 4 4 2 1 25 10 7 5 5 3 3 1 -
26 14 9 7 6 4 4 2 2 26 11 7 5 5 3 3 1 -
27 14 9 8 7 4 4 2 2 27 11 7 6 5 4 3 1 -
28 15 10 8 7 5 4 3 2 28 11 7 6 5 4 3 2 -
29 15 10 8 7 5 5 3 2 29 12 8 6 5 4 3 2 -
30 16 10 8 7 5 5 3 2 30 12 8 7 5 4 3 2 -

Warlock Rules Intro Introduction  1-19


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
Fighter Weirdnesses
Roll Positive Negative
01-05 Sword +1 Sword -1
06-10 Bow +5% Bow -5%
11-14 Throwing +5% Throwing -5%
15-18 2-Handed Axes +1 2-Handed Axes -1
19-22 Dagger +1 Dagger -1
23-27 1-Handed Axes +2 1-Handed Axes -2
28-31 Mace, Warhammer +1 Mace, Warhammer -1
32-36 Chain Weapons +1 Chain Weapons -1
37-39 Maul, Great Mace +1 Maul, Great Mace -1
40-43 Weapon Tricks +1 Weapon Tricks -1
44-47 Ambidextrous, +2 with double weapons Fat, weight & armor+1 size, but Carry Cap. as rolled
48-51 Staff, Pole Weapons + 11 Staff, Pole Weapons - 11
52-56 2-Handed Weapons +1 2-Handed Weapons -1
57-61 Vision +1 Vision -1
62-65 Hearing +1 Hearing -1
66-70 Surprise +1 Surprise -1
71 +5% vs. Magic Type I -5% vs. Magic Type I
72 +5% vs. Magic Type II -5% vs. Magic Type II
73 +5% vs. Magic Type III -5% vs. Magic Type III
74 +5% vs. Magic Type IV -5% vs. Magic Type IV
75 +5% vs. Magic Type V -5% vs. Magic Type V
76 +5% vs. Magic Type VI -5% vs. Magic Type VI
77 +5% vs. Mental Magic -5% vs. Mental Magic
78 +5% vs. Clerical spells -5% vs. Clerical spells
79 Fearless, +5% vs. Fear Fearful, -5% vs. Fear
80-82 Tracker +10% Tracker -10%
83-85 Parry +10% Parry -10%
86-87 Brawler, Fists +3 non-Brawler, Fists -3
88-90 +5% vs. Cons & Illusions -5% vs. Cons & Illusions
91-92 +1 bonus from Bless and Benediction spells No bonus from Bless and Benediction spells
93-94 +5% vs. Charms -5% vs. Charms
95-97 Fast, +1” Movement Slooow, -1” Movement
98-99 Reroll, becomes +22 Reroll, becomes -23
00 Roll twice Roll twice

1 Includes spear weapons.


2 For Reroll, becomes +2, +2 becomes +3, +3 becomes +4, +5% becomes +10%, and +10% becomes +15%.
3 For Reroll, becomes -2, -2 becomes -3, -3 becomes -4, -5% becomes -10%, -10% becomes -15%.
1-20  Warlock Rules Intro Introduction
Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

Cleric Weirdnesses
Roll Positive Negative
01-05 Sling +10% Sling -10%
06-10 Mace, Warhammer +1 Mace, Warhammer -1
11-14 Quarterstaff +1 Quarterstaff -1
15-18 Chain Weapons +1 Chain Weapons -1
19-22 Maul, Great Mace +1 Maul, Great Mace -1
23-27 2-Handed Weapons +1 2-Handed Weapons -1
28-31 Hearing +1 Hearing -1
32-36 Vision +1 Vision -1
37-39 Surprise +1 Surprise -1
40-43 Fighter Skills, +1 Att./Def. Lives as Paladin
44-47 Doctor Doolittle, can talk to the animals Fat, weight +1 size, as for Fighters
48-51 Favored by God, gets Holy Item Parry -10%
52-56 +1 vs. Undead -1 vs. Undead
57-61 Brawler, Fists +1 non-Brawler, Fists -1
62-65 +2 Attack vs. Undead -2 Attack vs. Undead
66-70 +2 Levels for Dispels -2 Levels for Dispels
71 +5% vs. Magic Type I -5% vs. Magic Type I
72 +5% vs. Magic Type II -5% vs. Magic Type II
73 +5% vs. Magic Type III -5% vs. Magic Type III
74 +5% vs. Magic Type IV -5% vs. Magic Type IV
75 +5% vs. Magic Type V -5% vs. Magic Type V
76 +5% vs. Magic Type VI -5% vs. Magic Type VI
77 +5% vs. Curses -5% vs. Curses
78 +5% vs. Mental Magic -5% vs. Mental Magic
79 +5% vs. Poison -5% vs. Poison
80-82 Parry +10% -5% vs. Dragon Breath
83-85 +5% vs. Cons & Illusions -5% vs. Cons & Illusions
86-87 +5% vs. Clerical -5% vs. Clerical
88-90 +1 to Self on Bless and Benediction spells No bonus to Self on Bless and Benediction spells
91-92 +½ per die on Healing spells Hated by animals, avoids doing anything with them
93-94 +5% vs. Charms -5% vs. Charms
95-97 Fast, +1” Movement Slooow, -1” Movement
98-99 Reroll, becomes +2 Reroll, becomes -2
00 Roll twice Roll twice

Warlock Rules Intro Introduction  1-21


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
Magic User Weirdnesses
Roll Positive Negative
01-05 Dagger +1 Dagger -1
06-10 Quarterstaff +1 Quarterstaff -1
11-14 Sword +1 Sword -1
15-18 +5% vs. Magic Type I -5% vs. Magic Type I
19-22 +5% vs.. Magic Type II -5% vs.. Magic Type II
23-27 +5% vs. Magic Type III -5% vs. Magic Type III
28-31 +5% vs. Magic Type IV -5% vs. Magic Type IV
32-36 +5% vs. Magic Type V -5% vs. Magic Type V
37-39 +5% vs. Magic Type VI -5% vs. Magic Type VI
40-43 Quick, +1 D6 for Dex. Countdowns Slooow, only 1 D6 for Dex. Countdowns
44-47 Deadeye, +10% aim with spells Bad aim, -10% aim with spells
48-51 Vision +5% Vision -5%
52-56 Surprise +1 Surprise -1
57-61 Throwing +10% Throwing -10%
62-65 Parry +10% Parry -10%
66-70 2-Handed Swords +1 2-Handed Swords -1
71 Use Magic type I at -1 SP Use Type I at +1 SP
72 Use Magic type II at -1 SP Use Type II at +1 SP
73 Use Magic type III at -1 SP Use Type III at +1 SP
74 Use Magic type IV at -1 SP Use Type IV at +1 SP
75 Use Magic type V at -1 SP Use Type V at +1 SP
76 Use Magic type VI at -1 SP Use Type VI at +1 SP
77 +5% vs. all Magic -5% vs. all Magic
78 +5% vs. Clerical spells -5% vs. Clerical spells
79 Has familiar (see table) -5% vs. Poison
80-82 +5% vs. Dragon Breath -5% vs. Dragon Breath
83-85 Has Familiar Has Familiar
86-87 Fast, +1” Movement Slooow, -1” Movement
88-90 +½ SP per hit die 2-Handed Swords -1
91-92 -5% on research costs +5% on research costs
93-94 +5% vs. Charms -5% vs. Charms
95-97 Hearing +5% Hearing -5%
98-99 Reroll, becomes +2 Reroll, becomes -2
00 Roll twice Roll twice

Basic Familiar Table Familiar Size and Hit Dice


Lawful Neutral Chaotic Hit
Roll Type Roll Type Roll Type Roll Size Roll Dice
00-49 Bird 00-39 Bird 00-09 Rat 00 Tiny 00-75 1
50-90 Cat 40-85 Cat 10-30 Bird 01-15 Small 76-90 2
91-96 Wolf 86-95 Wolf 31-80 Cat 16-35 Below Average 91-98 3
97-98 Ape 96-98 Ape 81-87 Bat 36-65 Average 99 4
99 Special 99 Special 88-92 Ape 66-85 Above Average 999 5
93-96 Wolf 86-98 Large 9999 6
97-98 Minor Demon 99 Enormous 99999 7
99 Special etc.

1-22  Warlock Rules Intro Introduction


Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

Thievish Weirdnesses
Roll Positive Negative
01-05 Dagger +1 Dagger -1
06-10 Sling +5% Sling -5%
11-14 Sword +1 Sword -1
15-18 Throwing +5% Throwing -5%
19-22 Quarterstaff +1 Quarterstaff -1
23-27 Parry +10% Parry -10%
28-31 Hearing + 5% Hearing - 5%
32-36 Surprise +1 Surprise -1
37-39 Tracker +10% Tracker -10%
40-43 Gambler, +2 with Game of Skill non-Gambler, -2 with Game of Skill
44-47 Brawler, Fists +3 non-Brawler, Fists -3
48-51 Vision +5% Vision -5%
52-56 +10% with Gadgets -10% with Gadgets
57-61 +10% with Traps -10% with Traps
62-65 +5% vs. Poisons -5% vs. Poisons
66-70 +10% with Sleight of Hand -10% with sleight of hand
71 +5% vs. Magic Type I -5% vs. Magic Type I
72 +5% vs. Magic Type II -5% vs. Magic Type II
73 +5% vs. Magic Type III -5% vs. Magic Type III
74 +5% vs. Magic Type IV -5% vs. Magic Type IV
75 +5% vs. Magic Type V -5% vs. Magic Type V
76 +5% vs. Magic Type VI -5% vs. Magic Type VI
77 +5% vs. Mental Magic -5% vs. Mental Magic
78 +5% vs. Clerical spells -5% vs. Clerical spells
79 +10% with locks -10% with locks
80-82 Fast Talking +10% Fast Talking -10%
83-85 Forgery +10% Forgery -10%
86-87 Poker Face, Cannot detect lying without spell Transparent, can’t Lie
88-90 Mimic +10% Mimic -10%
91-92 Pyromaniac, +10% with Fires Kleptomaniac - must steal, -5% pilfering abilities
93-94 +5% vs. Charms -5% vs. Charms
95-97 Street Kid, +10% streetwise Rich Kid, -10% streetwise
98-99 Reroll, becomes +2 Reroll, becomes -2
00 Roll twice Roll twice

Warlock Rules Intro Introduction  1-23


 Warlock Rules Intro Introduction Revised Warlock Rules Intro Introduction
Cavalier Weirdnesses
Roll Positive Negative
01-05 Sword +1 Sword -1
06-10 2-Handed Swords +1 2-Handed Swords -1
11-14 Chain Weapons +1 Chain Weapons -1
15-18 Nimble, +5% Agility saves Clumsy, -5% Agility saves
19-22 Mace, Warhammer +1 Mace, Warhammer -1
23-27 Maul, Great Mace +1 Maul, Great Mace -1
28-31 2-Handed Weapons +1 2-Handed Weapons -1
32-36 Horsemanship +10% Horsemanship -10%
37-39 Lance +1 Lance -1
40-43 Weapon Tricks +1 Weapon Tricks -1
44-47 Hearing +5% Hearing -5%
48-51 Vision +5% Vision -5%
52-56 Lean & Mean, -1 Size for Armor Weight -5% vs. Dragon Breath
57-61 Ambidextrous, +2 with double weapons -2 with double weapons
62-65 Parry +10% Parry -10%
66-70 Tracker +10% Tracker -10%
71 +5% vs. Magic Type I -5% vs. Magic Type I
72 +5% vs. Magic Type II -5% vs. Magic Type II
73 +5% vs. Magic Type III -5% vs. Magic Type III
74 +5% vs. Magic Type IV -5% vs. Magic Type IV
75 +5% vs. Magic Type V -5% vs. Magic Type V
76 +5% vs. Magic Type VI -5% vs. Magic Type VI
77 +5% vs. Mental Magic -5% vs. Mental Magic
78 +5% vs. Clerical spells -5% vs. Clerical spells
79 Fearless, +5% vs. Fear Fearful, -5% vs. Fear
80-82 Surprise +1 Surprise -1
83-85 Brawler, Fists +3 Brawler, Fists -3
86-87 +5% vs. Cons & Illusions -5% vs. Cons & Illusions
88-90 +1 bonus from Bless and Benediction spells -1 bonus from Bless and Benediction spells
91-92 Flexible levels +1 Shield -1
93-94 +5% vs. Charms -5% vs. Charms
95-97 Fast, +1” Movement Slooow, -1” Movement
98-99 Reroll, becomes +24 Reroll, becomes -2
00 Roll twice Roll twice

Size to Weight Table


Size Weight Size Weight Size Weight Size Weight
1 80 pounds 6 130 pounds 11 155 pounds 16 200 pounds
2 90 7 135 12 160 17 220
3 100 8 140 13 170 18 250
4 110 9 145 14 180 19 275
5 120 10 150 15 190 20 300

4 For Reroll, becomes -2, -2 becomes -3, -3 becomes -4, -5% becomes -10%, -10% becomes -15%.
1-24  Warlock Rules Intro Introduction
Revised Warlock Rules Intro Introduction Warlock Rules Intro Introduction 

Strength Effects Table


Strength Carrying Attack Damage Damage Strength Carrying Attack Damage Damage
of being Capacity Level Multiplier Bonus of being Capacity Level Multiplier Bonus
1 0.8 -1 1 -1 51 6.3 +3 5 0
2 0.9 -1 1 -1 52 6.4 +3 5 .5
3 1.0 -1 1 -1 53 6.5 +3 5 1
4 1.1 -1 1 -.5 54 6.6 +3 5 1.5
5 1.2 -1 1 -.5 55 6.7 +3 5 2
6 1.3 0 1 -.5 56 6.8 +3 5 2.5
7 1.4 0 1 -.5 57 6.9 +3 6 0
8 1.6 0 1 -.5 58 7.0 +3 6 0
9 1.8 0 1 0 59 7.1 +3 6 .5
10 2.0 0 1 0 60 7.2 +3 6 1
11 2.0 0 1 0 61 7.3 +4 6 1.5
12 2.2 0 1 0 62 7.4 +4 6 2
13 2.4 0 1 .5 63 7.5 +4 6 2.5
14 2.6 0 1 .5 64 7.6 +4 7 0
15 2.7 0 1 .5 65 7.7 +4 7 0
16 2.8 +1 1 .5 66 7.8 +4 7 .5
17 2.9 +1 1 .5 67 7.9 +4 7 1
18 3.0 +1 1 1 68 8.0 +4 7 1.5
19 3.1 +1 1 1 69 8.1 +4 7 2
20 3.2 +1 1 1 70 8.2 +4 7 2.5
21 3.3 +1 1 1 71 8.3 +4 8 0
22 3.4 +1 1 1.5 72 8.4 +4 8 0
23 3.5 +1 1 1.5 73 8.5 +4 8 .5
24 3.6 +1 1 1.5 74 8.6 +4 8 1
25 3.7 +1 1 2 75 8.7 +4 8 1.5
26 3.8 +2 1 2 76 8.8 +4 8 2
27 3.9 +2 1 2.5 77 8.9 +4 8 2.5
28 4.0 +2 2 0 78 9.0 +4 9 0
29 4.1 +2 2 0 79 9.1 +4 9 0
30 4.2 +2 2 0 80 9.2 +4 9 .5
31 4.3 +2 2 .5 81 9.3 +4 9 1
32 4.4 +2 2 1 82 9.4 +4 9 1.5
33 4.5 +2 2 1.5 83 9.5 +4 9 2
34 4.6 +2 2 2 84 9.6 +4 9 2.5
35 4.7 +2 2 2.5 85 9.7 +4 10 0
36 4.8 +2 3 0 86 9.8 +5 10 0
37 4.9 +2 3 0 87 9.9 +5 10 .5
38 5.0 +2 3 .5 88 10.0 +5 10 1
39 5.1 +2 3 1 89 10.1 +5 10 1.5
40 5.2 +2 3 1.5 90 10.2 +5 10 2
41 5.3 +3 3 2 91 10.3 +5 10 2.5
42 5.4 +3 3 2.5 92 10.4 +5 11 0
43 5.5 +3 4 0 93 10.5 +5 11 0
44 5.6 +3 4 0 94 10.6 +5 11 .5
45 5.7 +3 4 .5 95 10.7 +5 11 1
46 5.8 +3 4 1 96 10.8 +5 11 1.5
47 5.9 +3 4 1.5 97 10.9 +5 11 2
48 6.0 +3 4 2 98 11.0 +5 11 2.5
49 6.1 +3 4 2.5 99 11.1 +5 12 0
50 6.2 +3 5 0 100 11.2 +5 12 0
Note: Damage bonus is per original die before multiplication of damage.

Warlock Rules Intro Introduction  1-25


Equipment and Expenses
TYPE BASIC FANCY Baked Goods: (per pound, loaf or unit)
Drinks: (per pint) Rye Bread 3 cp
Beer 5 cp 10 cp Wheat Bread 5 cp
Ale 10 cp 1 sp White Bread 10 cp
Mead 2 sp 5 sp Sweet rolls (per dozen) 1 sp
Wine 2 sp 5 sp Cake 1 sp
Brandy 2 gp 5 gp Fruit pie 1 sp
Cider 2 cp Waybread 2 sp
Hard Cider 10 cp TYPE BASIC FANCY
Vegetables and Fruits: (per pound) Lodgings & Meals: (per meal or night)
Beans 3 cp 5 cp Room & meal 1 sp 2 sp
Peas 3 cp 5 cp Room 10 cp 1 sp
Beets 2 cp Stew & bread 10 cp 1 sp
Carrots 1 cp Roast meat 15 cp 1 sp
Lettuce 5 cp Breakfast 5 cp 10 cp
Lentils 3 cp Banquet (per person) 5 sp 1 gp
Onions 3 cp 10 cp Stabling: (per night)
Cabbage 2 cp Mule 10 cp 15 cp
Turnips 1 cp Light horse 15 cp 1 sp
Garlic 5 sp 1 gp Medium horse 1 sp 1 sp+5 cp
Apples 5 cp 10 cp Heavy horse 2 sp 2 sp+10 cp
Cherries 10 cp Grains: (per pound)
Plums/Prunes 2 cp 3 cp Wheat 1.5 cp
Berries 3 cp Oats 1.0 cp
Strawberries 10 cp Barley 1.0 cp
Grapes/Raisins 4 cp 1 sp Rye 0.5 cp
Lemons 5 cp 10 cp Seasonings: (per pound)
Meats: (per pound) Salt 10 cp
Beef steak 1 sp Honey 1 sp
Beef roast 10 cp Sugar 1 gp
Beef 5 cp 10 cp Pepper 20 gp
Pork 5 cp 8 cp ITEM WEIGHT COST
Ham 10 cp Miscellaneous
Bacon 8 cp Backpack (cap. 30) 1 5 gp
Suckling pig 1 sp Belladonna, 1 bunch .1 10 gp
Mutton 3 cp Coin (any type) .05 --
Lamb 8 cp Cross, silver 3 25 gp
Chicken 2 cp Cross, wooden 1 2 gp
Small birds 3 cp Cord (50 feet) 1 5 gp
Duck 4 cp Flint & steel .5 5 gp
Goose 5 cp Garlic, 1 bud .1 5 gp
Swan 1 sp Gemstone .05 --
Venison 2 sp Grappling hook 1 5 gp
Boar 2 sp Hand mirror, silver .3 15 gp
Simple fish (whiting) 3 cp 10 cp Hand mirror, steel .4 5 gp
Good fish (cod) 6 cp 1 sp Holy water, 1 flask 2 25 gp
Fancy fish (salmon) 15 cp 2 sp Iron spike .1 1 gp
Shellfish 10 cp Jewelry, 1 piece 2 --
Sausage 5 cp Lantern 2 10 gp
Good sausage 10 cp 1 sp Lockpick kit 1 50 gp
Dairy: (per pint, pound or dozen) Mallet or hammer .5 1 gp
Eggs (per dozen) 6 cp Oil, 1 flask 2 2 gp
Milk 2 cp Pole, 10' 7 1 gp
Soft cheese 5 cp Prybar, iron 10 5 gp
Hard cheese 10 cp Rope, 50’ 5 1 gp
Butter 8 cp Sack, giant (cap. 50) 1 5 gp
Sack, large (cap. 30) .5 2 gp ITEM BASIC GOOD
Sack, small (cap. 5) .1 1 gp Clothing: Men’s
Scroll case 3 1 gp Tunic 5 sp 1 gp
3 Stakes, wooden .3 1 gp Chemise 3 sp 5 sp
6 Torches (10 in. vision) 1 1 gp Hose 3 sp 5 sp
Water flask (cap. 1 qt.) 2 1 gp Sandals 2 sp 5 sp
Wineskin (cap. 1 qt.) .25 1 gp Complete Outfit 5 gp 10 gp
Wolfsbane, 1 bunch .1 10 gp Robe 6 sp 1 gp
Clothing: Women's
Sandals 6 sp 1 gp
Slippers 1 gp 2 gp
Complete Outfit 3 gp 6 gp
ITEM WEIGHT COST
Armor
Boots 3 3-5 gp
Cloak 1 1-2 gp
Leather (with helmet) 15% 15 gp
Brigandine (w/helmet) 35% 100 gp
Chain (w/helmet) 30% 50 gp
Chain-plate (w/helm) 42.5% 100 gp
Plate (w/helm) 55% 150 gp
Helm (for heavy armor) 8 20 gp
Helmet 5 10 gp
Shield 15 10 gp
Buckler (small shield) 6 6 gp
Archery Equipment
4 Arrows ½ 1 gp
3 Arrows, silver tips ½ 15 gp
Composite bow 5 50 gp
Horse bow 5 50 gp
Long bow 4 50 gp
Short bow 3 25 gp
Light crossbow 15 50 gp
Heavy crossbow 75 150 gp
6 Light quarrels 1 2 gp
6 Heavy quarrels 2 4 gp
6 Light quarrels, silver 1.5 30 gp
6 Heavy quarrels, silver 3 30 gp
Javelin 2 1 gp
Quiver (20-arrow cap.) 1 5 gp
Quarrel holder (18 cap.) 1 5 gp
Sling .1 2 gp
Staff sling 8 30 gp
5 Sling stones, lead .5 1 gp
5 Sling stones, silver .5 2.5 gp
Horses & Accessories
Mule 700 20 gp
Draft horse 1000 30 gp
Light horse 600 40 gp
Medium horse 800 100 gp
Heavy horse 900 100 gp
Barding 75 150 gp
Lance 15 4 gp
Bridle, bit & blanket 5 5 gp
Saddle 25 25 gp
Saddle bags (cap. 60) 10 10 gp
Warhorse training NA 100 gp
1 horse cart, cap. 600 200 50 gp
2 horse wagon, cap. 1000 500 100 gp
4 horse wagon, cap. 2500 800 150 gp
ITEM WT COST BREAKAGE
Melee weapons
Battle axe 10 7 gp Average
Beaked hammer 7.5 NA Average
Broadsword 5 8 gp Solid
Bullova 12 25 gp Average
Dagger 2 3 gp Solid
Narrow Falchion 5 10 gp Average
Fauchard 15 10 gp Average
Flail 10 8 gp Fragile
Great axe 15 15 gp Average
Great hammer 20 20 gp Average
Great mace 20 25 gp Average
Great sword 20 40 gp Average
Halbard 15 7 gp Fragile
Hand axe 5 3 gp Average
Hatchet 3 3 gp Average
Kris 3 NA Solid
Longsword 5 10 gp Average
Lucerne hammer 15 NA Average
Mace 5 5 gp Solid
Maul 15 20 gp Average
Morningstar 10 6 gp Fragile
Pike 15 5 gp Fragile
Pole arms (other) 15 7 gp Fragile
Quarterstaff 10 2 gp Average
Short sword 4 8 gp Solid
Spear 10 2 gp Average
Trident 4 10 gp Average
Two-handed sword 15 15 gp Solid
Warhammer 5 5 gp Average
Wide-bladed falchion 5.5 10 gp Solid
Japanese Weapons
Bo 10 Solid
Boken 4 Solid
Chigiriki 10 Fragile
Gusari (add) 4 Fragile
Helmet-breaker 3 Average
Jitte/Sai 5 Solid
Jo 3 Average
Kama 10 Average
Katana 5 Solid
Kiseru 5 Average
Kodachi/Wakazashi 4 Solid
Manrikigusari 4 Average
Masakari 10 Average
Nagamaki 10 Average
Naginata 12 Average
Nata 4 Average
Nekode (each) 2 Solid
Ninjato 5 Solid
No Dachi 10 Solid
Nunchuku 3 Fragile
Ono 15 Average
Sodegarami 15 Fragile
Tachi 5 Solid
Tanto/Hamidashi 2 Solid
Tessen 2 Fragile
Tetsubo 10 Solid
Tonfa 3 Fragile
Yari 10 Fragile
Magic item weights
Amulet 0.3 Crystal ball 5.0 Mirror, large 30
Belt 1.0 Drums 30.0 Ring 0.1
Bottle 1.0 Gauntlets 2.5 Scarab 0.2
Bowl 5.0 Girdle 2.0 Scroll 2.0
Brazier 5.0 Horn 5.0 Stone 5.0
Broom 3.0 Flask of liquid 2.0 Wand 6.0
Carpet 10.0 Map 1.0
Censer 5.0 Medallion 0.5
Intelligent Being Base Saving Throws
Character Type Poison & Magical Stone & Dragon Magical Clerical
Disease Implements Magical Death Breath Spells Spells
1 (F) 45 35 45 40 25 25
2 (M, I, S) 35 35 35 20 45 20
3 (C) 50 40 35 20 30 35
4 (T, FT) 50 35 35 25 25 25
5 (E, MF) 45 40 40 45 45 25
6 (MC) 50 40 35 20 45 30
7 (MCT, MCF, MCFT) 50 40 35 25 45 30
8 (ET, MT, MFT) 50 40 35 40 45 25
9 (D, DT, R, P, H, Cav) 55 45 55 50 35 35
10 (FC, CT, CFT, WP) 50 40 45 40 30 35

Level 1-20 Adjusted Saving Throws


Level Base 20 25 30 35 40 45 50 55
1 20 25 30 35 40 45 50 55
2 23 28 33 38 43 48 53 58
3 26 31 36 41 46 51 56 61
4 29 34 39 44 49 54 59 64
5 32 37 42 47 52 57 62 67
6 35 40 45 50 55 60 65 70
7 38 43 48 53 58 63 68 73
8 41 46 51 56 61 66 71 76
9 44 49 54 59 64 69 74 79
10 47 52 57 62 67 72 77 82
11 50 55 60 65 70 75 80 85
12 53 58 63 68 73 78 83 88
13 54 59 64 69 74 79 84 89
14 55 60 65 70 75 80 85 90
15 56 61 66 71 76 81 86 91
16 57 62 67 72 77 82 87 92
17 58 63 68 73 78 83 88 93
18 59 64 69 74 79 84 89 94
19 60 65 70 75 80 85 90 955
20+ 61 66 71 76 81 86 91 96Error:
Reference
source not
found
How to use this chart: Find the class of your character on the Base Saving Throw Chart, and cross-index this with the
particular Saving Throw column; this is your character's Saving Throw for that category at first level. Use the lower table for
higher levels. To find your character's Saving Throw at nth level, cross-index the first level score with the appropriate level
and read off the new score (for example, a third-level Fighter needs a 51 vs. Poison and Disease, while 13th-level Mage
needs a 54 vs. Clerical Spells). Rolling less than or equal to the listed number successfully saves for the character, reducing
or canceling the effect appropriately. In all cases, a roll of 95-99 always fails, and a roll of 00-04 always saves, no matter
what the saving throw is adjusted to by magical or clerical means.

5 A roll of 95 - 99 always blows.


Characteristic Based Saving Throws
Roll Con Belief Charm I Charm II Charm III Fear Entanglement Pain Gaze Soul Drain Physical
needed (T-V) (I) (I+W) (I) (W) (S+W) ((2xA)+D) (C) ((2xI)+D) (S+W+C) (S+A+D)
94 -21:-19 21+ 36+ 23+ 24+ 44+ 60+ 20+ 60+ 59+ 63+
91 -18:-16 20 35 22 23 41-43 58-59 19 58-59 57-58 60-62
88 -15:-13 19 34 21 22 39-40 56-57 18 56-57 55-56 57-59
85 -12:-11 33 20 21 37-38 54-55 17 54-55 53-54 54-56
82 -10:-9 18 32 19 20 36 52-53 16 52-53 51-52 51-53
79 -8:-7 17 31 18 19 35 50-51 50-51 49-50 49-50
76 -6:-5 30 17 18 34 48-49 15 48-49 47-48 47-48
73 -4:-3 16 29 17 33 46-47 46-47 45-46 45-46
70 -2:-1 15 28 16 32 44-45 14 44-45 43-44 43-44
67 0-1 27 15 16 31 42-43 42-43 42 41-42
64 2-3 14 26 15 30 40-41 13 40-41 40-41 39-40
61 4-5 13 25 14 29 38-39 38-39 39 37-38
58 6-7 24 13 14 28 36-37 12 36-37 37-38 36
55 8-9 12 23 13 27 34-35 34-35 36 34-35
52 10-11 11 22 12 26 32-33 11 32-33 34-35 33
49 12-13 21 11 12 25 30-31 30-31 33 31-32
46 14-15 10 20 11 24 29 10 29 31-32 30
43 16-17 9 19 10 23 27-28 27-28 30 28-29
40 18-19 18 9 10 22 26 9 26 28-29 27
37 20-21 8 17 9 21 24-25 24-25 27 25-26
34 22-23 7 16 8 20 23 8 23 25-26 24
31 24-25 15 7 8 19 21-22 21-22 24 22-23
28 26-27 6 14 7 18 20 7 20 22-23 21
25 28-29 5 13 6 17 18-19 18-19 21 19-20
22 30-31 12 5 6 16 17 6 17 19-20 18
19 32-33 4 11 5 15 15-16 15-16 18 16-17
16 34-36 3 10 4 13-14 14 5 14 16-17 15
13 37-39 2 9 3 4 11-12 12-13 12-13 14-15 13-14
10 40-42 1 8 2 3 9-10 11 4 11 12-13 12
07 43-45 7 1 2 7-8 9-10 9-10 10-11 10-11
04 46+ 0- 6- 0- 1- 6- 8- 3- 8- 9- 9-
For each Saving Throw type, find the characteristic (or sum of characteristics) indicated. Look down the column until
you reach that number. or a range including it. look all the way left to find the percentile Saving Throw needed. Roll number
or less (N-) to save.
Con: This is the thievish ability. T stands for the sum of Intelligence, Dexterity and Charisma of the Thief. V
stands for the sum of Intelligence and Wisdom of the victim of the Con.
Belief: This is for determining whether phantasms and other illusions are accepted as being real. I is the Intelligence
of viewer.
Charm I: Charm spells and effects whose defense is the combined Intelligence and Wisdom at the victim.
Charm II: Charm spells and effects whose defense is the Intelligence of the victim.
Charm III: Charm spells and effects whose defense is the Wisdom of the victim.
Fear: Fear spells and effects whose defense is the combined Strength and Wisdom of the victim. Magical strength
does not help.
Entanglement: Tripping, tangling, falling, etc. Use Sum of the adjusted Agility times two, plus the adjusted dexterity.
Pain: Physically-, naturally- or unnaturally-induced pain, or other similar effects whose defense is the Constitution
of the victim.
Gaze: A reaction and recognition-time saving throw to avoid looking directly at a creature or object. Use the sum of
Intelligence times two, plus the adjusted Dexterity of the victim.
Soul Drain: A measure of inner strength against forces that drain life or soul. The sum of Strength, Wisdom and
Constitution.
Physical: For determining the success or failure in various combat or movement situations. Use the sum of Strength,
Agility and Dexterity, all including any enhancements or adjustments.
Creature Saving Throws
Class Distraction Poison & Magical Magical Stone Dragon Magical Illusion Clerical
Disease Death Implements Breath Spells Belief Spells
1. 50 40 40 35 30 25 20 20 20
2. 30 50 50 40 75 30 40 40 40
3. 20 40 40 40 40 30 30 10 30
4. 80 NE NE 30 20 20Error: 20 NE 15
Referenc
e source
not found
5. 60 NE NE 65 85 45Error: 55 60 50
Referenc
e source
not found
6. 20 70 80 65 60 60 50 85 45
7. 40 70 80 65 75 85 60 65 55
8. 50 50 50 55 50 30 40 40 40
9. 60 85 70 50 40 50 40 50 35
10. 40 70 75 65 60 60 50 40 50
11. NE 80 90 75 75 75 85 85 85
12. 70 NE NE 40 85 306 40 80 35
13. 95 85 85 60 85 45 60 65 55
14. 60 80 95 85 65 60 60 95 60
15. 95 85 95 95 90 85 85 95 80
16. 65 70 70 50 50 25 40 50 40
17. 70 80 80 60 55 30 50 60 50
18. 60 70 70 70 35 60 60 40 60
19. 10 20Error: 20 20 70 05Error: 10 407 10
Reference Referenc
source not e source
found not found
20. 30 60Error: 60 50 80 20Error: 40 60Error: 40
Reference Referenc Referenc
source not e source e source
found not found not found
NE: No Effect
Creature Saving Throw Classes
1. Beings of low human Intelligence and no real resistance to magic.
2. Creatures with the power of stone turning, such as a Cockatrice.
3. Most animals including giant animals and insects that have no special characteristics.
4. Animated undead with no will of their own.
5. Independent undead, with wills of their own, and other powerful solid undead, such as Vampires.
6. Creatures that are tough, but unintelligent. This has an excellent Phatasm saving throw because they are so dumb.
7. Dragons and their relatives, including more intelligent reptile beings.
8. Creatures that are tough, somewhat intelligent, but no special resistances.
9. Lycanthropes (were-creatures) and shape-shifters of various kinds.
10. Large creatures that are difficult to damage.
11. Beings with considerable resistance to magic, either by being magic using or sheer toughness. Usually intelligent.
12. Medium-sized undead, which may or may not be independent, but are not to be sneezed at. Usually spirit undead.
13. Non-dead spirits and some daemons.
14. Beings with a strong resistance to Magic and Illusions.
15. Beings so resistant and powerful that lesser magic, such as wands and staves, has no effect, such as Balrogs.
16. Barsumian reptiles, which are slightly telepathic.
17. Poisonous reptiles.
18. Tough monsters that are dumb enough to believe Phantasms often and susceptible to being Stoned.
19. Plants.
20. Tough plants.
6 Gaseous poisons and breaths have no immediate effect. Long-range effects are at referee discretion.
7 Illusion must be able to affect the creature's primary sense. Otherwise, No Effect.
Look at the left side of the table. There is a series of
Combat numbers and letters running down the left side. These
For beginners, the numbers involved in our combat have to do with how long the weapons are, in units of
system may look a bit frightening. However, it isn’t that about 8 inches.
difficult. Here is how it works: To see what is the basic number needed to hit for
Any character or monster has an Attack Level and a each weapon against any armor class, just look to the
Defense Level. The Attack Level of any being is right of the weapon name, to the column under the armor
determined by its hit dice (2 dice = 2 nd level, etc., with class you want. That gives the basic number before
half dice rounding up) with adjustments for strength, adjustments for attack and defense level.
special skills, or magic. Extremely high or low strength There are 12 columns for various types of armor, to
will add to or subtract from (respectively) attack levels, be explained below:
according to the Strength Table in section 1. The Defense 1 None. This is basic clothing or skin with no protective
Level is also determined by the number of hit dice, with qualities. Robes and fur come under this classification.
adjustments for Agility or Magic. Some magical weapons 2A Leather. This is for actual leather armor or padding, or
(swords, primarily) add to the attack level in combat. slightly protective skin in monsters.
Normal magical armor or shields add their bonus to the 2B Brigandine. This is to approximate several types of
defense level. Thus, a seventh level fighter wearing plate armor: scale, lacquered leather, leather with a
+1 and carrying a shield +2 would be defending as 11th breastplate, or other types of armor that are half metal
level, plate and shield armor class. and half leather. It is also for use for monsters whose
The attack matrices, for both weapon and monster skin is basically hard with many soft spots.
attacks, are designed to give the basic chance for a 3 Shield. This is for someone unarmored who is
specific weapon to hit someone wearing a particular type carrying a shield, or for slightly crusty or roughly
of armor. If two first level fighters (with strengths of 9 to padded skin in monsters. There are two types of
12) were both wearing chain armor and carrying shields, shields that a person can use, the standard one that
and both were using maces, each would need to roll 20 or weighs 15 pounds, and a smaller one that weighs 6
less on a 00-99 die (or pair of dice) in order to hit (cause pounds, called a buckler. The lower weight of a
damage) with any given blow. buckler adds maneuverability that makes up for its
This example tells what happens when both fighters smaller size, so in melee it protects as well as a normal
are the same level. If they are different levels, an shield. However, against archery a buckler provides
adjustment must be made. If one of those same fighters no protection at all without special abilities. A buckler
were second level instead of first, he would be a more can be worn with a 2-handed weapon (but gives no
experienced fighter, and would have a better chance to benefit while the weapon is in use) and while using
hit. When the Second level fighter swings at the First archery (though it gives no benefit while archery is
level fighter, add 3 to the number the Second level fighter being used). A buckler cannot be used with double
needs to roll, making it 23 or less. The more experienced weapons. Non-magical bucklers are generally
fighter also defends himself better, so when the First level destroyed in a single melee, so carry extras.
fighter swings, subtract 1 from what he needs to roll, so 4A Leather and Shield. This is for someone wearing
he now needs to rolls 19 or less to hit. leather and carrying a shield, or for rather tough, but
In other words, if person A attacks at a higher level not scaly or hard, skin in monsters.
than person B defends, for each level of difference, add 3 4B Brigandine and Shield. This is for someone in
to the number A needs to roll to hit. If person A defends brigandine who is carrying a shield, or for somewhat
at a higher level than person B attacks, subtract 1 from the tougher structure than class 2B for monsters.
number B needs to roll to hit. An attacker attacking at 5A Chain. This is for someone wearing chain mesh or
10th level with a mace against someone in plate and mail armor, or for basically monsters with scaly hides.
shield armor, with a total defense level of 12th, would 5B Chain-Plate. This is for someone wearing a breastplate
need to roll between 00-23 in order to hit. Another basic and otherwise armored in chain, or for monsters with a
rule is that a roll of 00 always hits, and rolls of 90-99 tougher, scaly hide.
always miss, no matter how far apart the attack and 6A Chain and Shield. This is for someone wearing chain
defense levels are. The wildest blow might hit something armor and carrying a shield, or for somewhat more
occasionally, and even the best fighters miss once in a flexible scaly armor on monsters.
while. 6B Chain-Plate and Shield, or for the toughest flexible
scales you’ll ever find on a monster (dragons and
The Matrix such).
The Attack Matrix: Hand-Carried Weapons table on 7 Plate. This is for someone wearing plate armor or for
page 13 is another thing that may look scary, but isn’t. something with a basically hard shell.

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 Warlock Rules Combat Fighter Abilities Revised Warlock Rules Combat Fighter Abilities

8 Plate and Shield. This is for someone wearing plate Archery Battles
armor and carrying a shield, or for the hardest of
Archery is resolved with the Archery Matrix table on
shells.
page 10. The first part of this matrix is much like the
There is also a column on the matrix for Blows. This melee matrix. It gives the basic roll that must be made to
is the basic number of blows a man able to move at speed hit for various armor classes at close range with no
12 can take with that weapon during a combat phase. modifying circumstances. The next table gives the
Damage Dice is the number of six sided dice of modification due to range. Note that for some weapons
damage done by that weapon on a hit, before any there are additional modifications as listed below this
adjustments for magic or strength. table. The next two tables are similar to the first two, but
The Attack Matrix: Natural Body Weapons table on are for short-range weapons. The next table gives the
page 10 is the same except for the fact that the numbers modifications to the base for various circumstances. Note
on the left do not indicate length of weapon. Those are that it is always necessary to modify for the archer’s
only indicated by Small, Medium, and Large descriptions. dexterity and level. Some of these adjustments are
Another note for the Natural weapons table is for dependent on range, short or long. The dividing line
Envelopment. These numbers are what is needed to grab between short and long range is given in the base roll
or engulf a struggling opponent, either for subduing the tables.
opponent or for more evil purposes. It covers grappling as If an archery shot misses, one of several outcomes is
well as the twisting of a python around its victim. possible. If the shot only misses by a small amount, then
The rows labeled Small Crushing and Large it might have simply missed as a result of armor. Refigure
Crushing have a special note for the damage. Small the number that is needed to hit if no armor was present.
Crushing, if successful, does 3 dice minus the strength of If the shot would have hit if there was no armor, then the
the victim being crushed. Large Crushing does 6 dice shot was stopped by the armor. If the shot would have
minus the strength of the victim being crushed. This is to missed even without armor, then the shot is a scatter, and
simulate the fact that a stronger man or monster is more it is necessary to determine where it went. Use the Scatter
difficult to constrict, since he is fighting back. The distance table, rolling two dice for each scatter direction.
strength is only subtracted if the victim is still conscious The first roll is for left - right distance (a low roll is to the
and struggling. left). The second roll is for high - low miss distance if the
Referees should remember a couple of things: the original target is at short range, and for long - short miss
armor class of a target using a shield should only include distance if at long range. If there is another possible target
that shield if he is being attacked from the general near where the shot ends up (normally within the distance
direction the shield is facing. A person in chain and using given by the “6,8” column) then roll a percentile number
a shield would only defend as chain if attacked from to see if that target is hit. Include all adjustments except
behind. the archer’s level, dexterity, abilities, and for magical
Also, a person using a two handed weapon cannot at bow.
the same time use a shield or buckler, and so is also
defending as only whatever armor they are wearing, not Critical Hits
the armor and the shield.
Whenever two or more beings are involved in battle,
Blows per Phase there is a small chance that one or another will do
something out of the ordinary on any given blow.
The following section may be treated as optional for Sometimes this something is good, sometimes bad. This is
those of you not familiar with this combat system. It is taken care of in our Critical Hit and Fumble system.
designed to add realism to the game by taking note of the As described above, a low number on the 00-99 roll is
fact that a fighter who is heavily burdened cannot fight as likely to hit, and a high number is likely to miss. With our
well as one who is carrying little or nothing. system, an extremely low number will score a Critical
On the attack matrices, there is a number for each Hit, and an extremely high number will Fumble. A
weapon that represents the number of blows per melee Critical Hit is not always a hit that causes extra damage,
phase that someone wielding this weapon may strike. In but it is usually something that gives the person scoring
actuality, that is the number of blows that someone loaded the Critical Hit an advantage in the melee. A Fumble is
so as to be able to move at speed 12 can strike. If not always a matter of being clumsy with a weapon; it is a
someone is loaded to move more or less than this amount, matter of giving one’s opponent an advantage.
it affects the numbers of blows per phase that can be Once you determine what number each person in a
taken, as shown in the Blows per Phase Table on page 13. battle needs to hit, take note of any numbers rolled that
begin with either a 9 or a 0. Numbers in these ranges have
a chance to Critical or Fumble. The Critical and Fumble
Chance table on page 14 shows, based on what numbers

2-2  Warlock Rules Combat Fighter Abilities


Revised Warlock Rules Combat Fighter Abilities Warlock Rules Combat Fighter Abilities 

needed by an attacker to hit, what extreme numbers must damage per turn until the creature is completely
be rolled to either Critical or Fumble. For example, if a healed of all current damage.
character needs to roll a 25 or less to hit an opponent, any (C) This note indicates fast bleeding, and that the creature
time the roll is a 01 the dice must be rolled again to get hit will continue to take 1 point of damage per phase
two more digits. If these two digits are 30 or less, the until healing is begun on the damage.
target was hit in a critical location. If the roll was a 00 in (D) This note indicates that the limb hit by the Critical
this case, no further roll would have been necessary, since Hit cannot be used for 1 to 4 phases after the Critical.
00 is obviously less than 01.30%. In this same case, a roll There are also two notes on the Shield Arm row of the
of 96.30% or higher would fumble. So, on the table, for table worthy of notice. The first is the note that says (1/2
each number needed to hit, the maximum number needed upper body). This means that if the creature or being is
to Critical and the minimum number to Fumble are listed. not using a shield, 1/2 of the Shield Arm Critical Hits
If a Critical is scored, go to the Critical Hit Location become Upper Body hits, the other 1/2 remaining Arm
Table on page 15. Look at the line that best describes the hits. The second note is that a shield may be broken or
shape and position of the target with respect to the person destroyed by this type of Critical Hit unless the shield is
striking the Critical. If he is attacking a giant snake from more magical than the weapon or projectile hitting it.
the rear, the line would be Serpent, Rear. The attacker Note that not all creatures are affected by critical hits
then rolls two six sided dice for location. Suppose he rolls in certain areas, or by certain effects. Non-corporeal
a 7. In this case, Serpent, Rear, a 7 is Lower Body. undead will sometimes be unaffected by IKs and can not
Depending upon the weapon being used, he goes to the bleed.
appropriate Critical Hit Effects: Impact or Slashing
Weapons and Critical Hit Effects: Archery or Stabbing Fumbles
Weapons tables on page 17 and rolls a six-sided die for
When a number is rolled that is high enough to score
severity. Suppose he is using a slashing weapon (a
a fumble, refer to the Fumble Table on page 15. No
broadsword, for example) and rolls a 5 for severity. He
location number is necessary. If the fumbler was using a
looks at the Slashing Table, Lower Body, 4-5 column.
sword or other melee weapon, use the Artificial Melee
This is a Groin Hit, meaning that he does times 2 damage
Weapons column. If claws or other body appendages are
to the snake, and the snake loses all blows and parries for
used to attack, use the Natural/Body Weapons column. In
1 to 4 (randomly determined) phases due to pain.
the case of an Archery fumble, use that column devoted
The Slashing table is used for most impact and cutting
to Archery Weapons.
weapons, and the Stabbing table is used for daggers, short
For each fumble, roll two six sided dice and note the
swords, narrow falchions, spears, and most archery
result for that number. Follow all directions to their
weapons. The referee should use his discretion in the case
natural conclusions. Most of the results are self-
of unusual weapons. If it does its damage by impact, use
explanatory. Use discretion, if the physically impossible
the Slashing table. If it does its damage by puncturing,
is rolled just re-roll.
use the Stabbing table.
The results of the Break Weapon fumble, or a when a
On the Critical Hit Effects tables, you will notice that
weapon could be broken by a parry, can be found in the
some of the effects have special notes. These are to be
Weapon Breakage Table on the same page. The first part
interpreted as follows:
of the table gives the basic roll that must be exceeded to
KO This means that the creature is unconscious or avoid having the weapon break. This is then adjusted for
otherwise incapacitated for N x (1-10) turns, where N any magical armor that the weapon is directed against and
is the damage multiplier for the individual critical hit for the weapon itself being magical or well made.
effect. Adjustments for strength of the attacker, Shields, and
IK This note indicates that the creature is killed outright parrying weapons are described below the tables.
or otherwise rendered nonexistent by the critical hit. If a weapon does break, the percent that it is broken is
For the purposes of determining regeneration chances equal to the difference between the weapon breakage roll
or body saving throws, the amount of damage of an and the roll needed to prevent breakage.
IK equals the number of hits of the target's death A broken weapon can still be used in combat, with the
level in addition to any other damage done by the chance that it will hit being reduced by the percentage the
blow. weapon is broken. Also, if the weapon tries to break
(A) This note indicates that the creature hit will bleed, again, the chance that it will do so is increased by the
and thus continue to take damage from the wound at amount it is broken. A broken intelligent weapon has a
a rate of 1 point per turn until healing is begun on the chance of losing some of its powers, but not its
damage, or first aid is rendered. intelligence or basic attack level. The chance that it will
(B) This note indicates that the creature hit will bleed lose any particular power is the percent of the breakage,
more heavily, and will continue to take 1 point of rolled separately for each.

Warlock Rules Combat Fighter Abilities  2-3


 Warlock Rules Combat Fighter Abilities Revised Warlock Rules Combat Fighter Abilities

Parrying If the difference between the attacking weapon and


the parrying weapon is greater than is stated above, the
It is possible to decrease the chances of being hit by attacking weapon may not be successfully parried.
an opponent by parrying his blows. This is done by Further, neither a hand axe nor hatchet may parry a maul.
(simplified somewhat) striking at his weapon rather than Due to the way a weapon is used to parry, there is a
at your opponent directly. This is reflected in the combat better than normal chance that the parrying character may
system as follows: break or drop his weapon. This is handled as follows: if
A character may use his own weapon to parry any the attacker rolls a number 1 higher than he needs to hit
blow coming from the direction he is directly facing, while being parried (i.e. needs to roll 19 or less and rolls a
within the limits stated below. 20), the person parrying must check to see if his weapon
For each blow the character attempts to parry, he uses has been broken. This is done by consulting the same
up 1 offensive blow with that weapon for that phase. He rules used to check for weapons breaking due to fumbles.
may not attempt to parry more blows than he could take Simply roll a breakage chance number for the weapon as
offensively. if it had hit an opponent in chain armor, using your
The ability of a weapon to parry a blow is based on opponents strength rather than your own in the percentage
its length, with the special exception of quarterstaff (11). check. If your weapon’s roll falls within its percentage
In the following descriptions the quarterstaff may be used chance of breaking, the weapon breaks, and cannot be
to parry as length 3, due to its mobility, or 11. further used to parry or attack.
His opponent may be using any artificial weapon If the attacker rolls a number from 2 to 5 higher than
except a morningstar or flail, which cannot be parried or what he needed to hit through the parry, he has disarmed
any natural weapon except large mouth, tail or tentacle, or the parrying person. The person parrying then loses 1-4
butt ram, which also cannot be parried. blows drawing out another weapon for fighting or
For purposes of determining length of weapons, the parrying, although a physical saving throw can retain a
following exceptions should be noted: when attacking, a two-handed weapon and only lose 1-2 blows. During the
Quarterstaff is treated as length 5. Monster attack classes time taken up by these lost blows, the attacking
labeled Small should be treated as length 2. Monster opponent's blows are, of course, unparried unless our
attack classes labeled Medium should be treated as length beleaguered defender had another weapon in the other
5. Monster attack classes labeled Large should be treated hand.
as length 9. At the discretion of the referee, extremely
large monsters may be treated as greater lengths or as Using Two Weapons
totally unparryable by normal means. It would be hard,
It is possible for humanoid or similar beings to use a
for example, to parry the foot of a Brontosaurus, just from
weapon in each hand, with certain limitations and
sheer mass. Monster attack classes 11 to 14, envelopment
penalties. While this normally refers only to 2 hands, a
and crushing attacks, may only be parried by spear or
being with more than 2 hands might be able to use more
quarterstaff, and only if the attacking monster has a solid,
than 2 weapons, at the discretion of the referee.
substantial body. In those cases, the attacks may be
First, the use of 2 weapons normally means that you
parried as if the monster were using a length 6 weapon.
are not using a shield defensively, and this may reduce the
The effect of a parry is calculated as follows: if the
armor class of the wielder of the 2 weapons.
attacking weapon has a length 3 or less longer than the
Second, only weapons with lengths 1-5 may be used
parrying weapon, and no more than 1 shorter than the
together, as follows: any two weapons of lengths 1-4 may
parrying weapon, the number that the attacker needs to
be used together, or any weapon of length 5 may be used
roll (00-99) to hit is reduced by 1/2. Thus, if a 25 had
with any length 1-4 weapon. (These lengths are as
been needed to hit, the attacker now needs a 12 or less
indicated on the Attack Matrix for hand-carried weapons.)
(round fractions down, this takes into account that rolling
Third, any person using 2 weapons in this manner
00 will hit in an approximate manner).
loses 4 attack levels from his attacks with either weapon.
If the attacking weapon is either 4 or 5 longer than
Fourth, the person using two weapons loses 1 blow
the parrying weapon, or 2 shorter, the parry reduces the
from the number of blows he would normally take with
chance to hit by 1/3. Thus, if the attacker had needed a 29
each weapon each phase. That is, if using a 4-blow
or less to hit, he would now need to roll 19 or less to hit
weapon and a 3-blow weapon in conjunction, he would
(29 x 2/3, rounded down = 19).
take 3 and 2 blows, respectively.
If the attacking weapon is 6 or 7 longer than the one
He may use 1 weapon to strike and 1 weapon to parry
being used to parry, or 3 shorter than the parrying
blows of an opponent, with whatever restrictions the
weapon, the parry reduces the chance to hit by 1/4. Thus,
parrying weapon may have, or both weapons to strike, or
if the attacker had needed 35 or less to hit, he would now
both weapons to parry blows coming from the same
need to roll 26 or less to hit.

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general direction. Note that the percentage chance to the now-flat edge along a pole. That's the shape) rather
parry drops by 1 parry class when using 2 weapons. than a single cutting edge.
Weapon Descriptions Morning Star: This is a metal ball attached to a
handle by a short chain. It is used by whirling the ball to
Some of the weapons in our combat table are not swing it at the enemy.
familiar to most people, or might lead to some confusion Flail: This is a two-handed weapon similar to the
due to the terms being used. We suggest you read the morning star. Usually consists of two or more balls with
following descriptions in order to familiarize yourself chains, or one heavier ball.
with just what some of the weapons are. Maul: This is similar to a dwarvish hammer, but
Kris: This is a wavy-bladed Malayan dagger (there is scaled up in size, and swung with both hands.
also a sword version, but not here). The blade is designed Great Hammer: This a larger version of a maul.
to cause a wider wound than a normal dagger, and it is Fauchard: This is a type of polearm with a sharp
heavier and more difficult to use, which is why it causes curved edge (sort of a cross between a scythe and a
more damage and gets less blows per phase than a dagger. razor). Like other polearms, it can be used from the
Short Sword: This is normally a stabbing type of second row of a battle, if you're careful and have room to
sword with a rather narrow blade, about 18” long (not swing it.
scale inches, real ones). Lucerne Hammer: This is a Swiss invention, sort of
Warhammer: This is normally a hammer similar to a beaked hammer on a pole. It was designed for use from
those of dwarvish make, with basically a brick-shaped the second row of a battle, or with pikes.
head attached to a short handle, balanced for throwing.
Beaked hammer: This is a weapon that looks Japanese Weapon Descriptions
somewhat similar to a carpenter's claw hammer, but much
Some people are interested in the Japanese-style
larger. It has a narrow beak on one side for puncturing
medieval setting, but the relevant weapons are less
armor, and a spike at the end for slashing against light
familiar to most of us. Here are descriptions of most
armor. Its point means that it is not considered a weapon
weapons of significance. Remember that these
for lawful clerics.
implements were designed in an environment without
Broadsword: This is the standard knight's one-
plate armor and for the most part without shields.
handed weapon. It is not particularly sharp, but it is
Bo: This weapon is comparable to the European
basically good against almost anything. Most magical
quarterstaff. All special quarterstaff parry rules apply.
swords are of this type.
Boken: This is a wooden practice sword, shaped like
Longsword: This is a longer, sharper, slightly curved
a katana but with a round cross section.
saber-like blade. The scimitar can be used as being this
Chigiriki: The Japanese flail, this is a long stick with
type also.
a ball and chain. It may be used to entangle as well as to
Narrow Falchion: This is a straight, narrow blade
strike for damage.
designed for forcing its way through the chinks in armor,
Chinese mace: Called the Suan-tou-Fung, this is at
primarily a stabbing weapon. It is not useful against
its simplest a ball on a stick. Pricier versions are quite
natural body armor, which does not have as many weak
artistically carved to resemble little men or animals.
spots at joints.
Fang: This Chinese weapon is a short sword with a
Staff sling: This weapon requires a 10-foot high or
"thumb" running parallel to the blade.
higher ceiling to be used.
Han-Dachi: This is a short broadsword.
Wide Falchion: This is a thick, broad-bladed sword
Helmet-breaker: The Hachiwara is a short heavy
designed for chopping through armor.
rod fixed to a handle.
Samurai Sword: This is actually only one of the
Hoko: This polearm has an in-line blade and a sharp
types of sword used by Japanese samurai, the longer of
"thumb".
the two basic one-handed swords (the Katana). They
Jitte: This is primarily a parrying and disarming tool.
should not be common unless you play in an oriental
It is shaped like a finger of metal with a short thumb beside
world.
it, creating a slot for catching sword blades.
Battle Ax: This is a long-handled ax designed for
Jo: This is a three-foot stick, usually wielded in pairs.
chopping with distinct strokes, usually with a blade on
Kama: This is a long straight-bladed sickle.
only one side of the pole. It is a two-handed weapon.
Kama Yari: This is a polearm with three blades, the
Great Ax: This is a broad, twin-bladed ax that is
outer two curving away from the straight central one.
very heavy and very deadly. It is a two-handed ax with
Katana: This is a slightly curved hand-and-a-half
more blade and less handle than a battle ax.
sword with one sharp edge.
Bullova: This is a type of two-handed ax with four
Kiseru: This is an iron smoking pipe, three feet long,
points (Take a five-pointed star, cut off one point, and lay
used by Yakuza as a makeshift weapon.

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Magari Yari: This trident polearm has three straight Yari: This entry represents many types of Japanese
blades forming a plus sign where they meet the haft. spear. The yari is always used as a polearm and never
Manrikigusari: This is several feet of heavy chain thrown.
fitted with two handles. It may be used to strike or
entangle. The chain (kusari) is also a component of many Miscellaneous Combat Rules
composite weapons. Thus, a chain ending in a sickle is a A character is considered in melee if, at the end of
kusari-gama, etc. movement, she is in melee range of an opponent, and
Masakari: This is a single-edged axe fitted with a either she or the opponent is preparing to take blows on
point, but otherwise it is very much like a hand axe. the other.
Nagamaki: This is a shorter version of the Naginata. Any time a character is attacked from behind while in
Naginata: This is a polearm consisting of a sword melee already, he loses 2 defense levels against the
blade on a shaft. attacker from the rear.
Nata: This is a short one-handed version of the Any defense levels that come from magical defenses
Kama. built into a shield do not apply against any attacker that is
Nekode: These are artificial claws that strap to the attacking from a direction not faced by the shield. Thus, if
hands. a character has a shield on his left arm, the shield defense
Ninjato: This is the ninja version of the katana, levels do not guard against an attack coming from his
smaller and with a straight blade. right or behind him.
Nodachi: This is a true two-handed sword, much If a character cannot see her opponent, then her
lighter than the various European versions. attack and defense levels are halved vs. that opponent.
Nunchuku: These are two short rods linked with a Levels derived from magic are not halved. Examples are
short chain. being flashed, the melee is in darkness, or the opponent is
Ono: This is the Japanese battleaxe. invisible.
Sai: The sai is also a parrying weapon like the jitte. It Whenever a character is on the ground his attack and
is shaped like a trident with the middle tine lengthened. defense levels are halved as above.
Sang Kauw: This is a Chinese parrying weapon. It Anytime a character is completely immobile or in no
looks like a boat hook with a handle in the middle bridged way expecting an attack, he defends at level 0, adjusted
by crescent knife. One hand holds the straight end of the only by any magical armor or protective devices or spells.
hook, the other fits under the bridge. In some of the rules that follow “defend at 0” is as
Sodegarami: The "sleeve catcher" is a long pole with defined here.
the business end covered in barbs and hooks. It is meant to To change weapons when a character is engaged in
catch clothing, but works just as well on the rings and combat takes an amount of time equal to 1 to 4 blows
joints of some armor types. Sodegarami may strike as Fast (rolled randomly) with the new weapon being drawn.
Envelopment. This includes voluntarily changing weapons, or replacing
Sword-staff: The Bisento is a heavy curved blade on ones lost or broken during the melee. If a character is not
a pole. engaged in melee at the time of the weapon exchange, it
Tachi: This is a slightly longer katana. It is always takes only an amount of time equal to 1 blow with the
used two-handed. new weapon.
Tanto: This and the Hamidashi are types of dagger. It takes an amount of time equal to 2-12 blows of the
Tau-kieu: This Chinese weapon is a rod with a recovered weapon to recover a weapon that has been
handle. dropped in the middle of a melee, if that weapon is in the
Tessen: This is a lady's folding fan backed with iron immediate vicinity (1”) of the continuing melee. The
and used as a weapon of last resort or a hold-out weapon. melee can be moved by one of the combatants by
Tetsubo: The tetsubo is an asymmetric staff. One end retreating, or the fighter ability Force Melee.
is thicker and studded or bound in iron. A Monster Normally, two combatants must be within 1” of each
Tetsubo is a larger version used mainly by legendary other in order to fight in melee. If a monster or other
beings. It requires Strength 25 or greater to wield. creature has an abnormally long reach or weapon, the
Tonfa: This is a forearm-length wooden stick with a melee range is at the discretion of the referee.
cross-handle. When combat is first joined, the character or being
Wakizashi: This is the Japanese short sword. A who charges into the melee takes his first blow first, if the
Samurai will wear this sword with the katana. The Kodachi weapon lengths are equal. For unequal length weapons,
is a similar sword. the longer weapon strikes first on the first blow. In
Whip chain: The Kau Sin Ke is a set of oblong subsequent phases, the shorter, more maneuverable
weights linked in a jointed chain and fixed to a handle. weapon strikes first. Blows are spaced out based on the

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number of blows per phase with each weapon, all blows


being spread evenly throughout the phase.
While in melee, casting a magical or clerical spell, or
activating an item costs one blow per weapon in the
following melee phase. The spell must be cast on
yourself, at, or through your opponent, else you defend at
0 for your opponents’ first blow with each weapon. If a
magic user (not a cleric) throws his highest level spell, he
cannot take any blows that melee, and defends at 0.

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Blows vs. Dexterity Count Table


Dexterity Count
5 4 3 2 1 0 -1 -2 -3 -4
Blows 0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789
0
1 1
25 -25
2 1 2
33 0 -33
3 1 2 3
38 13 -12 -37
4 1 2 3 4
40 20 0 -20 -40
5 1 2 3 4 5
42 25 8 -8 -25 -42
6 1 2 3 4 5 6
43 29 14 0 -14 -29 -43
7 1 2 3 4 5 6 7
44 31 19 6 -6 -19 -31 -44
8 1 2 3 4 5 6 7 8
44 33 22 11 0 -11 -22 -33 -44
9 1 2 3 4 5 6 7 8 9
45 35 25 15 5 -5 -15 -25 -35 -45
10 1 2 3 4 5 6 7 8 9 10
45 36 27 18 9 0 -9 -18 -27 -36 -45
11 1 2 3 4 5 6 7 8 9 10 11
46 38 29 21 12 4 -4 -12 -21 -29 -38 -46
12 1 2 3 4 5 6 7 8 9 10 11 12
46 38 31 23 15 8 0 -8 -15 -23 -31 -38 -46
13 1 2 3 4 5 6 7 8 9 10 11 12 13
46 39 32 25 18 11 4 -4 -11 -18 -25 -32 -39 -46
14 1 2 3 4 5 6 7 8 9 10 11 12 13 14
47 30 33 26 20 13 7 0 -7 -13 -20 -27 -33 -30 -47
15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
47 41 34 28 22 16 9 3 -3 -9 -16 -22 -28 -34 -41 -47
16 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
47 41 35 29 24 18 12 6 0 -6 -12 -18 -24 -29 -35 -41 -47
17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
47 42 36 30 25 19 14 8 3 -3 -8 -14 -19 -25 -30 -36 -42 -47
18 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
47 42 37 32 26 21 16 11 5 0 -5 -11 -16 -21 -26 -32 -37 -42 -47
19 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
48 43 38 33 28 23 18 13 8 3 -3 -8 -13 -18 -23 -28 -33 -38 -43 -48
20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
48 43 38 33 29 24 19 14 10 5 0 -5 -10 –14 -19 -24 -29 –33 -38 -43 -48
21 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21

2-8  Warlock Rules Combat Fighter Abilities


Revised Warlock Rules Combat Fighter Abilities Warlock Rules Combat Fighter Abilities 

48 43 39 34 30 25 20 16 11 7 2 -2 -7 -11 -16 –20 -25 -30 –34 -39 –43 -48


22 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
48 43 39 35 30 26 22 17 13 9 4 0 -4 -9 -13 –17 -22 –26 –30 -35 –39 –43 -48
23 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
4844 40 35 31 27 23 19 15 10 6 2 -2 -6 -10 -15 –19 –23 –27 –31 –35 -40 –44 –48
24 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
5 4 3 2 1 0 -1 -2 -3 -4
0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

5 4 3 2 1 0 -1 -2 -3 -4
0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

5 4 3 2 1 0 -1 -2 -3 -4
0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

5 4 3 2 1 0 -1 -2 -3 -4
0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

5 4 3 2 1 0 -1 -2 -3 -4
0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

5 4 3 2 1 0 -1 -2 -3 -4
0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

5 4 3 2 1 0 -1 -2 -3 -4
0987654321098765432109876543210987654321098765432101234567890123456789012345678901234567890123456789

 Charging gets first blow advantage and opponents blows are those that will come after the attackers first blow. A defenders blow can be simultaneous if it is longer that the
attacker is able parry successfully.
 ± 5 dexterity counts is considered simultaneous blows.
 Blow Formula: First Blow = 50 – ((100 / N) / 2). Subtract 100 / N to get each blow after the first blow. Round to nearest integer. If fraction is exactly ½ round to nearest
even integer (i.e.: 12.5 becomes 12 and 13.5 becomes 14).
Note: Use the extra blank entries for unusual cases not in this chart.

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 Warlock Rules Combat Fighter Abilities Revised Warlock Rules Combat Fighter Abilities

Archery Matrix
ARMOR CLASSES
1 2A 2B 3 4A 4B 5A 5B 6A 6B 7 8 S D
N L B S L B C C C C P P H I D
O T R H & R H P & P L & O C A
Range Range Special N H I L S & N S & T S T E M
Weapon (Close/Max) Table Modifiers E R G D S S S G
Short Bow 25/100 A -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 2 1
Horse Bow 30/125 A -5 over 25” 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 2 1
Composite Bow 45/175 A -5 -10 -20 -15 -20 -30 -20 -25 -30 -35 -30 -40 2 1
Longbow 45/175 A 0 -5 -20 0 -5 -20 -15 -20 -15 -20 -25 -25 2 1
Light Crossbow 30/150 A -5 over 50” 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2(-2) 3
Heavy Crossbow1 40/200 A +10 under 50” 0 -5 -10 0 -5 -10 -10 -15 -10 -15 -15 -15 1/2 3
+5 under 100”
Ballista2 50/250 A +10 under 50” 0 -5 -10 0 -5 -10 -10 -15 -10 -15 -15 -15 / 6
1 3

+5 under 100”
Staff sling 25/100 A -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 1 1
Sling 25/100 A Use 3x Range -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 1 1
Javelin 10/40 A Use 3x Range -5 -10 -25 -15 -20 -35 -25 -30 -35 -40 -35 -45 1 1
Dagger 6/12 B 0 0 -20 -10 -10 -30 -30 -30 -40 -40 -40 -50 1 1
Short Sword 4/9 B 0 0 -20 -10 -10 -30 -30 -30 -40 -40 -40 -50 1 2(-2) 3
Hatchet 6/12 B 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2(-2) 3
Hand Axe 4/9 B 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2
Spear 4/9 B 0 -5 -20 -10 -15 -30 -20 -25 -30 -35 -30 -40 1 2
Warhammer 4/9 B -20 -20 -20 -30 -30 -30 -20 -20 -30 -30 -15 -25 1 2
1 Heavy Crossbow: Shoot 1 phase, reload the next. Shoot every phase if 2 crossbows and second person winding.
2 Ballista: Shoot 1 phase, reload the next 2 phases. Reload in 1 phase if second person helping.
3 When adjusting do not allow total damage to be less than the minimum natural roll. 2(-2) is 2D6 minus 2 with a
minimum of 2 as the result. So the possible values are 2 to 10 for a weapon doing 2(-2).

Range (A) 6 9 12 15 18 21 25 30 35 40 45 50 60 70 80 90 100 120 140 160 180 200


Base Chance 85 80 75 70 65 60 55 50 45 40 35 30 25 20 15 10 5 0 -5 -10 -15 -20
Range (B) 3 4 5 6 7 8 9 10 11 12 -5 per additional 20” 
Base Chance 60 50 40 30 20 10 0 -10 -20 -30  -10 per additional 1”
Archer Modifiers Target Modifiers
Bow or Sling Thrown At Close Range At Long Range
General (Archer Only) Level (max of 20) + Natural Dexterity + Abilities + Special Bonuses
Movement4 -2 per 1” -1 per 1” -2 per 1” -3 per 1”
In Melee4 -20 -10 -20 -30
Concealed -20 for 1/3; -30 for 2/3 -20 for 1/3; -30 for 2/3
Dodging No archery -20 -30
Surprised or Unaware No archery +20
Passive Shield5 No archery No Effect 0 -10
Active Shield5,6 No archery -10 -30
4 Movement and melee modifiers are mutually exclusive. Use whichever has the greater effect.
5 A shield is effective over a 180 degree arc, centered on the shield. A buckler has no effect on archery, unless special
abilities or skills are used.
6 Active shielding requires the character to perceive the missile(s) and attempt to block or cover up.
Scatter Distance (roll 2D6)
2, 12 3, 11 4, 10 5, 9 6, 8 7
1-6 1” ¾” ½” ¼” 1/8” 0”
R 7-12 2” 1½” 1” ½” ¼” 0”
a 13-24 4” 3” 2” 1” ½” 0”
n 25-48 9” 6” 4” 2” 1” 0”
g 49-96 14” 9” 6” 4” 2” 0”
e 97-192 21” 14” 9” 6” 4” 0”
 A roll of 00 always hits. A roll of 95+ always scatters. Roll once for each direction in which scatter can occur.
 Projectile bounces off armor if it missed by the amount of the armor adjustment. Any other miss is a scatter.
 Distances are in game inches. All scatters are measured from the point of aim. Allow for the arc of the missile.

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Attack Matrix: Japanese Hand-Carried Weapons


ARMOR CLASS 1 2a 2b 3 4a 4b 5a 5b 6a 6b 7 8 B D B
N L B S L B C C C C P P L I D R
O T R H & R H P & P L & O C A E
N H I L S & N S & T S W E M A
WEAPON E R G D S S S G K
1a Tessen 40 25 13 25 20 10 15 10 10 05 02 00 2 2(-2) F
1b Tanto/Hamidashi 45 35 20 35 30 15 20 10 10 05 05 00 4 1 S
1c Nekode 45 35 20 35 30 15 20 12 15 08 05 00 4 1(+1) S
2a Jitte/Sai 45 35 20 35 30 15 20 10 10 05 02 00 4 1 S
2b Nata 45 35 20 35 30 15 20 10 10 05 02 00 4 2(-2) A
2c Helmet-breaker 45 35 30 35 30 25 30 25 25 15 10 05 3 2 A
3a Tonfa 55 40 20 30 25 13 15 08 10 05 02 00 4 1 F
3b Chinese mace 25 25 30 25 20 22 25 30 20 22 35 25 3 2 S
3c Jogusari (Jo style) 55 40 20 30 25 13 15 08 10 05 02 00 4 1(-1) ?
3d Kodachi/Wakazashi 45 30 20 35 30 15 20 10 15 08 02 00 3 2(-1) S
3e Masakari 45 30 20 30 25 15 20 12 15 10 10 05 3 2 A
3f Fang 35 35 25 20 20 12 20 17 15 10 15 05 3 2 ?
4a Tau-kieu 25 25 25 25 20 20 25 25 20 20 25 20 3 2 ?
4b Nunchuku % 55 40 20 30 25 13 15 08 10 05 02 00 4 1 F
4c Jo 55 40 20 30 25 13 15 08 10 05 02 00 4 1(-1) A
4d Manrikigusari *% 45 35 30 35 30 25 30 25 25 15 10 05 2 2 A
4e Kusarigama* 55 45 25 40 35 20 30 20 15 10 10 05 2 3(-3) ?
4f Kiseru 45 35 30 35 30 25 30 25 25 15 10 05 3 2 A
4g Ninjato 55 35 20 45 25 13 25 15 17 08 05 00 3 2 S
5a Boken 45 35 30 35 30 25 30 25 25 15 10 05 3 2 S
5b Sang Kauw * 55 45 27 45 35 20 35 22 25 15 10 05 4 1(+1) ?
5c Katana 55 35 22 45 25 13 25 17 20 11 10 02 3 2 S
5d Katana (2-hand) * 55 35 22 45 25 17 25 17 25 15 10 05 3 3(-3) S
5e Tachi * 55 35 22 45 25 17 25 17 25 15 10 05 3 3(-3) S
5f Whip chain % 35 30 22 30 25 17 25 20 20 15 15 10 3 1 F
6a Kusari * % 40 30 25 30 25 20 25 15 18 10 05 02 3 1 ?
6b Bogusari (Bo style) 55 45 25 35 25 12 25 15 15 07 05 00 3 1 ?
6c Jogusari (chain style)*% 40 30 25 30 25 20 25 15 18 10 05 02 4 1 ?
7a Kama * 55 45 25 35 35 17 35 20 20 10 05 00 2 3 A
7b Ono * 35 30 25 25 25 17 35 27 35 22 20 10 2 2(+2) A
7c Nagamaki * 55 45 30 45 45 27 35 25 25 17 15 10 2 3 A
8a No Dachi * 50 40 30 40 35 25 30 20 25 15 10 05 2 3 S
8b Tetsubo * 45 40 30 35 30 24 30 25 25 21 20 17 3 2 S
8c Tetsubo(Monster)* 35 35 35 35 35 35 35 35 35 35 35 35 2 3 ?
8d Bo * 55 45 25 35 25 12 25 15 15 07 05 00 4 3 S
9a Chigiriki (chain) *% 25 25 30 25 25 25 35 35 25 25 35 25 1 3 F
9b Hoko * # 45 45 32 45 35 22 35 27 25 17 20 10 1 2 ?
9c Naginata * # 55 45 30 45 45 27 35 25 25 17 15 10 2 3 A
9d Sodegarami * # 35 30 15 30 25 12 20 10 10 05 02 00 2 1(-1) F
9e Kusarigama (chain)*% 40 30 25 30 25 20 25 15 18 10 05 02 2 2 ?
10a Magari Yari * # 45 45 32 45 35 22 35 27 25 17 20 10 1 2 ?
10b Sword-staff * # 55 45 30 45 45 27 35 25 25 17 15 10 1 3 ?
10c Yari * # 50 40 25 40 35 20 20 15 15 13 10 05 2 2 F
10d Bogusari (chain style)*% 40 30 25 30 25 20 25 15 18 10 05 02 3 2 ?
12a Kama Yari * # 55 45 30 45 45 27 35 25 25 17 15 10 1 3 ?
* Indicates 2-handed weapon
% Indicates flexible weapon
# Indicates weapons useable from second rank of melee.
(Chain) Indicates that weapon may be used as Fast Envelopment attack instead of a damaging attack.
Jogusari, Kusarigama, and Bogusari all have a fixed number of blows total, not per part. Blows may be used
with one part or divided among both. These three may also parry with the solid piece while striking with the chain,
and the parry will count as a first, not second, weapon parry, and without losing blows.
Manrikigusari may also both strike and parry without loss of blows or parry position.

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Attack Matrix: Natural Body Weapons


ARMOR CLASSES 1 2A 2B 3 4A 4B 5A 5B 6A 6B 7 8 B D
N L B S L B C C C C P P L I D
O T R H & R H P & P L & O C A
N H I L S & N S & T S W E M
WEAPONS E R G D S S S G
M1 Small Teeth 55 35 20 45 35 18 25 15 20 11 05 02 4 1
M2 Medium Teeth 55 45 30 45 35 22 25 20 20 15 15 10 3 2
M3 Large Teeth 55 45 35 45 45 32 35 30 25 22 25 20 2 3
M4 Large Mouth 35 35 30 35 35 30 35 30 35 30 25 25 2 3
M5 Small Claws 45 25 17 35 25 15 20 15 15 10 10 05 4 1
M6 Medium Claws 45 35 25 35 25 17 25 20 20 15 15 10 2 2
M7 Large Claws 45 35 27 35 25 20 25 22 20 17 20 15 1 3
M8 Small Pincers 45 25 15 35 20 11 15 10 10 06 05 02 3 1
M9 Medium Pincers 45 25 17 45 25 15 20 15 15 10 10 05 2 2
M10 Large Pincers 45 45 32 35 35 27 25 22 25 22 20 20 2 2
M11 Slow Envelopment 15 15 20 15 20 27 20 22 25 30 25 35 1 —
M12 Fast Envelopment 25 25 35 25 25 35 35 40 35 40 45 45 2 —
M13 Small Crushing 55 45 25 45 35 18 35 20 25 13 05 02 2 3(-S)
M14 Large Crushing 55 55 40 45 45 35 35 30 35 30 25 25 1 6(-S)
M15 Small Horns 55 45 25 35 25 13 25 15 20 11 05 02 3 1
M16 Medium Horns 55 45 27 45 35 20 35 22 25 15 10 05 2 2
M17 Large Horns 45 45 32 45 45 30 45 32 35 25 20 15 1 3
M18 Small Hooves 35 35 27 35 35 25 25 22 20 17 20 15 3 1
M19 Medium Hooves 25 25 25 25 20 20 25 25 20 20 25 20 3 2
M20 Large Hooves 20 20 22 20 20 20 25 25 20 20 25 20 2 3
M21 Medium Paws 45 45 35 35 35 27 35 30 25 22 25 20 3 2
M22 Large Paws 25 25 25 25 25 25 25 25 25 25 25 25 2 3
M23 Small Stinger 55 35 22 45 25 15 25 17 20 12 10 05 1 1*
M24 Medium Stinger 45 35 25 45 35 22 25 20 20 15 15 10 1 2*
M25 Large Stinger 45 45 32 45 35 22 35 27 25 17 20 10 1 2*
M26 Soft, Small Tail or Tentacle 45 35 25 35 25 17 25 20 20 15 15 10 3 1
M27 Soft, Medium Tail or Tentacle 45 40 30 40 35 25 30 25 25 20 20 15 2 2
M28 Soft, Large Tail or Tentacle 55 45 32 45 40 27 35 27 30 22 20 15 2 3
M29 Hard, Small Tail or Tentacle 35 30 22 30 25 17 25 20 20 15 15 10 3 1
M30 Hard, Medium Tail or Tentacle 40 35 30 35 30 25 20 22 15 17 25 20 3 2
M31 Hard, Large Tail or Tentacle 45 35 32 40 30 27 25 27 20 22 30 25 2 3
M32 Small Butt/Ram 35 35 22 30 30 17 30 20 25 15 10 05 2 1
M33 Medium Butt/Ram 35 35 25 30 30 20 30 22 25 17 15 10 2 2
M34 Large Butt/Ram 45 40 35 35 35 27 35 32 30 25 30 20 1 3
(-S) means subtract Strength of victim from damage
* Plus any poison damage
Note: Small natural body weapons are considered to be length 0 to 2. Medium is considered to be length 3 to 5. Large is
length 6 or higher. All of these can be adjusted at the Game Masters discretion based on the type of monster. Consider these
lengths as a general guide. Knowing the length is important for defense and parrying with artificial weapons.
 Crushing and Envelopment attacks can only be parried by a spear or staff.
 Large Mouth, Large Tail/Tentacle, Large Butt/Ram, and chain weapons can’t be parried.
 Second weapon parry reduces parry chance by one category.
 Shield parries as length 6. Buckler parries as length 3.
 Quarterstaff can parry as length 3 or 8, at wielders choice. It gets a free second weapon parry for every deliberate blow
or parry taken.
 If parry succeeds by 1% or less, roll on weapon breakage table for the defenders weapon.
 If parry succeeds by over 1% to 5% the parrying weapon is automatically lost unless it is two-handed, when you get to
make a physical saving throw. If the saving throw is made, you will lose one blow with the weapon.

2-12  Warlock Rules Combat Fighter Abilities


Revised Warlock Rules Combat Fighter Abilities Warlock Rules Combat Fighter Abilities 

Attack Matrix: Hand-Carried Weapons


ARMOR CLASS 1 2A 2B 3 4A 4B 5A 5B 6A 6B 7 8 B D B
N L B S L B C C C C P P L I D R
O T R H & R H P & P L & O C A E
N H I L S & N S & T S W E M A
WEAPON E R G D S S S G K
0A Unarmored Fist 55 45 22 35 25 12 20 10 10 05 00 00 4 ½ -
0B Armored Fist/Sap 55 55 32 35 35 18 25 17 15 08 10 02 4 1 (-1) -/A
1A Dagger/Knife 55 45 25 35 35 17 35 20 20 10 05 00 4 1 S/S
1B Kris 55 45 25 35 35 17 35 20 20 10 05 00 3 2 S
2A Hatchet 45 35 20 35 20 11 15 10 10 06 05 02 4 2 (-2) A
2B Hand Axe 35 35 25 20 20 12 20 17 15 10 15 05 3 2 A
2C Short Sword 55 45 25 35 35 17 35 20 20 10 05 00 3 2 (-2) S
2D Trident 55 45 25 35 35 17 35 20 20 10 05 00 3 2 (-2) A
3A Warhammer 25 25 30 25 20 22 25 30 20 22 35 25 3 2 A
3B Beaked Hammer 40 35 35 35 25 25 25 30 20 22 35 25 3 2 A
3C War Axe 35 35 30 25 25 22 30 27 20 17 25 15 3 2 A
4A Mace/Club 25 25 30 25 20 22 25 30 20 22 35 25 3 2 S/A
5A Broadsword 45 35 22 35 25 13 25 17 20 11 10 05 3 2 S
5B Long Sword/Scimitar 55 35 20 45 25 13 15 10 10 06 05 02 3 2 A/A
5C Falchion vs. Armor 35 25 25 25 20 20 20 22 15 17 25 20 3 2 (-2) A
vs. Natural Hide 35 25 15 25 20 10 20 12 15 07 05 02 3 2 (-2) A
5D Wide-Bladed Falchion 35 35 27 25 25 17 40 27 30 20 15 10 2+ 2 (+1) S
5E Samurai Sword (Katana) 55 35 22 45 25 13 25 17 20 11 10 02 3 2 S
6A Battle Axe * 35 30 25 25 25 17 35 27 35 22 20 10 2+ 2 (+1) A
6B Great Axe * 35 35 30 25 35 27 35 30 35 27 25 20 1 4 A
6C Bullova * # 45 45 27 45 35 20 35 22 25 15 10 05 2 2 A
7A Morningstar % (Chain-Mace) 45 45 35 35 35 27 35 27 25 22 25 20 2+ 2 F
8A Spear * # 45 35 25 35 30 20 25 20 20 15 15 10 2 3 (-3) A
9A Flail * % /Large Club * 25 25 30 25 25 25 35 35 25 25 35 25 1 3 F/F
9B Maul * 35 35 35 35 35 35 35 35 35 35 35 35 1 3 A
9C Great Mace * 25 25 33 22 22 30 35 38 32 35 40 37 1 4 A
10A 2-Handed Broadsword * 35 35 35 35 35 30 35 35 35 30 35 25 1+ 3 S
10B Great Hammer * 25 25 33 22 22 30 35 38 32 35 40 37 1 4 A
11A Quarterstaff * 55 45 25 35 25 12 25 15 15 07 05 00 4 1 A
12A Fauchard * # 55 45 30 45 45 27 35 25 25 17 15 10 1 3 A
12B Pole Arm * # 45 45 32 45 35 22 35 27 25 17 20 10 1 2 F
12C Lucerne Hammer * # 40 35 35 35 25 25 25 30 20 22 35 25 1 3 A
12D Great Sword * 25 25 45 30 30 40 40 35 40 30 30 25 1 4 A
13A Halbard * # 25 25 30 25 35 30 45 40 45 35 35 25 1 2 F
14A Mounted Lance 55 55 40 55 55 37 45 35 35 27 25 20 1 2 F
15A Pike * # 25 25 22 25 25 17 25 22 25 17 20 10 1 2 F
* Indicates 2-handed weapon.
# Indicates weapons useable from second rank of melee.
% Indicates flexible weapon.
A + after the number of blows indicates 1- or 2-blow weapons that get an extra blow if the wielder moves at
speed 15 instead of 18 like other 1- and 2-blow weapons.
Numbers in parentheses (± N) are points of damage added to or subtracted from the rolled total on the number
of dice indicated. When adjusting do not allow total damage to be less than minimum natural roll. 2 (-2) is 2D6 -
2 with a minimum of 2 as the result. So the possible values are 2 to 10 for a weapon doing 2 (-2).
Blows per Phase Table
Basic numbers of blows per phase Parrying Table
Speed 1 1+ 2 2+ 3 4
3” 0 0 0 1 1 1 Length Difference (Def. – Att.) Parry Chance
6” 0 1 1 1 1 2 -4, or +8 0
9” 1 1 2 2 2 3 -3, or +6 to +7 ¼
12” 1 1 2 2 3 4 -2, or +4 to +5 1/3

15” 1 2 2 3 4 5 -1 to +3 ½
18” and up 2 2 3 3 4 6 Ability only ¾

Warlock Rules Combat Fighter Abilities  2-13


 Warlock Rules Combat Fighter Abilities Revised Warlock Rules Combat Fighter Abilities

Critical and Fumble Chance


Number Number Number Number Number Number Number Number Number
to hit to critical to fumble to hit to critical to fumble to hit to critical to fumble
00 00.05 95.05 30 01.55 96.55 60 03.05 98.05
01 00.10 95.10 31 01.60 96.60 61 03.10 98.10
02 00.15 95.15 32 01.65 96.65 62 03.15 98.15
03 00.20 95.20 33 01.70 96.70 63 03.20 98.20
04 00.25 95.25 34 01.75 96.75 64 03.25 98.25
05 00.30 95.30 35 01.80 96.80 65 03.30 98.30
06 00.35 95.35 36 01.85 96.85 66 03.35 98.35
07 00.40 95.40 37 01.90 96.90 67 03.40 98.40
08 00.45 95.45 38 01.95 96.95 68 03.45 98.45
09 00.50 95.50 39 02.00 97.00 69 03.50 98.50
10 00.55 95.55 40 02.05 97.05 70 03.55 98.55
11 00.60 95.60 41 02.10 97.10 71 03.60 98.60
12 00.65 95.65 42 02.15 97.15 72 03.65 98.65
13 00.70 95.70 43 02.20 97.20 73 03.70 98.70
14 00.75 95.75 44 02.25 97.25 74 03.75 98.75
15 00.80 95.80 45 02.30 97.30 75 03.80 98.80
16 00.85 95.85 46 02.35 97.35 76 03.85 98.85
17 00.90 95.90 47 02.40 97.40 77 03.90 98.90
18 00.95 95.95 48 02.45 97.45 78 03.95 98.95
19 01.00 96.00 49 02.50 97.50 79 04.00 99.00
20 01.05 96.05 50 02.55 97.55 80 04.05 99.05
21 01.10 96.10 51 02.60 97.60 81 04.10 99.10
22 01.15 96.15 52 02.65 97.65 82 04.15 99.15
23 01.20 96.20 53 02.70 97.70 83 04.20 99.20
24 01.25 96.25 54 02.75 97.75 84 04.25 99.25
25 01.30 96.30 55 02.80 97.80 85 04.30 99.30
26 01.35 96.35 56 02.85 97.85 86 04.35 99.35
27 01.40 96.40 57 02.90 97.90 87 04.40 99.40
28 01.45 96.45 58 02.95 97.95 88 04.45 99.45
29 01.50 96.50 59 03.00 98.00 89+ 04.50 99.50

2-14  Warlock Rules Combat Fighter Abilities


Revised Warlock Rules Combat Fighter Abilities Warlock Rules Combat Fighter Abilities 

Fumble Table
Roll 2-12 Natural Body weapons Artificial Melee Weapons Archery Weapons
2 Puncturing or cutting weapon caught Snag or jar weapon, lose 1-4 blows. Projector breaks (bow or
lose 1-4 blows. equivalent). Drop weapon if hand-
thrown.
3 Wild blow, reroll vs. others (friendly Trip and fall. Take 1 phase per two Bad release. Archer takes 0-3 points
or enemy) within range. armor classes to recover (time cut in damage.
half if assisted by others, or not
under attack).
4 Trip and fall. Take time equal to Wild blow, reroll vs. others (friendly Bad release. Shot lands at 0-99% of
2-12 blows with own weapons to or enemy) within range. intended range.
recover.
5 Minor break in appendage being Drop weapon (It takes time equal to Bowstring or equivalent part breaks.
used to attack, take 0-3 points 2-12 blows with that weapon to
damage, appendage not useable for recover it if melee still going on.)
attack for 1-4 phases.
6 Strain in appendage being used to Break weapon (see Weapon Projectile breaks (see Weapon
attack. Will only do ½ damage for Breakage Table). Breakage Table).
next 1-4 blows if it hits.
7 Lose balance, lose 1 blow. Lose grip, lose 1 blow. Wild shot (triple scatter distance,
reroll vs. another target in expanded
space, if any).
8 Strain in appendage being used to Break weapon (see Weapon Projectile breaks (see Weapon
attack. Will only do ½ damage for Breakage Table). Breakage Table).
next 1-4 blows if it hits.
9 Strike opponent’s weapon. Take 1-6 Tangle weapons. Hit self with Bowstring or equivalent part breaks.
points damage plus any special flexible weapon. Both self and
damage due to opponent’s weapon. opponent lose 1 blow.
10 Wild blow, reroll vs. others (friendly Wild blow, reroll vs. others (friendly Bad release. Shot lands at 0-99% of
or enemy) within range. or enemy) within range. intended range.
11 Major break in appendage being Disarm self and opponent. Each Bad release. Archer takes 0-3 points
used to attack. Take 2-12 points of takes 0-3 points damage. damage.
damage, no further use of appendage
until healed.
12 Puncturing or cutting weapon Snag or jar weapon, lose 1-4 blows. Drop bow or equivalent, or weapon
caught, lose 1-4 blows. if hand thrown.

Weapon Breakage Table Adjustments: Magic Armor or Weapon


Armor Fragile Average Solid
None 60 30 10 Magic bonus Armor adjustment Weapon adjustment
Leather 80 50 30 +0 +10 -40
Brigandine 90 60 40 +1 +20 -60
Chain, or parried weapon 100 70 50 +2 +30 -80
Chain-Plate 110 80 60 +3 +40 -100
Plate 120 90 70 +4 +50 -120

Other Adjustments
 Add 1 for each point of strength of weapon wielder.
 Add 10 if a shield or buckler is in use against weapon in question and use the highest magic enchantment of the
shield or the armor.
 For parry, use weapon vs. chain armor, adjust for magic of parried weapon as if it were armor, adjust for parrying
weapon normally, adjust for strength of opponent (not your own).
 Add 10 for every die of opponents weapon (before strength), when checking for breakage from a parry.

Warlock Rules Combat Fighter Abilities  2-15


 Warlock Rules Combat Fighter Abilities Revised Warlock Rules Combat Fighter Abilities

Critical Hit Location Table


Target type Facing Roll 2 3 4 5 6 7 8 9 10 11 12
1. Humanoid biped Front N H S W G L G S U H L
Rear H N N H U U L G G W S
2. Tailed Biped Front N H S W G L G S U H T
Rear H N N H U U L T G W S
3. Winged Biped Front N H F W/F G L G S/F U H T/L
Rear H N N H U F L T/G G W/F S/F
4. Headless Biped Front W/L S/U U W/U G S/L G F U F T/F
Rear T/G S/L T/G U U U U F G W/L F
5. Armless Biped Front N H U F G U G F U H T/F
Rear H N N H U U F T/G U G G
6. Multi-Armed Biped Front N L L S G W S H G U T/L
Rear L L U G H U N W T/G S U
7. Quadruped Front N H H U U G G L L N T/L
Rear H N U G U L L G T/L T/G G
8. Winged Quadruped Front N H H F U G G L L N T/L
Rear H N U G F L L G T/L T/G F
9. Long-Necked Quad. Front H H U N U G G L L N T/L
Rear H U N G U L L G T/L T/G G
10. Trunked Quadruped Front H H W* U U G G L L N T
Rear H N U G U L L G L T G
11. Centauroid Quad. Front N H S G U G F/L S W H W
Rear W H N G G U L F/U T/L T/G S
12. Multi-Headed Quad. Front F N N G H G F U L/U H T/F
Rear H N U L/U F F G G T/F T/G H
13. Tentacled Quad. Front H N H L/U G G F U T F T
Rear H T U T L/U F F G G G N
14. Multiped Front N H H U U G L G G N T/L
Rear H N U L U G G L T/L T/L L
15. Winged Multiped Front N H H F U G L G G N T/L
Rear H N U L F G G L T/L T/G F
16. Serpent-like Front H N H U F/U U U U U L L
Rear H N U U F/U L L L L T T
17. Legged Serpent-like Front H N H G U U U U U L L
Rear H N U G U L L L L T T
18. Bird-like Front N H G U G L F F U H T/L
Rear G G N H F U L T/G F U U
19. Ostrich-like Front H N F H G L G U U N T/L
Rear N U U H N F L T/G G F F
20. Bodiless Head Front H H H H H H T/H T/H F F F
Rear H H H H H H T/H T/H F F F
21. Spider-like Front L L U U H G U N G G H
Rear N H U L G G U G L L U
22. Insect-like Front L L U U N H F/U G G H T
Rear N H U L L G F/U G T T U
23. Fish-like Front H H H H U U L L F T T
Rear H U U U L L L F T T T
H = Head S = Shield Arm L = Lower Body N = Neck
G = Leg F = Fin or Wing W = Weapon Arm U = Upper Body
T = Tail or Tentacle W* = Trunk as weapon

2-16  Warlock Rules Combat Fighter Abilities


Revised Warlock Rules Combat Fighter Abilities Warlock Rules Combat Fighter Abilities 

Critical Hit Effects: Impact or Slashing Weapons


LOCATION Low severity (1,2,3) Medium severity (4,5) High severity (6+)
Head ×2 damage, 10% KO. Lose all ×2 damage (x4 if no helmet). ×3 damage (×6 if no helmet).
(H) actions for 1-4 phases. 20% KO. 1/6 eye hit from front, if 30% KO. 1/6 eye hit from front, if
so 20% IK. Lose all actions for 1- so 30% IK. No actions for 1-4
4 phases. phases.
Neck ×2 damage (A), 10% KO. 10% ×3 damage (B), 20% beheaded ×4 damage (C). Needs healing
(N) beheaded (IK) if slashing weapon, (IK) or neck broken1. No talking ×2. 30% beheaded (IK) or neck
otherwise broken1. Cannot talk until until healed. broken1.
50% healed.
Weapon Arm Weapon lost, 1 point damage. Normal damage, weapon lost. 1/3 ×3 damage (C). Weapon lost,
(W) hand broken, if so ×2 damage hand broken.
(A).
Shield Arm¹ Normal damage. Shield broken ×2 damage, 10% KO. Shield ×3 damage 10% IK. 50% arm
(S) unless more magical than weapon. broken unless more magical than broken, if so needs ×2 healing.
weapon. Shield broken.
Leg Normal damage. 1/6 leg broken, if so Normal damage. 1/3 leg broken, if Normal damage. 1/3 leg broken, if
(G) ×2 damage. Lose 1 blow per weapon. so ×2 damage (A). 2/L chance of so ×3 damage (C). 2/L chance of
L = # of legs. 1/L chance of being knocked down. being knocked down. Lose 2 being knocked down. Lose 3
blows per weapon. blows per weapon.
Upper Body ×1.5 damage, 5% IK. ×2 damage (C), 10% IK. Normal damage. Spine Hit.²
(U) Needs healing ×3.
Lower Body ×2 damage (A), 10% KO ×2 damage. Groin Hit: lose all ×3 damage (C), 20% KO.
(L) blows and parries next 1-4
phases.
Fin or Wing ×1.5 damage. 1/6 chance wing broken, ×2 damage. 1/3 chance wing ×2 damage, 1/3 wing destroyed, if
(F) if so ×3 damage, no flying until broken, if so ×3 damage, no so ×4 damage, no flying until
healed. flying until healed. healed. (×10 healing if
destroyed)
Tail or Tentacle ×1.5 damage. ×2 damage (A). ×3 damage (B). Tail broken.
(T)
Critical Hit Effects: Archery or Stabbing Weapons
LOCATION Low severity (1,2,3) Medium severity (4,5) High severity (6+)
Head ×1.5 damage (×2 if no helmet) 5% ×2 damage (×4 if no helmet) 10% ×3 damage (×6 if no helmet),
(H) IK, 10% KO. IK, 20% KO. 20% IK, (A). Eye hit if front,
30% IK.
Neck ×2 damage (A), 10% KO. If hit from ×3 damage (B), 15% KO, 5% IK. ×4 damage (C), needs healing
(N) front, no talking until 50% healed. ×2. 25% KO, 10% IK.
Weapon Arm Normal damage (A). Weapon lost. Normal damage (B), (D). ×2 damage, (C), (D). Weapon
(W) Weapon lost. lost.
Shield Arm ×1.5 damage (A). Shield punctured. ×2 damage (B), (D). Shield ×3 damage (B), (D). Shield
(S) punctured. punctured.
Leg ×2 damage (A). ×3 damage, (B), (D). 10% KO. ×4 damage, (C), (D). Needs
(G) healing ×2. 15% KO.
Upper Body ×2 damage. 10% IK. ×3 damage (C). 15% IK. Needs ×4 damage (C). 20% IK. Needs
(U) healing ×3. healing ×3.
Lower Body ×2 damage (B). 10% KO. ×2 damage (C). 20% KO. ×3 damage (C). 20% KO. Needs
(L) healing ×2.
Fin or Wing ×1.5 damage. ×2 damage. No flying until ×3 damage. No flying until
(F) damaging object is removed. healed.
Tail or Tentacle ×1.5 damage. ×2 damage (D). ×3 damage (B), (D). Limb not
(T) useable as weapon until healed.
(A): Bleed 1 per turn until healing begun.
(B): Bleed 1 per turn until healing complete.
(C): Bleed 1 per phase until healing begun.
(D): Limb is not useable for 1-4 phases.
KO: Knock out for N x (1-10) turns where N is the damage multiplier of the critical.
IK: Instant Kill, take damage equal to 100% of death level.
¹ If no shield, ½ become weapon arm hits, ½ upper body hits.
² Spine 1-100% damaged. 81+% is IK. Each 80%/L is loss of use of 1 limb (L) until healed. Needs healing ×10.

Warlock Rules Combat Fighter Abilities  2-17


Fighter Abilities Table
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Melee weapon attack +1 +2 +3 Extra Blow Critical +
Melee weapon defense +1 +2 +3 Parry Bonus
Archery weapon accuracy +5% +10% +15% Critical +
Thrown weapon accuracy +5% +10% +15% Critical +
Shield defense +1 +2 +3
Buckler defense +1 +2 +3
Horse Knowledge +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding (per beast type) +AD% +2AD% +3AD%
Running (no melee) +1”/phase +2”/phase +3”/phase
Swimming 1/8 carry 1/6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Force Melee +S% +2S% +3S% +4S%
2-Handed weapon sweep -4 -3 -2 -1
Shield Parry 2nd weapon Extra Parry 1st weapon
Buckler Parry 2nd weapon Extra Parry 1st weapon
Melee weapon Parry Bonus +10% ±1 length Extra Parry
Melee weapon Draw Lose 0-3
Melee weapon Tricks Basic +1 +2 +3
Double weapon Combination -3 -2 -1 -0
Weapon pickup Lose 2-8
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom
Modifiers for Character Type
Dwarfs: 5% bonus with thrown weapons. 20% bonus in Tracking, Plant Knowledge, Animal Knowledge and Terrain
Knowledge in situations directly involving mountains and caverns.
Elves: 5% bonus with bows (except Heavy Crossbow and larger). 20% bonus in Tracking, Plant Knowledge, Animal
Knowledge and Terrain Knowledge in situations directly involving forests.
Rangers: 20% bonus in Tracking, Plant Knowledge, Animal Knowledge and Terrain Knowledge for any 2 chosen
terrain types.
Paladins & Cavaliers have a 20% bonus in Horse Knowledge and Riding (medium or heavy warhorse, by preference).

Fighter Abilities the doubling effect of a Haste spell or the halving effect of a
Slow spell. The Critical + ability does one of (selected by
Fighters, as they gain levels, may take fighter abilities. the fighter before the roll) +1 to the die roll for determining
Those available are shown in the Fighter Abilities Table. In the severity of a critical hit or -1 from the 2-12 roll for
most cases, the abilities on the Fighter Abilities Table have Critical Hit Location. If -1 from the hit location roll is
simple, obvious effects and prerequisites. Anything that has chosen, he then may choose between the adjusted hit
a + with a number indicates that the ability adds that location result (that is, the hit location determined by
amount. A - sign indicates that the amount is subtracted. subtracting 1 from the hit location roll) or the unadjusted hit
Except as noted below, all abilities must be taken in order, location result. Note that Extra Blow is not a prerequisite for
from left to right on the line listed. These abilities may not Critical.
be replaced or altered as the character changes levels. Only Melee Weapon Defense: The basic abilities add to the
new abilities may be added. In cases where the character has Defense level of the character when fighting against any
lost levels, due to magical or clerical effects of any kind, the weapon that the character could parry with a 50% or better
abilities are regained as the character regains levels. chance of success. The 6th level Parry Bonus ability is the
Melee Weapon Attack: This ability is taken separately same as the Thievish Parry Bonus, adding to the base
for each melee weapon, such as broadsword or dagger. The chance to parry by one parry step.
abilities with + signs indicate that this is a bonus to the Archery Weapon Accuracy: Adds the stated
character's Attack level. Extra Blow gives the character an percentage to the character's chance to hit with a specific
extra blow per phase with that melee weapon after bow or other propelled archery device. The critical + with
adjustments due to speed are taken into account, but before
archery weapons works the same way as the critical + for increased chance of success in a force melee situation even
melee weapons. if they do not possess the ability
Thrown Weapon Accuracy: Adds the stated 2-Handed Weapon Sweep: Allows the use of any 2-
percentage to the character's chance to hit with a specific handed weapon to attack an area, rather than a single
hand-thrown weapon, including sling or staff sling. The opponent, if two or more are within melee range. All of the
critical + with thrown weapons works the same way as the opponents must be in a 120-degree arc. An attack is rolled
critical + for melee weapons. against the first opponent. If the roll indicates a miss, or a
Shield Defense: Adds the stated amount to the Defense successful hit that does enough damage to kill the target
level of the character when the shield faces any given outright in a single blow, an attack is also rolled against
opponent that the character perceives. another target within range, until all are missed or one is hit
Buckler Defense: As Shield Defense, but applies only for less than lethal damage. Second and subsequent targets
to the use of bucklers. are harder to hit: reduce the chance to ½. The adjustment
Horse Knowledge: Character adds the stated bonus to listed is to the character's Attack level with that weapon
any chance of knowing or perceiving information about when sweeping. The overall attack level includes the attack
horses. The referee in each situation determines the basic + ability. Prerequisite: Melee weapon attack +2 with chosen
chance. The chance should start out high for basic weapon.
information (“That horseshoe is coming off!”) and low for Shield Parry: Allows the use of a shield as a parrying
esoteric or unlikely information (“That horse's cough weapon, length 6 for parry calculations, instead of an
indicates that it has been exposed to beriberi!”). offensive blow, or as if being used as a second weapon. The
Tracking: Adds the stated percentage to the character's 3rd level ability gives the parry a success chance as if the
chance to successfully track any being or creature. The shield were a second weapon, the 6th level ability as if it
basic chance is determined by the referee to suit were a first weapon.
circumstances. Buckler Parry: As Shield Parry, but length 3.
Plant Knowledge: As Horse Knowledge, but applies to Melee Weapon Parry bonus: As stated in Melee
all forms of plant life. Totally alien forms should have very Weapon Defense, where the 4th level ability extends the
low base chances for correct judgements. range of each parry class by 1 length in both directions.
Animal Knowledge: As Plant Knowledge. Melee Weapon Draw: Lose 0-3 blows instead of 1-4.
Terrain Knowledge: Per basic type of terrain: Forest, Melee Weapon Tricks: Allows the character to use
Mountain, Desert, Cavern, etc. Adds the stated percentage special melee maneuvers with a specific weapon type.
to the character's basic chance to know or perceive things in Feint: Roll to hit, with the chance to hit not reduced by
given terrain. May (at referee discretion) add to character's the parry. If a hit is scored, the feint is successful (no
chance to avoid surprise, entanglement, etc. due to things damage is done). For the next blow, the target effectively
that are terrain determined. has no parry and has only half his non-magical defense
Identify Spoor: Adds the stated percentage to a levels for the purpose of determining the number needed to
character's chance of identifying just what left traces in hit him.
passing. The base chance should be high for familiar Tangle: If a hit is scored, both weapons are locked up
creatures, low for unusual ones. for 1-4 of the victim's blows with his weapon. The length of
Riding: Adds the calculated percentage to the the two weapons must be within the attacker's 50% parry
character's chance of successfully performing difficult range.
riding maneuvers on the type of beast trained with (Horse, Disarm: A hit does no damage. The victim must save
Camel, Hippogriff, Killer Whale, etc.). on Physical Saving Throw table or lose weapon. The
Running: Adds the stated amount of movement to the attacker adjusts by -1 attack level for each weapon length
character's running, non-melee motion. The ability may not that the attacker’s weapon is shorter than defender's
be used when burdened at greater than ¼ maximum weapon.
carrying capacity. Trip: Length 5+ weapons may strike to trip. The victim
Swimming: Allows the character to swim at a speed saves vs. Entanglement, and on failure, is affected for 1
not to exceed ¼ the walking speed of the character under phase from time of Trip only. During this time the target
similar burdens. Referee adjustments due to rough water loses all blows and has his non-magical defense halved. If
may occur. the tripper leaves melee with trippee, only ½ phase is lost.
Force Melee: Adds the calculated percentage to the Double Weapon Combination: Allows the character
character's chance to [1] insert himself into an existing to reduce the double-weapon loss of attack levels for a
melee between two or more other beings; [2] prevent specific pair of weapons permitted by the double-weapon
another being from escaping melee once joined; [3] rules. The overall attack level is determined by the separate
interpose himself between a pursuing being and another abilities taken for the two weapons, if different, as adjusted
trying to escape. Creatures with a long reach, or high by this ability.
movement rate, or other advantages may be given an
Weapon Pickup: This allows a fighter to reduce the the value of the weapon by the points accumulated. For
number of blows required to pick up a weapon dropped example, the gift could be equal to the banked points
because of a drop weapon fumble from 2-12 blows to 2-8 (although ½ of the points would be more likely), or equal to
blows. A prerequisite for this ability is at least one level of the most valuable item turned in, or some other rule.
the Force Melee fighter ability. When a fighter is using this
Points Enchantment
pickup ability, the referee needs to check where the weapon
1 Unusual non-magical weapon
is to see if the number of blows reduction is appropriate. 1 +0
Fighting Schools 3 +1
4 +2
Fighting schools are where a fighter can receive special 5 +3
training in abilities the average fighter is not able to learn 6 +4
otherwise. These always confer some benefits over a IQ/3 Intelligent weapon
-1 Ego  Intelligence
normal fighter, but also put restrictions on the fighter
1 Per Active Power (not Detects) or Purpose
designed to offset the extra abilities. 2 Two or more abilities in a non-intelligent weapon
Each fighting school must be “hosted” in a particular
Game Master’s domain and must be located by a player
character in order for them to join the school. Nothing
prevents multiple Game Masters from having the same
fighting schools; it can even bring on a rivalry between
students of each school.
Note that some schools may not be available to an
applicant until they have gone up several levels; due to
money needed for enrollment, an appropriate weapon to
offer the school, or just not finding it until later in the
character’s life. In these cases it is permissible for abilities
that are not allowed by the fighting school to be dropped
and other abilities that are legal to be used as replacements.
This is the only case where a current ability can be changed
for a fighter.
It generally costs money to belong to the specialized
fighter schools. Here is an example of the standard costs:
Entry Fee 1 2000 Gold
Annual Fee 1000 Gold
1st Level Abilities 500 Gold
2nd Level Abilities 1000 Gold
3rd Level Abilities 1500 Gold
4th Level Abilities 3000 Gold
5th Level Abilities 4500 Gold
6th Level Abilities 6000 Gold
Several Fighter Schools require their members to turn
in unusual weapons that come to them. These schools may
also furnish a magical weapon to a Lord-level member.
This is an attempt to quantify the value of these weapons
and the credit that a Fighter may accumulate with his school
for turning things in.
When a Fighter turns in a weapon, the referee in charge
of the school should figure it’s value on the chart below and
credit the character with the appropriate points. Only
weapons of interest to that particular school are worth
points, and only weapons worth at least ½ the character’s
level score points. For example, a 9 th level character would
not get credit for a 4-point weapon, although it would still
have to be turned in.
Some schools will give a weapon to a Lord-level
1
character. The referee in charge of the school should judge Can be deferred until the fighter can afford it
School of the Blade Masters
No Cavaliers, Warrior Priests, Rangers, or Clerical types are allowed in the Blade Masters School. This school views
swords in an almost religious manner. This leads them to have certain rituals about the care and maintenance of swords.
This is what the Ritual Sword Care abilities are.
Restrictions: No weapon abilities other than swords may be taken and 2-handed swords are not allowed. The Ritual
Sword Care abilities are prerequisites for all abilities. For example: 1 st level Ritual Sword Care must be taken before any 1 st
level abilities can be taken, 2 nd before any other 2nd level abilities, and so on. Until a member reaches 9 th level, all weapons
that are of superior quality or magical must be turned over to the school. After 9 th level, if the character has a magical
primary weapon, and 2 magical backups, all additional weapons that character acquires must be given to the school.
Advantages: If a really good weapon is given to the school before the character reaches 9 th level, there is a chance that
th
at 9 level it - or a similarly powerful sword - will be given to the character.
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Sword attack +1 +2 +3 Extra Blow Critical +
Sword defense +1 +2 +3 Parry Bonus
Shield defense +1 +2 +3
Buckler defense +1 +2 +3
Horse Knowledge +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding (per beast type) +AD% +2AD% +3AD%
Running (no melee) +1”/phase +2”/phase +3”/phase
Swimming 1/8 carry 1/6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Force Melee +S% +2S% +3S% +4S%
2-Handed weapon sweep -4 -3 -2 -1
Shield Parry 2nd weapon Extra Parry 1st weapon
Buckler Parry 2nd weapon Extra Parry 1st weapon
Melee weapon Parry Bonus +10% ±1 length Extra Parry
Melee weapon Draw Lose 0-3
Melee weapon Tricks Basic +1 +2 +3
Double weapon Combination -3 -2 -1 -0
Weapon pickup Lose 2-8
Ritual Sword Care 1st 2nd 3rd All
Extra Att. Levels with 1 Sword +1 +2 Ex. Att & Bl +3
Extra Def. Levels with 1 Sword +1 +2 +3
Sword Knowledge Beginning Intermediate Advanced Expert Super Expert Sword Geek
Specific Sword Knowledge 1 2 3 4 5 6
Sword Crafting Basic +I% +2I% +3I% +4I% Superior
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom
Ability Descriptions 95% and 2IW%. The 4th level allows the character to tell
IQ/Ego weapons from non-intelligent ones, etc. All these
Extra Attack Levels with 1 Sword: This ability will require time from 1 minute to hours. Superior quality is
stack with the normal weapon attack ability. You must have easiest and particular traits are hardest.
the Extra Attack Levels and Extra Blow at 5 th in order to use Specific Sword Knowledge: This gives a character
this ability while using the Extra Blow ability. specific knowledge about a legendary sword having to do
Ritual Sword Care: Each level adds an additional 5% with it’s characteristics and potential clues as to it’s
to breakage saving throws for all swords the character uses. whereabouts. Each level taken increases this knowledge.
This is required for all other abilities of the same level(s). Note that a quest may be required for this knowledge.
Sword Knowledge: This allows a character to Sword Crafting: This gives the character the ability,
recognize the workmanship of swords and to some extent with proper equipment, to make swords. The final ability
the level of the enchantment. The 1 st level gives a 75% allows the making of superior quality swords.
chance of spotting a magic or superior quality sword. The
2nd level gives a 90% chance and IW% chance of
recognizing a particular trait of the sword. The 3 rd level is
The Berserker Fighting School modify the die roll by plus or minus the indicated amount,
chosen before the roll.
The Berserkers are not a single school, but a style of Berserk Resist Mental: The indicated amount is
fighting taught (or at least employed) in many different added to the Berserk character’s Saving Throw vs.
places. The Berserker abilities completely replace the Charm, Control, Sleep, and Fear. Note that this does add
normal set of Fighter Abilities. In addition, a Berserker to characteristic-based saving throws, unlike Protection
must armor himself or herself so as to maximize the spells.
expected damage per Phase. Generally this means
maximum number of blows. It may mean double 1-
handed weapons instead of 1 weapon and a shield.
The Berserker works himself into an emotional
frenzy to fight with greater ferocity and effectiveness.
This process is somewhat controllable, but not
completely. To initiate or cease Berserking, check the
Berserk Status table on page 23. A berserk character will
use all of the “Berserk” Fighter Abilities he or she knows
and will continue fighting until unconscious, dead, or not
berserk, whichever comes first.
He or she may not parry, use archery, cast spells, or
activate most magic items (except personal ones, like a
healing item, that improve fighting or stamina). He or she
may use hand-thrown weaponry and offensive magic
items (but beware, a Berserk character may include allies
in spells to damages enemies). To choose a melee or
archery/magic target, roll on the Berserk Target Selection
table on page 23. A Berserk character is immune to
Confusion (4M).
Berserker Abilities
Berserk Attack/Defense: A Berserk character gains
the listed attack levels and loses the listed defense levels.
These stack with all other abilities.
Berserk Strength: A Berserk character gains the
listed Strength. This is non-magical Strength, similar to
Paladin Strength, and will stack with any magical
additions, but not magical multipliers. It will also change
any Strength-based saving throws for the character.
Berserk Painlessness: A Berserk character remains
conscious for the listed number of hit points past normal
unconsciousness level. The death level is unchanged.
Berserk Control: A character rolling on either the
Berserk Status or the Berserk Target Selection tables may
Berserker Fighter Abilities Table
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Melee weapon attack +1 +2 +3 Extra Blow Critical +
Archery weapon accuracy +5% +10% +15% Critical +
Thrown weapon accuracy +5% +10% +15% Critical +
Horse Knowledge +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding (per beast type) +AD% +2AD% +3AD%
Running (no melee) +1”/phase +2”/phase +3”/phase
Swimming 1/8 carry 1/6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Force Melee +S% +2S% +3S% +4S%
2-Handed weapon sweep -4 -3 -2 -1
Melee weapon Draw Lose 0-3
Melee weapon Tricks Basic +1 +2 +3
Double weapon Combination -3 -2 -1 -0
Weapon pickup Lose 2-8
Berserk Attack/Defense   
Berserk Strength +2 +4 +50%
Berserk Painlessness +5 +10 +15
Berserk Control 1 2 3
Berserk Resist Mental +5% +10% +15% +20%
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom
Berserk Status Berserk Target Selection
2D6 Result 2D6 Result
2-7 Not Berserk 2-7 Target of Choice
8-12 Berserk 8-12 Attack nearest moving body
Modifiers Modifiers
+1 ½ damaged or more +1 ½ damaged or more
+2 Over unconscious level +2 Over unconscious level
+1 Damaged from unexpected direction +1 Damaged from unexpected direction
 Berserk Control Ability  Berserk Control Ability
-1 Allies & Enemies clearly different
+1 Allies & Enemies very intermixed
 Situational modifiers (referee)

When to Check to Go Berserk When to Check Target Choice


· When a new melee target is needed
· Only check at the start of Melee Phase · When several melee targets are possible
· By player choice on any Phase
· When outnumbered or outgunned (referee discretion) Note: Overseeing a Berserker combat requires some
· When any positive modifier applies referee insight. In general, a Berserk character is all offense
When to Check to Cease Berserking and no defense, and acts with impaired judgement and
· Only check at the start of Melee Phase tunnel vision. One-on-one, though, the character is very
· By player choice on any phase effective.
· When the character is over unconscious level via
painlessness
Three Sword School Fighter Abilities
· Basic Sword Knowledge is a Prerequisite for all 2nd level or higher abilities with a *.
· Advanced Sword Knowledge is a Prerequisite for all 3rd level or higher abilities with a *.
· Expert Sword Knowledge is a Prerequisite for all 5th level or higher abilities with a *.
· Master Sword Knowledge is a Prerequisite for all 6th level or higher abilities with a *.
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Sword Attack (Specific Sword) * +1 +2 +3 +4 Extra Blow Critical +
Sword Defense (Specific Sword) * +1 +2 +3 +4
Archery Weapon Accuracy +5% +10% +15% Critical +
Horse Knowledge +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding +AD% +2AD% +3AD%
Running +1"/phase +2"/phase +3"/phase
Swimming /
1 8 carry /
1 6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Force Melee +S% +2S% +3S% +4S%
Disengage * +AD% +2AD% +3AD%
Sweep -4 -3 -2 -1
Sword Parry Bonus * +10% ±1 Length Extra Parry Bonus
Sword Draw Lose 0-3
Sword Tricks Basic +1 +2 +3
Double Short Sword Combination * -3 -2 -1 -0
Short Sword/Katana Combination * -3 -2 -1 -0
Sword Pickup (Specific Sword) Lose 2-8
Push Attack (Specific Sword) * +1a / -3d +1a / -2d +2a / -4d +2a / -3d +3a / -5d +3a / -4d
Draw and Strike (Specific Sword) * -10 Att. -6 Att. -2 Att.
Parry and Strike (Specific Sword) * -1 Cl/-5 At/1 Bl -10%/-5 At/1 Bl -1 Cl/-5 At/2 Bl -10%/-5 At/2 Bl -1 Cl/-5 At/3 Bl -10%/-5 At/3 Bl
Throw Short Sword * Basic +5% +10% +15%
Sword Knowledge Basic Advanced Expert Master
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom

School of the Three Swords Prerequisites:


· Strength, Agility and Dexterity of 10 or better.
This school teaches the use of the three swords: · Intelligence and Wisdom of 8 or better.
· Small Sword (Short Sword) · Only humanoid characters that receive Fighter
· Court Sword (Katana) abilities and that can use swords are allowed (sorry
· Battle Brand (2-Handed Sword) no WPs allowed). Cavaliers may join the school,
These are the swords used by Gentlemen. Use of other but cannot take any flexible levels and are limited
melee weapons is prohibited. The school disapproves of to the 3 swords. They will be allowed to take
any other organization that claims to know the proper use of abilities in Katana and Short Sword.
swords (e.g. The Blade Masters, Swashbucklers and 1000 Potions: Students will receive 1 healing potion per
Oranges). You can take no abilities in any other hand-to- adventure. A student may advertise for an Alchemist
hand weapon. The effete practice of using shields and through the school at a cost of 1K, but with an improved
bucklers is permitted, but not encouraged. Archery chance (10%). Instead of establishing their own lab, a
weapons are allowed and daggers may be carried as backup student may use space in the school's lab. This will cost 1/6
weapons. When the character joins the school they will be of the potions produced, either in gold or in potions.
given a Katana for use on expeditions. Additional katanas Raises: Each student will receive 5 free raises from the
may be purchased, for student use only, from the School school. Additional raises are available at a cost of 20K.
Armory. The school requires that they be willed any
swords possessed by the student upon the student’s demise.
If possible a member must go at Speed 15 wearing an armor
heavier than Leather.
Duels: When a student encounters, for the first time, a For 2-Handed Sword defense the weapon must be of length
member of one of the false schools of weaponry, they are 6 or more (includes Large Monster Weapons).
required to issue a Challenge to a duel (usually to First Disengage: Gives listed chance of disengaging from a
Blood). Challenges must be issued to the following single opponent without giving any free blows to your
perfidious schools: opponent. Must be compared with opponents’ Force Melee
· School of 1,000 Oranges (The Fruits) roll. Will cost 1 blow if you try the maneuver and you fail.
· Blade Masters (The Barbers) If successful, the original opponent will be unable to take
· Swashbucklers (The Showoffs) blows on you that phase. Must be done during movement
Allies: A student is bound to come to the aid of any phase and will cost 2" of your total movement allowance.
member of an allied school. Our allied schools are: Sword Parry Bonus: The 1st level ability adds 10% to
· School of the Staff your chance to parry. The 3 rd level ability extends the range
· Hall of the Hunters of the parry class by 1 length in each direction. The 5 th
· Brotherhood of the Axe level Extra parry adds one to the normal number of parries
Tuition: A student must pay a tuition of 10K to join the available. The 6th level Bonus will add to the base chance
school and pay 2K for each level gained. If a student to parry by one step. The 6th level ability will not stack
wishes a loan, they must tithe 10% of their earnings until with the 1st level ability. The step beyond 50% is 75%.
they have paid back 15K to join and 3K per level. A Push Attack: This ability lets the character increase his
student may pay off the loan (in full) at any time. attack level, with one of the sword types, by paying less
Swords: Until a member reaches 9th level all School attention to his own defense. The 1 st level ability allows an
type swords of superior or magical qualities must be turned increase of +1 attack, with a decrease of 3 defense levels.
over to the school. In addition, after 9 th level any swords The higher level abilities work similarly, with the listed
not being used must be turned over to the school; the adjustments to attack and defense levels. This ability must
character may keep 2 backups of his primary weapon(s). be taken separately for each sword type.
Other Organizations: Students will give their first Draw and Strike: This ability allows a character to
allegiance to the Three Swords School, but may join other draw a specific sword type and convert the last blow that
organizations that do not disagree with the tenants of the would have been lost to a less effective blow. Adjust the
school. attack level of this blow by the listed amount. This ability
Points for Swords: For IQ/EGO swords, calculate the will stack with the Draw weapon ability and with the Sword
point value the same way as for calculating the value of the Attack ability, but not the Push Attack ability.
sword for control purposes. If a non-intelligent sword has Parry and Strike: This ability allows a character to use
both Attack and Damage bonuses: add the points for the two a normal parry as a less effective parry and a less effective
bonuses and then add 2. If swords have unusual or special blow. The 1st level ability lowers the parry chance by 1
powers see the Master of the Three Swords School for a class and the attack level of the blow by -5. It can be used
ruling. Otherwise use this table: for 1 parry per phase. Any other blows and/or parries that
phase are unaffected. The 2 nd level ability lowers the parry
Weapon Type Points
+0 S. Swords and Katanas 1 chance by 10% and the attack level of the blow by -5. It
+0 2-H. Swords, +1 Att. S. Swords & Katanas 2 can be used for 1 blow per phase. The 3 rd and 4th level
+1 Damage Swords, +1 Att. 2-H. Swords 3 abilities work the same, except they can be used for 2
+2 Damage Swords, +2 Att. S. Swords & Katanas 4 parries per phase. The 5 th and 6th level abilities can be used
+3 Damage Swords, +3 Att. S. Swords & Katanas 5 for 3 parries per phase. This ability cannot be used with any
+2 Att. 2-H. Swords 5 blow/parry that is a result of an Extra Blow or Extra Parry
+3 Attack 2-H. Swords 6 ability. This ability must be taken with a specific sword
Ability Descriptions type. This ability may not be used if the character is using
double weapons. This ability may not be used at the same
Note: Any ability taken with Katana applies to using time as the Push Attack ability. If -10% is worse than -1
the Katana either one-handed or two-handed. The sweep class, use -1 class.
ability applies to using either two-handed weapon. Throw Short Sword: The 1st level ability allows the
Sword Attack: Listed Attack bonus with a specific character to throw a short sword. The higher level abilities
type of allowable sword. add to the percentage chance to hit.
Sword Defense: Listed Defense bonus with a specific Sword Knowledge: This is the essential ability of the 3
type of allowable sword. For Short Sword Defense the Swords School; it allows the character to recognize the
attacking weapon must be of length 8 or less (includes quality of workmanship of swords and to some extent the
Small or Medium Monster Weapons). For Katana Defense level of their enchantment. The Basic ability gives a 50%
the attacking weapon must be of a length 2 through 11 chance of recognizing an enchanted sword upon
(includes Small, Medium and Large Monster Weapons). examination and will allow him/her to spot weapons of
superior quality. The Advanced ability gives a 75% chance
of spotting an enchanted sword and an IW% chance of time without picking up the weapon; it also allows a 75%
identifying the enchantment (this may be modified by the chance of determining the alignment of the weapon. These
Game Master for subtle or hidden qualities of the abilities take at least 5 minutes of examination time. If the
enchantment). The Expert ability increases the spotting time is limited, adjust the % chances in proportion. This
chances to 90% and 2IW%. The Master ability gives the time may be modified by the Game Master for subtle,
character the ability to spot IQ/EGO weapons 75% of the secondary, or hidden qualities of the enchantment.
Order of the Staff
rd
No abilities higher than 3 can be taken with other melee weapons; otherwise the rest of the ability list is the same.
Must be at least Dexterity 12 and Agility 12 to join this school. No Dwarves, Hobbits, Centaurs, etc.
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Melee weapon attack +1 +2
Melee weapon defense +1 +2
Archery weapon accuracy +5% +10% +15% Critical +
Thrown weapon accuracy +5% +10% +15% Critical +
Shield defense +1 +2 +3
Buckler defense +1 +2 +3
Horse Knowledge +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding (per beast type) +AD% +2AD% +3AD%
Running (no melee) +1”/phase +2”/phase +3”/phase
Swimming 1/8 carry 1/6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Force Melee +S% +2S% +3S% +4S%
2-Handed weapon sweep -4 -3
Shield Parry 2nd weapon Extra Parry 1st weapon
Buckler Parry 2nd weapon Extra Parry 1st weapon
Melee weapon Parry Bonus +10%
Melee weapon Draw Lose 0-3
Melee weapon Tricks Basic
Double weapon Combination -3
Quarterstaff +2 +3 +4 Extra Blow Critical + Critical ±2
Quarterstaff Defense +1 +2 +3 +4 1 ±2
Long Grip +1 +2 +3 Extra Blow +4 Critical +
Long Grip Defense +1 +2 +3
Gripping +5% Save +10% Save +15% Save
Staff Weapon Tricks Basic +1 +2 +3 +4 / -5% Save
Staff Parry Bonus +10% Thievish ±1 Length
Jumping & Leaping +Av. DA% +2Av. DA% +3Av. DA% +4Av. DA%
Knock Out X3 X4 X5 X6 X7 X8
Move Silently * +20% +30% +40% +50% +60% +70%
Skulking +25% +40% +55% +70% +85% Freeze
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom
Ability Descriptions Long Grip: This allows the wielder to use the weapon
more like a 2-handed sword. Only the Gripping ability
Gripping: This ability adds the listed percentage to the stacks with Long Grip. Using this ability the quarterstaff is
character’s Physical saving throw when a check is needed a 2-blow weapon, doing 2D6, and having weapon bases like
to see if a weapon is lost. a Tetsubo.
Jumping and Leaping: As the thievish skill. Note: Move Silently: This reduces the chance of being heard
Must be wearing Leather armor or less. while moving by the percentage listed. Note: Must be
Knockout: This ability allows the damage multipliers wearing Leather armor or less.
in situations similar to the thievish Sure Strike, but the Skulking: This reduces the chance of being seen while
damage is ½ stun damage and any criticals have 2 X the KO moving by the percentage listed. Note: Must be wearing
chance and ½ the IK chance shown in the Critical Table. Leather armor or less.
School of the Demon Hounds
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Attack vs. Demons +1 +2 +3
Shield Defense vs. Demons +1 +2 +3
Weapon Defense vs. Demons +1 +2 +3
General Demon Knowledge Basic Extended +3I% +4I% +5I%
Specific Demon Knowledge +1 +2 +3 +4
Soul Drain Bonus +5% +10% +15%
General Demon Resistance +5% +10%
Specific Demon Resistance +5% Save +10% Save -1 per Die
All normal fighter abilities are also available. See the Fighter Abilities Table on page 18
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom
To be a member of the Demon Hound School you must
have a Fear saving throw of 49% or better (Strength + Ability Descriptions
Wisdom  25), and a Soul Drain saving throw of 58% or General Demon Knowledge: The Basic level gives
better (Strength + Wisdom + Constitution  37). All extensive knowledge of basic demon types, and some of
members of the Demon Hounds School get a +5% vs. Fear their better known weaknesses and abilities. You also get a
from Demons at 3rd level, +10% at 5th, and +15% at 9th. 20% chance of knowing about more unusual types. The
Extended level gives extensive knowledge of basic demon
Restrictions: Obviously all members are required to types weaknesses and abilities, plus a 2I% chance of
seek out demons. Additionally, all magic items acquired knowing about more unusual types. The plus intelligence
before 9th level that are specifically designed to work abilities increase the chances of a character knowing
against demons must be given to the school. They may be something about an unusual type of demon.
returned at 9th level depending on their availability and the
character’s need. Even after 9 th level the character may be Specific Demon Knowledge: Helps a character
required to give any items vs. demons to the school. recognize monsters of demonic origin (Hell Hounds, etc.)
Members are allowed 2 backup weapons in addition to the and possibly know some of their abilities. The actual
weapon that they normally use. All magic weapons knowledge gained needs to be worked out with one or more
acquired after that must be given to the school. Also, in Game Masters.
magic pick they must pick items that have specific bonuses
vs. demons over other items of similar (or lesser) quality. Specific Demon Resistance: This gives the character
the listed adjustment to Saving Throws. With the sixth level
Advantages: The School of the Demon Hounds has ability any die-based result has the number of dice
magic weapons available to members who are on missions subtracted from the effect. The prerequisite of this ability is
to defeat demons, whether school-sponsored or not. some specific knowledge of this demon type.
Availability varies. All members learn the abilities of one
type of basic demon upon joining the school. Knowledge of
other demons is acquired through abilities.
The School of 1000 Oranges
This school accepts all Human fighter classes including Cavaliers (who retain their special abilities). No Rangers,
Warrior Priests, or Paladins need apply. This is one of a number of venerable weapon schools in the Empire of the Sun, and
the one most open to outsiders. It teaches fine weapon use and aesthetics. All students openly display the mon (symbol) of
the school. Members swear to behave honorably: No striking intelligent foes from behind, or from surprise, or at downed
foes. A fighter of this school must know ½ his or her level in aesthetic skills, marked *. Students must challenge members
of rival schools (e.g., Swashbucklers, Blade Masters, and Three Idiots - oops, I mean Swords), not necessarily to death, and
accept challenges. The loser may not re-challenge without permission from the victor and is usually requested to perform a
service.
Benefits: The school is a source of Japanese weapons. A character’s own weapons can be turned in for repair, which
takes time. For strongly magical weapons, the school will also require a service from the character.
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Melee weapon attack +1 +2 +3 Extra Blow Reverse Cut
Melee weapon defense +1 +2 +3 Parry Bonus
Archery weapon accuracy +5% +10% +15% Critical +
Thrown weapon accuracy +5% +10% +15% Critical +
Horse Knowledge * +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding (per beast type) +AD% +2AD% +3AD%
Running (no melee) +1”/phase +2”/phase +3”/phase
Swimming 1/8 carry 1/6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Force Melee +S% +2S% +3S% +4S%
2-Handed weapon sweep -4 -3 -2 -1
Melee weapon Parry Bonus +10% ±1 length Extra Opponent
Melee weapon Draw Lose 0-3
Melee weapon Tricks Basic +1 +2 +3
Double weapon Combination -3 -2 -1 -0
Weapon pickup Lose 2-8
Weapon Mastery Safety Grip Double Up Critical + Aim Critical
Missile Defense +5% +10% +15% +5 Attack %
Throw Pointed Weapon Basic
Returning Hurl Basic
Iajitsu (swords) Draw 0-3 Draw Duel Duel + 1 Duel + 1 more
Break Fall +SA% +2SA% +3SA%
Rope Tie -ID% -2ID%
Weapon Knowledge Beginner Intermediate Advanced Expert
Charisma * +1 +2 +3 +4
Jumping and Leaping APR% 2APR% 3APR% 4APR%
Game of Skill (specific) * +15% +30% +45%
Lore Mastery * +I% +2I% +3I% +4I% +5I%
Entertain * +C%
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom ID: Intelligence + Agility
C: Charisma APR: Average Prime Requisite
Ability Descriptions Defense levels apply to as many as 2 opponents normally.
Both weapons must be in hand!
Paired Weapon Abilities: These are taken like, and Reverse Cut: The character defends normally versus
instead of, single weapon abilities in Weapon Attack, all directions. The direction being faced may be chosen at
Defense, Mastery, and Parry Bonus. One weapon is the end of Movement Phase if surrounded by opponents.
designated primary and is used to attack, the other is used to Only 1 blow is lost switching between opponents located
parry, but the levels apply no matter which is which. No anywhere within reach.
attack levels or blows are lost for double weapons, and
Extra Blow adds one blow to the weapon of choice at the
start of the Combat Phase. Parries are 2 nd weapon normally.
Weapon Mastery: All of these require a minimum of
Attack + 3 with the weapon you take the ability for. Safety
Grip allows the character to release a weapon before any
breakage saving throw is rolled. Double Up allows the
character to take blows in closely spaced pairs so only one
may be parried per pair (the odd blow, if any comes at the
end of the Melee Phase). Aim Critical allows the character
to choose any body location if the location roll comes up as
a stated number (usually 7).
Missile Defense: The percentage is subtracted from an
opponent’s archery chance under the following conditions:
The character is not engaged, is aware of the archery, and
has a weapon out. The 6 th level ability subtracts an
additional 5% per attack level (usually 15%).
Throw Pointed Weapon: The character may learn to
throw a single pointed weapon with Short Sword
penetration - Jitte, Kodachi, Kris, Sai, Trident, or
Wakazashi. Damage is normal for the weapon.
Returning Hurl: The character can throw a composite
chain weapon to the length of the chain (losing 1 blow) and
retrieve it using an additional blow.
Iajitsu: This is the deadly skill of dueling with swords
(only), commonly used to settle challenges. The 3 rd level
ability, Draw, allows the character to draw a weapon
immediately if a Dexterity saving throw (as Belief) is made;
otherwise it takes 1-4 blows. Melee must not have started
and only 1 designated weapon can be drawn. Duel is where
2 characters squat 3 feet apart with sheathed weapons. The
characters then try to make a Draw roll and strike normally.
A hit is a Critical, a miss under 90% is a hit, and 90+% is a
miss. Fumbles chances are normal. The higher level
abilities add attack levels and the 6 th can be taken more than
once.
Weapon Tricks: Students do not trip. Other tricks
modified as follows: Disarm - Jitte and Sai do not subtract
attack levels. Breakage Disarm - Permitted for Jitte, Sai,
and double weapons, using 1 blow from each in the latter
case. Opponent may release the weapon immediately,
otherwise check for breakage as with the parry rules.
Tangle - A composite chain or rope weapon may still
strike with the other end.
Extra Opponent: Weapon defense levels may be
applied to 1 extra opponent.
Break Fall: The listed chance is added to a character’s
chance of avoiding a fall, when a roll is permitted at all, and
to land upright after a fall if possible.
Rope Tie: Subtract indicated percentage from anyone’s
attempt to untie the character’s knots.
Weapon Knowledge: As the Blade Master ability with
a specific weapon type.
Charisma: An increase in this stat through training in
the social graces.
Jumping and Leaping, Game of Skill, Lore Mastery,
and Entertain: These are all thievish skills and are
described there.
The Archers of the Eyes
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Melee Weapon Attack +1 +2 +3
Melee Weapon Defense +1 +2
Archery Weapon Accuracy +5% +10% +15% Aim Critical
Thrown Weapon Accuracy +5% +10 +15% Critical +
Buckler Defense +1 +2 +3
Horse Knowledge +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding (per beast) +AD& +2AD% +3AD%
Running (no melee) +1" +2" +3"
Swimming 1/8 carry 1/6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Crafting Fletcher Bowyer Advanced Bowyer Invent
2-Handed Weapon Sweep -4 -3
Buckler Parry 2nd Wpn Extra Parry 1st Wpn
Melee Weapon Parry Bonus +10% ±1 length
Melee Weapon Draw Lose 0-3
Double Weapon Comb. -3 -2
Weapon Pickup Lose 2-8
Archery Mastery Judge Shot Clear Shot Split Shot * Crit +1% *
Archery Tricks -10% -5% +0% +5%
Clear Thinking +5% 10% +L%
Draw Bow Str+1 Str+2 -10% Range Str+4 Crit +
Extra Arrow Fast Draw -15% -10% -5%
Sling Extension x2
Zen Philosophy Basic +I +2I +3I
Camouflage Self Basic
Detect Noise * +15%
Move Silently * % +20%
Skulking % 50%
Spot Hidden Items & Beings * +15%
Spot Hidden Portals & Mech. * +20%
Estimate Range ±10%
See In Dark +50%
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom % Requires Agility  9

The abilities that are bold-italic are Thievish and are other items of similar quality and turn them over to the
described in that section. Abilities marked with an * may be school. (Normal +0 to +3 projectiles are exempt.) A student
taken multiple times. who has done so in the past, or in any case after 9 th level,
Students must have Dexterity  9. Fighter classes, may request a special projectile if planning to hunt down
Ranger, and Dwarven (if they insist) may enter. No Warrior some particular menace. An example of this would be an
Priest, Cavalier, or Thievish classes. Clerical classes arrow of Dispel Demon.
(including clerical R) are permitted but may not take
underlined abilities. No Elves, as they are rivals. Abilities: None of these apply to hand-thrown archery
unless stated. Archery abilities may be taken with bow,
Description: The Archers of the Eyes are so called for sling, crossbow, atlatl, and other projectors.
their custom of painting eyes on their equipment. They are a Aim Critical: If the critical location roll comes up a
school of philosophy directed toward archery. Some stated number (usually 7), the character may choose any
interpret their instruction as religious. Students have a body location.
reputation for unwarranted self-confidence, arrogance, and Judge Shot: With 1 phase of study, the archer can
contempt for students of melee fighting, but player judge his chance of hitting a particular shot to the nearest
characters may, in fact, choose their own attitudes. Students 10%. Prerequisite: Accuracy +15%.
do not like to fail, and any arrow that fumbles or strikes an Clear Shot: The archer halves negative modifiers for
ally must be destroyed. In magic pick, students below 9 th the following: concealed target, active shield. Prerequisites:
level must pick unusual or highly magical projectiles before Basic Zen and Judge Shot.
Split Shot: The archer may switch to one additional ability is forbidden to clerical types. The basic ability
target between shots if declared at the beginning of archery teaches the character fundamental principles. The higher
phase and all are in view. Prereq: Judge Shot. level abilities increase a character's chance of understanding
Critical +1%: The archer's number to critical is Zen koans and other more advanced philosophical points.
increased by 1%, but the unadjusted die roll must be a hit. Clear Thinking: Adds to a character's ST versus
Prerequisite: Aim Critical. Confusion, Con, or Distraction. (L is character's level.)
Draw Bow: These abilities increase the archer's Prerequisite: Basic Zen.
effective strength when computing the damage from a
specific muscle-powered archery weapon. The 3 rd Level
ability decreases the effective range for calculating all to-hit
modifiers.
Archery Tricks: Allows the archer to do certain
unusual archery stunts. Prerequisite: Clear Shot. The stunts
are:
Pin: Versus a target wearing clothing or
armor, the archer may shoot a sleeve or pants leg,
pinning it to a wall or nearby large object. Target
may not use that limb for (1-4) quarters of a phase,
minus one for each multiple of strength damage
target does. Thus, at Str 28, target loses only (0-3).
Not with blunt projectiles.
Disarm: Target must make Physical ST or
lose weapon. Also does 1 pt damage.
Quickshot: Archer may take a normal shot
faster at the loss of accuracy. For every 5%
sacrificed, gain 1 Dex Count.
Robin Hood: Archer may take his time and
gain accuracy on one shot. Archer concentrates on
his target while not moving. For every arrow
opportunity skipped, may add 5% to a maximum
of 20% (normally means two phases skipped).
Extra Arrow: As the thievish ability, or increases
Heavy Crossbow rate of fire to 1/phase. The 2 nd Level
ability halves the time between shots in the same phase, thus
10-Dex/8 for a bow.
Sling Extension: As the thievish ability, stacks with
Draw Bow. Prerequisite: Accuracy +15%.
Fletcher: Allows the character to care for, repair, and
make new arrows. Can also study an arrow and determine
simple properties with 90% accuracy.
Bowyer: Allows the character to care for, repair, and
make archery equipment, given access to equipment and
material. Can also study archery equipment and determine
simple properties with 90% accuracy.
Advanced Bowyer: Allows the character to design
conventional archery equipment and determine/identify
necessary tools and materials. Can study archery equipment
and determine subtle or complex properties with 75%
accuracy.
Invent: Character can design and build simple
variations on conventional archery equipment, such as a
footbow or small 1-handed crossbow. In cooperation with a
thief of appropriate skills, can design and build archery
traps.
Zen Philosophy: This is the philosophy of making the
arrow become the target. Having religious overtones, this
The Swashbucklers
You must have Agility and Dexterity  9. Elves must have Strength  IQ. No Cavaliers, Dwarves, Paladins, or WPs.
The Swashbucklers are a club to promote dramatic fighting, prodigious drinking, and the telling of tall tales. The
Swashbucklers meet every Tuesday evening at the Throttled Snake in Frederickburg, Frankland, to drink and exchange
stories (attendance is not mandatory). A player with a good fight story or other tale should turn it in on an index card. The
character may lie.
Restrictions: To use any of the combat or movement abilities, a character must be speed 15+. No abilities with
non-sword weapons (a dagger counts as a sword here), or full shields may be taken. They never attack a foe from the rear
and refuse help on an opponent’s rear. They are required to pick any superior or magical sword before other items of similar
or slightly greater quality to be turned over to the school. After 9 th level a character may keep 3 customary weapons and turn
over all others.
Benefits: A Swashbuckler may use 2 length 5 weapons simultaneously. The character adds 2L% to Legend Lore - that
is the chance of having heard any legend or tale. The better the roll the more detail is known. After telling enough tales, a
character may be voted the use of a superior non-magical or +0 weapon. Finally, a character may invite fellow
Swashbucklers on adventures.
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Sword/Fist attack +1 +2 +3 Extra Blow Instant Switch
Sword/Fist defense +1 +2 +3 Parry Bonus
Archery weapon accuracy +5% +10% +15% Critical +
Thrown weapon accuracy +5% +10% +15% Critical +
Buckler defense +1 +2 +3
Horse Knowledge +IW% +2IW% +3IW%
Tracking +IW% +2IW% +3IW%
Plant Knowledge +2I% +3I% +4I%
Animal Knowledge +2I% +3I% +4I%
Terrain Knowledge +2I% +3I% +4I%
Identify Spoor +2I% +3I% +4I%
Riding (per beast type) +AD% +2AD% +3AD%
Running (no melee) +1”/phase +2”/phase +3”/phase
Swimming 1/8 carry 1/6 carry ¼ carry
Climbing +SA% +2SA% +3SA%
Force Melee +S% +2S% +3S% +4S%
Buckler Parry 2nd weapon Extra Parry 1st weapon
Sword Parry Bonus +10% ±1 length 1st Weapon
Sword Draw Lose 0-3
Sword Tricks Basic +1 +2 +3 +4
Double weapon Combination -3 -2 -1 -0
Weapon pickup Lose 2-8
Brawling +1 +2 +3
Buckler Block Thrown Archery
Throw Sword Basic
Fearlessness +5% +10% +L%
Cloak Defense +1 +2 Behind
S: Strength SA: Strength plus Agility AD: Agility plus Dexterity
I: Intelligence IW: Intelligence plus Wisdom L: Level
Ability Descriptions ability an opponent gets no bonus from behind. This does
not stack with Sword or Buckler Defense.
Acrobatics, Entertain, Jumping & Leaping, Lie Buckler Block: The character gets the shield modifier
Convincingly, Misdirect: These Thievish abilities may be with a buckler vs. thrown (3rd) or archery (5th). You must
taken as 1st level abilities in place of a 1st level fighter have the same level of Buckler Defense ability.
ability. They may only be taken to the 1st level. Throw Sword: The character learns to throw any
Instant Switch: This is available instead of the normal single 1-handed sword with Short Sword penetration.
Critical + as a 6th level sword ability. The character loses 1 Damage is normal for that sword type.
fewer blows switching opponents. Sword Parry Bonus: The 2nd weapon parry penalty
Brawling: As the thievish ability. never applies to a Swashbuckler with the 6th level ability.
Cloak Defense: The character learns to move a cape or Fearlessness: Add percent to Fear saving throws.
cloak so as to distract the opponent and block blows. The
listed defense levels are applied to all opponents regardless
of the direction the character is facing. With the 6th level
The King’s Guard Auxiliary Militia
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Polearm Attack +1 +2 +3 Extra Blow +2 Blows
Critical +
Polearm Defense +1 +2 +3 2 to Length
Polearm Floating Levels +1 +2 +3
Push Away +S% +2S% +3S%
Polearm Tricks Basic +1 +2 +3 +4
All normal fighter abilities, except Weapon Attack & Defense which are only available with Fist, are also available. See
the Fighter Abilities Table on page 18
S: Strength
Description: The Chancelor of Frankland is charged weapon blow. This ability may only be used vs. Small or
with maintaining a civilian militia, for which he is allotted a Medium natural body weapons or artificial weapons shorter
budget. The Polearm Auxiliary Militia is seldom needed than the character’s polearm.
and makes few demands. Similar militia forces exist
elsewhere.

Eligibility: Any Fighter class except Paladins or


Cavaliers. A character may not join after reaching Lord
Level.

Obligations and Benefits: All monetary costs are


halved. A member of the Auxiliary Militia must learn the
Polearm Attack abilities as quickly as possible. Most
effects of membership are of a roleplaying nature, however.
There is a stigma attached to being part of a “peasant”
organization; hence, the ban on Cavaliers and Paladins.
Members will be treated as social inferiors when in high
society and any member who gains great status elsewhere
by, say earning a patent of nobility, will be mustered out.
Merely attaining Lord level and building a castle is not
sufficient cause. Former members retain the abilities they
have learned, of course.

Abilities: All of the standard fighter abilities are


available. All of the new abilities are weapon-specific and
do not apply to all polearm weapons.
+2 Blows: This ability allows a second extra blow at a
Movement Speed of 21. Prerequisite: Extra Blow.
2 to Length: This is similar to the 1 to Length ability
under Weapon Parry, but stacks with it.
Polearm Floating Levels: These levels represent the
inherent advantages of a long weapon. These levels are
placed in attack if the character is not being attacked.
Otherwise they are placed in defense vs. any target(s) the
character may be attacking. Prerequisites: Polearm Attack
and Defense of the same magnitude.
Polearm Tricks: All standard weapons tricks.
Push Away: This ability permits the character to use
his polearm in an attempt to leave melee. The attempt is a
skill vs. the opponent’s percentile roll, plus any Force Melee
ability. The character must be in range of a single
oppponent at the start of the movement phase. If successful,
the character moves out of melee range and may not move
or melee any target. If unsuccessful, the attempt costs one
The Sword & The Pentacle
Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Basic Intermediate Advanced
Magic & Combat Theory (Level 2) (Level 4) (Level 6)
Spell Accuracy (1 Spell) +5% +10% +15%
½ Att. / Def.
No Attack OR ½ Attack Full Attack
Split Concentration Basic ½ Defense No Attack Full Defense Full Defense
Full Defense
Spell Distance Judgment -10% -20% -30% -40%
-40% Acc. -30% Acc. -20% Acc. -10% Acc. -0% Acc.
Quick Cast -4 Attack -3 Attack -2 Attack -1 Attack -0 Attack
All normal fighter abilities are also available. See the Fighter Abilities Table on page 18
This school accepts all applicants who are able to use maximum angle between the spell axis and the combat axis
the magical arts (including Illusions and Spells songs) in is 90 degrees. The higher level abilities allow the student to
addition to being trained fighters. A student of this school cast his/her highest level spell while still retaining some
must take at least one ability unique to the school for every melee ability. The attack and defense abilities of the student
two character levels. For example, a 9 th level student must are modified as appropriate to the level of the ability for the
have at least 4 of the unique abilities. If the school is joined entire phase in question. Note that there are 2 different
at a later level, the student must make every effort to “catch variations available at 4th level. The student may choose to
up” to this requirement. learn either one, but they cannot both be learned.
Ability Descriptions
Magic & Combat Theory: This ability is a
prerequisite course to all the other abilities of this school.
No other special abilities may be learned until the level of
theory appropriate to the ability in question has been
studied. Each level of theory learned enables the study of
higher level special abilities. Basic Theory enables 1 st and
2nd level abilities, Intermediate Theory enables 3 rd and 4th
abilities, and Advanced Theory enables all abilities.
Quick Cast: This ability allows the student to cast a
spell without giving up his/her first blow in the ensuing
melee phase, albeit at the listed penalties to the accuracy of
the spell and the attack level of the first blow. Subsequent
blows are not affected. Once this ability is learned, its use
becomes second nature to the student, therefore it will
ALWAYS be used when possible.
Spell Accuracy: This ability enhances the casting
accuracy of the student with one particular spell. To learn a
level of this ability, the student must spend (in a manner
similar to spell research) sufficient spell points to cast the
spell in question 100 times. This expenditure is required at
each level of improvement and may not begin until the
student has an open ability slot of the proper level.
Spell Distance Judgment: This ability enhances the
ability of the student to accurately place a spell at the
intended distance. If a scatter should occur, the modifier for
this ability is applied to the scatter distance roll for the
long/short axis only. Note that this ability is a direct eye-to-
hand coordination skill and does not affect the student’s
ability to judge the distance in numeric terms.
Split Concentration: The basic level of this ability
allows the student to cast in one direction while fighting in
another without additional penalty to accuracy, attack or
defense (normal magic/melee modifiers still apply). The
Clerical Spells
All clerics and clerical combination characters can use clerical spells. As a cleric reaches a new level, he does not have
to memorize spells or calculate spell points. Instead, clerics gain the ability to throw a larger number of spells as given in the
Clerical spell progression table. The type of spell is limited to those available to him. A cleric who knows six different 2nd
level clerical spells could throw any one of them as many times as he has 2nd level spells per day. Further, a cleric may
throw a spell as if it were a higher level spell - that is using up a 3rd level spell to throw a 2nd level one.
Clerics vs. Undead
Undead Cleric’s Level - Undead’s Level
Level -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7
1-10 - - - - 10% 30% 50% 70% 90% A B B C C
11-20 - - - 5% 20% 35% 50% 65% 80% 95% A B B B
21-30 - - 0% 15% 25% 40% 50% 60% 75% 85% A A A B
31+ - 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% A A A
Undead Cleric’s Level - Undead’s Level
Level +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 +21
1-10 D D E E F F G G H H I I J J
11-20 C C D D D E E F F F G G H H
21-30 B B C C C D D D E E E F F F
31+ B B B C C C C D D D E E E E
Animated Undead - Shift right 1 column.
Solid Undead - Shift left 1 column.
% = Base chance to turn/dispel undead. Add cleric’s Wisdom to get adjusted chance.
Add cleric’s Healing Bonus to number turned or dispelled. Roll for high/low for ½ bonus to be added.
Solid undead can only be turned, not dispeled.
Dispel may not be voluntarily changed to turn.
Turn 9% 19% 39% 69% 89% 90%-A B
Undead 1D2 1D3 1D4 1D6 1D8 1D10 2D6
Dispel C D E F G H I J
Undead 3D6 4D6 5D6 6D6 7D6 8D6 9D6 10D6
Researching Clerical Spells
There are two ways to research Clerical spells. The first, and cheapest way monetarily, is to have a cleric sit down and
research the spell himself. This takes a time equivalent to the number of days it would take him to cast 140 spells of the level
being researched. Thus, if a cleric has one 6th level spell per day, it would take him 140 days to research a 6th level spell.
If, on the other hand, the cleric had five 6th level spells per day, it would only take him 28 days to research a new 6th level
spell. Furthermore, if the cleric has high Wisdom, the amount of time needed to do the research is reduced. A Wisdom 13-
14 cleric would only need the amount of time necessary to cast 126 spells of the level being researched, and a Wisdom 15+
cleric would only take the amount of time necessary to cast 112 spells of the level being researched. Just as in the research
of magical spells, if the spell being researched is unusual, or requires an unusual object or being for study (as in the case of a
special Hold spell for a non-human species), that object or being must be available during the research. The second way of
obtaining a spell that is unknown is to buy it from other clerics, at the discretion of the referee.
The going prices teaching clerical spells are quite expensive, being as follows:
1st Level: 10,000 Gold pieces 5th level: 160,000 Gold pieces
2nd Level: 20,000 Gold pieces 6th Level: 320,000 Gold pieces
3rd Level: 40,000 Gold pieces 7th level: 640,000 Gold pieces
4th Level: 80,000 Gold pieces 8th Level: 1,280,000 Gold pieces
Of course, the real problem is finding a cleric with any given spell in the first place. It is often easier to research the
spell than to buy it from another cleric.
As in the case of magic users, it is often advisable for the referee(s) in any series of games to limit the initial clerical
spells known. Our common practice is to assume that all of the normally listed 0th level spells and from 4-6 spells of each
higher level up to 5th are known. All others must be researched. For simplicity you should assume that the most commonly
used spells of 1st through 3rd level are the ones known: Cure Light Wounds, Hold Person, Cure Disease and so on up to your

Warlock 1993 Clerical Spells  3-1


 Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells

specified limit. The known 4th and 5th level spells could be determined randomly, as part of lost lore or whatever else fits
the style of your world.

3-2  Warlock 1993 Clerical Spells


Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells 

Clerical Spell Tables


All bulleted ( • ) spells must be researched.
Zeroth Level Spells
1) Activate Staff* 6) Heal
2) Anoint Weapon 7) Purify Water
3) Detect Evil 8) Sanctify Water
4) Detect Good 9) Turn Undead
5) Detect Magic 10) Walk Peacefully
First Level Spells
1) Calm Animals 8) Hallow
2) Cure Light Wounds 9) Light
3) • Detect Clerical Spell 10) Protection/Evil
4) • Detect Ethics 11) • Protection/Good
5) • Detect Injury 12) Purify Food
6) • Detect Life 13) Reduce Fear
7) Enlist Aid 14) Speak with Animals
Second Level Spells
1) Benediction 9) Find Traps
2) Bless 10) • Heal Spirit Being
3) • Detect Alignment 11) Hold Person
4) • Detect Curse 12) • Holy Strength (+7)
5) • Detect Disease 13) Reduce Poison
6) • Detect Magical Spell 14) Sanctuary
7) • Detect Poison 15) • Tame Animals
8) Detect Water
Third Level Spells
1) • Animal Control 14) • Gliding
2) Benison of Courage 15) • Grand Bless
3) Calm Creatures 16) • Holy Shield
4) Continual Light 17) • Holy Strength (+13)
5) Cure Disease 18) • Iron Faith
6) • Detect Food 19) Locate Object
7) • Detect Possession 20) • Morimini in Pacem
8) • Diagnosis 21) Radiate Goodness
9) • Dispel Clerical Spell 22) Remove Curse
10) • Empathic Cure 23) • True Sight
11) • Evil’s Bane 24) • Walk on Water
12) • Fear 25) • Ward Weapons
13) • Freedom
Fourth Level Spells
1) • Circle of Holiness 15) • Holy Strength (+19)
2) Create Water 16) • Human Control
3) • Cure Blindness 17) • Light of Truth
4) • Cure Deafness 18) Neutralize Poison
5) • Cure Insanity 19) • Pass Safely
6) • Cure Paralysis 20) Protection/Evil (1” Radius)
7) Cure Serious Wounds 21) • Protection/Good (1” Radius)
8) • Exorcism 22) Quest
9) • Flight 23) • Restore 1-4 Life Levels
10) • Grand Benediction 24) Speak with Plants
11) • Great Fear 25) • Stigma
12) • Greater Holy Shield 26) • Stop Deterioration
13) • Greater Sanctuary 27) Turn Sticks to Snakes
14) • Heal Grievous Wound

Warlock 1993 Clerical Spells  3-3


 Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells

Fifth Level Spells


1) • Anti-Magic Shell 10) • Locate Person
2) • Breathe Water 11) • Pathfinding
3) Commune 12) • Protection/Undead
4) • Controlled Empathic Cure 13) Raise Dead
5) Create Food 14) • Regenerate
6) • Dispel Control 15) • Restore 1-5 Life Levels
7) Dispel Evil 16) • Restore Scarab vs. EHP
8) Finger of Death 17) Sanctify Ground
9) Insect Plague 18) • Vari-heal
Sixth Level Spells
1) • Create Air 6) • Raise Dead and Restore 1-4 Life Levels
2) • Cure Critical Wounds 7) • Restore 1-6 Life Levels
3) • Dispel Demon 8) • Repair Body
4) • Non-Deterioration 9) • Undead Control
5) • Part Water
Seventh Level Spells
1) • Detect Untrue Answers and Statements 5) • Restore 1-7 Life Levels
2) • Hold Monster 6) • Suspended Animation (self)
3) • Raise Dead and Restore 1-5 Life Levels 7) • Vari-heal (2-5)
4) • Read Languages
Eighth Level Spells
1) • Cure Very Critical Wounds 4) • Restore Life Levels (1-8)
2) • Dispel Magic 5) • Speak Languages
3) • Raise Dead and Restore 1-6 Life Levels
Ninth Level Spells
1) • Restore N% of Life Levels 3) • Talk with Inanimate Objects
2) • Speak with Monsters
Tenth Level Spells
1) • Cure Deadly Wounds 3) • Tame Monster
2) • Enforced Oath 4) • Truespeak
Eleventh Level Spells
1) • Anaerobic Existence 3) • Raise Dead and Restore N% of Life levels
2) • Percentile Heal 4) • Suspended Animation (others)
Twelfth Level Spells
1) • Cure 2) • Restore Health
Thirteenth Level Spells
1) • Restore All Life Levels
Zeroth Level Spells Detect Good: This spell is the same as Detect Evil
(0C) except that Good is detected rather than Evil.
Activate Staff: This spell is used to activate staves Detect Magic: A spell to determine if there has been
with multiple powers (such as a staff of commanding) and some enchantment laid on a single person, place, or thing.
crossover staves (staves usable by clerics and magic It is used to discover if some item is magical, if a spell has
users). been placed on a doorway, etc. Range: adjacent to the
Anoint Weapon: This spell, combined with one person, place or thing.
flask of holy water being sprinkled over the weapon, will Heal: This spell will immediately (1 phase) remove
make a single melee weapon (or up to 10 arrows or sling one point of damage from a wounded being. The cleric
balls) effective vs. Undead of a level less than or equal to casting this spell must be in physical contact with the
that which the cleric could turn. The weapon acts as if it person being healed. Clerics with Wisdom 13-17 do 1.5
was + 0. Duration: 3 turns. points of healing, while Clerics with Wisdom 18+ do 2
Detect Evil: A spell to detect evil thought or intent points of healing. The character being healed cannot be
in any single creature, being, or evilly enchanted object. in melee combat or otherwise actively engaged while the
Note that poison, for example, is neither good nor evil, spell is being administered.
and would not be detected. Duration: 6 turns Range: Purify Water: This spell will make chemically bad
12”. water (not actively poisoned) usable for drinking and
other purposes. The quantity purified by a single spell is

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approximately one gallon. Range: adjacent to the water there is an unseen life form within 3” of the cleric casting
being purified. it.
Sanctify Water: This spell is used for making Enlist Aid: This spell adds 2-12 points to the
ordinary water into Holy Water. The quantity of water effective Charisma of the caster for the specific purpose
sanctified by a single spell is approximately one quart. of swaying listeners of the caster’s alignment to give the
Note: while clerics of any level may create Holy Water, it caster direct aid. Duration: one turn per level of the
will have no special merit against any creature of higher caster.
level than the sanctifying cleric. Range: adjacent to the Hallow: This spell is used to prepare ground to
water being sanctified. receive blessed burials or to establish foundations for
Turn Undead: This spell is used to turn Undead, per churches or clerical constructions. Range: adjacent to the
the Clerics vs. Undead table on page 1. The number ground being hallowed.
turned or dispeled is dependent upon the level of the Light: A spell that creates a circle of light 3” in
cleric less the level of the Undead, and the type of radius around the caster. This light is not equal to full
Undead. It can be used only once by any one cleric daylight in intensity. The light lasts for the level of the
against any one group of Undead. Range: 18”. caster plus 12 turns.
Walk Peacefully: This spell permits the caster to be Protection/Evil: This spell adds +1 to the defense
in the presence of any non-intelligent creature not level and +5% to the saving throws of the caster against
intrinsically hostile to the caster without frightening or any evil beings (or spells cast by evil beings) for its
disturbing the creature. Duration: 6 turns. duration of 12 turns. Its effects add to those of any
magical protective devices.
First Level Spells Protection/Good: This spell is the same as
Calm Animals: A spell that calms one normal Protection/Evil (1C) except that it protects the caster
animal per level of the caster, negating non-magical fear against good beings.
of surroundings or events. Duration: 6 turns. Range 6” Purify Food: This spell will make spoiled (not
radius from caster. deliberately poisoned) food usable. The quantity affected
Cure Light Wounds: This spell is a basic healing by a single spell is approximately 5 pounds. Range:
spell. The amount of damage to be healed by any adjacent to the food.
individual casting of the spell is determined as follows: Reduce Fear: This spell adds 20% to the saving
the cleric rolls one six-sided die and adds one to the throw vs. Fear of a single recipient for three turns. If the
result. If the cleric has Wisdom of 13-17 he then adds 0.5 recipient is already in a state of induced Fear, the
point to the result. If the cleric is Wisdom of 18 or higher recipient gets a normal Fear saving throw immediately,
he then adds 1 point to the result instead. The total is the and breaks free of the effect if successful. Range: 3”.
amount of healing to be done over the next six phases. If Speak with Animals: This spell allows the cleric to
the cleric is interrupted at any point, the healing speak with any form of normal (not monster) animal life,
terminates at that point. The cleric must be in physical and to understand anything that is said in reply. If the
contact with the character or being to be healed cleric or his companions have not already attacked the
throughout the six phases. If the contact is broken, the animal, there is a 10% chance per level of the cleric that
healing is terminated at that point. the animal(s) in question will not attack. The is a further
Detect Clerical Spell: This spell allows the cleric to 5% chance per level of the cleric that any basically
detect the occurrence or presence of a clerical spell in his friendly animals spoken to in this manner will assist the
immediate vicinity, to a maximum range of 1” per level cleric within their physical and mental limits (i.e., a rabbit
of the cleric employing the detection. cannot be sent to count a hidden group of enemy, or to
Detect Ethics: This spell allows the cleric to assault a guard post). Duration: 6 turns.
measure the ethics of a creature or being on a Good/Evil
Second Level Spells
scale to a maximum range of 1” per level of the cleric
employing the detection. Benediction: The cleric may use this spell to raise
Detect Injury: This spell allows the cleric to the defense level of the recipients by +1. In the case of
determine whether a character that has mysteriously followers, this spell also adds +1 to their morale. For
collapsed has done so through undetected damage, or player characters, it adds 5% to their saving throws
through some other source. It also allows the cleric to against Fear effects as well as the bonus to defense. The
determine whether a being that cannot communicate with recipients cannot be in melee combat or otherwise
the cleric has sustained injuries that need to be healed. fighting when the Benediction is cast, or else they gain no
Range: adjacent to the subject. bonuses. Duration: 6 turns. Range: can affect all beings
Detect Life: This spell allows the cleric to determine of the same alignment as the caster within 6” of the caster.
whether a character or object is alive, as well as whether Bless: The cleric may give the benison of the Bless
spell during any turn that the beings to be affected are not

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in melee or otherwise fighting. A Bless raises morale by and subtracts 1 per die of poison damage. If it is cast
+1, fear saving throws by 5%, attack level by +1, and its after poisoning, then it reduces degenerative effects by 1
effects stack with other magical or clerical effects. per die and bleeding by 1 point (total) per level of the
Duration: 6 turns. Range: can affect all beings of the cleric casting the spell until the reduction is used up. The
same alignment as the caster within 6” of the caster. cleric must be in contact with the recipient. Duration: 6
Detect Alignment: This spell allows the cleric to turns.
detect the alignment (Law, Neutrality, Chaos) of a single Sanctuary: This spell causes any opponent within
being at a distance of up to 1” per level of the cleric 24” of the cleric to make a saving throw vs. clerical spells
casting the spell. in order to directly attack the cleric. The caster may take
Detect Curse: This spell allows the cleric to no offensive action or else the spell is broken, and in that
determine if an item or a being has been cursed. Range: case the caster must save vs. Pain or be dazed for one
adjacent to the item or the person. turn. The caster may defend himself against any being
Detect Disease: This spell allows the cleric to that was unaffected by the Sanctuary spell without
determine if a being has a disease which needs to be suffering the pain effect or breaking the spell. The cleric
cured. Range: 3”. may be incidentally included in area spells without the
Detect Magical Spell: This spell allows the cleric to caster of the said spells needing to make a saving throw.
detect the occurrence or presence of a magical spell in his Duration 3 turns.
immediate vicinity, up to 1” per level of the cleric Tame Animals: This spell allows the cleric to calm
employing the detection. otherwise hostile normal animals, capture wild horses,
Detect Poison: This spell allows the cleric to detect and other acts of that type. It cannot be used on monsters
poisons up to a range of 1” per level of the cleric or magical creatures, such as Unicorns. The cleric must
employing the detection, maximum range of 6”. be adjacent to the animal that is being tamed.
Detect Water: This spell is the same as Detect
Poison (2C) except that water instead of poison is Third Level Spells
detected. Animal Control: This spell allows the cleric to
Find Traps: By means of this spell, the cleric will control up to 3-18 1st level animals, up to 2-12 2nd level
locate any mechanical or magical traps (not living animals, and up to 1-6 3rd level animals. Duration: Until
ambushes) within a radius of 6” of the cleric for a dispeled, or until removed by the caster of the spell, or the
duration of one turn. caster loses control by going unconscious, dying, or
Heal Spirit Being: As Cure Light Wounds (1C), but moving outside of range. Range: 12”.
will aid Spirit Beings of alignments not opposite the Benison of Courage: This spell adds 20% to the
caster. saving throw vs. Fear of a single recipient for three turns,
Hold Person: This spell is similar to the magical as Reduce Fear (1C), but with an area effect, a 6” radius
spell Charm Person (1M) but of more limited duration surrounding the caster, affecting all of the same ethical
and of greater effect. This spell applies to all two-legged, standing as the cleric (good vs. evil). If the recipient is
generally mammalian figures near to or less than man- already in a state of induced Fear, the recipient gets a
size, excluding all Undead monsters but including such normal Fear saving throw immediately, and breaks free of
things as orcs and goblins. It affects from 1-4 persons the effect if successful. This spell may be directed at an
(rolled on a 4-sided die) normally, or it can be individual to break an induced Fear effect, in which case
concentrated on one target, in which case the target the recipient adds 5 × the level of the cleric to his
subtracts 10 from his saving throw before making the die immediate Fear saving throw (one time only). Range: 3”
roll. If the spell is successful, it will cause the held if directed, else 6” radius around caster. Note: this spell
person(s) to obey any spoken command of the caster even will benefit larger numbers of fearful beings by
if their languages are different. The victim(s) will not improving their saving throws for recovery checks.
commit direct suicide while under this spell. During the Calm Creatures: A spell that calms one unusual
phase in which the hold is thrown, the victim(s) cannot animal or monster per level of the caster, negating non-
obey commands or carry out actions of their own volition, magical fear of surroundings or events. Duration: 6
and thus stand still and neither fight nor act. Duration: 9 turns. Range 6” radius from caster.
turns, unless dispeled, removed by the caster or the caster Continual Light: This spell creates a 12” radius
loses control by going unconscious, dying, or moving circle of illumination emanating from a point within 12”
outside 18”. of the cleric. The light cast is as bright as full daylight
Holy Strength (+7): This spell adds 7 to the strength (which will affect anything which hates light, or is unable
of the cleric for 3 turns. It does not stack with other to see in bright light) but will not have the destructive
strength spells or items. powers of full sunlight against vampires and other such
Reduce Poison: This spell has two effects. If it is creatures. Duration: until dispeled.
cast before poisoning occurs, then it acts as poison
resistance. This means it adds 10% to any saving throw

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Cure Disease: This spell is used to cure any form of Fear: This spell will cause all living creatures in a
disease, including those caused by curses and other non- 3” × 3” × 2” area with one face of the square directly
normal means of transmission. If cast within 12 hours of adjacent to and centered upon the caster to make a saving
the infection, this spell will prevent the transmission of throw vs. Fear or flee the caster. For creatures without
any lycanthropic (i.e. werewolfism) disease to a bitten separate Fear saving throws, use their Clerical Spell
victim. The cleric must be in physical contact with the saving throw.
subject. Freedom: This spell dispels any single target’s
Detect Food: This spell allows the cleric to find magical or clerical charm, hold, or other form of mental
food (if it exists) in a wilderness, desert, or other control. There is a 50% chance of dispeling, reduced by
situations where necessary. Range: 2” per level of the 5% for each level that the caster is below the level of the
cleric casting the spell. caster of the original spell. Range 3”.
Detect Possession: This spell allows the cleric to Gliding: This spell allows the cleric to glide through
detect an extra mind in control of a body, such as when a the air, the rate of descent being controllable from a
person is taken over magically or demonically. Range: vertical dive to a 20:1 glide ratio of horizontal to vertical
adjacent to the subject. movement. Duration: 6 turns.
Diagnosis: This spell allows the cleric to determine Grand Bless: The cleric may give the benison of the
what is wrong with a character that has mysteriously Grand Bless spell during any turn that the beings to be
collapsed, or otherwise determine the extent of affected are not in melee or otherwise fighting. A Grand
indeterminate damage effects, including possible cures. Bless raises morale by +2, fear saving throws by 5%,
Range: adjacent to the subject. attack level by +2, improves archery by 5%, and its
Dispel Clerical Spell: This spell allows a cleric to effects stack with other magical or clerical effects (other
cancel the effects of a continuing spell (such as Hold than another Bless or Grand Bless). Duration: 6 turns.
Person (2C)). It will not cancel the effects of a previously Range: can affect all beings of the same alignment as the
cast spell of a non-continuing nature (such as a completed caster within 6” of the caster.
healing spell). It will interrupt a healing or restorative Holy Shield: This spell reduces the amount of
spell that is in progress at the time of the Dispel. The damage the caster will take from a single magical or
chance of dispeling the spell depends on the levels and physical type of damage during its operation, as specified
Wisdoms of both the clerics involved. There is a 90% by the caster at the time of casting. Thus the cleric can
chance of the dispel working if the two clerics are the specify that his Holy Shield will protect him from Fire,
same level. A cleric of Wisdom 15 or higher gets +5% in and for its duration his level would be subtracted from
his favor (note: if both clerics are Wisdom 15+ this any damage that would result from fire, magical or
cancels out). If the clerics are not the same level, the natural. If the cleric is hit by more than one form of
higher level cleric gets a 10% modifier for each level of damaging fire during that time, the shield affects each
difference added to the 90% base in his favor. For damage separately. Note that a cleric cannot create a
example a 8th level cleric with Wisdom of 15 trying to Shield vs., say physical damage in general or against
dispel a spell of 12th level cleric with Wisdom of 14 drowning, while being crushed by a Kraken. However,
would have a 90+5-(4×10) = 55% chance of success. when facing a Red Dragon, a Shield against Fire could be
Range: 3”. quite useful. Duration: 3 turns.
Empathic Cure: This spell allows a cleric to fully Holy Strength (+13): This spell adds 13 to the
cure another character of damage taken, by transferring strength of the cleric. It does not stack with other strength
all the hits taken by the other character to the cleric. If spells or items. Duration: 3 Turns.
the hits taken are enough to cause the cleric to become Iron Faith: This spell causes the caster to become
unconscious, he will do so, but will not deteriorate immune to magical and clerical charms and controls and
towards death from that point unless damaged further. If gain 20% vs. Con and similar attempts to influence his
the hits taken are sufficient to kill the cleric, then the behavior. The spell is broken if the caster attempts any
cleric will die, and the amount of damage transferred will charm or control spell, otherwise it lasts for 6 turns.
only equal the death level of the cleric. Range: in contact Locate Object: In order for this particular spell to
with the other person. be effective it must be cast with certain knowledge of
Evil’s Bane: This spells works as Anoint Weapon what is to be located. Thus the exact nature, dimensions,
(0C) with the added feature that the spell makes a single coloring, etc., of some magical item would have to be
melee weapon do +3 damage per die vs. Evil opponents. known in order for the spell to work. Well known
This damage bonus replaces any lesser bonus vs. Evil objects, such as a particular flight of stairs often traveled,
already on the weapon. The maximum added damage is 1 can be detected by this spell. The spell gives the user the
point per level of the spell’s caster per blow. So a direction of the object desired, but not the distance. The
weapon doing 4 dice would need a 12 th level cleric casting desired object must be within range to be detected at all.
this spell to get the full effect. Duration: 3 Turns. Range: 9” + 1” per level of the cleric casting the spell.

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Morimini in Pacem: This spell specifically de- Create Water: By means of this spell, the cleric can
animates animated Undead in a 6” × 6” × 4” square with create a supply of drinkable water. The quantity of water
one side centered on the caster. The number of Undead created is equal to (the cleric’s level - 5) 2 × 12 gallons.
affected is limited to (level of the caster × 50) divided by The water appears adjacent to the caster.
(level of the Undead squared). Note that this spell is Cure Blindness: By means of this spell, there is a
sometimes less effective than a normal Turn Undead spell 5% per level of the caster chance of curing organic or
(0C) when used against very high level animated Undead. injury-induced permanent blindness. It also cures
Radiate Goodness: This spell causes all Evil beings automatically temporary physical blindness. It has no
within 3” of the caster to make a saving throw vs. Fear if effect on blindness that is purely Illusionary in nature.
attempting to directly attack the cleric. Failure of this The caster gets only one opportunity per case. It takes
saving throw means an inability to attack the caster. one full day for a complete cure of complete blindness,
Duration: 3 turns. pro-rated for partial blindness. If the blindness was an
Remove Curse: A spell to remove any one curse, effect with a limited duration, then that duration is
Geas (6M), or Quest (4C). Using this spell in the case of reduced by 5% per level of the caster, again with a
someone holding a cursed magical item would remove the maximum recovery time of one day.
effect of the item’s curse on that person, but would not Cure Deafness: As Cure Blindness (4C), but
affect the item permanently. (Beings under the influence deafness is cured.
of a Geas or a Quest may not use this spell.) The chance Cure Paralysis: As Cure Blindness (4C), but
of the curse being neutralized is the (caster’s level divided paralysis is cured.
by the curse’s level) × 100%. Any one cleric may attempt Cure Serious Wounds: This spell is a basic healing
to remove a given curse only once. The same rule applies spell. The amount of damage to be healed by any
to any item that removes a curse, i.e., only one try per individual casting of the spell is determined as follows:
curse. Range: adjacent to the target. the cleric rolls two 6-sided dice and adds two to the result.
True Sight: This spell permits the caster to see If the cleric has Wisdom of 13-17 he then adds 1 to the
through all magical forms of illusion or invisibility for its result. If the cleric is Wisdom of 18 or higher he then
duration, but not to penetrate mechanical disguises or adds 2 to the result instead. The total is the amount of
Indetectibility (6M). Duration: 3 turns. healing to be done over the next six phases. If the cleric
Walk on Water: This spell allows a cleric to walk is interrupted at any point, the healing terminates at that
on the surface of bodies of water for 6 turns, carrying his point. The cleric must be in physical contact with the
normal load. character or being to be healed throughout the six phases.
Ward Weapons: This spell enables the caster to If the contact is broken, the healing is terminated at that
specify a single weapon or closely related class of point. Thus, this spell will cure a minimum of 4 points of
weapons (swords, or spears, or arrows, for example). For damage, and a maximum of 14 to 16 points depending on
the duration of the spell, damage from that particular the wisdom of the cleric casting the spell.
weapon or group of weapons will do the caster a reduced Exorcism: This spell allows a cleric to exorcise a
amount of damage, -2 per die. Note that while it would demon that has taken control of the character. Note that
be possible to use this spell to ward against natural body this spell does not dispel or damage the demon, it merely
weapons, Warding against a Dragon’s Claw would not frees the character. Range: 3 inches.
reduce the damage done by the Dragon’s Teeth, much Flight: This spell allows the cleric to fly a speed of
less his Breath Weapon. Duration: 3 turns. 12” per turn for six turns carrying his normal load.
Grand Benediction: The cleric may use this spell to
Fourth Level Spells raise the defense level of the recipients by +2. In the case
Circle of Holiness: This spell creates a 1” radius of followers, this spell also adds +1 to their morale. For
circle around the caster that cannot be entered by player characters, it adds 10% to their saving throws
animated Undead. In addition, other unholy beings (spirit against Fear effects and all Clerical Saving Throws as
Undead, demonic beings, etc.) may only enter the circle well as the bonus to defense. The recipients cannot be in
by matching their power against that of the caster, as melee combat or otherwise fighting when the Benediction
follows: a being of the same level as the caster has a is cast, or else they gain no bonuses. Duration: 6 turns.
chance equal to 100% - (5% × the caster’s Wisdom). This Range: can affect all beings of the same alignment as the
is adjusted by plus or minus 5% per level that the being is caster within 6” of the caster.
above or below the caster. The offensive use of magic or Great Fear: This spell will cause all living creatures
combat from within a Circle at a target outside of it will in a 6” × 6” × 4” area with one face of the square directly
give ALL unholy beings present a new chance to break adjacent to and centered upon the caster to make a saving
through the Circle. The offensive use of clerical spells throw vs. Fear or flee the caster. For creatures without
from within the Circle will not have this effect. Duration: separate Fear saving throws, use their Clerical Spell
3 turns. saving throw.

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Greater Holy Shield: This spell reduces the amount Illusionary concealment, disguises, etc., and negates
of damage that the caster will take from each magical invisibility and displacer effects. The cone conforms to
spell during its duration. The damage is reduced by an the current facing of the caster at all times, for the 3 turn
amount equal to the level of the caster, in points of duration of the spell.
damage. If the caster has a magical or clerical item or Neutralize Poison: A spell to counter the continuing
spell in operation that also affects the amount of damage effect of a poison. Note that this spell will not resurrect a
received, only the greater of the two will take effect. character killed by poison, nor will it remove any damage
Duration: 3 Turns. already done by poison to a living character. It will
Greater Sanctuary: This spell causes any opponent prevent further damage from being done, and is necessary
within 24” of the cleric to make a saving throw vs. before healing damage done by poison. It will affect only
clerical spells in order to directly attack the cleric or one object or person per spell and takes only one phase.
anyone within a 1” radius of the cleric. Nobody with this A cleric using this spell can only neutralize those poisons
1” radius circle may take offensive action or else the spell whose poison factor times the hit dice of the poisonous
is broken, and in that case all within the circle must save creature (i.e. the number of dice of damage the poison
vs. Pain or be dazed for 1 turn. Those within the circle causes) is less than (the level of the cleric times the
may defend themselves against any being that was wisdom of the cleric) divided by ten. Thus if a character
unaffected by the Greater Sanctuary spell without is poisoned by a 10 hit die creature with a poison factor of
suffering the pain effect or breaking the spell. Those 1.5, only a cleric whose level times his wisdom was at
within the circle may be incidentally included in area least 150 could neutralize the poison. Range: the cleric
spells without the caster of the said spells needing to must be in contact with the person or the object
make a saving throw. Duration 3 turns. containing poison to be neutralized. Range: in contact
Heal Grievous Wound: This spell will heal all the with the other person.
damage received from any single blow or injury that Pass Safely: This functions like a combination of
could be healed by normal healing spells (Cure Light Find Traps (2C) to locate any mechanical or magical traps
Wounds (1C), etc.). Special damage needing separate (not living ambushes), and the magical spell Detect
spells (Neutralize Poison (4C), Cure Disease (3C), etc.) Enemies (2M) detecting any enemy that knows of the
will not be healed. The healing is at the rate of 1 hit point user’s presence. Thus warning the caster of antagonistic
per turn until healing is completed. It does not eliminate entities aware of the caster and traps that endanger him.
bleeding. It is not an open ended regeneration spell, and Range: 12”. Duration: the level of the caster in turns,
it will not continue to work if the recipient’s death level is unless cast with a Pathfinding (5C), then it lasts as long as
exceeded by subsequent damage. Range: in contact with the Pathfinding.
the other person. Protection/Evil 1” Radius: This spell adds +1 to the
Holy Strength (+19): This spell adds 19 to the defense level and +5% to the saving throws of the caster,
strength of the cleric. It does not stack with other strength and anyone within 1” radius, against any Evil beings (or
spells or items. Duration: 3 Turns. spells cast by evil beings) for its duration of 12 turns. Its
Human Control: This spell is similar to the magical effects add to those of any magical protective devices.
spell Charm Person (1M) but of more limited duration Protection/Good 1” Radius: This spell is the same
and of greater effect. This spell applies to all two-legged, as Protection/Evil 1” Radius (4C) except that it protects
generally mammalian figures near to or less than man- against Good rather than Evil.
size, excluding all Undead monsters but including such Quest: This spell is similar to the magical spell Geas
things as orcs and goblins. It affects from 2-12 persons (6M), except that the character sent upon a Quest by the
with 3 or fewer hit die, 2-8 persons with 4-6 hit die, 1-4 cleric is not killed by failure to carry out the service.
persons with 7-9 hit die, and 1 person having 10 or more However, the cleric may curse the character with anything
hit die, or it can be concentrated on one target, in which appropriate to the alignment of the caster, so that failure
case the target subtracts 10 from his saving throw before to fulfill the Quest is not to be taken lightly. The referee’s
making the die roll. If the spell is successful, it will cause discretion must be used in the phrasing and detailing of
the held person(s) to obey any spoken command of the the Quest. If the character does not wish to be sent on a
caster even if their languages are different. The victim(s) Quest, he must save vs. clerical spells to avoid it. Range:
will not commit direct suicide while under this spell. 3 in.
During the phase in which the hold is thrown, the Restore Life Levels: This spell allows a cleric to
victim(s) cannot obey commands or carry out actions of restore at least some of the life levels drained from a
their own volition, and thus stand still and neither fight character by Undead or by special weapons. If a cleric is
nor act. Duration: 9 turns, unless dispeled, removed by immediately available (no more than 6 game hours), it is
the caster or the caster loses control by going possible for him to restore from 1-4 (rolled on a 4-sided
unconscious, dying, or moving outside 18”. Range: 18”. die) life levels lost by a victim. For each full six-hour
Light of Truth: This spell creates a standard 6” period that goes by before the spell is cast, one is
cone shape of light that discloses all camouflages, subtracted from the die roll. Thus if a seventh level

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fighter is drained two life levels (thus becoming a fifth weapons will also not travel into or out of the shell. The
level fighter), the cleric would need to roll a two or higher use of clerical spells is not affected. Duration: 12 turns.
to fully restore the fighter if the spell were cast within six Breathe Water: This spell allows the caster to
hours of the draining. If eight hours had passed before breathe water for a time period no longer than one turn
the spell was cast then a die roll of three or higher would per level of the caster.
restore all of the lost levels, while a roll of one would Commune: This spell puts the cleric in immediate
mean that NO life levels were restored (one minus one contact with the chosen deity of his faith (the referee) and
equals zero). This spell may only be used once on any one allows him to ask three questions (which all must be
character after any one draining of life levels. For asked within one game turn). Communing drains the
example, if a character loses five life levels, he may not cleric so much that he may use each of his 5th or higher
be fully restored by multiple castings of this spell, since level spells once in his lifetime to do a commune. For
only the first use will have any effect. example, a 20th level cleric could do no more than 8 (4
Speak with Plants: This spell is the same as Speak 5ths, 3 6ths, and 1 7th) communes in his lifetime unless
with Animals (2C) except that plants are communicated he goes up to a higher level. Communes should not be
with instead of animals. Note that a cleric may not ask a used frivolously, but primarily where the safety or lives of
plant to do anything outside of its normal limits. He may one or more of the party are at stake. The questions can
ask a vine to part for him to pass through, but a tree be decided upon before casting the spell so they are ready
cannot be commanded to pull up its roots and walk to be asked. Try to prepare alternates based on possible
around. Duration: 6 turns. Range: 3”. answers, if possible.
Stigma: The target must be willing to accept a Controlled Empathic Cure: This spell allows a
stigma or feels he deserves one. The caster may inflict cleric to fully cure another character of damage taken, by
one of the following: A) a spiritual or non-physical transferring all the hits taken by the other character to the
stigma - the caster’s level in % is deducted from the cleric. If the hits taken are enough to cause the cleric to
target’s rolls for a group of related rolls (such as all become unconscious, he will do so, but will not
melee, or all saving throws). B) a minor affliction such as deteriorate towards death from that point unless damaged
boils, muscle spasms, or night blindness. C) a major further. If the hits taken are sufficient to kill the cleric,
physical affliction such as a withered limb, muteness, or then the cleric will die, and the amount of damage
deafness. (a) and (b) manifest within one day. (c) transferred will only equal the death level of the cleric.
manifests within (21-the level of the caster) days with a Unlike Empathic Cure (3C), the cleric states how many
minimum of 1. Removed as Quest (4C) or by the caster hits of healing will be done. If the damage on the other
at any time, or by a cleric who knows higher level clerical character is less than the stated amount, the cleric takes
spells than the caster. the lesser damage. Range: in contact with the other
Stop Deterioration: This spell allows a cleric to person.
stop an unconscious or otherwise damaged character from Create Food: A spell with which the cleric creates
bleeding. The character stops bleeding for 2-12 turns sustenance for a party of men, in the form of a manna-like
(rolled). Range: in contact with the other person. substance edible by man and horse alike. The amount of
Turn Sticks to Snakes: Any time there are sticks of food created is equal to 36 × (the level of the caster - 7)
the appropriate size nearby, a cleric can turn them into squared pounds of manna, where it takes one pound of
normal (not monstrous) snakes with this spell. They can manna to feed a man, and two pounds to feed a horse, for
be either poisonous or nonpoisonous at the cleric’s one day. The food appears adjacent to the caster.
choice, but a cleric of a lawful nature may only create Dispel Control: This spell dispels any single
poisonous snakes as a last resort in defense of the lives of magical or clerical charm, hold, or other form of mental
other lawful characters. The cleric can command from 2- control. There is a 50% chance of dispeling, reduced by
16 snakes and these will perform as he orders for the 6- 5% for each level that the caster is below the level of the
turn duration of the spell. All snakes must stay within caster of the original spell. Range 3” radius around caster
12” of the cleric. or 6” for an individual target.
Dispel Evil: This spell allows a cleric to dispel any
Fifth Level Spells Evil spell or effect within a 3” radius of the caster. Its
Anti-Magic Shell: This spell creates a skin-tight effectiveness is based on the relative levels of the cleric
field, which surrounds the caster and makes him totally and the Evil involved. The chance of dispeling the spell
impervious to all magical (not clerical) spells, whether depends on the levels and Wisdoms of both the clerics
cast by finger or by implement. While the shell is up, the involved. There is a 90% chance of the dispel working if
caster may not activate any magical items, and all magical the cleric and the Evil spell are the same level. A cleric of
items worn on or in contact with the body will not Wisdom 15 or higher gets +5% in his favor. If the cleric is
function. Purely magical damage bonuses of magical not the same level, the cleric gets a 10% modifier for each
level of difference added or subtracted to the 90% base in
his favor. For example a 8th level cleric with Wisdom of

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15 trying to dispel an Evil spell of 12th level would have species). A cleric may attempt to raise a body after it has
a 90+5-(4×10) = 55% chance of success. Range: 3”. been dead for a period of time, if that time has been no
Finger of Death: This spell allows the cleric to longer than (the level of the cleric) days. In order to be
attempt to strike down any one being within 12”. The raised, the body must not have been destroyed.
being gets a saving throw vs. Death (see saving throw Characters raised from the dead remain inactive for two
tables). If the being fails to save, it is dead. Note: a game weeks after the raise, and may not go on
lawful cleric may only throw this spell in a situation expeditions, or otherwise attempt to gain experience, and
where he has no other available options and must defend may not throw magic or fight. If killed again during the
other lawful beings from imminent death. convalescence, the character’s chance of being raised is
Insect Plague: This spell allows a cleric to call to halved. The chance of being successfully raised is 90%
him a large swarm of insects and control them, within the for clerical types, and 85% for all other character types.
48” range of the spell. The insects will obscure the vision If an attempt to Raise has failed, a Reincarnation may still
of any creatures in their midst, and will drive off any be attempted, but not another Raise Dead spell, of any
creatures with less than three hit dice. Note: a lawful level or type. Range: adjacent to the body. Note: the
cleric may not use this spell to summon poisonous insects effect of the Raise Dead spell is so powerful that it uses
except as in Turn Sticks to Snakes (4C). The swarm of the up the casting cleric’s fifth level spell for one full week,
insects may cover no more than a 6” by 6” area up to 1” rather than the normal one day.
in height at any one time and must stay within 48” of the Regenerate: Heals all damage that the caster has
cleric. Duration: the insects if not killed or released taken that could be healed by healing spells (Cure Light
before then will disperse after one game day. Wounds, etc.) but not special damage needing separate
Locate Person: In order for this particular spell to spells (Cure Disease, Neutralize Poison, etc.), at the rate
be effective it must be cast with personal knowledge of of one hit point per turn until healing is completed.
who is to be located. Thus the person would have to be Special forms of damage must be reversed first for the
known firsthand by the caster in order for the spell to Regeneration to function best. Also note that it would not
work. The spell gives the user the direction of the person heal damage inflicted while the Regeneration spell was in
desired, but not the distance. The desired person must be progress.
within range to be detected at all. Range: 9” + 1” per Recover Life Levels (1-5): This spell is the same as
level of the cleric casting the spell. Recover Life Levels (4C) except that from 1 to 5 levels
Pathfinding: This spell enables the cleric to are restored. Only one spell or the other may be used
determine the quickest way out of a dungeon, forest, after any one draining, and neither spell may be used
castle, etc., even after being teleported (assuming that more than once on any one draining.
such a way out exists). This spell may be employed by Restore Scarab vs. EHP: This spell allows a cleric
any one cleric no more than once per day. Duration: to recharge (one charge per spell) a scarab or other device
until the cleric is out of the dungeon, etc. designed to protect a character from a clerical Finger of
Protection/Undead: This spell allows a cleric to Death spell. An empty scarab or other device may not be
protect himself from Undead beings as follows: Each recharged in this manner, only one still active.
Undead being encountered while this spell is in effect Sanctify Ground: This spell enables the caster to
must check separately to see if it can attack or approach turn prepared, Hallowed (1C) ground into clerically
within 1” of the caster. Each Undead being is checked Sanctified ground, for the purpose of preparing a clerical
only once during the duration of the spell and the result sanctuary or other holy place. Sanctified ground has the
(as far as that Undead being) does not change during the side effect that magical spells will not operate over such
spell. Any Undead being of the same level as the cleric ground, up to a height of 24”, unless the cleric who
will have a 50% chance of being prevented from Sanctified the ground, or his recognized successor,
attacking or physically approaching (within 1”) the caster. directly wills the spell to work. Thus, any spell outside
This protection is adjusted by 5% per relative level the knowledge of the guardian of any Sanctified spot will
difference between the cleric and the Undead. Thus, if not function there. This includes any spells in operation
the cleric is one level higher than the Undead, it has a at the time of the Sanctifying, Illusionary or magical in
55% chance of being prevented from attacking the cleric. nature. Each application sanctifies an area that is within a
If the Undead is 3 levels higher than the cleric, it only has 3” radius of the caster. Duration: until desecrated.
a 35% chance of being prevented from attacking the Vari-heal: This spell allows a cleric to do a cure on
cleric. Duration: 6 turns. a wounded character. A four-sided die is rolled, the result
Raise Dead: A cleric may use this spell to bring the being the number of six-sided dice of basic healing the
dead back to life. This spell may be used no more than spell will do. All of the dice are treated as if each one
once on any particular body on any particular death. If where a Cure Light Wounds (1C) spell in effect, with
the character is raised and then killed again, he may be appropriate bonuses added, and all are pro-rated
raised again. This spell may be used only on beings of a simultaneously over the course of six phases. This spell
similar type to the cleric (i.e. human or whatever

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is usable by a cleric no more than once per day. Range: Seventh Level Spells
in contact with the other person.
Detect Untrue Answers and Statements: This spell
Sixth Level Spells allows the caster to determine whether any being that the
cleric is talking to is telling the truth. It does not tell the
Create Air: This spell allows a cleric to create
cleric what the truth might be if the creature is indeed
enough air for normal breathing by one man for one hour
lying, but it does give a true-or-false determination.
for each level which the cleric has attained. Thus a 24 th
Duration: 6 turns
level cleric trapped in a vault could create enough air for
Hold Monster: This spell is the same as Hold
himself for 24 hours, or for 8 hours for three men, per
Person (2C) except it expands the range of what might be
spell.
Held to include monsters of a non- or semi-intelligent
Cure Critical Wounds: This spell is like a Cure
nature. This spell is similar to the magical spell Charm
Light Wounds (1C), but the effects are tripled so that
Person (1M) but of more limited duration and of greater
three dice are rolled, and all bonuses added to each die.
effect. This spell applies to all monsters of less than
Therefore, this spell does a minimum of 6 points of
human intelligence, excluding all Undead monsters but
healing, and a maximum of 24 points (for a Wisdom 18 or
including such things as orcs and goblins. It affects from
higher cleric).
1-4 monsters (rolled on a 4-sided die) normally, or it can
Dispel Demon: This spell allows a cleric to try and
be concentrated on one target, in which case the target
be rid of a demon. If the cleric and the demon are the
subtracts 10 from the saving throw before making the die
same level, the cleric has a 50% chance of success.
roll. If the spell is successful, it will cause the held
Whichever is the higher level, if either, has a 5% bonus
monster(s) to obey any spoken command of the caster
per level difference in its favor. Thus a 15 th level cleric
even if their languages are different. The victim(s) will
attempting to dispel a 10th level cleric has a 75% chance
not commit direct suicide while under this spell. During
of success. In addition, if clerics are Wisdom 15 or
the phase in which the hold is thrown, the victim(s)
higher they gets an extra 5% added to the chance of
cannot obey commands or carry out actions of their own
dispeling the demon. Range: 12 inches.
volition, and thus stand still and neither fight nor act.
Non-Deterioration: This spell allows a cleric to stop
Duration: 9 turns, unless dispeled, removed by the caster
a character from bleeding to death after unconsciousness,
or the caster loses control by going unconscious, dying, or
or from otherwise bleeding due to special effects. The
moving outside 18”. Range: 18”
spell lasts until the character is damaged again or healing
Raise Dead and Restore Life Levels (1-5): A cleric
is started.
may use this spell to bring the dead back to life and at the
Part Water: This spell allows a cleric to create a dry
same time restore 1 to 5 life levels. All the restrictions of
surface below the level of water no more than 2” deep for
Raise Dead (5C) and Restore Life Levels (4C) apply. In
the duration of the spell. This spell can be shaped either
particular, this means the six-hour time limit effects of
as a 2” radius circle or as a 1” by 6” ‘corridor’, thus
Restore Life Levels.
making either a dry circle or a subsurface ‘bridge’.
Read Languages: This spell allows the cleric to
Range: 12” from the caster. Duration: 6 turns.
read unknown languages on maps and other inscriptions.
Raise Dead and Restore Life Levels (1-4): A cleric
Duration: one reading. Range: Adjacent to item being
may use this spell to bring the dead back to life and at the
read.
same time restore 1 to 4 life levels. All the restrictions of
Restore Life Levels (1-7): This spell is the same as
Raise Dead (5C) and Restore Life Levels (4C) apply. In
Restore Life Levels (4C) except that from 1 to 7 levels are
particular, this means the six-hour time limit effects of
restored. Only one Restore spell of any type may be used
Restore Life Levels.
after any one draining, and no spell may be used more
Recover Life Levels (1-6): This spell is the same as
than once on any one draining.
Recover Life Levels (4C) except that from 1 to 6 levels
Suspended Animation (self): This spell allows
are restored. Only one Restore spell of any type may be
clerics to put themselves into a state of suspended
used after any one draining, and no spell may be used
animation, requiring no food, water, or air for a period of
more than once on any one draining.
time determined by the cleric upon casting the spell, not
Repair Body: This spell allows a cleric to repair or
to exceed the casters level in days. The cleric may be
to re-grow missing or mangled parts of a character’s
moved, touched, or even killed while in this state. It does
body.
not make the cleric invulnerable. It merely provides a
Undead Control: This spell allows a cleric to
way out of certain situations.
control up to 2-8 Undead beings of fewer than 4 hit dice,
Vari-heal: This spell is the same as Vari-heal (5C),
and up to 1-4 Undead of 4 or more hit dice. Range: 18”.
but with one added to the 4-sided die roll determining the
Duration: 9 turns.
number of dice of healing. Thus, this spell does 2-5 dice
of healing, with bonuses applied to each die as in Cure
Light Wounds (1C).

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Eighth Level Spells Hit Dice of the monster. Thus, an 8-die monster with a
poison factor of 1.0 would do 8 dice of damage with its
Cure Very Critical Wounds: This spell is the same poison. A poison factor of 0.5 would mean that the
as the Cure Critical Wounds (6C) except that this spell monster would do 0.5 times its Hit Dice in damage with
does four dice of healing with bonuses applied to each die its poison, and so on. The Poison Factor of any monster’s
as in Cure Light Wounds (1C). Thus, the basic range of poison also indicates just how easy the poison is to
healing on this spell is from 8-28 (4 dice +4) with neutralize or make an antidote for. A Cleric, with the
bonuses for the Wisdom of the cleric being applied in Neutralize Poison spell, can neutralize any poison where
addition to each die. the poison Factor times the Hit Dice of the poisonous
Dispel Magic: This spell will allow the cleric to creature does not exceed (Level of Cleric times Wisdom
dispel any enchantments of a temporary nature (i.e. any of Cleric, all divided by 10). Thus, if a 10 Hit Die monster
enchantment with a time limit or that lasts until dispeled). with a poison factor of 1.5 were to poison a character, that
The cleric’s chance of success is the ratio of his level to poison would have to be neutralized by a cleric whose
the level of the caster of the spell. Hence, a 25 th level level times wisdom totaled to at least 150.
cleric would have a 50% chance of dispeling a spell cast Furthermore, the antidotes to any poison with a
by a 50th level Mage. Duration: 1 magic phase. Range: poison factor greater than 1.0 must be manufactured by a
3”. Can be aimed at a specific target, or cast generally Magic User of 11th level or higher. Poisons themselves
around the caster. may be manufactured by alchemists, but only up to a
Raise Dead and Restore Life Levels (1-6): A cleric poison factor of 2.0. In addition to poisons of a natural
may use this spell to bring the dead back to life and at the type, there are poisons that do not come from plants and
same time restore 1 to 6 life levels. All the restrictions of animals, even monstrous ones. These poisons can only be
Raise Dead (5C) and Restore Life Levels (4C) apply. In handled by alchemists, and do not often occur in the
particular, this means the six-hour time limit effects of game. Arsenic is one such poison. Since these poisons
Restore Life Levels. are slow acting and cumulative, their damage is not
Restore Life Levels (1-8): This spell is the same as normally figured in Hit Dice of Damage, but simply in
Recover Life Levels (4C) except that from 1 to 8 levels terms of whether or not the dosage is a fatal one.
are restored. Only one Restore spell of any type may be Inorganic poisons of this type have results that are based
used after any one draining, and no spell may be used on not one, but two saving throws. The first of these is to
more than once on any one draining. determine whether or not the poison was administered in
Speak Languages: This spell allows the cleric to a fatal amount for that character. This first saving throw
speak and understand any language or dialect that can be is as follows: to successfully save against such poisons,
normally spoken. Duration: 3 turns. the character must roll a constitution based, or pain,
Poison saving throw. Thus, for a Constitution 10 character, the
needed roll is a 46 or less. If this saving throw is
There are many different types of poisons that may achieved, then a second saving throw is rolled, this time
be encountered in a medieval fantasy setting, and it is on the normal poison saving throw column, to determine
impossible to write a set of rules that will handle all of the non-fatal effects. If the second saving throw is
them without difficulty. The following, however, will achieved, the person suffers only minor effects, such as
enable you to handle almost any problems that you might nausea and dizziness. If the second saving throw is
encounter. failed, the character falls unconscious until a Neutralize
The normal forms of poison are those that do all of poison is cast on him, or 1-4 days have passed, whichever
their damage roughly at one time, with the damage comes first. If the original, Constitution-based saving
measured in Hit Dice of Damage. Most of the natural throw is not achieved, then the results become more
poisons from plant and animal sources will be of this serious. If the character fails to achieve his Constitution
type. When the stinger or poisoned weapon of such a vs. poison roll, he must then roll on the regular Poison
plant wounds a creature or character or animal, the saving throw column, with the result that failing to
wounded being must roll a saving throw vs. poison. If the achieve this second saving throw will result in death one
being succeeds in achieving its saving throw, it takes minute after taking the poison. A neutralize poison can
damage equal to one-half the number of hit dice of still save the character in this time. If he fails the first
damage of the poison. Thus, if it were an 8-die poison, a saving throw, but successfully makes the second one, he
character that saves against poison would only take four falls unconscious until the poison is neutralized by a
dice of damage from the poison. Whether or not the cleric. If that is not done within 24 hours, he must again
character achieves his saving throw, the damage from this roll a saving throw on the poison column, and again each
type of poison is immediate. 24 hours until the poison is neutralized. Failure to
Monsters who use poison as part of their natural achieve any of these saving throws, day by day, will
defenses have what is called a poison Factor. This result in the death of the character.
indicates just how strong their poison is in relation to the

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Other types of poison, of a non-fatal nature, are


possible, such as: A) Poisons that paralyze the victim. B)
Poisons that blind or deafen the victim. C) Poisons that
do nothing until combined with something else (such as a
poison that causes the victim to turn blue the next time he
drinks wine). All these things are possible. They are at
the discretion of the referee, and should be used with care.
Whether or not any of this type of poison takes full effect
is based upon the poison saving throw column on the
saving throw tables. If a poison of this type would, in the
opinion of the referee, have a partial effect on those who
achieve their saving throws vs. poison, then this must be
taken into account.
We do not recommend the use of poisoned weapons
for general purposes. In our own play, we do not allow
the use of any poisoned weapon against any intelligent
creature. The only exceptions to this are in cases where
monsters have natural poisons. Even evil, chaotic beings
have sense enough to know that, if they start violating this
compact against poison, then everyone else might do so,
and no one wants to keep dodging poisoned arrows.
Clerical Gifts from God
A patriarch (cleric) may be given a gift from God for
his faithfulness. A roll is made every time the cleric gains
a 5th level spell, starting with his first 5 th level spell. The
percentage chance for each of these rolls is equal to 25%
plus his experience bonus. If the roll is successful, an
item is received from the table below, chosen at random.
Once an item has been received, no more rolls may be
made.
Roll Item
00-59 Healing Staff (1 die)
60-65 Staff of Striking
66-71 Staff of Withering
72-84 Snake Staff
85-90 Staff of Commanding
91-98 Scarab vs. EHP
99 Special Item

Roll Special Item


00-04 Staff of Life
05-19 Staff of Death
20-34 Staff of Control
35-39 Staff of Piety
40-54 Healing Staff (2 die +*)
55-59 Staff of Restoration
60-64 Staff of Discovery
65-79 Staff of Speaking
80-94 Staff of Holding
95-99 Roll Twice **
* Roll 1d6. If a 6 is rolled, the staff does an extra
die of healing. Continue rolling until a 1-5 is rolled.
** Roll once on the original table and once on the
special item table. Combine the results into a single item.

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Clerical Order of Friars


Friars are itinerant clerics with no fixed homes or parishes, sworn to poverty and to minister to the spiritual and physical
needs of the poor. Friars do not have a formal order but rely on their own conscience to follow their vows.
Prerequisites: None
Money: Members undertake a strict vow of poverty. All money beyond living expenses must be given to the poor or to
a charity that ministers to the poor. Like paladins, friars cannot keep magic items beyond what they personally carry with
them on their person or personal baggage.
Castles: Friars do not build castles, but may instead found a charity that ministers to the poor in some fashion. They
may contribute to their charity any money that they would otherwise be required to give away.
Clerical Spells: Friars get greater numbers of lower level clerical spells at the expense of the higher level spells.
Multiply the number of spells from the normal clerical spell progression as follows (rounding up):
0th ×3
1st ×2
2nd ×1.5
3rd ×1
4th ×0.5
5th ×0.25
6th+ none
All spells dealing with nature, traveling, and food or drink are a level lower for friars.
Fighter Abilities: Friars get one fighter ability every 3 levels, starting at 1 st (i.e. 1st, 4th, 7th, etc.). The ability chosen can
be any level up to and including 3rd, but must follow the normal ability progressions (meaning that weapon +1 must be taken
before weapon +2). Friars do not have any weapon restrictions.
Responsibilities and Restrictions:
Friars must always aid and defend the poor.
Friars cannot wear plate or chain-plate.

Warlock 1993 Clerical Spells  3-15


Dispel Demonic Magic (4) Attempts to dispel (as a
Clerical Order of the Archangel Uriel Dispel Magic) magic that is derived from demonic power or
knowledge.
(Urellians) Suppress Demonic Magic (5) When cast on an
The Urellian Order is the fighting arm of the Church in individual it suppresses his ability to cast magic spells that
the war against the demons. Urellian clerics gain extra are derived from demonic power or knowledge for 6 turns.
abilities and effectiveness against demons or those using The target gets no saving throw, but has a 50% +/- 5% per
demonic powers, and are devoted to rooting out the level difference chance of successfully casting any
influences of demons among infidels and the faithful alike. attempted spell. 12” range, but no range restriction after
Prerequisites: casting.
· Wisdom of 13 or higher is required Responsibilities:
 Strength of 9 or higher is required  Members must do whatever is possible to destroy
Crystals: Members of the Order will receive one witches and demon worshippers.
healing crystal per adventure, plus the ability to purchase up  Members will always interpose themselves
to six extra crystals per game month. between demons and others. Members will always be
Raises: Each Member will receive 1 free raise from the last to retreat from demons.
the Order. Additional raises are available for free whenever  Members will insist on others regaining lost life
death resulted at the hands of demons or demon levels or correcting other demon-generated ailments
worshippers. ahead of themselves.

Weapon of Power: When a member reaches 8th level,


the Order will make a clerical weapon available to the
member on request. Usually, the weapon will be on the
order of a +1 mace (clerical) with some special effect
against demons, but based upon voluntary tithes or
documented successes against demonic groups the Order
may grant weapons of considerably greater value.
Spell Restrictions:
 All healing spells are straight dice without the
+1/die addition. This does not affect spells from
healing implements, such as clerical staves. Urelians
also do not receive wisdom-based healing bonuses.
 The following spells are denied: Hold Person (2),
Hold Monster (7), Quest (4), Stigma (4)
Additional Abilities:
 +1 to Member’s Level when dispelling demons or
demonic spells.
 + Member’s Level (max 20%) to saving throws
against demon innate abilities such as life level draining
(e.g. a 12th level member would add 12% to his saving
throw against an demon’s soul drain attack)
Additional Spells:
Reveal Demonic Influence (2) Reveals to the caster
any demon, demonic spell, or individual who is controlled
by or sworn to the service of demons, out to a range of the
caster’s level in inches.
Hold Demon (4) Holds 1-4 demons with a clerical
saving throw, or may target a single demon with a 10%
saving throw penalty. Demons of a higher level than the
caster may attempt to break out at the start of each phase at
5% chance per level difference.
Revised Warlock 1993 Clerical Spells Warlock 1993 Clerical Spells 

The Clerical Order of Hippocrates Patriarch Level - A cleric of this order who reaches
patriarch level (8th) receives an increase in the rate of
Entry requirements: “Pure” clerics only, Wisdom  regeneration from the “God, Preserve Me!” ability,
13, only a limited number of slots are available (due to regaining 2 hit points per turn instead of one. A Hippocrat
the need for extensive training). Characters with positive of patriarch level or higher need not tithe at all (unless the
combat weirdness (e.g. Mace +1 Attack) need not apply. “Limits as Paladin” weirdness applies), as long as healing
The order must be joined no later than 3rd level. services are made freely available to those who cannot
Limitations - May not use “active” clerical otherwise afford them.
implements (such as staves) of any sort. May not attack Gift From God - Instead of the standard gift from
unless first attacked. MAY deliberately put self in God, the cleric receives the “Triage” ability: 50% of the
position to be attacked, such as intercepting an incoming time, the cleric will instinctively know which fallen
monster (but the monster automatically gets the first characters are in the greatest danger of death. The rest of
blow). Attack levels due to hit dice are halved, rounding the time the cleric must rely on the traditional methods of
down. Defense levels are normal. determination. The 50% check is made per situation, not
Abilities - Receive spells as any other cleric. Only per fallen character.
spells on the Hippocratic Spell List can be used. The members of the Order of Hippocrates are of
Bonus Ability - “God, Preserve Me!”: Once per day, limited use when it comes to combat, due to their minimal
the cleric may call on his/her deity for protection. For the combat training, lack of any of the usual combat prayers
next 5 minutes (turns), the cleric receives all the benefits (such as Holy Strength) and their strong philosophy of
of a Regeneration spell, including cheating death, with “Healing, not hurting”. But, when it comes to saving the
one exception - the chance of truly dying is <hits points fallen from dying in a pool of their own blood, no other
past death level> × 2% (instead of 1%). If the cleric is cleric can perform the “hit and run” healing that a
unconscious or “dead” at the end of the 5 minutes, the Hippocrat can by using one of the Order’s variety of
ability continues to work until the cleric is conscious instant healing prayers. Likewise, when the battle is over,
again. This ability does NOT require an activate, but it none can even approach the Hippocrat’s total healing
does have to be invoked during magic phase, in lieu of capacity.
other spellcasting or activation, with the usual penalty of The healing skills of the Hippocrats are not without
losing one melee blow. price, however. In addition to lacking combat prayers,
Training - Members of this order must undergo they also lack many of the standard “utility” prayers that
extensive training until they reach patriarch level (8 th). other clerics take for granted, such as Light or Walk On
During this training, ALL spare (i.e. non-expedition) time Water. Finally, they favor a “hands-on” (literally)
and ALL monetary income are consumed by these approach to healing and the work of God in general, to
studies. the extent of eschewing any clerical implement or artifact
Spell Research - All spells marked with a * or ** in that requires activation.
the spell lists are known and taught freely by the order to When a Hippocrat is under attack or otherwise
its members. There is no charge other than the training endangered, the cleric can be heard to implore “God,
costs of the preceeding paragraph. These spells are Preserve Me!”, which seems to happen quite literally as
different from the standard spells used by other clerics the cleric temporarily acquires remarkable recuperative
and are thus not usable by them. powers, often surviving wounds that would kill even the
sturdiest fighter.
Hippocratic Spell List
Zeroth Level Spells
1) * Cure Light Wounds 5) Purify Water
2) Detect Evil 6) Sanctify Water
3) Detect Good 7) Turn Undead
4) Detect Magic
First Level Spells
1) Calm Animals 6) • Detect Life
2) ** Cure Light Wounds (Instant) 7) Hallow
3) • Detect Clerical Spell 8) Purify Food
4) • Detect Ethics 9) Reduce Fear
5) • Detect Injury 10) * Reduce Poison
Second Level Spells
1) * Cure Disease 7) Detect Water
2) Detect Alignment 8) * Empathic Cure
3) • Detect Curse 9) Find Traps
4) • Detect Disease 10) • Heal Spirit Being
5) • Detect Magical Spell 11) Tame Animals
6) • Detect Poison
Third Level Spells
1) • Benison of Courage 10) • Diagnosis
2) Calm Creatures 11) • Dispel Clerical Spell
3) * Cure Blindness 12) • Freedom
4) * Cure Deafness 13) * Heal Grievous Wound
5) * Cure Insanity 14) • Morimini in Pacem
6) * Cure Paralysis 15) * Neutralize Poison
7) * Cure Serious Wounds 16) Remove Curse
8) • Detect Food 17) * Stop Deterioration
9) • Detect Possession
Fourth Level Spells
1) * Controlled Empathic Cure 5) • Pass Safely
2) Create Water 6) • Restore 1-4 Life Levels
3) ** Cure Serious Wounds (Instant) 7) * Vari-Heal (1-4)
4) • Exorcism
Fifth Level Spells
1) Commune 6) * Non-Deterioration
2) Create Food 7) • Raise Dead
3) * Cure Critical Wounds 8) ** Regenerate (Self or Others)
4) • Dispel Control 9) • Restore 1-5 Life Levels
5) Dispel Evil 10) Sanctify Ground
Sixth Level Spells
1) • Create Air 5) • Restore 1-6 Life Levels
2) ** Cure Critical Wounds (Instant) 6) • Repair Body
3) • Dispel Demon 7) * Vari-Heal (2-5)
4) • Raise Dead and Restore 1-4 Life Levels
Seventh Level Spells
1) * Cure Very Critical Wounds 3) • Raise Dead and Restore 1-5 Life Levels
2) • Detect Untrue Answers and Statements 4) • Restore 1-7 Life Levels
Eighth Level Spells
1) ** Cure Very Critical Wounds (Instant) 3) • Raise Dead and Restore 1-6 Life Levels
2) • Dispel Magic 4) • Restore Life Levels (1-8)
• Spell must be researched or taught by another cleric to the character.
* Existing spell moved 1 level lower
** Modified version of existing spell
Clerical Order of Saint Azrael (the New Spells
Azraelites) Determine Bane: 2nd Level Spell. Allows the
This Order specializes in the battle against the member to view a creature and determine if it be undead,
Undead. spirit, some form of demon, or none of the above. The
The fighting arm of the Church in the war against the member can then decide on the appropriate type of
DeadAlive, the Azraelites gain extra abilities and clerical ability to use. Chance of success is 2 × (level +
effectiveness against all kinds of animated and wisdom + intelligence)%. A failed roll means the member
disembodied undead. While their powers are not cannot determine the creature’s type, unless a roll of 95%
enhanced against evil spirits and demons, their unique + is made, in which case the member guesses wrong.
Determine Bane power allows them to be more effective Lasts six turns. The member may permanently give up a
against such foes as well. Azraelites achieve their added 2nd level spell slot, and use this spell as an inherent
abilities by giving up the study and use of certain standard Ability, such as the Paladin sense evil ability.
clerical powers. In particular, Azraelites fixation with Resist Drain: 4th Level Ability. Gives the member a
combat (vs. undead) make them less effective at healing saving throw against undead life level draining, where no
abilities of all kinds. The Symbol of the Azraelites is the saving throw was given before. A successful roll halves
Winged Skull. (rounded down) the number of lives lost. If a saving
Prerequisites: throw was already available, it is increased by 10%. Lasts
· Wisdom of 13 or higher is required six turns. The member may permanently give up a 4 th level
· Intelligence of 9 or higher is required spell slot, and gain use of this spell as an inherent
 Strength of 9 or higher is required resistance, always on.
Crystals: Members of the Order may purchase up to Compel Undead to Speak Truth: 4th Level Ability.
one healing crystal every game week, for 700 gold pieces Compels a single undead target to truthfully answer the
apiece. member’s questions for 6 turns. Of course, if the undead
Raises: Each Member will receive 1 free raise from is attempting to kill the member, the answers might not be
the Order. Additional raises are available for free easily audible.
whenever death resulted at the hands of undead or Hold Undead: 4th Level Ability. Does not work upon
necromancers. animated undead, only self-motivated undead creatures.
Money: The member must make his tithe to the Holds 1-4 undead with clerical saving throw, or may
Azrael Order. Additional funds will be appreciated by the target a single undead with a 10% saving throw penalty.
Order, and may result in faster promotion of the member Liberate Soul: 5th Level Ability. A high level spell
within the Order and the loan of appropriate relics to the that prevents a body from becoming undead. Duration on
member. a living person is one hour per level of the caster. If cast
Weapon of Power: When a member reaches 8th on a dead body, that body cannot ever be made into an
level, the Order will make a clerical weapon available to undead (a successful raise erases the Liberate Soul). The
the member, if he requests one. Usually, the weapon will member must permanently give up a 5 th level spell slot,
be on the order of a +1 mace (clerical), but based upon and gain use of this spell as an inherent Ability.
voluntary tithes or documented successes against undead Shrive: 6th Level Ability. Increases the chance of
groups, the Order may well grant Weapons of increasing a deceased character’s chance of raising by 2%
considerably greater value, either initially or at a later (3% for non-clerical types). Once used, the effect upon
time. the body lasts for one hour. A cleric may use this spell
Other Organizations: Members will give their first upon a body, which has been dead for not more than one
allegiance to the Azraelite Order, but must work with and hour per level of the caster death. May only be used once
assist as needed any other Orders recognized by the a week, and uses the spell slot for the entire week. The
Church. member may permanently give up a 6 th level spell slot,
and use this spell as an inherent Ability.
Additional Clerical Abilities: Speak with Dead: 5th Level Ability. Allows the
Descriptions member to speak with the Dead. The member may reach
back to those who have been dead for the member’s level
+1 to Member’s Level when Turning Undead in years. With special preparations, rituals and time
+1 to Member’s Level on number of Undead turned invested, the member may reach back 10 × level in years.
or dispelled Lasts six turns. The member may permanently give up a
+ Member’s Level (max 20%) to Saving Throws 5th level spell slot, and use this spell as an inherent
against Undead innate abilities, such as life level draining Ability.
(e.g. a 12th level member would add 12% to his saving
throw against an undead’s soul drain attack)
 Warlock 1993 Clerical Spells Revised Warlock 1993 Clerical Spells

Azraelite Responsibilities Azrael Background


Members must do whatever is possible to destroy Azrael is the archangel who parts the soul from the
Necromancers. body at death, and the therefore otherwise known as the
Members will always interpose themselves between “angel of death.” Azrael is often (unjustly) viewed in a
undead and others. Members will always be the last one harsh light, due to the association with death.
to retreat from undead. Azrael appears in black robes with black wings. The
Members must acquire scrolls of Protection vs. sight of Azrael’s wings are a sign of approaching death.
Undead whenever possible (i.e. on magic picks). Azraelites emphasize the good points of death,
Members cannot abide items of life-level draining; namely that it is the great equalizer, and that death allows
they will go to extraordinary lengths to ‘lose’ such items. the righteous to go to heaven. Undead are an
Members will insist on others regaining lost life abomination to them, creatures whose souls have been
levels or correcting other undead-generated ailments stolen from Azrael’s grasp by the powers of evil.
ahead of themselves - giving others higher level restore Azraelites always attend funerals and burials, and are
spells, if it makes a difference. often called when someone is near death, to help them on
Members must use the Liberate Soul spell upon their way. However, Azraelites have a similar reputation
themselves when possible, before engaging in combat to that of undertakers, and are often viewed as omens of
with Undead, or take Liberate Soul as a permanent, approaching death.
inherent ability.
Azraelite Restrictions
Azraelites do not learn, and may not use, the following
clerical abilities:
 Hold Person
 Quest
 Hold Monster
 Insect Plague
 Finger of Death
 Restore Scarabs vs. EHP’s
 Fear and Great Fear
 All Azrael Heals receive no Healing bonus
(1), and has the affect of a Bless (2) within the radius of
Clerical Order of the Archangel Michael the light (normally 3”). The spell lasts for 6 turns, unless
the sword is broken, dropped, or released, in which case
(Michaelines) the weapon disappears immediately. The casting cleric
may use this sword.
The Michaeline Order is the Guardian of the Faithful.
They protect pilgrims and holy sites and are in the Rite of Trial by Combat (1) Sanctifies a single one-
vanguard of the armies of the church. Michaeline chapter on-one combat to settle a matter of honor. The rite takes
houses are often found in cities that have important holy 10 minutes to perform, and gives whichever combatant is
sites or that are on pilgrimage routes. Michaeline clerics judged in the right by the referee a single automatic
do not lead churches, they lead fighting forces that defend critical, with random location but 3 rd column seriousness,
the faithful wherever they may be. at a moment in the combat of the referee’s choosing. The
loser of the combat (by death, unconciousness , or
Prerequisites:
 Strength of 11 or higher is required surrender) must abide by the verdict as if Quested, and
may be Stigmatized if appropriate to the crime.
Warrior Priests and Paladins may join the order, but
use their own fighter ability progressions. Fighter Abilities: Michaelines get one fighter ability
every 3 levels, starting at 1 st (i.e. 1st, 4th, 7th, etc.). The
Chapter House: Michaelines do not build castles or ability chosen can be any level up to and including 4 th, but
churches, but instead found chapter houses of their order, must follow the normal ability progressions (meaning that
and only in response to a true need. When first built, a weapon +1 must be taken before weapon +2).
chapter house will attract 1d4 of Michaeline clerics, of up Michaelines follow the usual weapon restrictions for
to 50% of the character’s level rolled randomly. Each clerics.
time the player character goes up a level, a percentile roll
less than or equal to the character’s charisma will attract Responsibilities: Michaelines must defend the
another cleric of up to 50% of the character’s current faithful. They may never abandon a member of the faith
level. Additional clerics and fighters can be hired at who is still living.
normal advertising costs, but at only 50% salary.
Crystals: Members of the Order who have not
founded their own chapter house will receive one healing
crystal per adventure, plus the ability to purchase up to six
extra crystals per game month.
Raises: Each Member will receive 1 free raise from
the Order. Additional raises are available for free
whenever the death was in the defense of the faithful.
Spell Restrictions:
 All healing spells are straight dice without the
+1/die addition. This does not affect spells from
healing implements, such as clerical staves.
Michaelines also do not receive wisdom-based
healing bonuses.
 Turns and dispels are cast at ½ level.
 The following spells are denied: Reduce Fear
(1), Calm Animals (1), Sanctuary (2), Tame Animals
(2), Calm Creatures (3), Greater Sanctuary (4).
Additional Spells:
Bless Weapon (1) As Evil’s Bane (3), but makes the
weapon +0 vs. evil for cleric’s level in turns.
Minor Evil’s Bane (2) As Evil’s Bane (3), but makes
the weapon +1 vs. evil.
Minor Ward Weapons (2) As Ward Weapons (3), but
subtracts only 1 per die.
Summon Holy Sword (6) Creates a sword of the
cleric’s choice that is +3 attack, +3 vs. evil, radiates Light
3) That there is a connection between the natural
Magic Spells elements and the powers of magic.
Magic users and magic using combination characters Concept #1 leads to the concept of Spell Points, a
may use magic spells. As a magic user reaches a new measure of the amount of psychic effort required to cast a
experience level, he chooses spells to make up the given spell. Any magic user has a limited number of these
difference between what he already knows and his new points, and each spell drains the caster at some rate. Magic
limits as given in the magic user progression table. For users of higher level, and therefore with more experience in
example, a magic user has just become 3rd level. She handling the forces of magic, have more Spell Points, and
already knew two different 1st level spells, and now can thus can cast more spells per day. Magic users with higher
learn a 2nd level spell. The magic user memorizes these intelligence have more mental stamina to start with, and
new spells and then is able to use them at any time as long thus also get more Spell Points.
as she has sufficient energy, measured in spell points, to Concept #2 is behind the concept of Spell Levels, since
cast the spells. Spell points are calculated by adding the hit each level contains spells of approximately the same degree
points and level of the magic user and making any of control of magical forces. Thus, while a Sleep spell may
adjustments based on Intelligence (see Bonuses and cost 3 Spell Points, and Detect Water only 1, both are
Penalties in section 1). Thus, a magic user of Intelligence basically the same levels of complexity in the magical
12, who is 5th level and takes 13 hit points would have 18 forces used and controlled by the caster. Therefore, a spell
spell points per game day. Note that more difficult spells of higher Level may not necessarily have a higher Spell
cost more spell points to cast, and thus can be thrown fewer Point cost, since the two measure different things.
times by a magic user during any one day than a cheap Concept #3 gives us the basic idea of Magic Classes.
spell. A magic user may not exceed his spell point These Classes, explained further in the basic rules on Magic
allotment per day except in order to directly save his own In Practice, follow the four classical elements of Earth, Fire,
life. His life saving margin of spell points is equal in size to Water and Air, with two other classes appropriate to magic,
the margin of hits he possesses between unconsciousness Personal Will, and Outside Forces. All magical spells may
and death. In other words, if he takes 13 hits as above, and be assigned to one of these six Classes, whether directly due
dies after taking 17 hits, he has a 4 spell point margin for to their nature (Fireball in the Fire Class, for example) or
emergencies. A magic user may use part or this entire due to their symbolic feeling, which is a thing important to
margin in an emergency as detailed below. most magic. Thus, Lightning spells are in the Air Class,
Magic users and elves use the regular magical spells. since natural lightning comes from the sky. By devoting his
Illusionists use the illusion spell list provided for their class, study to one of these Magic Classes, a magic user improves
and Spellsingers use spellsongs from the list for their class. his ability to cast spells of that type, as explained elsewhere.
Clerics use only clerical spells, with their own set of rules. Thus we have the limits on what levels of spells a
The only spells usable by a fighter or thief are in the form of magic user can cast in relation to his own level of
special scrolls activated by anyone capable of reading them experience (see Advancement tables), and also the limit on
via a Read Magic spell or magic item. his own personal ability to throw spells in general, reflected
In the case of a damaging spell such as a lightning bolt, by his spell points. As you can see from the Advancement
the amount of damage done is usually one six sided die for tables, there is a limit to the number of different spells,
each level of the caster (but can be reduced by the caster if which a magic user can learn, based on the level of the
desired). This damage is to be applied to everyone hit by magic user. This is because we have assumed that there is
the spell (not divided) unless otherwise protected. There are at least some difficulty in mastering any given spell, and
some spells, which do less than one die of damage per level that attempting to learn more than one’s capacity, based on
of the caster, and these are noted in the spell descriptions. one’s abilities and experience, could cause disastrous
Assume one die per level of the caster otherwise. When a results. Rather than use a system of measuring the
spell is cast on a being or object that then makes their or its likelihood of spell casting errors, we limit the number of
Saving Throw, the amount of damage done is normally cut known spells to that which a magic user at each level can
in half, unless the spell description states otherwise. Thus, cast without error under normal conditions.
the recipient of a 6 die lightning bolt will only take 3 dice of Once a magic user has memorized a spell, he has it at
damage upon making a Saving Throw successfully. the tip of his tongue (or finger) and may use that or any
other memorized spell as long as his spell points last. For
Magic in Theory example, a 12th level magic user with 40 spell points could
spend them all in casting first level spells (somewhere
While, in history and in fantasy, there have been many between 10 and 40 of them) if they so desired, or on some
ideas of just how magic worked, we chose to adopt a combination of higher level spells (which is a much more
relatively straightforward set of concepts: likely case).
1) That magic takes effort on the part of the magic The main thing to remember is that there is a difference
user. between magic and miracles. Magic has its own consistent
2) That magic requires control of various forces. rules and limits. Just because you think it would be nice to
have a spell does not mean it should exist. A first level

Warlock Magic Spells  4-1


 Warlock Magic Spells Revised Warlock Magic Spells

spell of Obliterate Enemy might be useful, but not good, If a spell caster is interrupted (paralyzed, knocked out,
since it would be completely out of line with the other first etc.) before halfway through the casting, the spell dissipates.
level spells. We realize that this example is a silly extreme, If the caster is interrupted after at least half of the spell is
but we have seen many suggested spells that had to be cast, however, then the magic energies that have been
turned down for just that reason. You may notice that some gathered may no longer be suppressed. Unless the caster is
of the spells on our lists do not match those published by slain or his mind destroyed, the spell will go off as
others as to Spell Level. The reason is simple; if a spell is scheduled. In both cases the magic user has activated magic
too powerful to be controlled as a first level spell, we do not and needs the time required by that spell to be able to throw
allow it to be a first level spell. Just remember that in your again.
own play, and you won’t run into the problem of what to do Third, the spell caster must check if he actually hit his
when the enemy magic user throws his 4000 die X-ray intended target. Personal spells do not need to be aimed.
Laser spell at you, when you know that the guy is only a 5 th Success in hitting an area or individual is resolved by
level magic user. Magic without limits is not usable in a consulting the Magic Archery Table on page 7 and making
game, and isn’t feasible in a world of any kind, real or a percentile roll. The top lines of this table give the basic
imaginary. chance of hitting at various ranges. To hit, the roll must
equal or be less than this base after adjustments. The
Casting Magic adjustments to the base are given in the next four tables.
There are a few steps to be followed when casting Note that as with the combat system, a roll of 00 will always
magic and resolving the effects. hit and a 95 or more will always miss. A sufficiently high
First, the magic user must know the spell and have roll can fumble.
enough spell points left to cast it. Also, he must be able to If the roll indicates failure, then the caster’s aim was
aim the spell (usually by pointing) and sub-vocalize it. This bad and the spell scatters. The referee should roll on the
means that he can’t be paralyzed and must be able to see the lower table once for each direction in which scatter may
target or area to be hit. Additionally, he must be able to occur. Each roll is a percentile number and an additional
direct sufficient attention to hitting the target. For example, die as a determiner for each dimension the spell can scatter:
if a magic user is engaged in physical combat against one Left/right; high/low; long/short; bigger/smaller. The
opponent, he can’t take time out to fire a spell somewhere percentile number indicates the amount of scatter and the
else. He can cast a spell on himself or in the direction of his additional die indicates whether a miss goes left or right,
opponent, and that is the limit. Furthermore, if the caster is high or low, and so on. For example, a spell pellet may
casting one of his highest level magic spells, the strain of normally scatter in each of three directions (vertically,
doing so prevents the caster from taking any blows or laterally, and in distance). Cone spells are an example of a
parries in the following melee phase, and he will defend at spell that can only scatter in the first two dimensions. Vari-
0th level if anyone takes blows on him. spells can scatter in all four. If the miss was bad enough to
Second, magic takes time to cast. If many characters fumble, then the scatter distance is doubled. An individual
perform actions in the Magic and Archery portion of a spell that scatters does not hit its intended target, even if the
phase, then the order in which things occur is determined by rolls indicate zero scatter distance. Another target may lie
the dexterity count of each action, as described under “Time along the actual line of fire, though.
and Movement”. The basic dexterity count formula If the caster was not interrupted in the act of casting,
indicates when a caster starts his spell. The delay in casting then this procedure gives the final location of the spell.
is 1 dexterity count per spell point. Otherwise, an additional step is required. When a caster is
Very high cost spells may finish casting at negative knocked out (paralyzed, etc.) during casting, additional
dexterity counts by this formula. Melee may be considered scatter is automatic from the position determined above.
to start at dexterity count 0. Any spells that finish after that Further scatter distance is determined for each possible
point may therefore be resolved after the first blows of direction of scatter and then multiplied by the number of
melee. Recall that there are 100 dexterity counts in a phase. dexterity counts before the spell casting that the caster was
A few spells take longer than this to cast and are resolved interrupted. This is the actual destination of the spell.
on the following phase. Obviously, a high-spell point cost spell can scatter a long
Note the Blows vs. Dexterity table in the Combat distance if the caster is interrupted midway through it.
section can be used to mix magic, archery, and combat. Fourth, the referee should determine who was affected
This is an experimental table to be used only to determine by the spell. Spells that can affect multiple targets have a
who goes off first if it would affect the outcome of a battle defined shape, either an area or a volume, centered at the
in some fashion. You will not need to refer to it unless a targeted spell location. Certain spells with physical effects
blow might have stopped a spell from going off, etc. (such as Lightning Bolt or Fireball) must expand to their
It also takes time to stop a spell, at least voluntarily. It full size, blowing open doors or spreading around corners as
takes a time equal to (36-DEX)/4 dexterity counts to do so necessary. For nonphysical spells, though, the caster must
after the count at which the decision is made. If this is less be able to see the area and, in effect, impose his will upon it.
than halfway through the spell, then the spell may be Thus, area spells of this type are stopped by walls, doors,
stopped, with only a fraction of the spell points being used. thick bushes, and so on. In any case, however, any part of

4-2  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

the spell that lies beyond its maximum range or beyond 24” extra spell points. This “spell point margin” is equal in size
ceases to exist. to his Death Margin of Hits. A magic user may use part or
Once the area occupied by a spell is determined, all this entire margin in an emergency. If he casts a spell that
entities in that area are affected. Certain spells (such as would use up more than the remaining points of his margin,
Hold Person) only affect a limited number of targets. In this he falls unconscious for 1-6 turns and cannot cast any magic
case, targets are chosen randomly from the set of nor activate any magical implements for the rest of that day.
candidates. If the referee is determining the positions of He also moves (after awakening) at ½ his normal movement
characters by the locations of miniatures on a tabletop, then speed for whatever he is carrying for the rest of the day.
sometimes a character will lie on the boundary of a spell as Furthermore, if the remaining points in the margin were not
measured by his distance from the spell center. In such enough to complete at least half of the life-or-death spell, it
cases, the referee should judge what fraction of the simply fails to go off and the caster falls unconscious
character is in the spell and check the chance (with that anyway.
probability) that the character is completely affected or not Magic spells cast by items generally follows the same
affected by the spell. rules as spells cast by finger, whether a magic user or some
Fifth, the effect of the spell must be determined. In other character wields the item. If the item is a spell-storing
Warlock, magic does not always work to its maximum item filled by a character, then the delay in casting is the
potential. Thus, every living being and some magically same as the delay to the character who filled it (in other
enchanted items have some degree of innate resistance, words, the delay is equal to that character’s spell point cost
called a Saving Throw, versus magic. This is a die roll. If it for that spell). For most items though, there is no spell
is made, the spell will have only a reduced effect or no point cost involved, so the delay in casting is a number of
effect on its target. Dexterity Counts equal to the level of the spell being cast.
Non-damaging spells usually have an all-or-nothing Wands and staves require a spell to activate, and the casting
effect on the target. For example, if a Charm Insect spell is of that spell is used to figure the delay. Incidentally, the
thrown at an insect and it rolls the appropriate Saving one-per-turn limit to activating magical implements applies
Throw (10 or less on percentile dice for most normal to all characters, not just magic users. All items that cast
insects), then the insect goes its way undisturbed. A very spells have an inherent level, typically 10 th, and cast spells
few spells of this kind (such as Power Word) have a partial as a magic user of that level would.
effect if the Saving Throw is successful. Of course, anyone
may will himself to be affected by the magic if he knows it Common Spell Descriptions
is coming, and he may wish to do so in the case of Certain types of spell occur many times in the spell
beneficial magic. You may not wish to do this if you expect tables with only one or two distinctions between different
a damage-causing spell to be thrown on you during the spells of the same type. Since spells of a type basically
same phase – it could be bad for your health! operate in the same way, the common rules for using all of
If the spell causes damage, then each person takes them are given here. Individual differences are explained in
damage based on the level of the spell. A 10 th-level Fireball the spell descriptions. The spell type will be found there as
hitting 3 people does damage based on 10 dice to each a part of the spell name.
person (not 3 1/3 dice each). Beings who make their Saving Ball: This describes a spell shape that is a sphere
Throws take half this damage (roll half as many dice). The created by an explosion. The standard sphere is 2” in
damage to each being is rolled separately. (The referee may radius. Other ball sizes are possible, but these are identified
choose to ignore this in certain extreme cases, such as 500 either by a prefix in the spell title (e. g., Maxi-Ball) or
goblins being hit by a single Macro-Ball spell.) The results explicitly in the spell description. If the size is not
of rolling the damage individually are generally worth the specified, assume the standard size. Seen from above, a ball
extra time. It means that a single spell will not have as spell will affect a circular area. Always remember,
extreme an effect as is otherwise possible, since an however, that the true shape is a sphere, not just a circle. If
individual roll of the dice won’t affect everyone. the spell is confined it will expand in whatever directions
Finally, there are just a few extra rules concerning the are available to fill its normal volume. In this case, the
casting of magic. Under most conditions, a magic user may outside free surfaces of the spell will all be the same
not cast more than one spell, or activate more than one distance from the origin of the explosion. For example, a
magical implement, per turn (6 phases). Thus, a magic user ball detonated against the ground will expand to fill a
who cast a spell on phase 3 of a battle could not cast another hemisphere 2 ½” in radius.
spell or activate any magic implements until phase 9 of that Ball spells originate as a pellet fired by the caster to the
battle. The only exceptions to this rule are stated in the desired point of detonation. If this pellet should strike an
spell descriptions. obstacle before arriving, then it will bounce off at an angle
Normally, the number of spell points a magic user has like a physical object (think of a billiard ball). The pellet
act as a limit to the amount of magic he can cast per day. will explode when it has traveled the intended distance (a
That number of spell points may be slightly exceeded under time fuse, if you will).
conditions that the referee will agree constitute a life-or-
death situation as follows: Any magic user has a margin of

Warlock Magic Spells  4-3


 Warlock Magic Spells Revised Warlock Magic Spells

The only exception to this are the various Microball additionally the target is allowed a new Saving Throw to
and “Ball of” spells, which are designed to discharge or end the spell.
detonate on impact. Generally an individual may control more than one
Bolt: This is a spell that is cast as a pellet like a ball target at a time to the limit of his attention, but he may not
spell. At the point of detonation, the pellet becomes a shape control targets acquired from more than one control spell.
6” long in the direction it was traveling and no more than Also, no individual may be under the influence of multiple
¾” wide. The caster may narrow the bolt down to ¼” but control spells - a new spell breaks the effect of the old one.
may not normally change the length. This is true of other A controlled individual may control others.
length bolts as well, which are identified by a prefix in the Duration: Any control spell ends if the caster dies,
spell title (e.g., Mini-Bolt) or explicitly in the spell becomes unconscious, or moves out of the spell range of the
description. target. Additionally, some spells have a given maximum
If the spell pellet strikes an object before traveling its duration.
intended distance, then it will rebound like a physical Cones: This describes a spell shape, specifically a
object. This will change the direction the bolt travels after solid cone emanating directly from the caster’s finger (or
detonation, because the motion of the pellet determines that appropriate appendage). A standard 6” cone is that length
just as it explodes. If the bolt strikes a large obstacle such in the desired direction and 3” in diameter at the far end.
as a wall, it will stop expanding at that point and gouge out Other cone sizes are possible, but these are identified either
a hole in the obstruction. Certain unusual surfaces, such as by a prefix in the spell title (e.g., Maxi-Cone) or explicitly
polished steel or magically reinforced walls, will not be in the spell description. If the size of the cone is not
damaged by the bolt but will instead cause it to reflect specified, assume the standard size.
directly back along its previous path. In this case, a bolt When fired horizontally, a cone affects a triangular area
that inflicts magical damage will do so each time it passes as seen from above. The true shape of the spell may
through a person. A bolt may not turn through more than sometimes have to be considered, though. For example, a
360º by successive reflections (it ends instead). So the good cone fired at the ground from overhead will affect a circular
news is you will only be in your own spell twice if you area.
somehow shoot your bolt sideways in a 1” wide corridor. Detect spells: This kind of spell gives a yes or no
The bad news is you will take at least your level, possibly answer about a particular substance, concept, or form of
twice your level, in dice of damage. Most magic users will energy within range. The target of the Detect does not
not survive this, so be careful where you aim your bolt make a Saving Throw. A Detect may be used in three ways:
spells! 1: It says whether the thing it detects is anywhere within
Charm, Hold, and Control spells: These spells allow range, and gives an azimuth with an error of 60º (the
the caster to take control of the actions of one or more referee selects a direction randomly distributed in a
entities of a particular type. If the spell affects multiple 120º cone).
targets, then the area of the spell is 6” ×6” square. If the 2: The Detection is focused on a chosen direction. If the
spell affects a limited number of targets, then the actual thing it detects is in that direction, detection is certain.
targets are chosen randomly from among those in the area. If the thing it detects is not within 60º, detection is
Each target makes a Saving Throw versus being affected at impossible. For intermediate directions, the detection
all. Those who fail are immobilized for 10 seconds chance drops linearly with angle from 1 to 0. To sweep
(meaning until after magic is cast on the following phase). a complete circle this way takes 6 phases, and a sphere
After that, affected targets must obey the caster’s commands takes 12.
for the duration of the spell. When the spell ends for any 3: It says whether the item or location it is directed at have
reason, the target is again immobilized for 10 seconds. the property it detects.
Most control spells allow the target to understand the Duration: Instantaneous as a cast spell. Detects are
orders of the caster. These orders must be vocalized to have often built into items as continuous spells, however. Range:
any effect unless the target of the spell does not normally 1”/level of caster or item (or per IQ point of a sword, an
vocalize (the target of Charm Plant, for example). A target exception) to a maximum of 24”.
that receives no comprehensible orders may do as he Measure spells: A spell of this kind generally acts as a
wishes. A target continues to fulfill any old orders, if Detect. Additionally, Measure gives a numeric or multiple-
possible, until a new order is received. These commands choice answer about that which it Detects (or that which has
may need interpretation by the target in some cases. If so, already been found if the spell doesn’t contain a Detect).
the target must use his judgment in carrying out the caster’s Duration: as Detect. Range: as Detect.
intention honestly. Walls: Wall spells can be cast in two basic shapes as
The controlled being may not be ordered to commit desired by the caster. The first is a simple plane, 6” long by
suicide or to do anything that will result unavoidably in his 2” high by ½” thick. The second is a cylinder of the same
death. Thus, a target may be ordered to fight a hopeless height and thickness and 3” in diameter. A wall spell is
battle on behalf of the caster, since there is always a chance always cast upright resting on the ground and cannot, for
of victory, but could not be directed to walk into a pit of example, be materialized above an opponent’s head to crush
molten lava. Orders of this type are simply not fulfilled and him. If a wall spell is cast in such a way that a solid object

4-4  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

(such as a physical wall, ceiling, or a person) prevents the Mini: This indicates a spell of ½ the normal radius or
wall from reaching its maximum dimensions, the magical length of the basic type of spell, or in some other way of
wall simply stops at the point of contact, possibly forming a reduced effect. Thus a Mini-Bolt is 3” long, a Mini-Ball 1”
closed container. If a flat wall is being created, then it may in radius.
be thought of as growing outward from the center of its Maxi: This indicates an improved coverage by the
bottom edge until obstructed. If a cylindrical wall is spell. In the case of a Maxi-Sleep spell, the effect is much
created, then it may be thought of as expanding outward greater than that of a Sleep spell, but of limited duration.
from the point on the bottom edge nearest the caster. Mega: This indicates a further stage of enlargement.
Magical walls are either immaterial or solid. For example, Mega-Ball is 4” in radius, but with reduced
Immaterial walls (light, dark, and so on) may be passed damage effects.
through freely, possibly after suffering damage or other Macro: This is the descriptive term indicating an
effects. Material walls, though, may not be passed through enormous effect. For example, a Macro-Ball spell is 6” R.
unless a hole is made. To make a hole requires inflicting hit
points of damage equal to the hit points of the wall, which Magic Classes
are the level of the spell caster times the level of the spell. Magical spells are divided into six classes based on
For example, a seventh level magic user creates an Ice Wall their effects. All magic-using characters must pick a magic
with 28 hit points. Each kind of wall subtracts a particular class specialty when they are able to select their first
amount of damage, called a threshold, from any attempt to second-level spell.
damage it, and the remainder is the actual damage done. Whenever a magic-using person throws a spell from
Damaging spells do full damage without a Saving Throw. this specialty class, the spell point cost is 10% less than it
Some forms of damage (for example, poison gas) may in would normally be. (Round fractions off, with a minimum
the judgment of the referee do no damage to most walls. adjustment of 1.) Specialization and special characteristics
Some, such as fire versus an Ice Wall, may do more damage do stack. Only passive spells (Detects, Read Magic, and
by ignoring the damage threshold. If a hole is made with similar spells) may be reduced to 0 spell points, and the
weapon blows, it will be barely man-sized. A large-area maintenance cost on maintained spells may never go below
spell, however, will damage or destroy the entire length of 1. On the other hand, whenever a character throws a spell
wall in the spell. from the magic class that is opposite the specialty, the cost
adjustment is reversed. The column headed Magic Class on
Spell Modifiers
the tables gives the class of each spell. The classes are:
The following prefixes tell you about how the spell is 1: Earth, Body, and Inanimate magic.
different from the basic spell of that type: 2: Fire and Destructive magic.
Vari: This prefix indicates that the caster of the spell 3: Magic of the Personal will, the general ‘Magical’
can make the length or radius of the spell varies from nearly effects.
zero to the maximum normal size of that spell. The caster 4: Magic of Outside Forces, Spirits, and Detection.
has full control over this change; that is, the caster can state 5: Water, Life, and Cold magic.
that “I want that Vari-Ball to have a radius of 1.4 inches” 6: Air, Electricity, Light, and Heat magic.
and it will have that radius when it explodes. This does not The three pairs of opposite classes are 1 and 6, 2 and 5,
mean that they will always be able to tell just what size is and 3 and 4.
needed, however. When this or any other prefix is attached Certain spells have been placed in their classes as a
to a Bolt spell, the spell is assumed to be a Lightning Bolt. matter of playability or in order to avoid philosophical
Thus a Vari-Bolt or a Mini-Bolt are both of the lightning debate over the actual basis of a type of spell. These
variety. In the same context, Ball Spells are assumed to be exceptions are minor, and I hope you will forgive us for
Fire unless stated otherwise. Thus, Vari-Ball is short for them, for they were necessary.
Variable Fireball. A referee just setting up a campaign by our rules should
Micro: This prefix attached to a spell indicates not one consider the concept of spell classes to be optional until the
but two modifications. The first is that it is a magical rest of the system is familiar, especially if a lot of the
sniping weapon, and can be aimed at any visible target players are beginners.
within range. The other modification is that this type of
spell may be fired every phase instead of every turn, as Researching Magic
normal magic is. This allows a magic user to fire a Micro
spell of whichever type he is using at a different target each We have found that, in beginning a series of games, it
phase, indefinitely (or as long as his spell points last). Each is worthwhile to limit the spells available to magic users.
Micro-whatever costs the spell points listed for that spell in This gives them an incentive for finding the lairs of hostile
the spell table, which makes the rapid-fire advantage an magic users (in order to find books of spells) or seeking out
expensive one. Once the magic caster stops firing, he may friendly higher level magic users (which often leads to
not cast a spell of any type for the normal 6-phase time adventures) or researching new spells on their own.
period. Researching spells in our system is done by the following
formula: The cost of researching any spell, in both spell

Warlock Magic Spells  4-5


 Warlock Magic Spells Revised Warlock Magic Spells

points and gold pieces, is 25 (Spell Point Cost of Spell + of the spell, the range of the spell in inches, and its size and
Level of Spell)(Level of Spell squared). This means that for shape. These last three are sometimes hard to summarize in
a first level spell costing 3 spell points to cast, it is 25 × (3 + a table, so some explanation is required.
1) × (1 × 1), which equals 100 spell points and gold pieces. In the table, “*” indicates that the actual spell
That isn’t much, although it is a few weeks of work for a description should be consulted for a full explanation. The
low-level magic user. Now, when you want to research a 4 th mark of “**” means that the general spell descriptions
level spell costing 6 spell points to throw, the numbers should be consulted. For many spells, the duration, range, or
become 25 × (6 + 4) × (4 × 4), which is 4000. Higher level size depends on the level of the caster. Here “L” is short for
spells are time- and money-consuming. The Magic Spell that level.
Research Cost on page 8 provides a convenient reference For the spell duration, the time given is for the primary
for this cost. effect of the spell. Many spells last for a fixed duration as
No magic user may research a spell of a level higher given. In some cases the duration is indefinite - the spell
than that he is capable of throwing. A spell may not used or lasts until it is dispelled, or it is broken by a particular
taught to others until the mage is able to throw the spell. circumstance, as described for each such spell. Spells that
You can find it useful to start research early, so that when last for shorter times will also be terminated by a dispel.
the mage has an openning available it will take very little Some spells cause a permanent effect, such as damage-
time to finish the research. For example, an 7 th mage may causing spells, or being turned to stone. For these cases, the
take Haste as the first 4 th level spell, because it is known and time given is the time it takes for the effect to happen, not
can be learned quickly. Research can then start on a new 4 th how long it lasts.
level spell that is not yet known. If research would be The Range column gives the distance the spell can be
completed before reaching 8th level, the research stops just 1 cast, and in some cases the maximum distance at which it
spell point shy of completion until there is a spell opening has an effect, shown in parentheses. For example,
for that spell. In this way you can often have spells ready or Ventriloquism (1M) can only be thrown on yourself, and
close to ready when you have a new openning for a higher hence it has a range of 0, but it allows you to throw your
level spell. voice 6 inches, a 6 inch effect. In most cases, the effect
No magic user may change spells once learned, so it is range is not given, but is easily determined from the spell
often useful not to learn a new spell when reaching a new shape and size. Spells with a range of zero either affect just
experience level, so that a useful new spell may be learned the caster (e.g., Protection, 1M), are centered on the caster
later. Being drained life levels does change the list, either. (e.g., Light, 1M), or start at the caster’s finger (e.g., Cold
Once a Mage has researched a new spell and has Cone, 3M). “Sight” means the range is limited only by the
memorized it, the Mage may teach it to other Mages freely magic user’s vision.
or sell the rights to it in order to recover some of the The last column on the spell table is the size and shape
expended gold. The spell can also be written down for of what can be affected by the spell. Most of the shapes are
another Mage, allowing that other Mage to learn the spell at defined above. Others are as follows: “Self” means only
a later date for no spell point cost. The time it takes to do the caster can be affected. “Individual” means that only an
this is one hour per level of the spell. For a smaller individual being or object can be affected. “Area” means a
investment of time, equal to (spell point cost) × (level) in box-shaped area of the length, width, and height given. For
minutes, notes can be written for a spell that will reduce the a “beam”, the dimensions given are the length and diameter
research cost for another Mage by a factor of five. of the beam. The same applies for a “jet”; however, solid
At the discretion of the referee, players may invent and objects in its path may deflect a jet. Spells with a radius
research new spells. Any referees should obtain a careful affect a volume similarly to a ball, but there is no
description of the new spell and agree as to its level and cost compression modification if walls get in the way.
before it is researched and used. A little work should allow
comparison with an existing spell.
For purposes of starting a series of games, we suggest
that you allow only a few basic first level spells to be
available, with others needing to be found or researched.
The ones we recommend as a basic list of ten known spells
are Charm Person, Detect Magic, Hold Portal, Light, Match,
Protection, Read Languages, Read Magic, and Sleep.
(Equivalent lists may be devised for Illusionists and Spell
Singers.) These allow beginning magic users to have
something to work with, and a lot to work for.
Spell Tables
The spell tables provide a convenient list of all spells
alphabetized for each level. For each spell, the table gives
the magic class, the cost for throwing the spell, the duration

4-6  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

Magic Archery Table


Range 0-3 4-6 7-9 10-12 13-18 19-24 25-36 37-48
Base 75 70 65 60 55 50 45 40

Modifiers Due to Caster Base adjustment


Caster’s Dexterity + Dex
Caster’s Level + Level  20
Caster has Good/Poor Aim with Spells weirdness +5/-5
Caster’s Movement / Caster in melee (Use largest only) -1 per inch / -10
Caster Damaged while casting -10

Modifiers Due to Single Target Base adjustment


Target’s Movement / Target is in Melee (Use largest only) -1 per inch / -10
Target is Dodging -10
Target is 1/3 / 2/3 Concealed -10 / -20
Target is Displaced -10

Modifiers Due to Area Target Base adjustment


Movement of target area (Group) -1 per inch
Firing past Small / Large Obstacle -10 / -20
Edge of spell through melee, per occurrence -10
Easy / Medium / Difficult Placement 0 / -10 / -20

Other Modifiers Base adjustment


Unusual Casting Position -20
Firing Through a Melee (Projectile spells only) -10
Fixed Range Spell (such as a Cone spell) +5
Variable-size spell -10
Individual, non-physical spell (such as Charms) +15
A roll of 00 always hits. A roll of 95+ always scatters.
A fumble doubles the scatter distance. A critical has no special effect.

Scatter Distance
0 ¼ ½ ¾ 1 1½ 2 3 4
0-3 00-09 10-69 70-99
R 4-6 00-09 10-54 55-84 85-99
a 7-12 00-09 10-45 46-72 73-90 91-99
n 13-18 00-09 10-35 36-56 57-73 74-90 91-99
g 19-24 00-09 10-29 30-47 48-62 63-79 80-94 95-99
e 25-36 00-09 10-23 24-36 37-47 48-62 63-78 79-94 95-99
37-48 00-09 10-20 21-30 31-39 40-52 53-66 67-83 84-96 97-99
Distances are in game inches.
Roll once for each direction in which scatter can occur.
All scatters are measured from the pellet of the spell or from the center of the area, if the spell has no pellet.
For a Cone spell this is halfway down the apex of the cone.
If the caster is dropped before finishing a spell: First, check for scatter normally. Then multiply all distances by
the number of counts remaining in the spell from the point the caster dropped. Note: The caster must still be alive
and the spell must be at least up to the halfway point for it to complete. Spells requiring conscious control, such as
Phantasm and Illusion spells will be poorly formed if too many counts have passed.

Warlock Magic Spells  4-7


 Warlock Magic Spells Revised Warlock Magic Spells

Magic Spell Research Cost


Spell level
Spell points 1 2 3 4 5 6 7 8
1 50 300 900 2,000 3,750 6,300 9,800 14,400
2 75 400 1,125 2,400 4,375 7,200 11,025 16,000
3 100 500 1,350 2,800 5,000 8,100 12,250 17,600
4 125 600 1,575 3,200 5,625 9,000 13,475 19,200
5 150 700 1,800 3,600 6,250 9,900 14,700 20,800
6 175 800 2,025 4,000 6,875 10,800 15,925 22,400
7 200 900 2,250 4,400 7,500 11,700 17,150 24,000
8 225 1,000 2,475 4,800 8,125 12,600 18,375 25,600
9 250 1,100 2,700 5,200 8,750 13,500 19,600 27,200
10 275 1,200 2,925 5,600 9,375 14,400 20,825 28,800
11 300 1,300 3,150 6,000 10,000 15,300 22,050 30,400
12 325 1,400 3,375 6,400 10,625 16,200 23,275 32,000
13 350 1,500 3,600 6,800 11,250 17,100 24,500 33,600
14 375 1,600 3,825 7,200 11,875 18,000 25,725 35,200
15 400 1,700 4,050 7,600 12,500 18,900 26,950 36,800
16 425 1,800 4,275 8,000 13,125 19,800 28,175 38,400
17 450 1,900 4,500 8,400 13,750 20,700 29,400 40,000
18 475 2,000 4,725 8,800 14,375 21,600 30,625 41,600
19 500 2,100 4,950 9,200 15,000 22,500 31,850 43,200
20 525 2,200 5,175 9,600 15,625 23,400 33,075 44,800
Body Destruction Saving Throw Table
Body Destruction Saving Throw
Amount over Death
(Round down) Fire Lightning Energy Acid Heat
1.0 95 95 95 95 95
1.1 93 95 95 90 95
1.2 90 95 92 85 95
1.3 85 92 89 80 92
1.4 80 89 86 75 90
1.5 75 85 84 70 88
1.6 70 80 81 65 85
1.7 65 75 79 60 83
1.8 60 70 76 55 80
1.9 55 65 73 50 78
2.0 50 60 70 45 75
2.25 45 55 65 40 73
2.5 40 50 60 35 70
2.75 35 45 55 30 65
3.0 31 42 50 25 60
3.25 28 39 45 20 55
3.5 26 36 40 20 50
3.75 24 34 35 17 45
4.0 21 31 30 14 40
4.5 19 29 35 12 35
5.0 16 26 30 10 30
5.5 13 23 20 8 25
6.0 10 20 10 6 20
7.0 7 15 7 5 15
8.0* 5 10 5 4 10
9.0* 5 5 3 3 5
12.0* 0 0 0 0 0
15.0* -5 -5 -5 -5 -5
* A 5 or less will always save. The saving throws of these damage levels only come into consideration if a
protection item or spell is affecting the body.

4-8  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

FIRST LEVEL MAGICAL SPELLS


Magic
Spell Name Class Spell Points Duration Casting Range Size and Shape
Activate Wand 4 1 1 Dex count 0 Individual
Blaze 2 3 1 Turn 12 1” Radius
Charm Animal Class 5 4 Dispel, broken 12 Individual
Charm Animal (specific type) 5 3 Dispel, broken 12 Individual
Charm Person/Specific Intelligent Race 3 4 Dispel, broken 12 Individual
Detect (Complex) 4 2 1 Dex count 1/L, max 24 **
Detect (Simple) 4 1 1 Dex count 1/L, max 24 **
Hold Portal 3 3 2-12 Turns 1 Individual
Individual Silence 6 2 Dispel, broken 3 Individual
Light 6 3 6+L 0 3” Radius
Match (light fire) 2 2 1 Dex count 6 ½” Radius
Muscle Spasm 1 3 1 phase 3 Individual
Protection 4 3 6 Turns 0 Self
Read Languages 3 1 1 Turn 0 Self
Read Magic 3 1 1 Reading 0 Individual
Silence, 1” Radius 6 2 6 Turns 12 1” Radius
Sleep 1 3 Dispel, broken 24 6” × 6” × 1” Area
Sound Amplification 1 2 6 turns 0 Self
Spark (Electric Match) 6 2 1 Dex count 6 ½” Radius
Super Match 2 4 1 Dex count 6 ½” Radius
Telescope 1 3 6 Turns 0 (sight) Self
Ventriloquism 3 2 6 Turns 0 (6) Self
SECOND LEVEL MAGICAL SPELLS
Magic
Spell Name Class Spell Points Duration Casting Range Size and Shape
Activate staff (1 type) 4 2 1 Dex count 0 Individual
Aurora (Light Wall) 6 3+1/Turn Maintained 6 ½” × 6” × 2” Wall
Awaken 1 3 1 Dex count 24 6” × 6” × 1” Area
Continual Light 6 5 Dispel 12 12” Radius
Create Sound 6 3 1 Turn 6 Audible
Darkness 5 3+1/Turn Maintained 0 3” Radius
Deodorant 1 3 1 Day 1 Individual
Detect (Concealed or Mental) 4 2 1 Magic phase 1/L, max 24 **
ESP 3 2+1/Turn Maintained 0 (6) Self
Extinguish Fire 5 4 1 Magic Phase 24 3” Radius
Fireworks 2 5 1 Turn 24 6” Radius
Flaming 2 3+1/Turn Maintained 0 Weapon
Flash 2 5 1 Dex count 6 Sight
Freeze Water 5 3 1 Dex count 6 1” Cube
Gliding 6 3+1/Turn Maintained 0 Self
Hallucination 3 3 1 Turn 12 Individual
Invisibility 6 4 Dispel, broken 24 Individual
Knock 3 4 * 3 Individual
Levitate 6 4+1/Turn Maintained 0 (2/L) Self
Locate Object 4 4 1 Magic Phase 24 Individual
Magic Missile 3 4+1/Missile 1 Dex count/msl 15 Individual
Measure (Complex/Simple) 4 3/2 1 Dex count 1/L max 24 **
Mini Strength 1 4 1-10 Turns 0 Self
Parachute 6 3+1/Turn Maintained 0 Self
Phantasmal Spell 3 4 Broken 24 *
Photographic Memory 3 6 1 Magic Phase 0 (sight) Self
Protection/Insects 5 4 2-12 Turns 1 Individual
See Invisible 4 2 6 Turns 0 (1/L max 24) Self
Silence, 3” Radius 6 3 6 Turns 12 3” Radius
Speak Languages 3 3 3 Turns 0 Self
Speak with Animals 5 3 3 Turns 0 Self
St. Elmo’s Fire 6 3+1/Turn Maintained 6 ½” × 6” × 2” Wall
Super Sleep 1 5 * 24 6” × 6” × 1” Area
Torch 2 3+1/Turn Maintained 0 Sight
Wind 6 3 1 Turn 12 2” × 6” × 2” Area
Wizard Lock 3 6 Dispel 1 Individual

Warlock Magic Spells  4-9


 Warlock Magic Spells Revised Warlock Magic Spells

THIRD LEVEL MAGICAL SPELLS


Magic Spell Points
Spell Name Class Duration Casting Range Size and Shape
Ball Lightning 6 5 Dispel, broken 0 (24) 3” × 1” × 1” Area *
Ball of Fire 2 5 Dispel, broken 0 (24) 3” × 1” × 1” Area *
Clairaudience 4 3+1/Turn Maintained 0 (6) Self
Clairvoyance 4 3+1/Turn Maintained 0 (6) Self
Charm Undead 3 6 Dispel, Broken 12 Individual
Cold Cone 5 6 1 Dex count 0 6” × 3” Cone
Continual Darkness 5 5 Dispel 12 12” Radius
Dark Cone 5 4+1/Turn Maintained 0 6” × 3” Cone
Darkwall 5 4+1/Turn Maintained 6 ½” × 6” × 2” Wall
Dispel Magic 3 5 1 Dex count * *
Double Protection 4 7 6 Turns 0 Self
Fire Ball 2 6 1 Dex count 24 2” Ball
Fire Dart 2 4 1 Dex count 24 Individual
Flame 2 6 1 Dex count 0 6” × ½” Jet
Fly 6 5+1/Turn Maintained 0 Self
Heat Cone 6 6 1 Dex count 0 6” × 3” Cone
Hold Person 3 5 6+L turns 12 6” × 6” × 1” Area
Illusion 6 5+1/Turn Maintained 24 6” Radius
Infravision 1 4 1 Day 1 (10) Individual
Invisibility, 1” Radius 6 5 Dispel, broken 1 1” Radius
Light Beam 6 4+1/Turn Maintained 0 72” × 1/60” Beam
Lightning Bolt 6 5 1 Dex count 24 6” × ¾” Bolt
Lightning Dart 6 4 1 Dex count 24 Individual
Magic Analysis 4 6 1 Magic Phase 1 Individual
Magic Mouth 3 3+1/Turn Maintained 24 Individual
Maxi-Ball 2 7 1 Dex count 24 3” Ball
Maxi-Sleep 1 7 * 24 6” × 6” × 1” Area
Measure (Concealed) 4 3 1 Dex count 1/L max 24 **
Measure (Mental) 4 3 1 Dex count 1/L max 24 **
Mental Static 3 3+1/Turn Maintained 0 Self
Micro-Magic Missile 3 3+ 3/phase Maintained 15 Individual
Micro-Magic Missiles 3 6+2/Missile 1 Magic phase 15 Individual
Micro-Super Sleep 1 5 * 24 Individual
Micro-Phantasm 3 5 1 Dex count 24 Individual
Midi-Strength 1 5 1-10 Turns 0 Self
Mini-Ball 2 5 1 Dex count 24 1” Ball
Mini-Bolt 6 5 1 Dex count 24 3” × ¾” Bolt
Mini-Cold Cone 5 5 1 Dex count 0 3” × 1 ½” Cone
Mini-Heat Cone 6 5 1 Dex count 0 3” × 1 ½” Cone
Mini-Wide Cold Cone 5 5 1 Dex count 0 1 ½” × 3” Cone
Mini-Wide Heat Cone 6 5 1 Dex count 0 1 ½” × 3” Cone
Mirror Image 3 5+1/Turn Maintained 0 6” Radius
Projected Mini-Strength 1 5 1-10 Turns 1 Individual
Protection, 1” Radius 4 4 12 Turns 0 1” Radius
Protection/Normal Missiles 3 4 12 Turns 3 Individual
Rope Trick 3 6+1/Turn Maintained 1 Individual
Speed 1 5 3 Turns 24 3” × 3” × 1” Area
Water Breathing 1 4+1/Turn Maintained 3 Individual
Web 5 5 Destroyed 3 Two 1” cubes
Whirlwind 6 5 1 Turn 24 *
Wizard Light 6 4+1/Turn Maintained 0 24” Radius

4-10  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

FOURTH LEVEL MAGICAL SPELLS


Magic Spell Points
Spell Name Class Duration Casting Range Size and Shape
Acid Resistance 1 5+1/Turn Maintained 1 Individual
Activate Any Staff 4 4 1 Dex count 0 Individual
Animal Control 5 6 Dispel, broken 12 6” × 6” × 2” Area
Area Darkness 5 5 6+L 24 3” Ball
Charm Monster 3 6 Dispel, broken 12 Individual
Clumsiness 1 6 1-6 Turns 12 3” × 3” × 1” Area
Cold Beam, 12” 5 6 1 Dex count 0 12” × 1/60” Beam
Cold Resistance 1 5+1/Turn Maintained 1 Individual
Confusion 4 5+1/Turn Maintained 12 6” × 6” × 1” Area
Delusion 4 6+1/Turn Maintained 12 Individual
Dimension Door 3 7 1 Dex count 1 (36) 1” Cube
Electric Micro-Ball 6 7 1 Dex count 24 Individual
Electric Mini-Ball 6 6 1 Dex count 24 1” Ball
Fear Cone 4 6 1 Dex count 0 6” × 3” Cone
Fire Resistance 1 5+1/Turn Maintained 1 Individual
Fire Wall 2 5+2/Turn Maintained 6 1” × 6” × 2” Wall
Gaseous Form 6 7 Dispel 6 Individual
Giant Strength 1 7 1-10 Turns 0 Self
Growth of Plants 5 7 Dispel 12 9” × 9” × 3” Area
Hallucinatory Terrain 5 9 Dispel, broken 24 12” Radius
Haste (3” × 3” or 2” × 4”) 1 7 3 Turns 24 X” × Y” × 1” Area
Healing (1 Point/Turn) 1 2+2/Turn Maintained 0 Self
Heat Beam, 12” 6 6 1 Dex count 0 12” × 1/60” Beam
Ice Wall 5 6 6 Turns 12 ½” × 6” × 2” Wall
Immobilization 4 5+1/Turn Maintained 24 Individual
Immobilize 4 7 1 Turn 24 Individual
Lightning Resistance 1 5+1/Turn Maintained 1 Individual
Massmorph 5 9 Dispel, broken 24 12” Radius
Maxi-Cold Cone 5 12 1 Dex count 0 6” × 6” Cone
Maxi-Dark Cone 5 8+2/Turn Maintained 0 6” × 6” Cone
Maxi-Heat Cone 6 12 1 Dex count 0 6” × 6” Cone
Mega-Ball 2 10 1 Dex count 24 4” Ball
Mega-Sleep 1 10 1 Dex count 24 6” × 6” × 1” Area
Micro-Ball 2 6 1 Dex count 24 Individual
Micro-Maxi Sleep 1 6 1 Dex count 24 Individual
Mini-Paralysis Cone 1 5 1 Dex count* 0 3” × 1 ½” Cone
Mini-Wide Paralysis Cone 1 5 1 Dex count* 0 1 ½” × 3” Cone
One-Way Darkness 5 6+2/Turn Maintained 6 ½” × 6” × 2” Wall
Paralysis Cone 1 6 1 Dex count* 0 6” × 3” Cone
Percentile Negation 3 7 1 Magic Phase 24 Individual
Personal Force Field 3 6+2/Turn Maintained 0 Self
Personal Paralysis 1 6 Dispel 12 Individual
Plant Control 5 5 6 Turns 6 1” Cube
Poison Resistance 1 5+1/Turn Maintained 1 Individual
Polymorph Self 1 6 Dispel, broken 0 Self
Projected Midi Strength 1 8 1-10 Turns 1 Individual
Protection/Missiles 3 5 6 Turns 3 Individual
Remove Curse 3 5 1 Dex count 1 Individual
Slow 1 7 3 Turns 24 3” × 3” × 1” Area
Strength Multiply (×1-4) 1 7 1-10 turns 0 Self
Telepathy 3 6 1 Turn 9 Individual
Vertigo 3 5 2-12 turns 24 Individual
Wall Of Thorns 5 8 Dispel, destroy 6 ½” × 6” × 2” wall
Wide Cold Cone 5 9 1 Dex count 0 3” × 6” Cone
Wide Dark Cone 5 6+1/Turn Maintained 0 3” × 6” Cone
Wide Heat Cone 6 9 1 Dex count 0 3” × 6” Cone
Wizard Eye 3 4+1/Turn Maintained 24 NA
X-Ray Vision 1 4+1/Turn Maintained 3 Sight

Warlock Magic Spells  4-11


 Warlock Magic Spells Revised Warlock Magic Spells

FIFTH LEVEL MAGICAL SPELLS


Magic
Spell Name Class Spell Points Duration Casting Range Size and Shape
Air Walking 6 6+2/Turn Maintained 0 Self
Animate Dead 1 3/body Dispel, destroy 3 3” × 3” × 1” Area
Blindness 1 8 Dispel 24 Individual
Broadfield Hallucination 3 15 Dispel 24 Sight
Charm Being 3 10 Dispel, broken 12 Individual
Cloudkill 6 6 6 Turns 6 3” Ball
Cold Cone, 12” 5 14 1 Dex count 0 12” × 6” Cone
Conjure Elemental 4 6+1/Turn Maintained 24 Individual
Crimson Bands 3 8 Dispel 12 1” cube
Dark Cone, 12” 5 9+2/Turn Maintained 0 12” × 6” Cone
Detection Jamming 4 7 6 Turns 0 Self
Diminish Others 1 10 Dispel 6 Individual
Dragon Control 3 12 Dispel, broken 12 6” × 6” Area
Energy Bolt 4 9 1 Dex count 24 6” × ¾” Bolt
Energy Cone 4 9 1 Dex count 0 6” × 3” Cone
Energy Dart 4 7 1 Dex count 24 Individual
Energy Resistance 1 7+ 1/Turn Maintained 1 Individual
Extension 3 4+S.L. × 1.5 0 Self
Feeblemind 3 8 Dispel 24 Individual
Flame, 12” 2 8 1 Dex count 0 12” × ½” Jet
Giant Control 3 10 Dispel, broken 12 6” × 6” × 2” Area
Growth of Animals 5 9 Dispel 12 6” × 6” × 1” Area
Heat Cone, 12” 6 14 1 Dex count 0 12” × 6” Cone
Hold Monster 3 8 6 + L Turns 12 6” × 6” × 2” Area
Human Control 3 10 6 + L Turns 12 6” × 6” × 2” Area
Ice Storm 6 8 1 Turn 12 3” cube
Iron Wall 1 8 12 Turns 6 ½” × 6” × 2” Wall
Locate Person 4 6 1 Magic phase 24 Individual
Macro-Ball 2 15 1 Dex count 24 6” Ball
Macro-Sleep 1 12 Dispel 24 6” × 6” × 1” Area
Mass Invisibility 6 12+R Dispel, broken 24 12” + Radius
Maxi-Paralysis Cone 1 12 1 Dex count* 0 6” × 6” Cone
Maze 4 15 6 Turns 12 6” × 6” × 2” Area
Micro-Cold Beam 5 8 1 Dex count 0 12”, Individual
Micro-Heat Beam 6 8 1 Dex count 0 12”, Individual
Micro-Immobilization 4 10 1 Turn 24 Individual
Micro-Personal Paralysis 1 9 * 12 Individual
Mini-Energy Bolt 4 8 1 Dex count 24 3” × ¾” Bolt
Mini-Energy Cone 4 8 1 Dex count 0 3” × 1 ½” Cone
Mini-Wide Energy Cone 4 8 1 Dex count 0 1 ½” × 3” Cone
Paralysis Cone, 12” 1 14 1 Dex count 0 12” × 6” Cone
Passwall 1 8 3 turns 3 1” × 1” Hole
Pathfinding 4 6 1 Finding 0 Self
Personal Wizard Lock 3 8 Dispel 1 Individual
Polymorph Others 1 10 Dispel 6 Individual
Projected Clairaudience 4 8 + 1/turn Maintained 0 (24) 1” Radius
Projected Clairvoyance 4 8 + 1/turn Maintained 0 (24) 1” Radius
Projected strength ×1-4 1 10 1-10 Turns 3 Individual
Recharge 4 3+S.L. 1 Dex count 0 Item
Scroll Lock 3 6 Dispel 1 Individual
Silver Magnet 1 7 Dispel 1 (6) Individual
Speak With Dead 4 8 3 questions 1 Individual
Stonewall 1 8 Dispel, broken 6 1/3” × 6” × 2” Wall

Super Strength (×1-5) 1 10 1-10 Turns 0 Self


Telekinesis 3 7+1/Turn Maintained 12 Individual
Teleport 3 12 1 Dex count 0 Self
Transmute Iron To Lead 1 9 1 Dex count* 3 1” Cube
Transmute Rock To Mud 1 7 1 Dex count* 3 1” Cube
Undead Control 3 8 Dispel 12 6” × 6” × 1” Area
Variable Ball 2 8 1 Dex count 24 0-2” Ball
Variable Bolt 6 7 1 Dex count 24 0-6” Bolt
Variable Cold Cone 5 9 1 Dex count 0 6” × 0-3” Cone
Variable Heat Cone 6 9 1 Dex count 0 6” × 0-3” Cone
Vortex 6 8+1/Turn Maintained 12 *
Weakness 1 8 Dispel 12 Individual
Wide Paralysis Cone 1 9 1 Dex count* 0 3” × 6” Cone

4-12  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

SIXTH LEVEL MAGICAL SPELLS


Magic Spell Casting
Spell Name Class Points Duration Range Size and Shape
Acid Protection 5 10+2/Turn Maintained 0 Self
Air Wall 6 9+2/Turn Maintained 6 ½” × 6” × 2” Wall
Animate Object 3 10+2/Turn Maintained Individual
Anti-Magic Shell 3 10 12 Turns 0 Self
Area Muscle Spasm 1 10 1 Phase 24 6” × 6” × 1” Area
Astral Eye 4 12+2/Turn Maintained 24 NA
Bomb 2 12 1 Dex count 24 2” Ball
Cold Pellet 5 12 1 Dex count 6 Individual
Cold Protection 5 10+2/Turn Maintained 0 Self
Control Weather 6 25/Step * Large Large
Daemon Control 4 12 Dispel 24 Individual
Death 3 9 1 Dex count 24 6” × 6” × 2” Area
Disintegrate 2 11 1 Dex count 6 Individual
Double-Size Dimension Door 3 12 1 Dex count 1 (36) 2” Cube
Energy Cone, 12” 4 18 1 Dex count 0 12” × 6” Cone
Energy Micro-Ball 4 8 1 Dex count 24 Individual
Fire Protection 2 10+2/Turn Maintained 0 Self
Geas 3 15 1 Mission 1 Individual
Homing Ball Lightning 6 11 Dispel, broken 12” lock on 3” × 1” × 1” Area *
Homing Ball Of Fire 2 11 Dispel, broken 12” lock on 3” × 1” × 1” Area *
Impact Resistance 1 9+1/Turn Maintained 0 Self
Indetectability 4 12 Dispel, broken 3 Individual
Individual Death 3 9 1 Dex count 24 Individual
Invisible Stalker 4 12 1 task 1 Individual
Lead Wall 1 9 Dispel, destroy 6 1/6” × 6” × 2” Wall

Lightning Bolt, 12” 6 10 1 Dex count 24 12” × ¾” Bolt


Lightning Protection 6 10+2/Turn Maintained 0 Self
Locate Monster 4 8 1 Magic phase 24 Individual
Lower Water 5 10+2/Turn Maintained 24 24” Radius
Maxi-Energy Cone 4 16 1 Dex count 0 6” × 6” Cone
Maxi-Strength (1-100) 1 18 1-10 Turns 0 Self
Mega-Cold Cone 5 24 1 Dex count 0 12” × 12” Cone
Mega-Dark Cone 5 16+2/Turn Maintained 0 12” × 12” Cone
Mega-Heat Cone 6 24 1 Dex count 0 12” × 12” Cone
Micro-Feeblemind 3 11 Dispel 24 Individual
Mini-Bomb 2 10 1 Dex count 24 1” Ball
Mini-Stone Cone 1 7 * 0 3” × 1 ½” Cone
Mini-Wide Stone Cone 1 7 * 0 1 ½” × 3” Cone
Mirror Wall 3 10+3/Turn Maintained 6 Wall
Monster Control 3 12 Dispel 12 6” × 6” × 2” Area
Monstrous Plant Control 5 10 Dispel 12 6” × 6” × 2” Area
Move Earth 1 25+15/Turn Maintained 24 24” Radius
Negation 3 11 1 Magic phase* 24 Individual
Part Water 5 8+4/Turn Maintained 12 2”R or 1” × 6” Area
Passenger Teleportation 3 15 1 Dex count 1 2 People
Poison Gas 6 9 1 Turn 6” 6” × 6” × 1” area
Poison Protection 1 10+2/Turn Maintained 0 Self
Projected Image 3 9+1/Turn Maintained 24 1 Image
Projected Super-Strength 1 12 1-10 Turns 1 Individual
Protection/Magic Missiles 3 8 12 Turns 3 Individual
Reflect Detection By Implement 4 10 1 Day 3 Individual
Reincarnation 4 10 1 Dex count 1 Individual
Smiting 3 6+3/Blow 3 Turns 24 Individual
Stone Cone 1 8 10 0 6” × 3” Cone
Stone to Flesh 1 8 1 Dex count 3 Individual
Summoning 3 20 1 Dex count Any Individual
Super Fire Ball (4” Radius) 2 15 1 Dex count 24 4” Ball
Super Polymorph Self 1 10 10+L 0 Self
Sustained Dimension Door 3 10+3/Turn Maintained 1 (36) 1” × 1” Door
Time Delay 3 6+T2 T turns 0 1 spell
Ultra Sleep 1 15 Dispel 24 6” × 6” × 1” Area
Wide Energy Cone 4 13 1 Dex count 0 3” × 6” Cone
Wizard Wind 6 12 (1-6) x L 1”/L, max 24” 1/L, max 24

Warlock Magic Spells  4-13


 Warlock Magic Spells Revised Warlock Magic Spells

SEVENTH LEVEL MAGICAL SPELLS


Magic Spell Points
Spell Name Class Duration Casting Range Size and Shape
Activate Magic 3 12 1 Dex count 12 Individual
Area Feeblemind 3 16 Dispel 24 6” × 6” × 2” Area
Area Weakness 1 16 Dispel 24 6” × 6” × 2” Area
Castle Protection 1 50 Dispel 1 100 sq. in.
Communication 3 10 6 Turns Any Individual
Detect Polymorph 4 16 3 Turns 1/L, max 24 **
Disintegrate Magic Metal 2 13 1 Dex count 24 Individual
Energy Bolt, 12” 4 18 1 Dex count 24 12” × ¾” Bolt
Hellfire 2 12+2/phase Maintained 24 1” Circle 2” tall
Hold Being 3 14 Dispel 12 Individual
Homing Electric Microball 6 13 Dispel, broken 24, 12 lock on Individual
Homing Microball 2 12 Dispel, broken 24, 12 lock on Individual
Illusion, 5-Sense 3 5???+2/turn Maintained 24 Individual
Laser 4 16 1 Dex count Any 1/72” Beam

Mass Charm 3 15 Dispel 12 max 6” Cube


Mega-Energy Cone 4 28 1 Dex count 0 12” × 12” Cone
Micro-Bomb 2 9 1 Dex count 24 Individual
Micro-Cold Pellet 5 12??? 1 Dex count 6 Individual
Mind Blank 4 12/being 1 Day 6 Individuals
Picket Ball Lightning 6 15+3/turn Maintained 24 3” × 1” × 1” Area
Picket Ball Of Fire 2 15+3/turn Maintained 24 3” × 1” × 1” Area
Polymorph Object 1 16 * 12 Individual
Pressor Cone 3 15 1 Magic phase 0 12” × 6” Cone
Projected Anti-Magic Shell 3 12 12 Turns 12 Individual
Protection/Normal Weapons 3 12 12 Turns 0 Self
Reflector 3 16 3 Turns 0 Self
Returning 3 20 1 Magic phase 12 Individual
Reverse Gravity 1 12+4/phase Maintained 12 3” Cube
Shielding 3 10+5n Dispel 24 Individual
Sleep, 12” Radius 1 20 Dispel, broken 0 (24) 12” Radius
Super Charm 3 16 Dispel, broken 12 6” × 6” × 2” Area
Summon Demon 4 20 1 task 6 Individual
Temporary Teleportal 3 25+5/turn Maintained 2 (any) 1” Upright circle
Variable 12” Lightning Bolt 6 12 1 Dex count 0 12” × ¾” Bolt
Variable 12” Cold Cone 5 16 1 Dex count 0 12” × 0-6” Cone
Variable Death Cone 3 16 1 Dex count 0 6” × 0-3” Cone
Variable 12” Heat Cone 6 16 1 Dex count 0 12” × 0-6” Cone
View Past 4 12 L turns * *
EIGHTH LEVEL MAGICAL SPELLS
Magic Spell Points
Spell Name Class Duration Casting Range Size and Shape
Activate Detectors 4 12 1 Day 6 Individual
Air Jet 4 16+8/phase Maintained 1/L ¾” wide
Double Phasing 3 15 3 Turns 0 Self
Double Ranging 3 15 3 Turns 0 Self
Homing Energy Microball 4 14 Dispel, broken 24, 12 lock on Individual
Homing Picket Ball Lightning 6 20+5/turn Maintained 24, 12 lock on 3” × 1” × 1” Area *
Homing Picket Ball Of Fire 2 20+5/turn Maintained 24, 12 lock on 3” × 1” × 1” Area *
Macro Bomb 2 30 1 Dex count 24 6” Ball
Macro Cold Cone 5 120 1 Dex count 0 24” × 24” Cone
Macro Heat Cone 6 120 1 Dex count 0 24” × 24” Cone
Magic-Damping Field 3 20+2/turn Maintained 24 6” × 6” × 2” Area
Major Extension 3 25 x 100 0 Individual
Permanent Dimension Door 3 30 Dispel 1 (36) 1” Cube
Permanent Passwall 1 28 Dispel 3 1” × 1” Cylinder
Power Word 3 15 * 0 6” × 3” Cone
Reflector Wall 3 20+4/turn Maintained 6 ½” × 6” × 2” Wall
Scroll Knock 3 12 1 Dex count 1 Individual
Shaped Vari-Ball 2 14 1 Dex count 24 *
Shaped Vari-Bolt 6 12 1 Dex count 24 *
Summon Person 3 25 1 Dex count 24 Individual
Symbol 4 20+special Dispel, triggered 1 *
Variable 4” Ball 2 18 1 Dex count 24 0-4” Ball
Variable Bomb 2 15 1 Dex count 24 0-2” Ball
Water Jet 5 16+8/phase Maintained 1/L ¾” Jet

4-14  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

First Level Spells require reading minds. Examples: Poison, Doors, and Food
- allow the user to detect the named category. Range: 1”
Activate Wand: This spell causes the wand being held per level of the caster (to a maximum of 24”). Duration:
by a magic user casting the spell to activate. If the wand instantaneous. Cost: 2 SP.
has charges, a charge is also used. The wand spell will act Detect (Simple): This is the format for an unlimited
as a normal spell, acting in most cases as if thrown by a 6th number of spells, each designed to detect an invariant
level magic user. Cost: 1 SP. shape, substance, or form of energy. The thing to be
Blaze: This spell is designed to make existent small detected must not normally be concealed or magically
fires flare up brightly upon command. It will affect one or hidden, nor may it require reading minds. Thus, a Detect
more fires within a 1” radius circle. The flaring will not be Walls spell would find a concealed or invisible wall, but a
specifically blinding in effect, but can surprise or startle Detect Concealed Walls spell could not be based on this
nearby beings. Duration: 1 turn. Range: no more than 12” format. Examples: Magic - a spell to determine if there has
from the caster. Cost: 3 SP. been some enchantment laid on a single person, place, or
Charm Animal (Specific Type): This is the format for thing, which is used to discover if some item is magical, if a
an unlimited number of spells, each designed to affect only spell has been placed on a doorway, etc. Copper, Gold,
one specific normal animal species. Note that this type of Iron, Life, Platinum, Silver, Sloping Passages, Wall, and
spell would not work on magical or enchanted beings, or on Water - allow the user to detect the named thing. Range:
intelligent beings of any kind, but only on normal animals. 1” per level of the caster (to a maximum of 24”). Duration:
Thus, while Charm Horse would work on horses of any instantaneous. Cost: 1 SP.
variety, it would not work on either a camel or a hippogriff. Hold Portal: A spell to seal a door, gate, or other such
Range: 12”. Duration: Until dispelled or removed by the similar opening. While this spell is in effect, no physical
caster of the spell or the caster loses control by going being or object may pass through the portal. Dispel Magic
unconscious, dying, or moving outside range. Cost: 3 SP. (3M) will immediately negate the Hold Portal spell, and
Charm (Animal Class): This is the format for an strongly anti-magical beings (demons and such) can simply
unlimited number of spells, each designed to affect one destroy the spell and walk through without delay. A Knock
class of animal. Examples of common classes include spell (2M) will negate the Hold Portal spell for 1-4 phases.
mammals, reptiles, birds, fish, crustaceans, and insects. The Hold Portal spell lasts for 2-12 turns (rolled by the
This spell is otherwise identical to Charm Animal (Specific referee in secret). Range: no more than 1” from the caster
Type) (1M). For purposes of this and other spells at the moment of casting. Cost: 3 SP.
containing the word “animal”, an animal is a normal, non- Individual Silence: This spell allows the recipient to
intelligent creature that is not monstrous, fantastical, or move silently until the spell is broken, as in Invisibility
enchanted. Thus, neither griffins nor giant capybaras are (2M), or dispelled. Duration: until dispelled or the
animals. Range: 12”. Cost: 4 SP. invisible person attempts to attack. Range: 3” at time of
Charm Person: This spell applies to all two-legged, casting. Cost: 2 SP.
generally mammalian figures near to or less than man-size, Light: A spell to cast light in a 3” circle, not equal to
excluding all ‘Undead’ monsters but including such things full daylight. It lasts for a number of turns equal to 6 plus
as orcs and goblins. If the spell is successful it will cause the level of the user; thus a 7th level magic-user would cast
the charmed entity to obey any spoken and understood a light spell lasting for 13 turns. Cost: 3 SP.
command of the charmer until such time as the charm is Match: This spell may be used to set fire to
dispelled. See the general Charm rules for other restrictions inflammable objects. It will have no effect on
and effects. Range: 12”. Duration: Until dispelled or nonflammable objects. Range 6”. Cost: 2 SP.
removed by the caster of the spell or the caster loses control Muscle Spasm: A spell that is used to disrupt the aim
by going unconscious, dying, or moving outside range. of a single opponent for one phase. No effect if victim
Cost: 4 SP. makes Saving Throw. Range: 3”. Cost: 3 SP.
Charm (Specific Intelligent Species): This is the Protection: This spell protects the magic user from
format for an unlimited number of spells, each designed to attacks by enchanted monsters of lesser power (animated
work on specific intelligent or semi-intelligent species. The skeletons, etc.). It also serves as protection against various
effects are basically identical to Charm Person spell (1M). forms of attacks, improving Saving Throws by 5% and
The primary limitation of this type of spell is that it could be adding 1 to the defense level of the magic user. (Note that
cast only upon a species similar to that of the caster, and this spell is not cumulative in effect with Rings of
therefore would only be researched as such. Thus, a human Protection, although it will continue to keep out enchanted
being could research a spell of this type for an intelligent monsters.) Duration: 6 turns. Cost: 3 SP.
humanoid species, given an example to experiment upon, Read Languages: This spell allows the caster to read
but might have trouble researching such a Charm spell for unknown languages on maps and other inscriptions. Range:
an intelligent starfish. Range: 12”. Cost: 4 SP. adjacent to the object to be read. Duration: one reading.
Detect (Complex): This is a format of spell like Detect Cost: 1 SP.
(Simple) (1M), but designed to detect a category of shape or Read Magic: The means by which incantations on a
substance. The category of thing to be detected must not scroll or other item are read. Without such a spell or similar
normally be concealed or magically hidden, nor may it device magic is unintelligible to even a magic-user. Note

Warlock Magic Spells  4-15


 Warlock Magic Spells Revised Warlock Magic Spells

that this spell may be used to read a spell from a scroll caster, but does not equal full daylight. It continues to shed
during the same magic phase that the scroll spell is cast. light until dispelled and travels with the object the spell was
Range: adjacent to the object to be read. Duration: one cast upon, if it is portable. Range: 12”. Cost: 5 SP.
reading. Cost: 1 SP. Create Sound: A spell to create sounds of moderate
Silence, 1” radius: This spell forms a 1” circle of total intensity at any point within range of the caster. Sounds so
silence around the target. No sound can be heard inside the created are not harmful and may not be of a complex nature
circle and no sound can escape from it. Range: 12”. (such as speech). Duration: 1 turn. Range: 6”. Cost: 3 SP.
Duration: 6 turns. Cost: 2 SP. Darkness: A spell to cast darkness in a 3” circle, not
Sleep: A Sleep spell affects 2-16 one hit die beings, 2- equal to full night. It lasts for a number of turns equal to 6
12 two hit die beings, 1-8 three hit die beings, or 1-6 four plus the level of the user; thus a 7th level magic-user would
hit die beings, in an area of 6” by 6”. Of the beings affected cast a light spell lasting for 13 turns. Cost: 3 SP+1/turn.
any failing to make their Saving Throws immediately fall Deodorant: This spell will negate the recipient’s scent,
asleep. This sleep lasts until the spell is dispelled, until the so that animals or monsters cannot smell the character, or
magic user dies, or until the magic user is more than 24” track him by scent alone. Range: 1”. Duration: 1 day or
from the sleepers (checked individually). If the target area until dispelled. Cost: 3 SP.
contains more than the number of beings rolled, determine Detect (Concealed): This is a format of spell like
randomly which are affected. This spell is ineffective Detect (Complex) (1M), but designed to detect properties
against those who do not naturally sleep. Range: 24”. that are physically hidden or magically disguised, or very
Cost: 3 SP. subtle effects. Examples: Invisible - a spell to detect
Sound Amplification: Causes the user to hear sounds anything which is either naturally invisible (such as an
better by a factor of 10. This will enable the user to better Invisible Stalker) or which has been made invisible via use
hear sounds through doors, walls, or when the sounds are of Invisibility (2M). Shifting Walls & Rooms - allows the
very quiet (such as a thief moving silently). Duration: 6 user to detect the presence of all walls and rooms within
turns. Cost: 2 SP. range that are able to shift, rise, sink, expand, contract, or
Spark (Electric Match): This spell lights inflammable otherwise change in size or position. Clairvoyance &
objects via a discharge of static electricity. Range: 6”. Clairaudience - allows detection of any points of sensing in
Cost: 2 SP. range from the given spells. Teleportation - determines
Super Match: This spell is a stronger version of the whether the caster has been affected by any Teleportation
Match spell (1M). It will set fire to inflammable objects spell or device within the last 5 turns. Secret Doors or Traps
otherwise difficult to light, such as wet wood. Range 6”. - detects the named thing. Range: 1” per level of the caster
Cost: 4 SP. (to a maximum of 24”). Duration: instantaneous. Cost: 2
Telescope: A spell that increases the ability of the user SP.
to see distinctly at a distance. The user will be able to make Detect (Mental): This is a format of spell like Detect
out details of a scene as if he were at one-tenth the true (Simple) (1M), but designed to detect something that
distance away. Duration: 6 turns. Range: Line of sight. requires reading thoughts. Examples: Evil - a spell to
Cost: 3 SP. detect evil thought or intent in any single creature or evilly
Ventriloquism: Allows the user to “throw” his voice enchanted object, so that poison, for example, which is
in any direction not blocked by magic. The point from neither good nor evil, would not be detected. Enemies -
which his voice emanates can be moved at will. Duration: detect any enemy that knows of the user’s presence. Good -
6 turns. Range 6”. Cost: 2 SP. similar to Detect Evil, except that good is detected rather
than evil. Range: 1” per level of the caster (to a maximum
Second Level Spells of 24”). Duration: instantaneous. Cost: 2 SP.
Activate Staff: This is a class of spell, each of which ESP: A spell that allows the user to read the surface
works on only one type of staff. If the staff has charges, a thoughts (if any) of whatever lurks behind doors or in the
charge is also used. The spell cast by the staff will have a darkness. It can penetrate solid rock up to about 3” in
level of effect of 8th level, or one-half the level of the magic thickness, but a thin coating of lead will prevent its
user, whichever is the greater. Range: Staff must be held in penetration. Note that “Undead” monsters do not register
hand. Cost: 2 SP. on ESP at all. Range: 6”. Cost: 2 SP + 1/turn.
Aurora (Light Wall): Causes a wall of light of Extinguish Fire: A spell that will put out any and all
standard dimensions to be formed. Duration: as long as normal (non-magical) fire within 24”. Cost: 4 SP.
spell points are expended to maintain it. Range: 6”. Cost: Fireworks: A spell that produces a fireworks display.
3 SP + 1/turn. Duration: 1 turn. Range: 24”. Cost: 5 SP.
Awaken: A spell to awaken from sleep all beings Flaming: This spell causes the caster’s weapon to
within an area of 6” by 6”. This spell will cancel the effects flame as though enchanted with the construction spell. The
of all types of spells of sleeping, as well as drugged sleeps. weapon is also treated as a magical weapon vs. targets that
Affected creatures do not roll Saving Throws. Range: 24”. suffer extra damage from Flaming or fire. Range: none.
Cost: 3 SP. Duration: as long as maintained unless the weapon itself
Continual Light: This spell creates a 12” circle of goes out of the caster’s reach.
illumination emanating from a point within 12” of the

4-16  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

Flash: Causes a flash of heat and light at any point All missiles fired in one phase must be at the same target.
within 6” of the caster. The heat will ignite a flammable Cost: 4 SP + 1/missile.
object at the point of the flash and the light will blind for Measure (Complex): This is a format of spell like
one turn all who look at it and fail a Saving Throw vs. Detect (Complex) (1M), but giving a response more
magic. Duration: instantaneous. Cost: 5 SP. detailed than just a yes/no answer. Examples: Gems -
Freeze Water: This spell causes a 1” cube of water or allows the user to detect the presence, number, and sizes
less to freeze to solid ice. Range: 6”. Duration: until the (but not the quality) of gems within range; Volume - allows
ice melts (as normal ice). Cost: 3 SP. the user to measure a volume to within 5%. Range: 1” per
Gliding: A spell that allows the user to glide through level of the caster (to a maximum of 24”). Duration:
the air. Rate of descent may range from a vertical dive to a instantaneous. Cost: 3 SP.
20:1 ratio of horizontal to vertical movement. Duration: as Measure (Simple): This is a format of spell like Detect
long as maintained by spending spell points. Cost: 3 SP + (Simple) (1M), but giving a response more detailed than just
1/turn. a yes/no answer. Examples: Altitude - allows the user to
Hallucination: A spell that causes the target to have determine his altitude above or below ground to within 5%.
vivid visual hallucinations whose contents is controlled by Distance - allows the user to measure the distance of any
the caster of the spell. Duration: 1 turn. Range: 12”. point he can see to within 5%. Metals - allows the caster to
Cost: 3 SP. detect and identity the type of any metal within range.
Invisibility: Makes invisible the person or thing upon Orientation - allows the caster to detect his orientation
which it is cast. Highly magical or anti-Magical creatures (North, East, etc.) as though with an infallible compass.
(such as balrogs or dragons) will still be able to see the Range: 1” per level of the caster (to a maximum of 24”).
invisible object or person, but normal monsters or men will Duration: instantaneous. Cost: 2 SP.
not. Duration: until dispelled or the invisible person Mini-Strength: This spell allows the caster to increase
attempts to attack. Range: 24”. Cost: 4 SP. his own physical strength by 2-12 points (rolled) for a
Knock: A spell which opens doors and other similar period of time of 1-10 turns (rolled). Cost: 4 SP.
devices when normally barred or magically sealed, as Parachute: This spell allows the caster to control his
follows: unless the door is magically sealed in some way, it rates of descent when falling so as to insure a safe landing.
is simply opened by the casting of the spell, even if locked. Duration: as long as maintained. Cost: 3 SP + 1/turn.
If the door was sealed by a Hold Portal (1M) the door is Phantasmal Spell: The creation of vivid illusions of
opened for 1-4 phases, and then closes again for the nearly anything the user envisions (a projected mental
duration of the Hold Portal spell. If the door was sealed by image). As long as the caster concentrates on the spell
the use of a Wizard Lock spell (2M), the use of a Knock (doing nothing else), the illusion will continue until touched
spell opens the door for 1 phase, and it then shuts again for by some living creature. If viewers of a Phantasmal Force
the duration of the Wizard Lock spell. Range: 3”. believe it to be real (see Special Saving Throws), and the
Duration: 1 opening. Cost: 4 SP. phantasm has the appearance of a spell of a level no more
Levitate: This spell lifts the caster, all motion being than one greater than can be thrown by the magic user
vertical. However, the user could, for example, levitate to casting the phantasm. The spell will cause damage just as if
the ceiling of a room, and move horizontally by pushing his it were a real spell thrown by a magic user of the actual
hands along the ceiling. Duration: as long as maintained. caster’s level. Thus, a Phantasmal Fireball thrown by a 4th
Range: maximum height is 2” per level of magic user, level magic user could only do 4 dice of damage, if
upward motion at 6” per turn. Cost: 4 SP + 1/turn. believed. Range: 24”. Cost: 4 SP.
Locate Object: In order for this spell to be effective it Photographic Memory: This spell allows a magic user
must be cast with certain knowledge of what is to be to memorize exactly the area around him. Range: limited
located. Thus, the exact nature, dimensions, coloring, etc., to what can be seen by the magic user. Duration:
of some magical item would have to be known in order for Instantaneous. Cost: 6 SP.
the spell to work. Well-known objects, such as a particular Protection/Insects: This spell protects the recipient
flight of stairs often traveled, can be detected by this spell. from being attacked or stung by normal insects for 2-12
The spell gives the user the direction of the object desired, turns (rolled). Range: recipient must be no more than 1”
but not the distance. The desired object must be within from caster at the time of casting. Cost: 4 SP.
range in order to be detected at all. Range: 6” +1” per level See Invisible: Similar to Detect (Concealed) Invisible
of the caster. Duration: 1 magic phase. Cost: 4 SP. (2M) except the being or object becomes visible to the
Magic Missile: Allows the caster to materialize and magic-user, but cannot be sensed in darkness, or if hidden
throw magic missiles at the rate of 1 for every 3 experience by position. Cost: 2 SP.
levels he has attained, rounded off. Each missile is like a Silence, 3” Radius: This spell forms a 1” circle of total
light crossbow bolt in penetrating ability and chance to hit, silence around the target. No sound can be heard inside the
but does 2 dice +2 pips of damage when it hits. This is circle and no sound can escape from it. Range: 12”.
physical damage and the target is not entitled to a Saving Duration: 6 turns. Cost: 3 SP.
Throw. Maximum range is 15”. Each missile costs 1 spell Speak Languages: Via this spell, the user can speak
point to throw over and above the 4 spell points required to and understand any language or dialect that can be normally
initiate the spell. Duration: 1 Dexterity count per missile. spoken. Duration: 3 turns. Cost: 3 SP.

Warlock Magic Spells  4-17


 Warlock Magic Spells Revised Warlock Magic Spells

Speak With Animals: This spell allows the Magic could not do so by normal means. It can penetrate solid rock
User to speak with any form of normal (not monster) animal up to about 3” in thickness, but a thin coating of lead will
life, and to understand anything that is said in reply. If the prevent its penetration. This spell may be used to listen in
Mage or companions have not already attacked the animal, on the voices of creatures seen through a crystal ball
there is a 10% chance per level of the Mage that the although the spell itself is not transmitted through the
animal(s) in question will not attack. The is a further 5% crystal ball. Range: 24”. Duration: as long as maintained.
chance per level of the Mage that any basically friendly Cost: 3 SP + 1/turn.
animals spoken to in this manner will assist the Mage within Clairvoyance: This spell allows the caster to place his
their physical and mental limits (i.e., a rabbit cannot be sent point of view at a distance and hence see events transpiring
to count a hidden group of enemy, or to assault a guard in a location not visible to him by normal means. It can
post). This spell will not cause animals to cooperate with penetrate solid rock up to about 3” in thickness, but a thin
the speaker unless it is in the direct best interests of the coating of lead will prevent its penetration. Note: Spell
animal to do so, within the limits of its own understanding will not make objects that are invisible or enveloped in
and intelligence. Duration: 6 turns. Cost: 3 SP. darkness visible, unless used in conjunction with a spell or
St. Elmo’s Fire: This spell causes an electrical light device to see invisible objects or in darkness. Range: 24”.
wall to be formed. Does no damage to those passing Duration: as long as maintained. Cost: 3 SP + 1/turn.
through. Duration: as long as maintained. Range: 6”. Cold Cone: A spell which produces a cone of pure
Cost: 3 SP + 1/turn. cold, 6” long and 3” wide at the base, with the narrow point
Super Sleep: This spell, unlike the normal Sleep spell starting at the fingertip of the caster. This spell causes 1 die
(1M), will affect creatures of higher levels but will not put of damage per level of the caster. Cost: 6 SP.
the targets to sleep indefinitely. The spell will affect any Continual Darkness: This spell creates a 12” circle of
number of creatures grouped within a 6” by 6” area, within darkness emanating from a point within 12” of the caster,
the following limits: If the caster is level M, the spell but does not equal full pitch blackness of a closed room. It
contains 25 × M sleep points. A creature that has L hit dice continues to supress light until dispelled and travels with the
requires L × L (L squared) sleep points to be affected. object the spell was cast upon, if it is portable. Range: 12”.
Creatures over 20 hit dice can not be affected. If the Cost: 5 SP.
creatures in the spell area collectively require more sleep Dark Cone: A spell that produces total darkness in a
points than the spell contains, then only a portion of them standard cone shape. Duration: as long as maintained.
determined randomly (or none at all) will be affected. Cost: 4 SP + 1/turn.
Those affected roll Saving Throws, those failing falling Darkwall: Causes a wall of darkness to be formed.
asleep. Then, the number of turns they stay asleep is Duration: as long as spell points are expended to maintain
determined by dividing the total sleep points by the number it. Cost: 4 SP + 1/turn.
of points required by the sleeping creatures alone. Dispel Magic: Under normal conditions, this spell will
Maximum range: 24”. Cost: 5 SP. be effective in dispelling enchantments of a temporary
Wind: This spell produces a wind of sufficient nature (i.e., any spell with a time limit, maintenance cost, or
intensity to blow out torches. The caster of the spell that lasts until dispelled). This is modified by the following
controls wind direction. Duration: 1 turn. Range: 12”. formula. The success of a Dispel Magic spell is a ratio of
Cost: 3 SP. the level of the dispeller over the level of the original spell
Wizard Lock: Similar to a Hold Portal (1M), this spell caster. Thus, if a 5th level magic-user attempts to dispel the
lasts until dispelled. It can be opened by a Knock Spell spell of a 10th level magic-user, there is a 50% chance of
(2M) without the Wizard Lock being removed. Any magic success. Duration: instantaneous. Range: 3”. Can be
user who is three levels higher than the one who cast the aimed at a specific target or cast generally around the caster
spell can pass it through without a spell of any type. Note in a 3” radius sphere. Cost: 5 SP.
that this means the caster himself cannot normally pass Double Protection: This spell protects the magic user
through. Cost: 6 SP. from attacks by enchanted monsters of lesser power
(animated skeletons, etc.). Similar to Protection (1M) this
Third Level Spells spell improves Saving Throws by 10% and adds 2 to the
Ball Lightning: A spell to produce a sphere of defense level of the magic user. (Note that this spell is not
electrical energy ½” in diameter. It travels away from the cumulative in effect with Rings of Protection, although it
caster at 12” per magic phase until it strikes an object and will continue to keep out enchanted monsters.) Duration: 6
explodes. The explosion affects an area 1” wide by 3” long turns. Cost: 7 SP.
beginning at the point of the explosion and extending in the Fireball: A spell which produces a tiny ball of flame,
direction of motion of the sphere. Damage caused is equal traveling from the finger of the caster in a straight line to
to ½ die per level of the caster. Cost: 5 SP. any point within 24” that is visible to the caster. At the
Ball of Fire: Similar to Ball Lightning (above) except distance that the caster has ordered the projectile to travel, it
that fire is employed rather than electrical energy. Cost: 5 bursts into a sphere of flame 2” in radius, with the
SP. characteristics of a normal Ball. If the projectile goes
Clairaudience: This spell allows the caster to place his through a Firewall (4M), it will explode into its sphere at
point of hearing at a distance and hence hear things when he

4-18  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

that point. This spell does 1 die of damage per level of the scattered or fumbled shots may involve casting this spell at
caster. Duration: instantaneous. Range: 24”. Cost: 6 SP. the wrong size in width if it was not at the default ¾” size.
Fire Dart: This spell produces a small missile of fire Does 1 die of damage per level of caster. Duration:
which, upon hitting something (hopefully the intended instantaneous. Cost: 5 SP.
target), causes 1 die of damage per level of the caster. The Lightning Dart: This spell produces a small missile of
missile travels in a straight line from the finger of the caster electrical energy which, upon hitting something, causes 1
to the target, up to its maximum range of 24”. Duration: die of damage per level of the caster. The missile travels in
instantaneous. Cost: 4 SP. a straight line from the finger of the caster to the target, up
Flame: This spell produces a stream of flame 6” long to its maximum range of 24”. Duration: instantaneous.
and ½” wide, beginning at the tip of the caster’s finger. The Cost: 4 SP.
flame splashes when it hits any solid non-flammable object, Magic Analysis: This spell allows the caster to
which may cause the flame to damage other targets or the determine the basic purpose or method of operation of any
caster. If the target of the flame is destroyed by the damage normal magic item. It will not give extremely detailed
caused, whatever was behind the target is also a target. information or specialized knowledge. This spell is also
Damage caused is 1 die per level of the caster. Duration: useful in the research and construction of magic items (see
instantaneous. Cost: 6 SP. Magic Item Construction). Range: adjacent to item being
Fly: By means of this spell the user is able to fly at a examined. Cost: 6 SP.
speed of up to 24” per turn. Duration: as long as Magic Mouth: This spell allows a magic-user to
maintained. Cost: 5 SP + 1/turn. enchant an inanimate object so that it will speak a short
Heat Cone: A spell that produces intense heat in a 6” phrase to whomever he has specified (anyone, a particular
long by 3” wide cone. Causes 1 die of damage per level of person or class of persons, whoever touches the item, etc.).
caster. Duration: instantaneous. Cost: 6 SP. Once the message has been delivered, the spell expires
Hold Person: A spell similar to Charm Person (1M), unless the magic-user is within 24” of the object and
but which is of more limited duration and greater effect. It expends the spell points required to maintain the spell. This
affects either from 1-4 persons (rolled on a 4-sided die) method is used to transmit a longer message or to cause the
normally, or can be concentrated on 1 target, in which case message to be given more than once. Cost: 3 SP + 1/turn.
the target suffers a 10% penalty to the Saving Throw roll. Maxi-Ball: A spell which produces a tiny ball of
This spell has the further effect of making the caster’s flame, traveling from the finger of the caster in a straight
commands understood by the person taken over, even if the line to any point within 24” that is visible to the caster. At
wrong language is used. Duration: 6 + level of caster (in the distance that the caster has ordered the projectile to
turns). Range 12”. Cost: 5 SP. travel, it bursts into a sphere of flame 3” in radius, with the
Illusion: Similar to Phantasmal Spell (2M), except it characteristics of a normal Ball. If the projectile goes
causes no damage to those believing in the illusion. through a Firewall (4M), it will explode into its sphere at
Continues as long as spell points are used to maintain it, that point. This spell does ½ die of damage per level of the
even if illusionary objects are touched. Belief Saving caster. Duration: instantaneous. Range: 24”. Cost: 7 SP.
Throws need to be made each turn illusion is maintained, Maxi-Sleep: This spell, like the Super Sleep spell
until disbelieved. Range: 24”. Cost: 5 SP + 1/turn. (2M), will affect creatures of higher levels but will not put
Infravision: This spell allows the recipient to see the targets to sleep indefinitely. The spell will affect any
normally in total darkness. Duration: 1 day or until number of creatures grouped within a 6” by 6” area, within
dispelled. Range of vision: limited by terrain or 10”. Cost: the following limits: If the caster is level M, the spell
4 SP. contains 50 × M sleep points. A creature that has L hit dice
Invisibility, 1” Radius: Makes invisible all persons or requires L × L (L squared) sleep points to be affected.
things within 1” radius of the point upon which it is cast. Creatures over 20 hit dice can not be affected. If the
Highly magical or anti-Magical creatures (such as balrogs creatures in the spell area collectively require more sleep
or dragons) will still be able to see the invisible object or points than the spell contains, then only a portion of them
person, but normal monsters or men will not. Duration: determined randomly (or none at all) will be affected.
until dispelled or the invisible person attempts to attack – Those affected roll Saving Throws, those failing falling
unique for each person or thing turned invisible, not asleep. Then, the number of turns they stay asleep is
everything within the spell at the time it was cast. Range: determined by dividing the total sleep points by the number
24”. Cost: 5 SP. of points required by the sleeping creatures alone.
Light Beam: Creates a beam of light 72” long and 1/6o” Maximum range: 24”. Cost: 7 SP.
in diameter, with an effect similar to that of a flashlight. Measure (Concealed): This is a format of spell like
Duration: as long as maintained. Cost: 4 SP + 1/turn. Detect (Concealed) (2M), but giving a response more
Lightning Bolt: This spell produces a projectile which detailed than just a yes/no answer. Example: Detect
leaves the finger of the caster and goes a stated distance, up Teleport After - by casting this spell within 5 turns of his
to a maximum of 24”. At its planned distance of travel, having passed through a known or unknown Teleportation
even if the projectile is bounced back by an obstruction, the device or spell, a magic-user can confirm the fact that he
projectile turns into a lightning bolt, 6” in length and up to has been teleported and can find the precise point at which
¾” wide (the caster can make it narrower). Note that he arrived relative to his present position. Range: 1” per

Warlock Magic Spells  4-19


 Warlock Magic Spells Revised Warlock Magic Spells

level of the caster (to a maximum of 24”). Duration: damage per level of caster. Duration: instantaneous. Cost:
instantaneous. Cost: 3 SP. 5 SP.
Measure (Mental): This is a format of spell like Detect Mini-Cold Cone: A spell which produces a cone of
(Mental) (2M), but giving a response more detailed than just pure cold, 3” long and 1 ½” wide at the base, with the
a yes/no answer. Examples: Alignment - this spell allows narrow point starting at the fingertip of the caster. This
the user to detect the alignment (Law, Neutrality, Chaos) of spell causes 1 die of damage per level of the caster. Cost: 5
a single being; Ethics - this spell allows the caster to SP.
determine whether someone or something is good, neutral, Mini-Heat Cone: A spell which produces a cone of
or evil. Range: 1” per level of the caster (to a maximum of intense heat, 3” long and 1 ½” wide at the base, with the
24”). Duration: instantaneous. Cost: 3 SP. narrow point starting at the fingertip of the caster. This
Mental Static: This spell prevents the caster’s thoughts spell causes 1 die of damage per level of the caster. Cost: 5
from being read by ESP, Detect (Mental), or similar means, SP.
but offers no protection against attempts to control the Mini-Wide Cold Cone: A spell which produces a cone
caster mentally. Duration: as long as maintained. Cost: 3 of pure cold, 1 ½” long and 3” wide at the base, with the
SP + 1/turn. narrow point starting at the fingertip of the caster. This
Micro-Magic Missile: Similar to Magic Missile (2M), spell causes 1 die of damage per level of the caster. Cost: 5
this spell fires one missile per phase. The basic cost is 6 SP.
spell points the first phase, 3 thereafter. Mini-Wide Heat Cone: A spell which produces a cone
Micro-Magic Missiles: This spell can shoot multiple of intense heat, 1 ½” long and 3” wide at the base, with the
magic missiles (2M) per phase, up to one for every three narrow point starting at the fingertip of the caster. This
levels of the caster. The cost is 6 + 2 per missile in spell spell causes 1 die of damage per level of the caster. Cost: 5
points each phase. SP.
Micro-Phantasm: This spell is similar to Phantasmal Mirror Image: This spell produces 1-4 exact
Forces (2M) except that it affects only one person and can illusionary duplicates of the caster. These images may
be used once per phase. Once a victim disbelieves the move anywhere within 6” of the caster, at the will of the
phantasm, rolling each phase for belief, he need not check caster. Individual images will disappear when touched.
again, and will not take further damage. Duration: 1 magic Duration: as long as maintained. Cost: 5 SP + 1/turn.
phase or until touched. Cost: 5 SP per phase. Projected Mini-Strength: This spell allows the caster
Micro-Sleep: This spell, like the Super Sleep spell to increase the strength of a recipient by 2-12 (rolled
(2M), will affect creatures of higher levels but will not put randomly) strength points for 1-10 (rolled) turns. Range: 1”.
the targets to sleep indefinitely. The spell will affect a Cost: 5 SP.
single target and can be cast once per phase, within the Protection, 1” radius: A Protection spell (1M) which
following limits: If the caster is level M, the spell contains extends to include a circle around the magic user, and which
15 × M sleep points. A creature that has L hit dice requires lasts for 12 turns, affecting all beings beneficially as long as
L × L (L squared) sleep points to be affected. Creatures they remain within 1” of the caster. (Note: beings that are
over 20 hit dice can not be affected. Those affected roll particularly resistant to magic will have to roll their Saving
Saving Throws and if they fail fall asleep. Then, the Throws to see if they are affected beneficially. This is one
number of turns they stay asleep is determined by dividing of the few instances when a magic user might want an
the total sleep points by the number of points required by enemy to successfully save against a spell.) Cost: 4 SP.
the creature. Maximum range: 24”. Cost: 5 SP. Protection/Normal Missiles: The recipient of this spell
Midi-Strength: Similar to Mini-Strength, this spell becomes impervious to arrows, light crossbow quarrels, and
allows the caster to increase his own physical strength by 3- sling pellets of a non-magical nature and fired by normal,
18 points (rolled) for a period of time of 1-10 turns (rolled). human or lesser opponents. This would not protect against
Cost: 5 SP. heavy archery weapons, monsters using projectiles, or
Mini-Ball: A spell which produces a tiny ball of magical missiles of any kind. Duration: 12 turns. Range:
flame, traveling from the finger of the caster in a straight 3”. Cost: 4 SP.
line to any point within 24” that is visible to the caster. At Rope Trick: A spell to cause a rope to extend straight
the distance that the caster has ordered the projectile to up and out of sight into what is apparently another world or
travel, it bursts into a sphere of flame 1” in radius, with the dimension. Any person or thing following or climbing the
characteristics of a normal Ball. If the projectile goes rope will also go into that pocket world. If the person
through a Firewall (4M), it will explode into its sphere at climbing the rope pulls the rope up into the pocket, he
that point. This spell does 1 die of damage per level of the cannot be followed. If the rope is destroyed while outside
caster. Duration: instantaneous. Range: 24”. Cost: 5 SP. the pocket, the person is stranded. If the rope is pulled
Mini-Bolt: This spell produces a projectile which down, the person will fall out of the pocket and back to the
leaves the finger of the caster and goes a stated distance, up ground (1” fall). Range: adjacent to rope. Duration: as
to a maximum of 24”. At its planned distance of travel, long as maintained and the rope is intact. Cost: 6 SP +
even if the projectile is bounced back by an obstruction, the 1/turn.
projectile turns into a lightning bolt, 3” in length and up to Speed: A spell that will cause those affected to move
¾” wide (the caster can make it narrower). Does 1 die of at twice-normal movement speed. This spell does not affect

4-20  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

blows taken per phase or dexterity. The spell can affect an Maximum range: 24”. Duration: (6 + level of user) turns.
area of 3” by 3”. Duration: 3 turns. Range: 24”. Cost: 5 Cost: 5 SP.
SP. Charm Monster: The equivalent of a Charm (Animal
Water Breathing: A spell that allows the recipient to Class) (1M) spell, but usable against all non-intelligent
breathe under water without harm or difficulty. Range: 3”. creatures. For purposes of this and other spells that include
Duration: as long as maintained. Cost: 4 SP + 1/turn. the name “monster”, a monster is defined as any non-human
Web: This spell produces a volume of sticky strands living being of an animal (not plant) nature, other than
filling two 1” cubes. The webs appear in the targeted area, common animals, and is of less than human intelligence.
pinning and ensnaring creatures wholly in the area. Thus, an Ogre would be a monster, but a Dwarf, a Vampire,
Creatures on the edge of the area are entitled to an or a Wolf would not. Note that this spell affects both
Entanglement Saving Throw versus being snared, as are monsters and animals, however. If animals or creatures
creatures who touch the web after it forms (a character who with three or fewer hit dice are involved, determine how
touches it with a weapon may use a Physical Saving Throw many are affected by the spell as in Animal Control (4M).
instead). Anyone attacking a pinned character may also It is otherwise identical to the Charm (Animal Class) spells
require a Saving Throw. The strands are difficult to sever in effect. Cost: 6 SP.
without fire. To free an entangled creature requires 200 hit Clumsiness: A spell that causes all beings within a 3”
points of damage. Damaging spells do full damage without by 3” area to have difficulty in controlling their bodily
a Saving Throw, but double any damage done by fire. (A movements. The net result is that the attack and defense
torch treated as a 1-die, 3-blow weapon will automatically levels of the targets are halved, and complex actions are
hit and therefore does 6 dice per phase.) When resolving impossible. Range: 12”. Duration: 1-6 turns (rolled
weapon blows, treat the strands as Leather armor defending randomly per creature by referee). Cost: 6 SP.
at the level of the caster. A creature within the web who Cold Beam, 12” range: Creates a beam of cold 12”
wishes to use his limbs for this or any other purpose must long and 1/6o” in diameter. This beam does damage of 1 die
make an additional Entanglement Saving Throw for each per level of the caster, and stops when it hits a solid object.
limb. If no limbs are free, the victim may still use M13 Duration: instantaneous. Cost: 6 SP.
(M14 for large creatures). Range: 3”. Duration: until Confusion: This spell makes the victims unable to tell
dispelled or destroyed. Cost: 5 SP. friend from enemy if they fail to make their Saving Throws.
Whirlwind: A spell that creates a whirlwind having a The spell will affect as many creatures as the total of the roll
1” base diameter, a 2” top diameter, and a height of 3”. It is of two 6-sided dice plus one point for each level above 8th
strong enough to blow out torches and to sweep away all of the caster. The spell affects a 6” by 6” area, and any
creatures weighing less than 100 pounds in weight. The creatures that make their Saving Throws on the first try, but
caster controls the movement of the whirlwind. Movement who stay in the area, must roll again each turn, and if they
speed: 24” per turn. Duration: 1 turn. Range: 24”. Cost: fail any Saving Throw, succumb to the spell, up to the total
5 SP. limit of beings affected. Any creatures that enter the area
Wizard Light: This spell creates a 24” radius circle of after the spell is cast must also roll. Confused creatures will
light emanating from the caster. The circle of light moves act randomly, as determined per creature by the roll of two
with the caster. Range: none. Duration: as long as 6-sided dice. Those rolling 2-5 will attack the caster and his
maintained. Cost: 4 SP + 1/turn. companions. Those rolling 6-8 will stand around doing
nothing unless attacked. Those rolling 9-12 will attack
Fourth Level Spells whoever or whatever is nearest them. Check these actions
Acid, Cold, Fire, Lightning, and Poison Resistances: each turn. Range: 12”. Duration: as long as maintained.
Each of these spells provides a measure of resistance to the Cost: 5 SP + 1/turn.
type of damage named. As a result, the receiver of such a Delusion: This spell causes the victim to suffer from
spell’s effects has a 10% bonus on Saving Throws against delusions, based on his own desires and any suggestions
that type of damage, and takes 1 point less per die of made by the caster. For example, the victim might think
damage than is actually rolled. Note: Fire Resistance also that he could fly, or that a magic item conferred total
applies to heat damage. Range: adjacent to target. immunity to dragon breath, even though these things were
Duration: as long as maintained. Cost: 5 SP + 1/turn. not true, thus placing the victim in danger. Range: 12”.
Activate Staff: This spell will activate any type of Duration: as long as maintained. Cost: 6 SP + 1/turn.
activatable staff of the caster. It is otherwise identical to Dimension Door: A limited Teleport spell (5M) which
Activate Staff (2M). Cost: 4 SP. allows all objects or persons within a 1” cube to be
Animal Control: This spell allows the user to control instantaneously transported no more than 36” in any
up to three 6-sided dice of 1st level animals (3-18), up to direction. The objects being moved always arrive at the
two 8-sided dice of 2nd level animals (2-16), and up to one distance and direction stated by the caster, unless a magical
6-sided die of 3rd level animals. Duration: as Charm barrier of certain types prevents it. Thus, the caster could
(Animal Class) (1M). Range: 12”. Cost: 6 SP. move an object 12” upward, 20” left and 20” down, or any
Area Darkness: A spell to produce darkness in a 3” similar combination. If the caster wishes to D-Door to a
radius sphere not necessarily centered on the caster. position of unknown range, such as “beside that tree”, use
magic archery to determine how accurately he estimates the

Warlock Magic Spells  4-21


 Warlock Magic Spells Revised Warlock Magic Spells

distance. If an object occupies the space being transported Hallucinatory Terrain: By means of this illusion
to, a Saving Throw is rolled for that object. If it fails, the spell, terrain features can either be hidden or created. Thus a
transfer is completed, with the interfering object being swamp, hill, ridge, woods or the like can be concealed or
moved to the site of the original object. At least 75% of an made to appear. The spell is broken when an intelligent
object must be in the cube for it to be moved, and all of it being touches it. Range: All affected terrain must be within
will either be moved or not. That is, a D-Door will not 24” of the caster. Cost: 9 SP.
break an object. May be cast at a point no more than 1” Haste: A spell that affects up to 24 creatures in an area
from caster. Duration: instantaneous. Cost: 7 SP. of 3” × 3”. It has the effect of doubling the dexterity,
Electric Micro-Ball: This spell produces a small movement speed, and blows per phase of the targets.
missile of electrical energy which, upon hitting something, Duration: 3 turns. Range: 24”. Cost: 7 SP.
causes 1 die of damage per level of the caster. The missile Haste 2×4: A version of the Haste (4M) spell that
travels in a straight line from the finger of the caster to the affects a 2” × 4” area.
target, up to its maximum range of 24”. This spell may be Healing: Via this spell magic-users can heal their
cast once per phase, and the cost listed is per phase. personal damage at the rate of 1 hit point per turn.
Duration: instantaneous. Cost: 7 SP. Duration: as long as maintained. Cost: 2 SP + 2/turn.
Electric Mini-Ball: A spell which produces a tiny ball Heat Beam, 12” Range: Creates a beam of heat 12”
of flame, traveling from the finger of the caster in a straight long and 1/6o” in diameter. This beam does damage of 1 die
line to any point within 24” that is visible to the caster. At per level of the caster, and stops when it hits a solid object.
the distance that the caster has ordered the projectile to Duration: instantaneous. Cost: 6 SP.
travel, it bursts into a sphere of electrical discharges 1” in Ice Wall: A spell which creates an opaque wall of ice
radius, with the characteristics of a normal Ball. If the with effects similar to those of a Fire Wall (4M) except the
projectile goes through a Firewall (4M), it will explode into special damage is for those who use fire or are specially
its sphere at that point. This spell does 1 die of damage per susceptible to cold. Acts as a solid wall with threshold 4,
level of the caster. Duration: instantaneous. Range: 24”. requiring four times the level it was cast at in physical
Cost: 6 SP. damage to make a hole in it. Range: 12”. Duration: 6 turns.
Fear Cone: Causes all creatures within a 6” cone to Immobilization: This spell allows the caster to hold
panic and flee if they fail to make their Saving Throws. immobilized any one creature that fails to make its Saving
(Use Magic Saving Throw for creatures, or special Fear Throw. The caster must be in range when casting the
Saving Throw for intelligent beings.) Fleeing creatures roll maintainence of the spell or it will be broken. Range: 24”.
once each turn to check for recovery from their fear. If they Duration: as long as maintained. Cost: 5 SP + 1/turn.
make the Saving Throw, the same as the initial one needed, Immobilize: This spell allows the caster to hold
they stop running and may act freely. Duration of spell: immobilized any one creature that fails to make its Saving
instantaneous. Cost: 6 SP. Throw. The saving throw is at –10%. Range: 24”.
Fire Wall: This spell creates an opaque wall of fire of Duration: 1 turn. Cost: 7 SP
standard dimensions. It prevents all creatures of 4 hit dice Massmorph: This spell is used to conceal up to 100
or less from passing through. Undead take two 6-sided dice men or creatures of similar size to men, as a small wood or
of damage when passing through, as do other beings orchard. The concealed figures may be moved through
especially susceptible to fire. Other creatures take one 6- without being noticed as anything other than trees, and it
sided die of damage from passing through. Creatures will not affect the spell. The effect will be negated by a
normally employing fire, such as Balrogs, take no damage. command from the caster or by being dispelled. Range:
Energy projectiles, such as those that produce Fire Ball 24”. Cost: 9 SP.
spells (3M), detonate upon contact with a Firewall. Range: Maxi-Cold Cone: A spell which produces a cone of
6”. Duration: as long as maintained. Cost: 5 SP + 2/turn. pure cold, 6” long and 6” wide at the base, with the narrow
Gaseous Form: Changes the target into an inert gas, point starting at the fingertip of the caster. This spell causes
allowing it to penetrate any place that is not airtight. Only 1 die of damage per level of the caster. Cost: 12 SP.
the target is transformed, not the things that it or he was Maxi-Heat Cone: A spell which produces a cone of
wearing or carrying. All such material cannot be moved by intense heat, 6” long and 6” wide at the base, with the
the gas, and is left in place or falls to the ground, as narrow point starting at the fingertip of the caster. This
appropriate to the item. Duration: until dispelled. Range: spell causes 1 die of damage per level of the caster. Cost:
6”. Cost: 7 SP. 12 SP.
Giant Strength: This spell increases the strength of the Mega-Ball: A spell which produces a tiny ball of
caster by 11 to 20 points (10 + a 10 sided die). Duration: 1- flame, traveling from the finger of the caster in a straight
10 turns. Cost: 7 SP. line to any point within 24” that is visible to the caster. At
Growth of Plants: This spell causes normal brush or the distance that the caster has ordered the projectile to
woods to become thickly overgrown and entangled with travel, it bursts into a sphere of flame 4” in radius, with the
creepers, vines, thorns, briars and so on, so as to make the characteristics of a normal Ball. If the projectile goes
area virtually impassable. It will affect an area of up to 9” through a Firewall (4M), it will explode into its sphere at
square, the dimensions decided by the caster of the spell. that point. This spell does ½ die of damage per level of the
Range: 12”. Duration: until dispelled. Cost: 7 SP.

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Revised Warlock Magic Spells Warlock Magic Spells 

caster. Duration: instantaneous. Range: 24”. Cost: 10 shape of a dragon, she will not gain the ability to fight and
SP. use a dragon breath weapon, but will be able to fly. (She
Mega-Sleep: A Mega-Sleep spell affects 2-12 will retain all of her own basic abilities, within the limits of
creatures of 1-20 hit dice, in an area of 6” × 6”. Of the the shape.) A magic-user who polymorphs himself into the
beings affected, any failing to make their Saving Throws shape of a giant will still have the damage capacity and
immediately fall asleep. This sleep lasts until the spell is strength of his normal form (as well as Saving Throws,
dispelled, or for (20 - L) turns, where L is the level of the etc.). This spell cannot be used for consistent fine-tuning
individual creature. If the target area contains more than the such as disguising one’s appearance or changing size in
number of beings rolled, determine randomly which are order to fit a particular set of armor. Duration: until
affected. This spell is ineffective against those who do not dispelled, or until the caster wishes to return to normal.
naturally sleep. Duration: per level. Range: 24”. Cost: Cost: 6 SP.
10 SP. Projected Midi-Strength: This spell allows the caster
Micro-Ball: This spell produces a small missile of fire to increase the strength of a recipient by 3-18 (rolled
which, upon hitting something, causes 1 die of damage per randomly) strength points for 1-10 (rolled) turns. Range: 1”.
level of the caster. The missile travels in a straight line Cost: 8 SP.
from the finger of the caster to the target, up to its Protection/Missiles: The recipient of this spell
maximum range of 24”. This spell may be cast once per becomes impervious against all non-magical missiles, even
phase, and the cost listed is per phase. Duration: those hurled from magical projectors. This would not
instantaneous. Cost: 6 SP. protect against magical missiles of any kind. Duration: 12
One-Way Darkness: Causes a wall of darkness to be turns. Range: 3”. Cost: 5 SP.
formed, except that the wall appears dark from only one Remove Curse: A spell to remove any one curse, Geas
side (specified by the caster). From the other side, no wall (6M), or Quest (4C). Using this spell in the case of someone
is visible. Range: 6”. Duration: as long as maintained. holding a cursed magical item would remove the effect of
Cost: 6 SP + 2/turn. the item’s curse on that person, but would not affect the
Paralysis Cone: This spell produces a 6” cone, in item permanently. (Beings under the influence of a Geas or
which a special form of damage is applied to all living a Quest may not use this spell or consent to its use on them.)
things. The damage caused by this spell is not cumulative Duration: instantaneous. Range: adjacent to target. Cost:
with other types of damage. When a creature sustains 5 SP.
damage of this type exceeding hits to unconsciousness level, Slow: This is exactly the opposite of a Haste spell
total paralysis of all voluntary muscles results. Paralysis (4M) in effect (i.e., halves dexterity, etc.) but otherwise is
damage caused is equal to 1 die per level of the caster of the exactly like the former spell. A spell that affects up to 24
spell. Duration of cone: instantaneous. Duration of creatures in an area of 3” × 3”. A version that is 2” × 4”
paralysis: until dispelled. Cost: 6 SP. may also be researched, if desired. It has the effect of
Percentile Negation: This spell, when cast before or at halving the dexterity, movement speed, and blows per phase
the same dexterity count as another spell being thrown that of the targets. Note that a slow spell will counter a Haste
magic phase at or to include the negator, will negate from 1 spell and vice-versa. Duration: 3 turns. Range: 24”. Cost:
- 100% of that incoming spell, rolled randomly. If the spell 7 SP.
causes damage, the percentage negated is applied to the Strength: Via this spell a magic-user may multiply his
rolled damage. If the spell has an all-or-nothing effect and strength by 1-4 times (rolled randomly). The strength
at least 51% was negated, the spell fails. This spell works multiplication lasts for 1-10 turns (rolled). It may not be
against individual or area spells. Duration: 1 magic phase, used by the caster again that day if his strength is actually
or one spell, whichever comes first. Range: 24”. Cost: 7 multiplied, nor may any of the higher-level similar spells,
SP. e.g., Super Strength (5M) and Maxi-Strength (6M). Cost: 7
Personal Force Field: This spell has the effect of SP.
providing its user with protection equivalent to Plate armor. Telepathy: A spell that allows the user to cast his
Duration: as long as maintained. Cost: 6 SP + 2/turn. thoughts to any creature within 9”. If the caster’s
Personal Paralysis: A spell that causes a single target intelligence is higher than that of any similar creatures
to become paralyzed. Because of the personal nature of this within range, he may attempt to influence their mind(s) with
spell, the target’s Saving Throw against it is worsened by suggestions implanted telepathically. Such suggestions will
10%. Range: 12”. Duration of spell: instantaneous. have a +10% chance of being carried out (when rolling for
Duration of paralysis: until dispelled. Cost: 6 SP. random actions of unintelligent beings). For player-
Plant Control: Allows the caster to control from 1 to 6 characters or other intelligent beings, the caster and target
large plants (such as trees), or all small plants (ground roll percentile dice, with 10% being added to the caster’s
cover) within a 1” by 1” area. Duration: 6 turns. Range: 6”. roll. If the target fails to beat the caster’s score, the
Cost: 5 SP. suggestions will be carried out. (Note that the actions to be
Polymorph Self: A spell allowing the user to take the performed must be reasonable for the target to perform. No
shape of anything he desires, but without thereby acquiring being would willingly kill himself, for instance.) Duration:
the special abilities of the thing he has polymorphed himself 1 turn. Cost: 6 SP.
to resemble. That is, while a caster may turn herself into the

Warlock Magic Spells  4-23


 Warlock Magic Spells Revised Warlock Magic Spells

Vertigo: This spell causes a strong feeling of vertigo dispelled. Range: no part of the illusion may be more than
(dizziness) in the target. It affects the target’s equilibrium 24” from the caster. Cost: 15 SP.
to the point that he cannot ride anything, and cannot aim a Charm Being: This spell applies to all creatures of
weapon or spell accurately. (He finds it difficult to defend human-level intelligence, excluding all ‘Undead’ monsters
himself as well.) No aimed spells may be thrown, and but including such things as orcs and goblins. If the spell is
subtract 10 attack and defense levels from the target. successful it will cause the charmed entity to obey any
Range: 24”. Duration: 2 to 12 turns. Cost: 5 SP. spoken and understood command of the charmer until such
Wall of Thorns: This spell causes a solid wall of time as the charm is dispelled. See the general Charm rules
thorns to be formed with threshold 4, requiring four times for other restrictions and effects. Range: 12”. Duration:
the level it was cast at in physical damage to make a hole in Until dispelled or removed by the caster of the spell or the
it. Range: 6”. Duration: until dispelled or destroyed. Cost: caster loses control by going unconscious, dying, or moving
8 SP. outside range. Cost: 10 SP.
Wide Cold Cone: Creates a cone of cold with a 90º Cloudkill: This spell creates a moving, poisonous
vertex, 3” long and 6” wide at the base. Causes 1 die of cloud of vapor which is deadly to all creatures with less than
damage per level of the caster. Cost: 9 SP. 5 hit dice if they fail Saving Throws against magic.
Wide Dark Cone: Produces a cone of total darkness Movement: 3” per phase according to wind direction or
with a 90º vertex, 3” long and 6” wide at the base. directly away from the spell caster if there is no wind.
Duration: as long as maintained. Cost: 6 SP + 1/turn. Dimensions: 3” sphere. Duration: 6 turns, unless dispelled
Wide Heat Cone: Creates a cone of heat with a 90º or dispersed by trees or unusually strong winds. Note that
vertex, 3” long and 6” wide at the base. Causes 1 die of the cloud is slightly heavier than air, so it will sink to the
damage per level of the caster. Cost: 9 SP. lowest possible level, go down stairs, etc. Cost: 6 SP.
Wizard Eye: A spell which allows the user to send a Cold Cone, 12” range: Creates a cone of cold that is
visual sensor up to 24” away in order to observe the scene 12” long and 6” wide at its base. Does 1 die of damage per
without himself moving. The “eye” is invisible (and may be level of caster. Duration: instantaneous. Cost: 14 SP.
detected or seen as such). It moves up to 12” per turn. Conjure Elemental: A spell to conjure an air, water,
Duration: as long as maintained. Cost: 4 SP + 1/turn. fire, or earth elemental. The elemental will remain until
X-ray Vision: Allows the user to see through up to 1” dispelled, destroyed or released by the caster, but the magic
of solid rock or 1/12” of iron for a total distance of 3” user must concentrate on control of the elemental or it will
beyond. Lead prevents any penetration, as does gold and turn upon its conjurer and attack him. Attacking the
other heavy metals. The user will note hidden doors and conjurer will break the control. Range: 24”. Cost: 6 SP +
traps when X-raying areas they are in. A 1” × 1” section of 1/turn.
wall can be examined for hidden things in one turn. Crimson Bands: Creates bands that enclose a 1” cube
Duration: as long as maintained. Cost: 4 SP + 1/turn. and contract suddenly. Beings within the area must make
Entanglement Saving Throws to avoid being wrapped up.
Fifth Level Spells If the bands are cast at a single creature, the Saving Throw
Air Walking: The caster may walk on air as though it is at -20%. The bands cannot be broken or removed except
were solid by using this spell. Height changes are possible by magic. Range: 12”. Duration: until dispelled. Cost: 8
by placing the feet as though walking up a ramp or stairs. If SP.
the caster trips or falls over for any reason, he falls to the Dark Cone, 12” Range: A 12” long × 6” long cone of
ground. Cost: 6 SP + 2/turn. total darkness. Cost: 9 SP + 2/turn.
Animate Dead: This spell is used for the animation of Detection Jamming: Allows the user to prevent others
skeletons or zombies. It in no way brings a creature back to from detecting his presence. Each spell of this type will
life. For the number of dead animated, simply roll one die operate against only one particular type of detection (which
plus one die for every level the caster is above the minimum must be specified). Duration: 6 turns. Cost: 7 SP.
necessary to use a fifth level spell. Thus, a 9th level magic Diminish Others: Causes the target to shrink to 1/12 its
user normally animates one die of dead. Note that the normal size. Range: 6”. Duration: until dispelled. Cost:
skeletons or dead bodies must be available in order to 10 SP.
animate them. The spell lasts until dispelled or the Dragon Control: This spell applies to all dragons, this
animated dead are done away with (dispelled or destroyed). spell will affect from 1-3 dragons. If the spell is successful
Each body requires 3 spell points to animate. Range: 3”. it will cause the controlled dragon(s) to obey any spoken
Cost: 3 SP per body. command of the charmer until such time as the control is
Broadfield Hallucination: Similar to Phantasmal Spell dispelled. See the general Charm rules for other restrictions
(2M), except it causes no damage to those believing in the and effects. Range: 12”. Duration: Until dispelled or
illusion. Creates a sustained illusion at the discretion of the removed by the caster of the spell or the caster loses control
caster, of a maximum size of a 24” radius circle centered on by going unconscious, dying, or moving outside range.
the caster. Continues until dispelled, even if illusionary Cost: 12 SP.
objects are touched. No Belief Saving Throw is applicable Energy Bolt: This spell produces a projectile which
unless the illusion is physically entered. Duration: until leaves the finger of the caster and goes a stated distance, up
to a maximum of 24”. At its planned distance of travel,

4-24  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

even if the projectile is bounced back by an obstruction, the to 12 times their normal dimensions), with proportionate
projectile turns into a bolt of pure energy, 6” in length and changes in their attack, defense, and hit capabilities. In
up to ¾” wide (the caster can make it narrower). Note that addition, any animal of low intelligence will not be able to
scattered or fumbled shots may involve casting this spell at cope with the adjustment, and will tend to eventually go
the wrong size in width if it was not at the default ¾” size. berserk. Range: 12”. Duration: until dispelled. Cost: 9
Does 1 die of damage per level of caster. Duration: SP.
instantaneous. Range: 24” Cost: 9 SP. Heat Cone, 12” Range: Creates a cone of heat that is
Energy Cone: Creates a cone of pure energy that is 6” 12” long and 6” wide at its base. Does 1 die of damage per
long and 3” wide at its base. Cost: 9 SP. level of caster. Duration: instantaneous. Cost: 14 SP.
Energy Dart: This spell produces a small missile of Hold Monster: A spell similar to Charm Person (1M),
pure energy which, upon hitting something, causes 1 die of but which is of more limited duration and greater effect. It
damage per level of the caster. The missile travels in a affects either from 1-4 monsters of less than human
straight line from the finger of the caster to the target, up to intelligence (rolled on a 4-sided die) normally, or can be
its maximum range of 24”. Duration: instantaneous. Cost: concentrated on 1 target, in which case the target suffers a
7 SP. 10% penalty to the Saving Throw roll. This spell has the
Energy Resistance: Provides resistance to pure energy further effect of making the caster’s commands understood
damage, as well as to fire, heat, and electricity, in a manner by the monster(s) taken over. Duration: 6 + level of caster
similar to other resistance spells. As a result, the receiver of (in turns). Range 12”. Cost: 8 SP.
such a spell’s effects has a 10% bonus on Saving Throws Human Control: A spell similar to Charm Person
against that type of damage, and takes 1 point less per die of (1M) and Hold Person (3M), but which is of more limited
damage than is actually rolled. Range: adjacent to target. duration and greater effect. It affects either 2-12 persons
Duration: as long as maintained. Cost: 7 SP + 1/turn. with 3 or fewer hit dice, 2-8 persons with 4-6 hit dice, 1-4
Extension: This spell causes another spell thrown with persons with 7-9 hit dice, or 1 person having 10 or more hit
it to increase in duration by 50%. Unlike most spells, this dice (rolled on a 4-sided die) normally, or can be
spell cannot be used unless another spell is thrown at the concentrated on 1 target, in which case the target suffers a
same time. Furthermore, the spell to be extended must 10% penalty to the Saving Throw roll. This spell has the
neither be maintained nor consist of destructive energies of further effect of making the caster’s commands understood
any kind. Thus, a Fireball (3M) could not be extended, nor by the person(s) taken over, even if the wrong language is
could a Poison Gas (6M). The primary use of this spell is to used. Duration: 6 + level of caster (in turns). Range 12”.
prolong the effects of a spell such as Haste (4M) and Cost: 10 SP.
Strength (4M). Range: as that of the companion spell Ice Storm: This spell causes a hailstorm to exist in a
thrown. Duration: instantaneous. Cost: 4 SP + level of the 3” cube that rests upon the ground. This spell may only be
spell it extends. used outdoors. The storm causes impact damage of 1 die per
Feeblemind: A spell used primarily against magic level of the caster. Duration: 1 phase (not magic phase).
users, it causes the target to lose all effective intelligence. Range: 12” to the near wall of the cube, maximum. Cost:
Target retains only the most primitive instinctive mental 8 SP.
responses (balance, aversion to pain, and the like). Because Iron Wall: This spell causes a wall of iron to be
of its specialized nature, the Feeblemind spell worsens the formed with a thickness of 1/24” and a threshold of 18
Saving Throw of any magic-using target by 20%. Range: requiring eighteen times the level it was cast at in physical
24”. Duration: until dispelled. Cost: 8 SP. damage to make a hole in it, and otherwise standard
Flame, 12”: This spell produces a stream of flame 12” dimensions. Range: 6”. Duration: 12 turns.
long and ½” wide, beginning at the tip of the caster’s finger. Locate Person: In order for this spell to be effective it
The flame splashes when it hits any solid non-flammable must be cast with certain knowledge of who is to be located.
object, which may cause the flame to damage other targets Thus, the person to be located would have to be known to
or the caster. If the target of the flame is destroyed by the the caster in order for the spell to work. The spell gives the
damage caused, whatever was behind the target is also a user the direction of the person desired, but not the distance.
target. Damage caused is 1 die per level of the caster. The desired person must be within range in order to be
Duration: instantaneous. Cost: 8 SP. detected at all. Range: 6” + 1” per level of the caster.
Giant Control: This spell applies to all giants, this Duration: 1 magic phase. Cost: 6 SP.
spell will affect from 1-4 giants. If the spell is successful it Macro-Ball: This spell is similar to a Fire Ball (3M),
will cause the controlled giant(s) to obey any spoken except that the radius of the explosion is 6”, and the damage
command of the charmer until such time as the control is done is ¼ die per level of the caster. Range: 24” Cost: 15
dispelled. See the general Charm rules for other restrictions SP.
and effects. Range: 12”. Duration: Until dispelled or Macro-Sleep: This spell operates like a Sleep spell
removed by the caster of the spell or the caster loses control (1M) on any creature less than 21st level. 2-12 such
by going unconscious, dying, or moving outside range. creatures may be affected by the spell in an area of 6” × 6”.
Cost: 10 SP. Of the beings affected, any failing to make their Saving
Growth of Animals: A spell which will cause from 1- Throws immediately fall asleep. This sleep lasts until the
6 normal-sized animals of any kind to grow to giant size (up spell is dispelled, until the magic user dies, or until the

Warlock Magic Spells  4-25


 Warlock Magic Spells Revised Warlock Magic Spells

magic user is more than 24” from the sleepers (checked applied to all living things. The damage caused by this spell
individually). If the target area contains more than the is not cumulative with other types of damage. When a
number of beings rolled, determine randomly which are creature sustains damage of this type exceeding hits to
affected. This spell is ineffective against those who do not unconsciousness level, total paralysis of all voluntary
naturally sleep. Range: 24”. Cost: 12 SP. muscles results. Paralysis damage caused is equal to 1 die
Mass Invisibility: Makes invisible all persons or per level of the caster of the spell. Duration of cone:
things within up to 24” radius of the point upon which it is instantaneous. Duration of paralysis: until dispelled. Cost:
cast, determined by the caster. Highly magical or anti- 14 SP.
Magical creatures (such as balrogs or dragons) will still be Passwall: A spell that opens a 1” diameter hole of up
able to see the invisible object or person, but normal to 1” in length through or into any normal wall or solid
monsters or men will not. Duration: until dispelled or the object. Duration: 3 turns. Range: 3” from caster. Cost: 8
invisible person attempts to attack – unique for each person SP.
or thing turned invisible, not everything within the spell at Personal Wizard Lock: Similar to a Wizard Lock
the time it was cast. Range: 0”. Cost: 12 SP + radius in (2M), this spell allows only the caster to pass through it
inches. Maximum radius: 24”. without dispelling it. Similar to a Hold Portal (1M), this
Maxi-Paralysis Cone: This spell produces a 6” long spell lasts until dispelled. It can be opened by a Knock
by 6” wide cone, in which a special form of damage is Spell (2M) without the Wizard Lock being removed. Any
applied to all living things. The damage caused by this spell magic user who is three levels higher than the one who cast
is not cumulative with other types of damage. When a the spell can pass it through without a spell of any type.
creature sustains damage of this type exceeding hits to Cost: 8 SP.
unconsciousness level, total paralysis of all voluntary Polymorph Others: Unlike the spell Polymorph Self
muscles results. Paralysis damage caused is equal to 1 die (4M), this spell causes the recipient to assume both the form
per level of the caster of the spell. Duration of cone: and the special abilities of the creature they are
instantaneous. Duration of paralysis: until dispelled. Cost: polymorphed to resemble. In so doing, the recipient loses
12 SP. all of their own physical abilities (but maintains their
Maze: This spell fills a 6” × 6” × 2” high area with a mentality and hit capacity). This spell may not be cast on
maze of shifting Illusionary walls, constantly moving and oneself. Range: 6”. Duration: until dispelled. Cost: 10
changing. Any victim who fails a Belief Saving Throw is SP.
completely unable to find the way out of the maze. Each Projected Clairaudience: Same as Clairaudience
victim gets a new Belief Saving Throw each turn. Anyone (3M) except that other persons within 1” of the caster may
entering the maze must also make a Belief Saving Throw or listen in. This spell allows the caster to place his point of
be affected. Range: 12”. Duration: 6 turns. Cost: 15 SP. hearing at a distance and hence hear things when he could
Micro-Cold Beam: Creates a beam of cold 12” long not do so by normal means. It can penetrate solid rock up to
and 1/6o” in diameter, that can be produced every phase. about 3” in thickness, but a thin coating of lead will prevent
This beam does damage of 1 die per level of the caster, and its penetration. This spell may be used to listen in on the
stops when it hits a solid object. Duration: instantaneous. voices of creatures seen through a crystal ball although the
Cost: 8 SP. spell itself is not transmitted through the crystal ball.
Micro-Heat Beam: Creates a beam of heat 12” long Range: 24”. Cost: 8 SP + 1/turn.
and 1/6o” in diameter, that can be produced every phase. Projected Clairvoyance: Same as Clairvoyance (3M)
This beam does damage of 1 die per level of the caster, and except that other persons within 1” of the caster may also
stops when it hits a solid object. Duration: instantaneous. watch. This spell allows the caster to place his point of
Cost: 8 SP. view at a distance and hence see events transpiring in a
Mini-Energy Bolt: This spell produces a projectile location not visible to him by normal means. It can
which leaves the finger of the caster and goes a stated penetrate solid rock up to about 3” in thickness, but a thin
distance, up to a maximum of 24”. At its planned distance coating of lead will prevent its penetration. Note: Spell
of travel, even if the projectile is bounced back by an will not make objects that are invisible or enveloped in
obstruction, the projectile turns into a bolt of pure energy, darkness visible, unless used in conjunction with a spell or
3” in length and up to ¾” wide (the caster can make it device to see invisible objects or in darkness. Range: 24”.
narrower). Does 1 die of damage per level of caster. Duration: as long as maintained. Cost: 8 SP + 1/turn.
Duration: instantaneous. Cost: 8 SP. Projected Strength (×1-4): A spell similar to Strength
Mini-Energy Cone: Creates a cone of pure energy that (4M) that can be cast on another being. Via this spell a
is 3” long and 1 ½” wide at its base. Cost: 9 SP. magic-user may multiply another beings strength by 1-4
Mini-Wide Energy Cone: A spell which produces a times (rolled randomly). The strength multiplication lasts
cone of pure energy, 1 ½” long and 3” wide at the base, for 1-10 turns (rolled). It may not be used on the same
with the narrow point starting at the fingertip of the caster. being again that day if the strength is actually multiplied,
This spell causes 1 die of damage per level of the caster. nor may any of the similar spells, e.g., Strength (4M), Super
Cost: 8 SP. Strength (5M), and Maxi-Strength (6M). Range: 3”. Cost:
Paralysis Cone, 12” Range: This spell produces a 12” 10 SP.
long by 6” wide cone, in which a special form of damage is

4-26  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

Recharge: This spell is cast with other spells to renew with the intended destination (either the magical spell
1 charge of a wand or staff. The magic user casts Recharge Photographic Memory (2M) or the thievish Eidetic
simultaneously with all charged spells in the staff or wand, Memory, Visual ability will assure this, as will a period of
as one expensive spell. Note that the caster must have one hour spent memorizing the specific location at any time
access to all spells in the item, either memorized himself or within the recent past). The caster must be fully conscious
on scrolls. Effects contained in the item but which do not and in control of his actions (being knocked unconscious
use charges are not included in the casting. An item may just as the spell is going off makes you lose some of your
not be given more charges than its maximum. A magic user control). The caster may not Teleport either into or out of
of at least 11th level may also write a recharge scroll for an consecrated ground, or into a structure protected by Castle
item. This scroll contains the same expensive combined 5th Protection (7M), if that spell was not of his own casting.
level spell described above. Range: adjacent to item being The caster may not Teleport into any area in which magic is
recharged. Cost: 3 + highest level spell in the item. currently not functional, such as an area covered by Magic
Scroll Lock: This spell prevents the writings on a Damping Field (8M). If the caster accidentally or
scroll or similar object from being read by anyone except deliberately violates one or more of these restrictions, his
the caster of the Scroll Lock spell. Dispelling of the Scroll Teleport spell malfunctions as follows: the magic user must
Lock may (100 - level of dispeller in %) result in damage or make a Saving Throw vs. magic. If he succeeds in
erasure to the scroll itself. Range: adjacent to scroll. achieving his Saving Throw, he will simply fail to Teleport
Duration: until removed. Cost: 6 SP. at all, and will remain in his initial location. If the caster
Silver Magnet: A spell to make an object attract silver fails this initial Saving Throw and was trying to Teleport to
like a normal magnet attracts iron. The strength of the an unmemorized location or while losing control, he does
magnet may be adjusted by the caster so that silver will be Teleport, but must roll another Saving Throw vs. magic to
attracted only weakly or very strongly. (Silver pieces might determine the location, if any. If the caster failed to make
be drawn upwards out of a backpack, but not so forcefully his first Saving Throw, but succeeded the second time, he
that the backpack would be torn.) Range of effect: 6”. arrives at a location from 1-100” (rolled) in each of the
Range of spell: adjacent to object to be magnetized. three dimensions from his intended location (i.e., 37” North,
Duration: until dispelled. Cost: 7 SP. 12” East, and 84” Up is one possible result). If the caster
Speak With Dead: A spell that allows the user to failed both his first and second Saving Throw attempt, but
converse with a dead body, the magic user being able to ask succeeded on the third attempt, he would arrive at a
three questions. Note that the length of time the creature destination from 1-1000” (rolled) from his destination in
has been dead will be a limiting factor. Magic users of 8th each dimension. If he failed to make this third and final
level or less (using scrolls or implements with the spell) can Saving Throw, he would simply vanish, having Teleported
only speak with recent dead (no more than 4 days dead). to a point unknown or nonexistent. Cost: 12 SP.
9th-17th level magic users can converse with creatures dead Transmute Iron-Lead: Allows the user to change all
up to four months. Magic users 18 th level or higher may of the iron in a 1” cube into lead or vice-versa. Will not
converse with any intact remains of any age. Note that the work on magical metal. Duration: change is permanent
magic user must be able to speak the language of the unless reversed by similar spell. (Note: this spell works on
deceased in question. Range: adjacent to deceased. Cost: masses of iron, not individual molecules. Thus, the iron in a
8 SP. person’s bloodstream would be unaffected, but his weapons
Stone Wall: This spell creates a wall of stone with a and armor would change.) Range: 3”. Cost: 9 SP.
thickness of 1/3”, a threshold of 15 requiring fifteen times the Transmute Rock-Mud: Allows the user to change all
level it was cast at in physical damage to make a hole in it, of the rock in a 1” cube to mud, or vice-versa. Will not
and otherwise standard dimensions. Range: 6”. Duration: work on magical rock, and living rock gets a Saving Throw.
until dispelled or destroyed. Duration: change is permanent unless reversed by similar
Super Strength: Via this spell a magic-user may spell. Range: 3”. Cost: 7 SP.
multiply his strength by 1-5 times (rolled randomly). The Undead Control: This spell applies to all Undead and
strength multiplication lasts for 1-10 turns (rolled). It may but affects 2-8 Undead under 4 hit dice and 1-4 Undead
not be used by the caster again that day if his strength is having 4 or more hit dice. If the spell is successful it will
actually multiplied, nor may any of the similar spells, e.g., cause the controlled Undead to obey any spoken command
Strength (4M), Projected Strength (5M) and Maxi-Strength of the charmer until such time as the control is dispelled.
(6M). Cost: 10 SP. See the general Charm rules for other restrictions and
Telekinesis: By means of this spell, an object may be effects. Range: 12”. Duration: Until dispelled or removed
moved from a distance by mental force. The weight limit is by the caster of the spell or the caster loses control by going
20 pounds per level of the caster. Thus a 12th level caster unconscious, dying, or moving outside range. Range: 12”.
would be able to manipulate a weight of up to 240 pounds. Cost: 8 SP.
Duration: As long as maintained. Range: 12”. Cost: 7 SP Vari-Ball: A spell which produces a tiny ball of flame,
+ 1/turn. traveling from the finger of the caster in a straight line to
Teleport: This spell allows the caster to Teleport any point within 24” that is visible to the caster. At the
himself instantly from one location to another, with the distance that the caster has ordered the projectile to travel, it
following restrictions: The caster must be firmly familiar bursts into a sphere of flame up to 2” in radius, with the

Warlock Magic Spells  4-27


 Warlock Magic Spells Revised Warlock Magic Spells

characteristics of a normal Ball. If the projectile goes Sixth Level Spells


through a Firewall (4M), it will explode into its sphere at
that point. The size can be from the size of the projectile, Acid, Cold, Fire, Lightning, and Poison
like a Micro-ball (4M), up to the size of a full Fireball at 2” Protection(s): Each of these spells halves the damage
radius, determined by the caster. Note that scattered or suffered by the caster from the danger named. A successful
fumbled shots may involve casting this spell at the wrong Saving Throw, when applicable, will further halve the
size. This spell does 1 die of damage per level of the caster. damage. Note: Fire Protection also applies to heat damage.
Duration: instantaneous. Range: 24”. Cost: 8 SP. Duration: as long as maintained. Cost: 10 SP + 2/turn.
Vari-Bolt: This spell produces a projectile which Air Wall: This spell creates a transparent wall of air of
leaves the finger of the caster and goes a stated distance, up standard dimensions. This wall will stop archery, breath
to a maximum of 24”. At its planned distance of travel, weapons, and projectile-type magic (i.e., the explosion of a
even if the projectile is bounced back by an obstruction, the Fireball will go through an Air Wall, but the pre-explosion
projectile turns into a lightning bolt, up to 6” in length (the pellet will not). Acts as a solid wall with threshold 7
caster can make it from as short as 1/6o” to as long as 6”) and requiring seven times the level it was cast at in physical
up to ¾” wide (the caster can make it narrower). Note that damage to make a hole in it. Range: 6”. Duration: as long
scattered or fumbled shots may involve casting this spell at as maintained.
the wrong size in either length and/or width. Does 1 die of Anti-Magic Shell: A skin-tight field that surrounds
damage per level of caster. Duration: instantaneous. Cost: and permeates the caster and all items held by the caster,
7 SP. making them totally impervious to all magical (not clerical)
Vari-Cold Cone: A spell which produces a cone of spells, whether cast by finger or by implement. While the
pure cold, 6” long and width of the base can be adjusted shell is up the caster may not throw any other spells, by
anywhere from its normal 3” width down to a narrow beam finger or by implement. Purely magical damage bonuses of
1/6o” wide, with the narrow point starting at the fingertip of magical weapons will also not travel in or out of the shell.
the caster. This spell causes 1 die of damage per level of Duration: 12 turns. Cost: 10 SP.
the caster. Cost: 9 SP. Area Muscle Spasm: A version of Muscle Spasm
Vari-Heat Cone: A spell which produces a cone of (1M) that affects a 6” by 6” area. A spell that is used to
pure heat, 6” long and width of the base can be adjusted disrupt the aim of a single opponent for one phase. No
anywhere from its normal 3” width down to a narrow beam effect if victim makes Saving Throw. Range: 24”. Cost:
1/6o” wide, with the narrow point starting at the fingertip of 10 SP.
the caster. This spell causes 1 die of damage per level of Astral Eye: This spell allows the caster to send out an
the caster. Cost: 9 SP. invisible viewer similar to Wizard Eye (4M) except that this
Vortex: Similar to a Whirlwind spell (3M), a spell that viewer can travel through walls and solid objects unless
creates a vortex having a 1” base diameter, a 2” top they are specifically shielded against it by enchantment.
diameter, and a height of 3”. It is strong enough to blow out Duration: as long as maintained. Range: 24”. Cost: 12 SP
torches and to sweep away all creatures that can fit inside it. + 2/turn.
The caster controls the movement of the vortex. this spell is Bomb: A spell which produces a tiny ball of
a bit stronger in that it does 1 die of damage per magic explosive, traveling from the finger of the caster in a
phase to those in its path, without a Saving Throw. Also, straight line to any point within 24” that is visible to the
any creature failing its Saving Throw against a Vortex spell caster. At the distance that the caster has ordered the
is swept up by it and carried along with it (re-rolling Saving projectile to travel, it generates into a sphere of concussion
Throw each magic phase). Duration: as long as (impact) 2” in radius, with the characteristics of a normal
maintained. Range: 12”. Movement speed: 24” per turn. Ball. If the projectile goes through a Firewall (4M), it will
Cost: 8 SP + 1/turn. explode into its sphere at that point. This spell does 1 die of
Weakness: Causes the target to become weaker at the impact damage per level of the caster. Duration:
rate of 1 strength point per phase until a maximum strength instantaneous. Range: 24”. Cost: 12 SP.
loss of 50% of the target’s strength is reached. Such Cold Pellet: This spell produces a small missile of
weakness is reflected in both attack and in damage caused pure cold which, upon hitting something (hopefully the
in combat. Range: 12”. Duration: until dispelled. Cost: 8 intended target), causes 1 die of damage per level of the
SP. caster. The missile travels in a straight line from the finger
Wide Paralysis Cone: This spell produces a 3” long of the caster to the target, up to its maximum range of 6”.
by 6” wide cone, in which a special form of damage is Duration: instantaneous. Cost: 12 SP.
applied to all living things. The damage caused by this spell Control Weather: This spell allows the caster to
is not cumulative with other types of damage. When a change the weather conditions in his area. Changes must be
creature sustains damage of this type exceeding hits to made in a natural progression (clear sky to light clouds to
unconsciousness level, total paralysis of all voluntary heavy clouds to rain to storm, for instance). Each level (1-
muscles results. Paralysis damage caused is equal to 1 die 6) of change costs 25 spell points to accomplish. The
per level of the caster of the spell. Duration of cone: possible weather states and their levels are given below:
instantaneous. Duration of paralysis: until dispelled. Cost:
9 SP.

4-28  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

LEVEL WEATHER STATE distance and direction stated by the caster, unless a magical
1 Clear Sky, Light Winds barrier of certain types prevents it. Thus, the caster could
2 Light Clouds, Medium Winds move an object 12” upward, 20” left and 20” down, or any
3 Stop Rain, Cold Wave, Deep Clouds, Heat Wave
4 Strong Winds, Storm Clouds, Rain similar combination. If the caster wishes to D-Door to a
5 Rainstorm, Snow, Stop Tornado position of unknown range, such as “beside that tree”, use
6 Tornado, Blizzard, Thunderstorm magic archery to determine how accurately he estimates the
distance. If an object occupies the space being transported
Duration: the spell changes the weather in one phase. to, a Saving Throw is rolled for that object. If it fails, the
The change lasts for as long as would natural weather. transfer is completed, with the interfering object being
Cost: 25 SP per step. moved to the site of the original object. At least 75% of an
Daemon Control: This spell allows the caster to take object must be in the cube for it to be moved, and all of it
control of any Daemon (not demon), either free-willed or will either be moved or not. That is, a D-Door will not
already controlled, that is no more than 1 ½ times the level break an object. May be cast at a point no more than 1”
of the caster. Or any combination of Daemons whose total from caster. Duration: instantaneous. Cost: 12 SP.
levels add up to no more than the level of the caster. Thus, Energy Cone, 12”: A spell which produces a cone of
a 20th level magic user could control one 30th level pure energy, 12” long and 6” wide at the base, with the
Daemon or two 10th level Daemons with this spell. If he is narrow point starting at the fingertip of the caster. This
taking over control of an already controlled Daemon, the spell causes 1 die of damage per level of the caster. Cost:
caster must check his level against that of the current 18 SP.
controller. If they are the same level, he has a 50% chance Energy Micro-Ball: This spell produces a small
of gaining control, adjusted 5% per level in favor of the missile of pure energy which, upon hitting something,
higher controller. Thus, our 20th level magic user would causes 1 die of damage per level of the caster. The missile
have a 55% chance of taking over control from a 19th level travels in a straight line from the finger of the caster to the
magic user. While controlled in this manner, a Daemon target, up to its maximum range of 24”. This spell may be
must obey any command of the controller that would not cast once per phase, and the cost listed is per phase.
lead to the direct and permanent extinction of the Daemon. Duration: instantaneous. Cost: 8 SP.
Range: 24”. Duration: until dispelled. Remember: the Homing Ball Lightning: A spell to produce a sphere
affected Daemon(s) get their normal Saving Throw against of electrical energy ½” in diameter. It travels away from the
being controlled, even if simply passing from one controller caster at 12” per magic phase until it strikes an object and
to another, and if they have been maltreated they will turn explodes. The explosion affects an area 1” wide by 3” long
on their controller as soon as the control is broken in any beginning at the point of the explosion and extending in the
way. Cost: 12 SP. direction of motion of the sphere. The “Homing” aspect
Death: This spell causes all of the living creatures in a means that it ‘locks on’ a target and will hunt it down
designated area 6” × 6” × 2” high who are no more than ½ (traveling in a straight line or following around corners by
the level of the caster to have to roll a Saving Throw vs. the shortest available route) until it hits the target. Target
magic. Any such creatures that fail to make their Saving must be within 12” of the caster for the ball to initially ‘lock
Throws die outright, with their bodies intact. Creatures who on’. Causes damage at ½ die per level of the caster. Cost:
are not affected, or who are at least ½ the level of the caster, 11 SP.
are not harmed in any way. Note: single-celled creatures Homing Ball of Fire: Same as Homing Ball Lightning
that live within other living beings symbiotically are (6M) except that fire is employed rather than electricity.
considered beneath the notice of this spell, and are not Cost: 11 SP.
affected unless their companion organism dies. Thus, Impact Resistance: The receiver of this spell has a
neither your blood cells nor your intestinal bacteria need to 10% bonus on Saving Throws against any impact damage,
have their Saving Throws rolled individually. Range: all such as from a Bomb spell, and takes 1 point less per die of
parts of the affected area must be within 24” of the caster. damage than is actually rolled. Note: Impact Resistance
Duration: the effects are instantaneous, and the deaths also applies to physical damage from weapons, falling, etc.
caused thereby cannot be dispelled, but instead would have Range: adjacent to target. Duration: as long as maintained.
to be reversed by clerical or magical means. Cost: 9 SP. Cost: 5 SP + 1/turn.
Disintegrate: This spell will cause an individual object Indetectibility: When this spell is cast, there is no way
of any kind - other than that of a magical nature - to to perceive or detect the recipient except through use of a
disintegrate. Any living being or object will disintegrate if it Detect (Simple) Life (1M) spell, or by indirect means such
blows its Saving Throw against magic. Range of spell: 6”. as noticing that an unfelt obstruction is present. Duration:
Maximum size of object: none, except entire object must be until dispelled or the invisible person attempts to attack.
in range, or segment to be disintegrated must be in range. Range: 3”. Cost: 12SP.
Cost: 11 SP. Individual Death: This spell affects any one living
Double-Size Dimension Door: A limited Teleport creature of any level. The individual nature of the spell
spell (5M) which allows all objects or persons within a 2” worsens the creature’s Magical Death Saving Throw by
cube to be instantaneously transported no more than 36” in 10% against this spell. If the creature fails to save after
any direction. The objects being moved always arrive at the

Warlock Magic Spells  4-29


 Warlock Magic Spells Revised Warlock Magic Spells

adjustment, it dies. Duration: instantaneous. Range: 24”. his strength is actually increased, nor may any of the similar
Cost: 9 SP. spells, e.g., Strength (4M), Projected Strength (5M) and
Invisible Stalker: This spell allows the caster to Super-Strength (5M). Duration: 1-10 turns. Range:
summon a being of a highly specialized nature. This being, affects caster only. Cost: 18 SP.
called an Invisible Stalker, will perform one basic mission Mega-Cold Cone: A spell which produces a cone of
for the caster each time summoned, but will become hostile pure cold, 12” long and 12” wide at the base, with the
if the summons are too frequent (more than once per day if narrow point starting at the fingertip of the caster. This
short missions, once per week if long missions). The spell causes 1 die of damage per level of the caster. Cost:
Stalker will continue on any one mission until it is 24 SP.
accomplished, regardless of time or distance. The missions Mega-Dark Cone: A spell that produces total
upon which a Stalker may be sent must be consistent with darkness in a cone, 12” long and 12” wide at the base, with
the alignment of the caster. Stalkers return to their extra- the narrow point starting at the fingertip of the caster.
dimensional home upon completion of their mission, or if a Duration: as long as maintained. Cost: 16 SP + 2/turn.
magic user at least 3 levels higher than the original Mega-Heat Cone: A spell which produces a cone of
summoner casts a Dispel Magic (3M) at the Stalker. pure heat, 12” long and 12” wide at the base, with the
Summons takes 1 full turn. Range: adjacent to caster. narrow point starting at the fingertip of the caster. This
Cost: 12 SP. spell causes 1 die of damage per level of the caster. Cost:
Lead Wall: This spell produces wall of lead with a 24 SP.
width of 1/6”, a threshold of 12 requiring seven times the Micro-Feeblemind: A spell used primarily against
level it was cast at in physical damage to make a hole in it, magic users, it causes the target to lose all effective
and otherwise standard dimensions. Duration: until intelligence. Target retains only the most primitive
dispelled or destroyed. Cost: 9 SP. instinctive mental responses (balance, aversion to pain, and
Lightning Bolt, 12”: This spell produces a projectile the like). Because of its specialized nature, the Feeblemind
which leaves the finger of the caster and goes a stated spell worsens the Saving Throw of any magic-using target
distance, up to a maximum of 24”. At its planned distance by 20%. Since it is a micro spell, it can be thrown once per
of travel, even if the projectile is bounced back by an phase. Range: 24”. Duration: until dispelled. Cost: 11
obstruction, the projectile turns into a lightning bolt 12” in SP.
length and up to ¾” wide (the caster can make it narrower). Mini-Bomb: A spell which produces a tiny ball of
Note that scattered or fumbled shots may involve casting explosive, traveling from the finger of the caster in a
this spell at the wrong size in width if it was not at the straight line to any point within 24” that is visible to the
default ¾” size. Does 1 die of damage per level of caster. caster. At the distance that the caster has ordered the
Duration: instantaneous. Cost: 10 SP. projectile to travel, it generates into a sphere of concussion
Locate Monster: In order for this spell to be effective (impact) 1” in radius, with the characteristics of a normal
it must be cast with certain knowledge of the type of Ball. If the projectile goes through a Firewall (4M), it will
monster that is to be located. It is not required that a explode into its sphere at that point. This spell does 1 die of
particular monter be known to the caster, obly the type of impact damage per level of the caster. Duration:
monster. The spell gives the user the direction of the object instantaneous. Range: 24”. Cost: 10 SP.
desired, but not the distance. The closest one within range Mirror Wall: This spell creates an immaterial wall
is located. Range: 6” + 1” per level of the caster. with a mirror-like surface. It will reflect spell pellets, bolts,
Duration: 1 magic phase. Cost: 8 SP. and any spell that would normally reflect from a mirror, as
Lower Water: This spell causes the water level in a well as light and related phenomena. Range: 6”. Duration:
river or similar body of water (or related liquid) to drop to as long as maintained.
½ of its previous depth in the area of the magic user. Monster Control: This spell is similar to Human
Maximum affected area limited by the range of the spell Control (5M), but will work specifically on monsters of
from the caster. The water remains shallow for as long as subhuman intelligence. It affects either 2-12 monsters with
the spell is maintained. Range from caster: 24”. Cost: 10 3 or fewer hit dice, 2-8 monsters with 4-6 hit dice, 1-4
SP + 2/turn. monsters with 7-9 hit dice, or 1 monster having 10 or more
Maxi-Energy Cone: A spell which produces a cone of hit dice (rolled on a 4-sided die) normally, or can be
pure energy, 6” long and 6” wide at the base, with the concentrated on 1 target, in which case the target suffers a
narrow point starting at the fingertip of the caster. This 10% penalty to the Saving Throw roll. This spell has the
spell causes 1 die of damage per level of the caster. Cost: further effect of making the caster’s commands understood
16 SP. by the monster(s) taken over, even if the wrong language is
Maxi-Strength: This spell is used to temporarily used. Duration: 6 + level of caster (in turns). Range 12”.
attempt to increase the strength of the caster by a major Cost: 12 SP.
amount. Upon casting the spell, the caster rolls a percentile Monstrous Plant Control: This spell is similar to
die (1-100). The result, if greater than his natural strength, Human Control (5M), but will work specifically on
becomes his temporary strength for the duration of the spell. monstrous plants of subhuman intelligence. It affects either
If less than his natural strength, the spell is still cast, but has 2-12 plants with 3 or fewer hit dice, 2-8 plants with 4-6 hit
no effect. It may not be used by the caster again that day if dice, 1-4 plants with 7-9 hit dice, or 1 plant having 10 or

4-30  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

more hit dice (rolled on a 4-sided die) normally, or can be structure protected by Castle Protection (7M), if that spell
concentrated on 1 target, in which case the target suffers a was not of his own casting. The caster may not Teleport
10% penalty to the Saving Throw roll. This spell has the into any area in which magic is currently not functional,
further effect of making the caster’s commands understood such as an area covered by Magic Damping Field (8M). If
by the plant(s) taken over, even if the wrong language is the caster accidentally or deliberately violates one or more
used. Duration: 6 + level of caster (in turns). Range 12”. of these restrictions, his Teleport spell malfunctions as
Cost: 10 SP. follows: the magic user must make a Saving Throw vs.
Move Earth: When above ground, the caster may use magic. If he succeeds in achieving his Saving Throw, he
this spell to move small hills or ridges (all parts of which will simply fail to Teleport at all, and will remain in his
must be within 24” of the caster) or to cause avalanches, initial location. If the caster fails this initial Saving Throw
small tremors, and other effects, such as cracking, fissuring, and was trying to Teleport to an unmemorized location or
etc. When below ground, the caster may use this spell to while losing control, he does Teleport, but must roll another
open and close tunnels for his own use or to hamper others, Saving Throw vs. magic to determine the location, if any. If
as well as to move obstructing rocks aside. The spell takes the caster failed to make his first Saving Throw, but
one full turn to go into effect. Any object set into succeeded the second time, he arrives at a location from 1-
continuous motion (other than as affected by gravity or 100” (rolled) in each of the three dimensions from his
other forces) will move no faster than 6” per turn. Duration: intended location (i.e., 37” North, 12” East, and 84” Up is
as long as maintained. Range: 24”. Cost: 25 SP + 15/turn. one possible result). If the caster failed both his first and
Negation: This magical spell enables the caster to second Saving Throw attempt, but succeeded on the third
negate the casting of a spell in a manner similar to the way attempt, he would arrive at a destination from 1-1000”
Percentile Negation (4M) negates part or all of a spell upon (rolled) from his destination in each dimension. If he failed
arrival at the location of the caster. That is, where to make this third and final Saving Throw, he would simply
Percentile Negation would only work on a spell that is vanish, having Teleported to a point unknown or
aimed at or to include the negator, this 6 th level version nonexistent. The passenger must be adjacent to the caster.
enables the person casting the Negation spell to pick a target This other person must be either willing or fail a Magic
and to turn off part or all of his spell as it is being cast. Saving Throw. If the caster fails to successfully Teleport
Thus, someone using the Negation spell could reduce the accurately, the same fate is suffered by the passenger. Cost:
effects of a spell being cast by an enemy for the benefit of 15 SP.
other enemies, such as Haste or other such spell. Just as Poison Gas: This spell creates a cloud of poison gas
with Percentile Negation, this spell may only affect one 6” × 6” × 1” which moves away from the caster at 3” per
spell, and that spell must be cast at the same Dexterity phase in windless conditions, otherwise, adjusted by wind.
Count or later in the same phase as the Negation spell, in Causes 1 die of damage per level of the caster. Gas
order to have the basic effect. If the target of the Negation vanishes after 1 turn or when out of range. Range: 24”.
was NOT attempting to throw a spell that phase, he must Cost: 9 SP.
make a Saving Throw vs. magic. If he fails this Saving Projected Image: This spell allows the caster to
Throw, then the Negation reduces the effectiveness of the project an image of himself no more than 24” away and
first spell attempted by the target, if he attempts to throw cause it to move about, gesture, and so on. While this spell
any spell within 6 phases of the Negation. The target does is in effect, all further magical spells thrown by the caster
not know this, however, and may attempt to throw magic in are fired by the image and measured as such. This allows
a normal manner. In this case, he might be in for a surprise. the caster to hide around corners, though this may degrade
Range: 24”. Cost: 11 SP. his aim. Any spell thrown by the image may not go more
Part Water: A spell which will create a dry surface than 24” from the caster unless the spell has a longer range.
below the level of water no more than 2” deep for as long as The image is destroyed by a Dispel Magic (3M), by being
the spell is maintained. This spell can be shaped either as a hit by destructive magic equal in dice of damage to the level
2” radius circle, or as a 1” by 6” “corridor”, thus making of the caster (total, if two or more destructive spells) or by
either a dry circle or a subsurface “bridge”. Range from magical weapons doing damage as if vs. the caster (i.e., it
caster: 12”. Cost: 8 SP + 4/turn. has as many hits as the caster). If the caster throws any
Passenger Teleport: This spell allows the caster to spell other than through the image while the image is being
Teleport himself and one passenger instantly from one used, this automatically dispels the image. Duration: as
location to another, with the following restrictions: The long as maintained. Cost: 9 SP + 1/turn.
caster must be firmly familiar with the intended destination Projected Super Strength: A spell similar to Strength
(either the magical spell Photographic Memory (2M) or the (4M) that can be cast on another being. Via this spell a
thievish Eidetic Memory, Visual ability will assure this, as magic-user may multiply another beings strength by 1-5
will a period of one hour spent memorizing the specific times (rolled randomly). The strength multiplication lasts
location at any time within the recent past). The caster must for 1-10 turns (rolled). It may not be used on the same
be fully conscious and in control of his actions (being being again that day if the strength is actually multiplied,
knocked unconscious just as the spell is going off makes nor may any of the similar spells, e.g., Strength (4M),
you lose some of your control). The caster may not Projected Strength (5M), Super Strength (5M), and Maxi-
Teleport either into or out of consecrated ground, or into a Strength (6M). Range: 3”. Cost: 12 SP.

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 Warlock Magic Spells Revised Warlock Magic Spells

Protection/Magic Missiles: The recipient of this spell Damage caused is equal to 1 die per level of the caster of
becomes impervious against all magical and non-magical the spell. Duration of cone: instantaneous. Duration of
missiles, including Magic Missles (2M and 3M). Duration: effects: Unless creature is stone, until dispelled, otherwise,
12 turns. Range: 3”. Cost: 8 SP. until reversed by Stone to Flesh (6M).
Reflect Detection by Implements: This spell prevents Stone to Flesh: The primary use of this spell is to turn
the recipient from being detected by any detection former flesh that has been turned to stone by a Medusa or
implement. Detection or Measure spells will still work if some such back into flesh. It may also be used to turn flesh
cast by finger. Duration: 1 day or until dispelled. Cost: 10 into stone by reversing the spell. Duration: The effects are
SP. permanent unless a reversed spell is thrown, and thus is not
Reincarnation: This spell can be used to place the dispellable. Range: 3”. Cost: 8 SP.
soul of a dead character in a new body, given two things. Summoning: This spell allows the caster to call to him
One that the spell is cast within one week of the death of the any object that he currently owns and of which he knows
character, and that the old body is available to act as a focal the current precise location. Once ownership changes
point for the spell. A body that has failed a destruction hands, he may no longer summon the object, even if the
Saving Throw against magic damage can not be used for change of ownership was against his wishes. Cost: 20 SP.
Reincarnation. For the results of this spell, see the Super Fireball: A spell which produces a tiny ball of
Reincarnation Table on page 41. Range: adjacent to body. flame, traveling from the finger of the caster in a straight
Cost: 10 SP. line to any point within 24” that is visible to the caster. At
Smiting: This spell is the basis for the Staff of the distance that the caster has ordered the projectile to
Striking. When bound into a magic item, the item must travel, it bursts into a sphere of flame 4” in radius, with the
touch the target to impart its magical damage, normally 3 characteristics of a normal Ball. If the projectile goes
dice of magic. When cast as a spell, the spell acts as an through a Firewall (4M), it will explode into its sphere at
invisible archery weapon, under the control of the caster. that point. This spell does 1 die of damage per level of the
Normally, the cost of the spell is 6 spell points to initiate, caster. Duration: instantaneous. Range: 24”. Cost: 15
+ 3 for each blow of the “weapon” that actually hits, doing SP.
3 dice of impact damage. However, the caster may reduce Super Polymorph Self: Like the spell Polymorph
the damage to 2 or 1 dice of damage, and the per-blow cost Others (5M), this spell causes the recipient to assume both
to 2 or 1 points (a minimum of 1) accordingly. The Smiting the form and the special abilities of the creature they are
spell has a chance of hitting any target equal to that of a polymorphed to resemble. In so doing, the recipient loses
Heavy Crossbow at the same range, and the caster may all of their own physical abilities (but maintains their
attempt to strike any single target up to a maximum of 3 mentality and hit capacity). The shape taken may be altered
times in any 1 phase. Each time the target is actually hit, at will during the duration of the spell, so that the caster
however, spell points are expended. The target of the spell may change his shape multiple times. Duration: 10 + level
may be changed each phase; but not within a single phase. of the caster, in turns. Cost: 10 SP.
Any target being struck must be within 24” of the caster at Sustained Dimension Door: Similar to a Dimension
the time of the blow. The “weapon” may be dispelled by Door (4M) except that this spell allows people to walk
Dispel Magic or other form of magic damping that covers through and be transported. A limited Teleport spell (5M)
either the caster of the Smiting spell or the area in which the which allows all objects or persons within a 1” cube to be
“weapon” currently is. Anyone with the ability to See instantaneously transported no more than 36” in any
Invisible will see the Smiting spell as a small ball of light direction. The objects being moved always arrive at the
that causes its damage on impact. Unlike most spells, there distance and direction stated by the caster, unless a magical
is no Saving Throw applicable to this one, and damage is barrier of certain types prevents it. Thus, the caster could
determined only by whether the caster hits or misses his move an object 12” upward, 20” left and 20” down, or any
target. The amount of damage done by the spell’s blows similar combination. If the caster wishes to D-Door to a
may be altered from phase to phase, but not within any position of unknown range, such as “beside that tree”, use
single phase. The caster must be able to perceive the magic archery to determine how accurately he estimates the
location of his target clearly. The Smiting effect will distance. If an object occupies the space being transported
damage any creature that can be damaged by magical to, a Saving Throw is rolled for that object. If it fails, the
weapons and is treated as impact damage (see Impact transfer is completed, with the interfering object being
Resistance). Range: 24”. Duration: 3 turns. moved to the site of the original object. At least 75% of an
Stone Cone: This spell produces a 6” long by 3” wide object must be in the cube for it to be moved, and all of it
cone, in which a special form of damage is applied to all will either be moved or not. That is, a D-Door will not
living things, attempting to transform them to stone. The break an object. May be cast at a point no more than 1”
damage caused by this spell is not cumulative with other from caster. Duration: as long as maintained. Cost: 10 SP
types of damage. When a creature sustains damage of this + 3/turn.
type of at least half his hits to unconscious level, it Time Delay: This spell, when cast with another spell,
manifests the effects of the spells Slow (4M) and Impact allows the caster to delay the other spell for as long as the
Resistance (6M). When damage equals the creatures hits, caster can afford in spell points by the following formula:
the creature turns to stone as with Stone to Flesh (6M). the delayed spell will go off after N turns have passed. The

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Revised Warlock Magic Spells Warlock Magic Spells 

spell point cost of the Time Delay = 6 × (the sum of the both attack and in damage caused in combat. Range: 12”.
squares of the integers from 1 to N inclusive). Thus, a 2 Duration: until dispelled. Cost: 8 SP.
turn delay would cost [6 × (1 + 4)] = 30 spell points. A 3 Castle Protection: This spell allows the caster to
turn delay would cost [6 × (1 + 4 + 9)] or 78 spell points. enchant the walls of a castle, tower, or other stone or metal
The delayed spell goes off just as if the caster were still structure. This enchantment protects the structure from
standing where he was when he cast the spell, no matter being damaged by normal magic, either by direct
how far he moves. destructive magic or by such spells as Move Earth or
Ultra-Sleep: This spell affects 2-12 creatures of any Control Weather. It also prevents any magic from traveling
level, in an area of 6” × 6”. Of the beings affected, any directly through the walls, either in terms of Detection
failing to make their Saving Throws immediately fall spells, or such spells as Dimension Door or Passwall. Each
asleep. This sleep lasts until the spell is dispelled, or for (20 casting of this spell protects up to 3600 square feet of wall.
- L) turns, where L is the level of the individual creature. If Range: adjacent to wall or structure being enchanted.
the target area contains more than the number of beings Duration: Effects are permanent. Cost: 50 SP.
rolled, determine randomly which are affected. This spell is Communication: This spell allows the caster to
ineffective against those who do not naturally sleep. communicate telepathically with any person known to him
Duration: This sleep lasts until the spell is dispelled, until `who is separated from the caster only by a finite physical
the magic user dies, or until the magic user is more than 24” distance, and who does not deliberately resist the telepathic
from the sleepers (checked individually). Range: 24”. contact. The person being communicated with must be of
Cost: 15 SP. the same or a similar species as the caster, and must be
Wide Energy Cone: Creates a cone of pure energy living. Duration: 6 turns. Cost: 10 SP.
with a 90º vertex, 3” long and 6” wide at the base. Causes 1 Detect Polymorph: This Measure spell allows the
die of damage per level of the caster. Cost: 13 SP. caster to detect the fact that someone or something within
Wizard Wind: This spell allows the caster to create a range is in a shape other than his or its normal shape, and
breeze in his immediate vicinity (no more than a radius of further, to determine what the true shape of the
1” per level, to a maximum radius of 24”). The wind will polymorphed being or object is. Range: 1” per level of
blow in any one specified direction for 1-6 turns per level of caster (to a maximum of 24”). Duration: 3 turns. Cost: 16
the caster (rolled) at a maximum velocity not to exceed 1 SP.
mile per hour per level of the caster. This wind will follow Disintegrate Magic Metal: This spell allows the
the caster if he moves during its duration even if his motion caster to destroy enchanted metal objects of no more than
is caused by the wind itself. It can be used to propel sailing 10 pounds mass per level of the caster. The target object
ships, floating objects, etc. Cost: 12 SP. has a Saving Throw determined by the quantity of
enchantment it possesses. For example, a magical weapon
Seventh Level Spells enchanted to +0 has a Saving Throw of 20; a +1 weapon has
Activate Magic: This spell allows the caster to a Saving Throw of 30; a +2 weapon has a Saving Throw of
activate any one magic item that is known and visible to 40; a +3 weapon has a Saving Throw of 50; and so on.
him, whether or not he is touching it at the time. If another Range: 24”. Cost: 13 SP.
magic user is attempting to activate the same magic item Energy Bolt, 12”: This spell produces a projectile
during the same phase, whoever goes off first, wins. If both which leaves the finger of the caster and goes a stated
complete their attempted activation at the same dexterity distance, up to a maximum of 24”. At its planned distance
count, the higher level of the two activates the item. If both of travel, even if the projectile is bounced back by an
are of the same level, the caster of the Activate Magic spell obstruction, the projectile turns into a bolt of pure energy,
wins. If both are utilizing the Activate Magic spell, the item 12” in length and up to ¾” wide (the caster can make it
is activated, but uncontrolled as to range, direction, or any narrower). Note that scattered or fumbled shots may
other variable parameters. Range: 12” maximum from involve casting this spell at the wrong size in width if it was
caster to item being activated. Cost: 12 SP. not at the default ¾” size. Does 1 die of damage per level
Area Feeblemind: A spell used primarily against of caster. Duration: instantaneous. Range: 24”. Cost: 18
magic users, but affects all intelligent or semi-intelligent SP.
beings within a 6” × 6” × 2” area, it causes the targets that Hellfire: This spell allows the caster to summon a
blow Saving Throws to lose all effective intelligence. pillar of fire, 1” in radius and 2” tall. This fire does damage
Target retains only the most primitive instinctive mental at the level of the caster, but, unlike most damage-
responses (balance, aversion to pain, and the like). Because producing spells, this spell may be sustained in place. Any
of its specialized nature, the Feeblemind spell worsens the person or object that stays in the area affected by a sustained
Saving Throw of any magic-using target by 20%. Range: Hellfire spell continues to take full damage each phase, as
24”. Duration: until dispelled. Cost: 16 SP. long as the spell is maintained. The position of the Hellfire
Area Weakness: Causes all living beings within a 6” spell may not be changed while it is being maintained.
× 6” × 2” area to become weaker at the rate of 1 strength Range: 24”. Duration: as long as maintained. Cost: 12 SP
point per phase until a maximum strength loss of 50% of the + 2/phase.
target’s strength is reached. Such weakness is reflected in Hold Being: A spell similar to Charm Person (1M),
but which is of more limited duration and greater effect. It

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 Warlock Magic Spells Revised Warlock Magic Spells

affects either from 1-4 intelligent beings (rolled on a 4-sided than 80% of 20 dice, or the equivalent of 16 dice. Note:
die) that is not immune to mental control, or can be this spell will reflect off of any magical mirrored surface; be
concentrated on 1 target, in which case the target suffers a careful where you point it. Further note: the Laser spell
10% penalty to the Saving Throw roll. This spell has the will go through normal doors and thin walls, but a
further effect of making the caster’s commands understood percentile die absorption check is rolled for each layer (one
by the being taken over, even if the wrong language is used. foot or less) of wood or stone it goes through. Range: until
Duration: 6 + level of caster (in turns). Range 12”. Cost: absorbed. The range of this spell is not limited to 24”.
5 SP. Duration: instantaneous. Cost: 16 SP.
Homing Electric Micro-Ball: This spell is the same as Mass Charm: This spell combines the effects of
Electric Micro-Ball (4M) except for the additional ability Charm Person (1M) and Charm Monster (4M) and applies
for this spell to “home in” on any target that was within 12” to all living creatures with a brain, excluding all ‘Undead’
of the caster at the time the spell was cast. This spell monsters. It will affect up to 30 hit dice or levels of
produces a small missile of electrical energy which, upon creatures within a 6” cube. Each creature affected must
hitting something, causes 1 die of damage per level of the make a separate Saving Throw versus magic, but with a
caster. The missile travels in a straight line from the finger 10% penalty. The entire effective volume of the cube must
of the caster to the target, up to its maximum range of 24”. be within 12” of the caster, but portions can be outside 12”.
This spell may be cast once per phase, and the cost listed is If the spell is successful it will cause the charmed
per phase. The homing microball will strike the target even creature(s) to obey any spoken and understood command of
if the target is protected by some form of spell turning. If the charmer until such time as the charm is dispelled. See
the target is protected by a reflective spell or surface of the general Charm rules for other restrictions and effects.
some kind, the homing microball will continue to home in Range: 12”. Duration: Until dispelled or removed by the
and bounce off until either the reflection or the microball caster of the spell or the caster loses control by going
goes away. Because of dispelling, or the target is more than unconscious, dying, or moving outside range. Cost: 15 SP.
12” from the microball (at which point the microball will Mega-Energy Cone: A spell which produces a cone
simply vanish). Note that if, while tracking, the microball of pure energy, 12” long and 12” wide at the base, with the
enters a place in which magic does not function, it will narrow point starting at the fingertip of the caster. This
cease to exist. Range: lock-on of 12”. Duration: as spell causes 1 die of damage per level of the caster. Cost:
described above. Cost: 13 SP. 28 SP.
Homing Micro-Ball: This spell is the same as Homing Micro-Bomb: This spell produces a small missile of
Electric Micro-Ball (7M) except for the fact that the damage explosive which, upon hitting something, causes 1 die of
done is fire, rather than electricity. Cost: 12 SP. impact damage per level of the caster. The missile travels
Illusion, 5-Sense: This spell creates an illusion that is in a straight line from the finger of the caster to the target,
real to the senses as long as maintained. If the apparent up to its maximum range of 24”. This spell may be cast
reality of the illusion would in any way harm another living once per phase, and the cost listed is per phase. Duration:
being, it gets a Belief saving throw and thus has at least a instantaneous. Cost: 9 SP.
chance of realizing that the danger is Illusionary. If the Micro-Cold Pellet: This spell produces a small missile
illusion is merely observed in passing, the observer of pure cold which, upon hitting something (hopefully the
automatically believes it to be real. Thus, an illusionary intended target), causes 1 die of damage per level of the
wall would be automatically believed, but an illusionary caster. The missile travels in a straight line from the finger
avalanche would have to survive the Belief saving throws of of the caster to the target, up to its maximum range of 6”.
anyone in its path. Duration: as maintained. Range: 24" This spell may be cast once per phase, and the cost listed is
from caster at all times. Cost: 5??? SP + 2/turn. per phase. Duration: instantaneous. Cost: 12??? SP.
Laser: This spell is somewhat different from most Mind Blank: This spell causes the recipient’s mind to
damaging spells. This spell produces a tight beam of be protected by a shield that, in effect, prevents thoughts
energy, 1/72” in diameter that has the following properties: It from traveling in or out. This means that a person wearing
travels in a straight line, not impeded by air or other this spell cannot have his mind read by ESP or similar spell,
intangible substances. If it strikes a solid or liquid mass, the and cannot be affected by Telepathy (4M), Charm Person
object or being struck must make its normal magic Saving (1M), or similar purely mental spells. It also means that a
Throw. If the object or being struck saves, the beam does person using this spell cannot employ such spells, read the
damage equal to ½ the level of the caster in dice, and thoughts of others, or project thoughts to anyone else by
continues until it hits another mass. If the object or being natural or magical means. Further, a person wearing this
strikes fails to save, the beam does damage equal to the spell could not be detected magically by means that require
level of the caster in dice, and a percentile die (1-100) is a spell or item to detect thoughts or intentions, such as
rolled, and that percentage of the beam is absorbed. The Detect (Mental) (2M). Duration: 1 day or until dispelled.
next object struck only takes damage based on the Range: the target may be no more than 6” from the caster at
percentage remaining. This subtraction is cumulative, and the time the spell is cast. Cost: 12 SP.
the beam stops when 100% has been absorbed. Thus, if the Picket Ball Lightning: This spell is the same as Ball
first target struck absorbed 20% of a Laser spell cast by a Lightning (3M) except that the ball can be programmed to
20th level Mage, the next target would be hit by no more follow a specific route more than once, as long as the spell

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Revised Warlock Magic Spells Warlock Magic Spells 

is maintained or until it hits a solid object and detonates. being occupying no more than 2 cubic inches, but not on
The spell produces a sphere of electrical energy ½” in more than one being or object within such a volume. Thus,
diameter. It travels at 12” per magic phase until it explodes. it could be cast on a single person, or a door, but not on an
The explosion affects an area 1” wide by 3” long beginning entire castle, a whale, or a flock of birds. Cost: 12 SP.
at the point of the explosion and extending in the direction Protection/Normal Weapons: This spell protects the
of motion of the sphere. Damage caused is equal to ½ die recipient from being struck or harmed by non-magical
per level of the caster. Range: at no time may the ball be weapons made from normal material, or that are a part of
more than 24” from the caster, or the control is lost and the the body of a non-magical being. It would not protect the
ball simply detonates. Duration: as long as maintained. recipient from weapons that are themselves enchanted. It
Cost: 15 SP + 3/turn. would not protect the recipient from direct contact with a
Picket Ball of Fire: This spell is the same as Picket being whose basic nature is magical, or that is animated
Ball Lightning (7M), except that the ball is similar to that in primarily by magical means. It would, however, protect the
Ball Of Fire (3M), and thus does damage from fire instead recipient from direct physical contact with a being simply
of lightning. Cost: 15 SP + 3/turn. under a spell, such as an appropriate Charm spell, if that
Polymorph Object: This spell allows the caster to being were not otherwise magical. Range: Recipient may
change the physical shape and structure of any inanimate be no more than 3” from the caster when the spell is thrown.
object to another shape that has the same mass and a similar Duration: 12 turns. Cost: 12 SP.
size. Thus, a large rock could be changed into an even Reflector: This spell creates a skin-tight shell around
larger pillow, but not to a grain of sand. This spell requires the caster that is almost totally reflective to magic. Any
some degree of referee discretion, since the duration magic that hits this shell will bounce off and return in the
depends upon the degree of change. Basically, if the change direction from which it came. If the magic is in the form of
requires no drastic alteration of shape or size, but merely of a beam, bolt, or cone, this reflection will redirect however
appearance, the spell lasts for up to 24 hours (or until much of the spell would have continued past the point of
dispelled). If the shape or size is altered (by at least 50% reflection, for the width of the shell. Thus, someone
size) the spell will last for no more than 12 hours. An actual standing behind a person with a Reflector spell in use would
apparent change of substance (changing wood to the be protected from such aimed and directed magic by a sort
semblance of stone, etc.) will limit the spell to no more than of magical shadow effect. Anyone being struck by a
12 hours. Any change that strains the physical structure of reflected part of such a spell takes normal spell damage. In
the object (changing a rock into a pool of water, for the case of a spell that normally would strike only a single
example) will last for no more than 1 minute per level of the target (Magic Missile, Micro-ball, etc.), the spell reflects off
caster. This spell will not affect any living being. Range: and will normally hit the original caster of the reflected
the caster may be no more than 12” from the object being spell. The Reflector spell is totally effective against directly
transformed at the moment of the casting of the spell. cast spells of a magical nature, the so-called “finger” spells,
Duration: as above or until dispelled. Cost: 16 SP. but will reflect spells cast with the use of an implement
Pressor Cone: This spell creates a cone of force 12” (staff, wand, ring, etc.) only 90% of the time (the other 10%
long and 6” across at the base. It has the effect of pushing having full effect on the person inside the Reflector). In
any item or being that does not make its magic Saving cases where a person using Reflector is inside an area hit by
Throw away from the caster to the end of the cone. It will a larger spell, the spell simply splashes off the outside of the
affect any quantity of objects within the cone, but no shell. The person inside the Reflector may only cast spells
individual object may be affected that weighs more than 20 upon himself. Duration: 3 turns. Cost: 16 SP.
pounds per level of the caster. The pressor effect is not Returning: This spell is used to counteract the effects
violent enough to hurl projectiles against targets or to crush of a Summoning spell, either for items or beings. Thus,
victims against walls, but it will push the objects without under normal circumstances, a Returning spell will cause a
doing damage. It could be used to indirectly cause damage, summoned item or being to return to its original location
by such means as pushing a rock off of a cliff, for example. immediately. It will have no effect on any item or being not
Duration: instantaneous. Cost: 15 SP. currently under the effects of a Summoning spell of some
Projected Anti-Magic Shell: This spell is the same as form. Further, in cases where the level of the Summoner
Anti-Magic Shell (6M) except for the fact that it can be cast and Returner are not the same, the relative levels are
on a recipient other than the caster himself. A skin-tight compared by ratio in a manner similar to that of Dispel
field that surrounds and permeates the target and all items Magic (3M). In particular, this spell will negate the
held by the target, making them totally impervious to all Summoning performed by Summoning (6M), Summon
magical (not clerical) spells, whether cast by finger or by Demon (7M), Summon Person (8M), or Summon Monster
implement. While the shell is up the target may not throw (9M). Range: 12”. Cost: 20 SP.
any other spells, by finger or by implement. Purely magical Reverse Gravity: This spell allows the caster to
damage bonuses of magical weapons will also not travel in reverse the direction of the pull of gravity within a cube 3”
or out of the shell. The recipient of this spell, if unwilling on each side for as long as maintained. Thus, all objects
to have the Shell cast upon him, should roll a Magic Saving within the cube would tend to fall toward the top of the cube
Throw. Range: 12” from caster to recipient. Duration: 12 with a force equivalent to a normal fall for the same
turns. Note that this spell may be cast on any object or distance. Range: all portions of the cube must be within

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 Warlock Magic Spells Revised Warlock Magic Spells

12” of the caster. Duration: as long as maintained. Cost: must be of one or more intelligent beings, is not made at or
12 SP + 4/turn. before the end of the task assigned to the demon(s), the
Shielding: This spell is designed to help prevent magic user himself, body and soul, is forfeit to the
another spell from being dispelled by a Dispel Magic or demon(s). A single demon of a level higher than twice that
similar means. Unlike most spells, this spell can be put on of the caster may be summoned, but not commanded to
in layers, and each layer creates added protection against perform any task. Such a higher level demon may be asked
dispelling. Thus, if a single Shielding spell were cast on top questions or favors, but will demand blood sacrifices equal
of another enchantment, the Shielding spell would have to to one half the level of the summoner before answering
be dispelled before the protected enchantment could be questions or considering performing favors of any kind.
dispelled. If two or more Shielding spells were protecting Further, if this higher level demon is asked to exert any
the same enchantment, each would have to be separately actual effort, it must be well repaid in value of its own
dispelled before the protected enchantment could be choosing, or it will attack the summoner and seek to destroy
dispelled. The cost of each layer is 10 + 5 × N, where N is him. Such a bargain can be and is normally made
the number of the layer of Shielding currently being immediately after the summoning, and before the demon
applied. Thus, the first layer costs 15 spell points, the next does anything. If the summoner has made and kept
layer costs 20, and so on. Range: 24” from caster to the previous bargains, such a higher level demon will normally
location of the spell to be protected, at the time of the provide simple information within its own field of
casting of the Shielding spell. Duration: until that knowledge without any payment other than the initial
individual layer is dispelled. sacrifice. Range: demon appears within 6” of the caster.
Sleep, 12” Radius: This spell allows the caster to Duration: until the demon is Returned or released to leave
cause all living beings within 12” of the caster, but not by the terms of any agreement made. Warning: demons do
including the caster, to have to make Saving Throws vs. not consider being a lifetime bodyguard to be a single task,
magic, or else fall asleep. The caster may include himself in and are very nasty if they feel they are being cheated.
the effects of the spell if he so chooses, and may choose to Referee discretion is very important on this spell. Cost: 20
suppress his Saving Throw and fall asleep. This sleep does SP.
not break the spell. This sleep, being strongly magical in its Temporary Teleportal: This spell creates a circle, 2”
nature, does not allow the sleeping victims to starve or die in diameter, through which beings and objects can move.
of thirst or suffocate. They could, however be harmed by Normally, this circle is upright, but it could be placed flat
natural or magical means while they slept. Duration: This on a surface if the caster so chooses. Any being or object
sleep lasts until the spell is dispelled or until the magic user going through this circle will arrive at a destination
dies. Cost: 20 SP. specified by the caster, as if stepping through a hole in
Super Charm: This spell applies to all creatures of space from one spot to another. If the caster has correctly
human-level intelligence, excluding all ‘Undead’ monsters memorized the location of the destination, there is no direct
but including such things as orcs and goblins, affecting from danger in this form of Teleportation, unless one happens to
2-12 such creatures. If the spell is successful it will cause be halfway through the Teleportal when it is shut down (in
the charmed creature(s) to obey any spoken and understood which case, one becomes two). The Teleportal is visible as
command of the charmer until such time as the charm is a faintly glowing blue circle at both the departure and
dispelled. See the general Charm rules for other restrictions arrival points. Range: to any spot not magically shielded or
and effects. Range: 12”. Duration: Until dispelled or protected from Teleportation, and that is not clerically
removed by the caster of the spell or the caster loses control consecrated ground. Duration: as long as maintained.
by going unconscious, dying, or moving outside range. Cost: 25 SP + 5/turn.
Cost: 16 SP. Vari-Bolt, 12”: This spell produces a projectile which
Summon Demon: This spell allows the caster to leaves the finger of the caster and goes a stated distance, up
summon one or more demons, under the following to a maximum of 24”. At its planned distance of travel,
conditions: The caster may summon one or more demons even if the projectile is bounced back by an obstruction, the
whose total levels do not exceed his own, without direct projectile turns into a lightning bolt, up to 12” in length (the
penalty to himself, with the provision than any bodies or caster can make it from as short as 1/6o” to as long as 12”)
souls gathered during the course of working for the caster and up to ¾” wide (the caster can make it narrower). Note
are to be used by or for the purposes of the demon(s). that scattered or fumbled shots may involve casting this
(Thus, if a magic user summons a demon and sends it out to spell at the wrong size in either length and/or width. Does
find him a specific item, the demon is permitted to consume 1 die of damage per level of caster. Duration:
the body and soul, depending upon the demon’s abilities instantaneous. Cost: 12 SP.
and needs, of the item’s guardian.) Further, a magic user Vari-Cold Cone, 12”: A spell which produces a cone
may use the Summon Demon spell to summon a demon or of pure cold, 12” long and width of the base can be adjusted
combination of demons whose levels total no more than two anywhere from its normal 6” width down to a narrow beam
times his own level. With the absolute guarantee that the 1/6o” wide, with the narrow point starting at the fingertip of

demon(s) will be provided with a blood sacrifice whose the caster. This spell causes 1 die of damage per level of
total levels equal the difference between that of the the caster. Cost: 12 SP.
demon(s) and the magic user. If this blood sacrifice, which

4-36  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

Variable Death Cone: This spell creates a cone whose to either side of the initial direction, and, for purposes of
maximum dimensions are 6” long and 3” wide at the base. damage, it points in a specific direction each phase, not all
The length and width of the cone may be varied by the the angle swept through during a change of direction. Note
caster within these limits. All creatures within the cone that, since this spell forms a powerful stream of air, that
whose levels are less than or equal to that of the caster must something may wander between the caster and his intended
individually save vs. Magic or immediately die. Range: as target, especially if the spell is continued for more than one
described. Duration: instantaneous. Cost: 16 SP. phase. Also note that this spell requires a large and
Vari-Heat Cone, 12”: A spell which produces a cone continuous supply of air, and cannot be used in small rooms
of pure heat, 12” long and width of the base can be adjusted or other close quarters. A target is knocked down by the air
anywhere from its normal 6” width down to a narrow beam jet as follows: there is a chance for a knockdown equal to
1/6o” wide, with the narrow point starting at the fingertip of 10 times the level of the caster, minus the weight of the
the caster. This spell causes 1 die of damage per level of target in pounds, expressed as a percentage. Thus, a 30 th
the caster. Cost: 16 SP. level caster hitting a 250-pound target with an air jet has a
View Past: This spell allows the caster to observe the 50% chance of knocking down the target. In the case of a
events in the immediate past at his present location. He human target, the armor and equipment weight must be
may observe backward in time an amount of time equal to taken into account. Range: the spell only does damage out
his own level expressed in hours. Thus, a 24 th level Mage to a range of 24”. It will continue to produce a wind for a
could observe backward in time exactly one day. The spell distance equal to twice the level of the caster in inches, one
allows the observation of a period of time equal to the level which will still blow smoke and other light substances in the
of the caster expressed in turns. Thus, our 24th level Mage direction aimed. Duration: as long as maintained. Cost:
could observe a period of time no more than 24 minutes 16 SP + 8/phase.
long. The caster must specify the time to be observed; the Double Phasing: This spell allows the caster to bypass
spell has no means of scanning for an event that happened the normal limitations on how often magic may be cast, as
at an undetermined time. The caster sees events as they follows: in normal cases, in which only one spell may be
would have been seen while standing at the location he is in thrown every six phases, casting this spell enables the caster
at any point during the playback, and he may move around to throw spells every three phases instead. In cases in
to change his point of view. But at no time may he move which a spell could be thrown every phase (such as Micro-
more than 24” from the point at which the spell was cast, or Ball, 4M), it would enable the caster to throw two of the
else the playback is terminated. Cost: 12 SP. same spell at the same target each phase (i.e., two Micro-
Balls). The effect begins immediately, in that another spell
Eighth Level Spells may be thrown only three phases after the Double Phasing
Activate Detectors: This spell allows the caster to spell is cast. Duration: 3 turns. Cost: 15 SP.
temporarily enchant any person or item so that, for a period Double Ranging: This spell allows the caster to
of one day, that person or item will be detectable by any double the stated range that he could throw any following
single Detect spell that the caster chooses. Thus, a magic spell, for the duration of the Double Ranging spell. This
user could enchant a sack of gold to answer to a Detect means that he could throw most spells as far as 48”, instead
(Simple) Iron (1M) spell, or a good person to be picked up of the normal maximum magic range of 24”. Note: this
by a Detect (Mental) Evil (2M) spell. As with other magic, spell does not enlarge spells, such as cones or bolts, but
if the person being enchanted objects, he gets a Saving merely lengthens the range at which they could be used, if
Throw against being affected. Range: caster must be there is any range at all. In most cases, this spell would
within 6” of the being or object to be enchanted. Duration: have no effect on Cone spells, which emanate directly from
24 hours. Cost: 12 SP. the caster, or any other spell that begins at the caster, rather
Air Jet: This spell allows the caster to focus a than a distance away. Also, just because a spell can be
powerful blast of air upon a chosen target, ¾” in diameter. thrown 48” doesn’t make it easy to aim at that distance. See
This spell does damage at a rate of 1 die per level of the the Magic Archery Table. Duration: 3 turns. Cost: 15 SP.
caster minus the range to the target in inches. Thus, a 30 th Homing Energy Micro-Ball: This spell is the same as
level caster could do a maximum of 24 (30 - 6) dice of Energy Micro-Ball (6M) except for the additional ability for
damage to a target 6” away. Further, only the first row of this spell to “home in” on any target that was within 12” of
targets is guaranteed to take the full amount of damage. If the caster at the time the spell was cast. This spell produces
the first targets hit do not fall down, either from the damage a small missile of electrical energy which, upon hitting
or from the special knockdown probability described below, something, causes 1 die of damage per level of the caster.
any targets standing behind the still standing target take The missile travels in a straight line from the finger of the
only half of the normal damage from the spell (i.e., one-half caster to the target, up to its maximum range of 24”. This
the level of the caster, after subtraction for range). Notice spell may be cast once per phase, and the cost listed is per
that this spell can be maintained. This means that targets phase. The homing microball will strike the target even if
still in the path of the spell again take damage, but with the the target is protected by some form of spell turning. If the
difference that only targets standing take full damage, and target is protected by a reflective spell or surface of some
those fallen take half damage. The caster may make minor kind, the homing microball will continue to home in and
changes in the direction of the Air Jet, but no more than 45º bounce off until either the reflection or the microball goes

Warlock Magic Spells  4-37


 Warlock Magic Spells Revised Warlock Magic Spells

away. Because of dispelling, or the target is more than 12” the implement or spell leaves the field. If a spell or
from the microball (at which point the microball will simply implement would continue “until dispelled”, consider a
vanish). Note that if, while tracking, the microball enters a Dispel Magic at the level of the caster of the Magic
place in which magic does not function, it will cease to Damping Field to have been thrown at the point at which
exist. Range: lock-on of 12”. Duration: as described the field takes effect. If the Dispel would succeed in
above. Cost: 14 SP. dispelling the spell in question, then the spell or implement
Homing Picket Ball Lightning: This spell is similar will not turn back on when it leaves the field. The field will
to Picket Ball Lightning (7M), except for the added ability not remove the actual enchantment from any magic item,
to ‘lock on’ to a target in a manner similar to Homing Ball but simply turn it off so that it would have to be reactivated
Lightning (6M) at the discretion of the caster. The ball can in whatever way is normal to that type of item. A magic
be programmed to follow a specific route more than once, item affected by the field is also normally not rendered any
as long as the spell is maintained or until it hits a solid easier to break by physical means. Duration of field: as
object and detonates. The spell produces a sphere of long as maintained. Range: all parts of the field must be
electrical energy ½” in diameter. It travels at 12” per magic within 24” of the caster at all times. Cost: 20 SP + 2/turn.
phase until it explodes. The explosion affects an area 1” Major Extension: This spell causes another spell
wide by 3” long beginning at the point of the explosion and thrown with it to increase in duration by a multiple of 1-100
extending in the direction of motion of the sphere. Damage times normal. Unlike most spells, this spell cannot be used
caused is equal to ½ die per level of the caster. Range: at unless another spell is thrown at the same time.
no time may the ball be more than 24” from the caster, or Furthermore, the spell to be extended must neither be
the control is lost and the ball simply detonates. Duration: maintained nor consist of destructive energies of any kind.
as long as maintained. Cost: 20 SP + 5/turn. Thus, a Fireball (3M) could not be extended, nor could a
Homing Picket Ball Of Fire: This spell is similar to Poison Gas (6M). The primary use of this spell is to
Homing Picket Ball Lightning (8M), except for the damage prolong the effects of a spell such as Haste (4M) and
caused being due to fire instead of electricity. Cost: 20 SP Strength (4M). Range: as that of the companion spell
+ 5/turn. thrown. Range: as that of the companion spell thrown.
Macro-Bomb: A spell which produces a tiny ball of Duration: instantaneous. Cost: 25 SP.
explosive, traveling from the finger of the caster in a Permanent Dimension Door: A limited Teleport spell
straight line to any point within 24” that is visible to the (5M) which allows all objects or persons within a 1” cube to
caster. At the distance that the caster has ordered the be instantaneously transported no more than 36” in any
projectile to travel, it generates into a sphere of concussion direction. The objects being moved always arrive at the
(impact) 6” in radius, with the characteristics of a normal distance and direction stated by the caster, unless a magical
Ball. If the projectile goes through a Firewall (4M), it will barrier of certain types prevents it. Thus, the caster could
explode into its sphere at that point. This spell does ¼ die move an object 12” upward, 20” left and 20” down, or any
of impact damage per level of the caster. Duration: similar combination. If the caster wishes to D-Door to a
instantaneous. Range: 24”. Cost: 30 SP. position of unknown range, such as “beside that tree”, use
Macro-Cold Cone: This spell creates a cone of cold as magic archery to determine how accurately he estimates the
Cold Cone (3M), except that it is 24” long and 24” wide at distance. If an object occupies the space being transported
the end away from the caster. Note that the outer surface of to, a Saving Throw is rolled for that object. If it fails, the
the cone is slightly curved, being exactly 24” from the transfer is completed, with the interfering object being
caster. Double Ranging (8M) will fill in the corners. Also moved to the site of the original object. At least 75% of an
note that, due to the high cost of this spell, it takes more object must be in the cube for it to be moved, and all of it
than one phase (100 Dexterity Counts) to throw. Whoever will either be moved or not. That is, a D-Door will not
is in the cone when it goes off will take damage, so try not break an object. Both ends of the spell remain active until
to let friends wander in. Still further note that the magic one of them is dispelled. This means that beings or objects
user casting this spell must be aiming in the planned could be moved into the 1” cube at either end and be
direction for the entire time, and may not change direction transported to the other end of the Dimension door. Of
at the last moment. Special Macro-Cone Rule: After the course, this means that beings or objects that do not move
first 100 spell points have been pumped into this spell, it away from the destination point might find themselves
must be cast, unless the physical body of the caster is transported back to the point of origin when something else
destroyed. Cost: 120 SP. attempts to walk through the Dimension Door or if they do
Macro-Heat Cone: This spell is similar to Macro- not move for an entire phase. Range: caster may be no
Cold Cone (8M), except for the damage being caused by more than 1” from point of origin; destination may be no
heat. Cost: 120 SP. more than 36” from point of origin. Duration: until
Magic Damping Field: This spell allows the caster to dispelled. Cost: 30 SP.
create a field 6” by 6” in area, with a height of 3”, in which Permanent Passwall: A spell that opens a 1” diameter
all normal magic will cease to function. This effect includes hole of up to 1” in length through or into any normal wall or
both spells and implements. In cases where a spell or solid object. Range: 3” from caster. Duration: Lasts until
implement has a continuing effect, the spell or implement dispelled. Cost: 28 SP.
will return to functioning after the field is removed, or after

4-38  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

Power Word: This spell produces a standard 6” cone thus shapes that involve mazes and tentacles will tend not to
of effect. The effects are as follows: any living being work, but a simple doughnut-shaped ball of fire would be
within the cone that is no more than 2 times the level of the possible. Referee discretion should be used to make sure
caster must make a Saving Throw vs. magic. Creatures that the caster can make the decisions necessary (size,
whose level is higher than that of the caster but no more shape, etc.) in whatever amount of time is available. This is
than 2 times his level will not be affected if they save, and not a spell for quick use in combat, at least not without a
will be stunned and unable to take action for 2-12 phases if little planning. Range: 24”. Cost: 14 SP.
they fail to save. Creatures whose level is no greater than Shaped Vari-Bolt: This spell is the same as Vari-Bolt
that of the caster, and no less than one-half that of the (5M), but the resultant lightning bolt can be bent in any
caster, will be stunned for 2-12 phases even if they save. combination of angles totaling no more than 360º for all
They will be blinded for 2-12 turns (“blinded” means that bends, deliberate or not. Any parts of the bolt that would be
the use of whatever primary sense they possess will be beyond the point at which 360º worth of angles is exceeded
denied them, be that sense sight, hearing, radar, or what- simply fails to materialize. Thus, the bolt could be
have-you) if they fail their Saving Throw vs. magic. constructed in a manner that would zigzag around an object
Creatures whose level is less than one-half that of the caster or person to be avoided, or to hit oddly arranged targets. If,
will be blinded for 2-12 turns even if they save, and will die however, something interferes with the bolt in such a way as
if they fail to make their Saving Throw vs. magic. Cost: 15 to deflect the bolt itself, the deflection is counted toward the
SP. 360º limit. Be sure to add each degree of reflection as an
Reflector Wall: This spell creates an immaterial item that can be mis-directed during a fumbled, but not
mirrored wall of standard dimensions having the properties during a scattered, shot. Range: 24”. Cost: 12 SP.
of the spell Reflector (7M). This spell creates a wall that is Summon Person: This spell is similar to Summoning
almost totally reflective to magic. Any magic that hits this (6M), except for the fact that this spell works on living,
wall will bounce off and return in the direction from which intelligent beings who are well-known to the caster. Note
it came. If the magic is in the form of a beam, bolt, or cone, that well known does not mean just someone the caster has
this reflection will redirect however much of the spell would met, but rather, someone with whom the caster is
have continued past the point of reflection, for the width of specifically familiar. If the person to be Summoned does
the wall. Thus, someone standing behind a Reflector wall not wish to go, he gets a normal Saving Throw against
would be protected from such aimed and directed magic by magic. The person to be summoned must not be
a sort of magical shadow effect. Anyone being struck by a substantially larger than the caster (within human size limits
reflected part of such a spell takes normal spell damage. In if the caster is human). The person summoned appears no
the case of a spell that normally would strike only a single more than 1” from the caster, at a location specified by the
target (Magic Missile, Micro-ball, etc.), the spell reflects off caster. The person to be summoned must not be in a
and will normally hit the original caster of the reflected location magically shielded, nor on ground consecrated to a
spell. The Reflector wall is totally effective against directly living religion (i.e. holy ground of a religion believed in the
cast spells of a magical nature, the so-called “finger” spells, day and age of the characters). Cost: 25 SP.
but will reflect spells cast with the use of an implement Symbol: This spell allows the caster to inscribe a
(staff, wand, ring, etc.) only 90% of the time (the other 10% magical symbol on any surface upon which he can write.
having full effect on anything on the other side of the This symbol is used to store any mental spell of the caster’s
Reflector wall). In cases where a person using Reflector is choosing (i.e., not including destructive energy magic or
inside an area hit by a larger spell, the spell simply splashes physical manifestations), to be triggered by someone
off the outside of the wall, unless it is big enough to reach reading the inscription. The caster may specify that the
around the nearest edge of the wall. Range: 6”. Duration: symbol can only be triggered by someone using Read
as long as maintained. Cost: 20 + 4/Turn. Magic, or triggered by any reading whatsoever. The person
Scroll Knock: This spell is specifically designed to reading the symbol (and any others within range of the spell
safely open a scroll locked with the Scroll Lock spell (5M). being triggered) get their normal Saving Throw vs. magic
When using the Scroll Knock spell, there is only a 10% for any effect caused by the spell. Range: symbol being
chance that the locked scroll will be damaged or erased by inscribed must be immediately adjacent to the caster.
the effort to open it. Range: adjacent to scroll to be Duration: until triggered or dispelled. Cost: 20 SP + that
opened. Cost: 12 SP. of the stored spell.
Shaped Vari-Ball: This spell is the same as Vari-Ball Vari-Ball, 4”: A spell which produces a tiny ball of
(5M), but the resultant explosion of fire does not form a flame, traveling from the finger of the caster in a straight
sphere, but rather, whatever shape the caster specifies in the line to any point within 24” that is visible to the caster. At
casting up to a volume equal to a 2” radius sphere. For the distance that the caster has ordered the projectile to
example, the caster can specify that the ball not expand in a travel, it bursts into a sphere of flame up to 2” in radius,
given direction, forming a hemisphere rather than a sphere, with the characteristics of a normal Ball. If the projectile
or that it exactly conform to the shape of a room, forming a goes through a Firewall (4M), it will explode into its sphere
cube. Any simple shape is possible, at any total volume at that point. The size can be from the size of the projectile,
within the limitations of the Vari-Ball spell. The only like a Micro-ball (4M), up to the size of a Super Fireball at
limitation is that the fire will tend to form a single mass, and 4” radius, determined by the caster. Note that scattered or

Warlock Magic Spells  4-39


 Warlock Magic Spells Revised Warlock Magic Spells

fumbled shots may involve casting this spell at the wrong table, simply roll a number from 01 to 00 to determine what
size. This spell does 1 die of damage per level of the caster. type of being the Reincarnation has found. Roll again to
Duration: instantaneous. Range: 24”. Cost: 18 SP. determine the level, continuing to roll multiple 0’s as far as
Vari-Bomb: A spell which produces a tiny ball of necessary. Once the type and level of creature have been
explosive, traveling from the finger of the caster in a determined, roll a Saving Throw, as vs. Magic, for that
straight line to any point within 24” that is visible to the creature. If the creature achieves its Saving Throw, the
caster. At the distance that the caster has ordered the Reincarnation is a failure, and may not be attempted again.
projectile to travel, it bursts into a sphere of concussion If the creature fails to achieve its Saving Throw, the
damage up to 2” in radius, with the characteristics of a Reincarnation has placed a new soul in the indicated body.
normal Ball. If the projectile goes through a Firewall (4M), This new soul is the one that you were trying to put there
it will explode into its sphere at that point. The size can be with the Reincarnation spell. Unless the referee determines
from the size of the projectile, like a Micro-bomb (7M), up that some difficulty exists, the being with the soul of your
to the size of a full Bomb at 2” radius, determined by the old character will now attempt to return to that old
caster. Note that scattered or fumbled shots may involve character’s home, and join with the other adventurers. This
casting this spell at the wrong size. This spell does 1 die of trip normally will take from 1-20 days (rolled randomly).
damage per level of the caster. Duration: instantaneous. After that time, the character will arrive and take his place
Range: 24”. Cost: 15 SP. among the other characters.
Water Jet: This spell allows the caster to focus a Reincarnation will place a soul in a body of the same
powerful blast of water upon a chosen target, ¾” in alignment and sex as the old one. The given table is written
diameter. This spell does damage at a rate of 1 die per level to cover lawful reincarnations, but the referee may make the
of the caster minus the range to the target in inches. Thus, a necessary changes to handle neutral or chaotic characters
30th level caster could do a maximum of 24 (30 - 6) dice of being reincarnated. The difference is a simple one: in those
damage to a target 6” away. Further, only the first row of cases where a result is not possible because of alignment,
targets is guaranteed to take the full amount of damage. If primarily that of chaotic alignment for beings that are only
the first targets hit do not fall down, either from the damage lawful or neutral (elves, dwarves, halflings, and centaurs).
or from the special knockdown probability described below, Simply substitute something intelligent that is of the correct
any targets standing behind the still standing target take alignment, from among those creatures found in the
only half of the normal damage from the spell (i.e., one-half dungeon or wilderness of that referee.
the level of the caster, after subtraction for range). Notice The notes on the Reincarnation Type table that indicate
that this spell can be maintained. This means that targets “Special Human” or “Special Non-Human” should be used
still in the path of the spell again take damage, but with the by the referee as follows: if the Special Human result is
difference that only targets standing take full damage, and rolled, the referee should roll randomly from among all of
those fallen take half damage. The caster may make minor the unusual human player-character types allowed in the
changes in the direction of the Water Jet, but no more than game. Paladins, Rangers, Druids, Assassins, Bards, Monks,
45º to either side of the initial direction, and, for purposes of Combination Characters, etc., basing the results as closely
damage, it points in a specific direction each phase, not all as can be estimated on the relative percentages of each of
the angle swept through during a change of direction. Note those types that are around. For example, a Paladin would
that, since this spell forms a powerful stream of water, that be much more common than a Magical Fighting Thief
something may wander between the caster and his intended combination character. The characteristics of a character
target, especially if the spell is continued for more than one who is the result of a Reincarnation are rolled randomly,
phase. Also note that this spell requires a large and with the following adjustment: if the Prime Requisite or
continuous supply of water, and cannot be used in small any other characteristic does not meet the minimum
rooms or other close quarters. A target is knocked down by requirement for that character class, including any
the water jet as follows: there is a chance for a knockdown adjustments that could be made (see rules for Creating
equal to 10 times the level of the caster, minus the weight of Player Characters), then that characteristic should arbitrarily
the target in pounds, expressed as a percentage. Thus, a 30 th be raised to the minimum required for that class of
level caster hitting a 250-pound target with an water jet has character. Thus, if a Magic user were rolled as a result, and,
a 50% chance of knocking down the target. In the case of a after adjustment, his Intelligence was apparently only an 8,
human target, the armor and equipment weight must be this would be raised to the required 9, since otherwise the
taken into account. Range: the spell only does damage out character could not have been a Magic user before, anyway.
to a range of 24” and caster must be in immediate contact Please note that Reincarnation is the only time that a
with water. Duration: as long as maintained. Cost: 16 SP characteristic may be adjusted in this manner, and only for
+ 8/turn. the simplicity of the game, since otherwise it could take
hours of dice-rolling to roll a character that qualified for
Reincarnation some of the reincarnation results.
For those referees who allow the use of the magical
Body Destruction
Reincarnation spell, or other means of reincarnation, the
following rules and tables will allow reincarnations to be When a character or other being is damaged by
performed in a simple and reasonable manner. To use the destructive magic or other destructive forces beyond the

4-40  Warlock Magic Spells


Revised Warlock Magic Spells Warlock Magic Spells 

amount of damage that it takes to reach the Death Level of Level column, go to the higher of the two numbers; that is,
the being, a Saving Throw must be rolled to determine round up. Read across to find the column for the type of
whether the dead body was actually destroyed. Such a destruction. If a character has been damaged partly from
determination must be made whenever the body takes destructive magic and partly by other means, use only that
enough damage from Fire, Electricity (Lightning), Energy, part that was destructive magic or similar to calculate the
Heat, or Acid to equal or exceed the Death Level of the Death Level ratio, and whether or not the body needs to roll
character. Thus, if a character normally has a Death Level a Saving Throw at all. Thus, if a character that takes 23.4
of 48.2 Hit Points, her body must be checked for destruction Hit Points to Death Level has taken 12 points of damage in
if it has taken at least 48.2 Hit points of destructive magic or melee, and then takes 18 points of damage from a Fireball,
its equivalent (Dragon Breath, natural fire or acid, etc.). All he is indeed dead, but the body need not be checked for
of the various destructive forces are added together to check destruction. Furthermore, any damage that was taken from
this total, but the Saving Throw is rolled as vs. the Dart or Micro spells of a type that would otherwise be
predominant type of damage. Only one Saving Throw is destructive is not added in, since these spells damage only
rolled, normally at the end of combat when it is assured that tiny portions of the body. A body that is determined to have
the body will suffer no more destructive damage. been destroyed, through failure to achieve its Body
When using the Body Destruction Saving Throw table, Destruction Saving Throw, cannot be raised (restored to life
simply make a ratio of the destructive damage received to by a Raise Dead spell), nor can a Reincarnate or Animate
the calculated Death Level of the body in question. If the Dead be successfully used on it. Only a Wish can normally
ratio falls in between two listed numbers in the Times Death recover a destroyed body.
Reincarnation Table
Reincarnation Table
Roll Type Roll Level of Being
01-25 Fighter 01 -35 1
26-40 Cleric 36-60 2
41-60 Magic user 61-75 3
61-72 Thief 76-85 4
73-79 Elf 86-90 5
80-84 Dwarf 91-95 6
85-86 Special Human 96-98 7
87-90 Halfling 99 8
91-93 Centaur 00 9
94-99 Were Creature 000 10
00 Special Non-Human And so on...

Warlock Magic Spells  4-41


as is used for the belief in magical Illusions and Phantasms:
Illusionists the Belief Saving Throw. Some of the Illusionist’s spells
In addition to the normal six classes of magic, there is adjust this saving throw against the target, requiring the
another type of magic altogether. This is Illusionary Magic, target to save by rolling 10 or 20 lower than his normal
a separate type all to itself that can only be used by a limited belief number.
number of magic users, called Illusionists. The main weakness of Illusionists is their near-inability
The spells of an Illusionist are mainly mental spells by to use normal magic. Most normal spells are barred to
their nature, with higher level spells involving some them, and it is much more difficult for them to use a wand
bending of light and other related phenomena. An or staff or to read a magical scroll. Thus, Activate Wand is
Illusionist is limited by his very nature, since he cannot a 3rd level Illusionist spell, and Read Magic a 4 th, compared
affect some types of beings at all (most Undead, for to first level for normal magic users on both.
example), but this is made up for by the fact that an In the Illusionist spell descriptions, whenever there are
Illusionist is very powerful against other intelligent beings. no details, assume that the spell works exactly like the
Many of the spells of an Illusionist only affect the Magic User spell of the same name. Use as much common
victim if the victim thinks that whatever illusion is being sense as necessary in interpreting the descriptions, since the
cast are real. This is determined by the same Saving Throw whole point of most Illusionary magic is that the uses are
widely varied.

First Level Illusionist Spells


Spell Name Spell Points Duration Range Size and Shape
Alter Scent 3 Dispel 3 Individual
Alter Taste 3 Dispel 3 Individual
Alter Touch 3 Dispel 3 Individual
Blending In Place 3 1 Turn/L 0 Self
Create Noise 2 + 1/turn Maintained 6 Individual
Create Smell 2 + 1/turn Maintained 6 Individual
Create Taste 2 + 1/turn Maintained 6 Individual
Darkness 3 + 1/turn Maintained 0 3” Circle
Detect Illusion 1 1 Magic phase 1 per L, max. 24 Individual
Disguise Object 3 Dispel, broken 3 1 Object
Disguise Self 3 Dispel, broken 0 Self
Foxfire 2 6 Turns 1 1/36” ball

Hide Object 2 1 Phase/L 1 1” Cube


Hypnotism 3 Dispel, broken 9 (24) Individual
Illusion 4 + 1/turn Maintained 24 L/2” Ball

Individual Silence 2 Dispel, broken 3 Individual


Itch 2 1-4 Phases 12 Individual
Light 2 + 1/turn Maintained 0 3” Circle
Magic Aura 2 Dispel 3 Individual
Minor Change 2 Dispel 3 Individual
Mirror 2 1 Turn 6 1/6” Square

Numbness 2 1-6 Turns 12 Individual


Read Illusionist Magic 1 1 Reading ½ Individual
Read Languages 1 1 Reading 1 Individual
Silence, 1” Radius 2 6 Turns 12 1” Circle
Sleight of Hand 3 1 Turn 0 Self
Ventriloquism 2 1 Turn 0 (6) Self
Wall of Fog 3 3 Turns 12 ½ × 6 × 2 Wall

Warlock Illusionist Spells  5-1


 Warlock Illusionist Spells Revised Warlock Illusionist Spells

Second Level Illusionist Spells


Spell Name Spell Points Duration Range Size and Shape
Area Itching 5 1-4 Turns 12 3 × 3 × 1 Area
Area Numbness 4 1-6 Turns 12 3 × 3 × 1 Area
Blinding Light 2 + 1/turn Maintained (1-6 T) 0 (1) 24” Radius
Blindness 3 1-6 Turns 12 Individual
Change Self 5 Dispel 0 Self
Conceal Tracks 5 Dispel 0 6 or 12 Circle *
Continual Light 4 Dispel 12 12” Circle
Create Flavor 3 3 Turns 6 Individual
Create Scent 3 3 Turns 6 Individual
Create Sound 3 1 Turn 6 Individual
Detect Magic 2 1 Magic phase 1 Individual
Disguise Others 4 Dispel, broken 3 Individual
Displacement 2 + 1/turn Maintained 1 Self
Distant Weather 3 + 1/turn Maintained 24 Any area within 24”
Flash 3 1 Phase (1 Turn) * 6 (24) Point
Fog 3 3 Turns 0 3” Circle
Hallucination 3 1 Turn 12 Individual
Hypnotic Pattern 4 * 12 max 6 × 6 × 2 Area
Invisibility 3 Dispel, broken 24 Individual
Lightwall 3 + 1/turn Maintained 6 ½ × 6 × 2 Wall
Misdetection 3 3 Turns 0 Self
Phantasm 3 Until touched 24 Sight
Pyrotechnics 3 1 Turn 24 Sight
Shadow Missile 3 + 1/missile 1 Dex count/missile 15 Individual
Shapechange 4 Dispel 12 Individual
Silence, 3” Radius 3 6 Turns 12 3” Circle
Smoke Cloud 4 3 Turns 0 3” Circle
Stench 2 + 1/turn Maintained * *
True Sight 3 3 Turns 0 (24) Self
White Noise 2 + 1/turn Maintained * *

Third Level Illusionist Spells


Spell Name Spell Points Duration Range Size and Shape
Activate Wand 2 1 Dex count 0 Individual
Change Landscape 5 Dispel 0 (12) 12” Radius
Change Object 5 Dispel 3 Individual
Change Others 6 Dispel 3 Individual
Color Spray 5 1 Dex count * 0 12 × 6 Cone
Concealment 5 3 Turns 0 Self
Continual Darkness 5 Dispel 0 (12) 12” Radius
Deafness 3 1-6 Turns 12 Individual
Dispel Illusion 4 1 Dex count 6 1 Illusion
Fear 6 1 Dex count * 0 6 × 3 Cone
Hallucinatory Terrain 7 Dispel, broken 24 Sight
Hide Spellcasting 4 3 Turns 0 Self
Hypnotic Pattern + 10% 5 * 12 max 6 × 6 × 2 Area
Hypnotic Picture 6 + 2/turn Maintained 3 (24) 6 × 6 × 2 Area
Illusionary Script 3 * 3 6 sq. in.
Invisibility, 3” Radius 4 Dispel, broken 0 3” Radius
Magic Mouth 3 Till activated 3 Individual
Micro-Itching 3 1-4 phases 12 Individual
Micro-Phantasm 4 1 Dex count 24 Individual
Micro-Shadow Missile 3 + 3/missile 1 Magic phase 15 Individual
Mirror Image 5 + 1/turn Maintained 6 1-4 Images
Moveable Darkness 4 + 1/turn Maintained 0 (1) 1” Radius
Pastorale 6 Dispel 0 12” Radius
Phantasm + 10% 4 1 Dex count 24 Sight
Shadow Missile + 10% 4 + 2/missile 1 Dex count 15 Individual
Size Change 5 Dispel 12 Individual
Sleep 5 Dispel, broken 24 6 × 6 × 2 Area
Suggestion 5 Dispel, broken 9 (24) Individual
Wizard Light 3 + 1/turn Maintained 0 (24) 24” Radius

5-2  Warlock Illusionist Spells


Revised Warlock Illusionist Spells Warlock Illusionist Spells 

Fourth Level Illusionist Spells


Spell Name Spell Points Duration Range Size and Shape
Area Blinding Light 6 + 2/turn Maintained 12 3” Radius
Area Darkness 5 6 + L Turns 24 6” Radius
Area Stench 6 + 2/turn Maintained 12 3” Radius
Confusion 5 + 1/turn Maintained 12 max 6 × 6 × 2 Area
Controlled Illusion 5 + 2/phase Maintained 24 6” Radius
Delusion 6 + 1/turn Maintained 12 Individual
Illusionary Bands 6 Dispel 12 1” Cube
Immobilization 5 + 1/turn Maintained 12 Individual
Mass Invisibility 10 + radius Dispel, broken 0 Variable radius
Massmorph 7 Dispel 0 (24) 24” Radius
Micro-Phantasm + 10% 5 1 Dex count 24 Individual
Micro-Shadow Missile + 10% 4 + 4/missile 1 Magic phase 15 Individual
Mind Blank Self 6 6+L 0 Self
One-Way Darkness 6 + 2/turn Maintained 6 ½ × 6 × 2 Wall
Percentile Illusion Negation 6 1 Magic phase 24 Individual
Phantom 6 + 1/turn Maintained 6 1 Phantom
Picture Window 6 Dispel 6 2 × 2 window
Read Magic 2 1 Reading ½ Individual
Scene 6 Dispel 24 12 × 12 × 2 Area
Shadow Wall 4 + 2/turn Maintained 6 ½ × 6 × 2 Wall
Spellbind 7 Dispel 12 6 × 6 × 2 Area *
Sustained Phantasm 6 + 3/phase Maintained 24 Sight
Vertigo 5 2-12 Turns 24 Individual

Fifth Level Illusionist Spells


Spell Name Spell Points Duration Range Size and Shape
Befuddlement 9 + 3/turn Maintained 0 (3) 3” Radius
Broadfield Hallucination 12 Dispel 24 max 24” Radius
Chaos 8 + 2/turn Maintained 24 1” Cube / L
Combine Illusions 6 Up to 3 turns * *
Detection Jamming 5/type 6 Turns 0 Self
Dreamland 8 3 Turns 24 3” Cube
Extend Illusion 4 + 1/level x2 * *
Feeblemind 8 Dispel 24 Individual
Hypnotic Image 10 * 12 6 × 6 × 2 Area
Illusionary Prison 8 + 2/turn Maintained 18 2” Radius
Light of Truth 7 1 Magic phase 0 (6) 6” Radius
Mass Suggestion 10 Dispel 12 6 × 6 × 2 Area
Maze 12 6 Turns 12 6 × 6 × 2 Area
Phantasm + 20% 8 1 Dex count 24 Sight
Programmed Illusion 7 + 3/turn Maintained 24 3” Cube, moveable
Projected Image 7 + 1/turn Maintained 24 1 Image
Shadow Missile + 20% 5 + 3/missile 1 Magic phase 15 Individual
Super-Invisibility 9 Dispel, broken 12 Individual
Sustained Phantasm + 10% 7 + 3/phase Maintained 24 Sight
Ultra-Invisibility 9 Dispel, broken 12 Individual

Warlock Illusionist Spells  5-3


 Warlock Illusionist Spells Revised Warlock Illusionist Spells

Sixth Level Illusionist Spells


Spell Name Spell Points Duration Range Size and Shape
Amnesia 10 Dispel 3 Individual
Anti-Illusion Shell 8 12 0 Self
Five Sense Illusion 12 + 2/turn Maintained 24 Sight
Five-Sense Weather 9 + 3/turn Maintained 24 Sight
Indetectability 10 3 0 Self
Micro-Feeblemind 11 Dispel 24 Individual
Micro-Phantasm + 20% 10 1 Dex count 24 Individual
Micro-Shadow Missile + 20% 6 + 5/missile 1 Magic phase 15 Individual
Mirrorwall 9 + 2/turn Maintained 12 0 × 6 × 2 Wall
Prismatic Illusion Spray 12 1 Dex count 12 Sight
Prismatic Illusion Wall 15 + 5/turn Maintained 12 0 × 6 × 2 Wall
Reflect Detect By Implements 10 1 Day 3 Individual
Reflect Illusion 12 3 Turns 0 Self
Simulacrum 10 + 4/turn Maintained 24 1 Image
Terror 15 * 0 12 × 12 Cone *

First Level Illusions Detect Illusion: Allows the caster to detect the casting
or the ongoing presence of an illusionary spell or other
Alter Scent: Enables the caster to alter the apparent simple form of illusion. This spell will not detect forms of
scent of an existent object, animate or inanimate. The spell direct mind control that cause the victim to mis-perceive
does not hide a scent’s existence, and cannot be used to their surroundings. Range: 1” per level of the caster, up to
create a scent on a scentless object or in a space that has no 24” maximum. Cost: 1 SP.
scent. Thus, it cannot be used to give a scent to an illusion. Disguise Object: Changes the appearance of an object,
Also, the scent’s alteration cannot physically harm any although the overall shape must remain similar. Range: 3”
being smelling it, and will not be strong enough to cause from caster at time spell is cast. Duration: Until dispelled
physical aversion (i.e., skunk scent). Range: 3”. Duration: or until touched by any sentient being other than the caster.
until dispelled. Cost: 3 SP. Cost: 3 SP.
Alter Taste: This spell functions similarly to Alter Disguise Self: Changes the appearance of the caster,
Scent (1I), but affects the apparent taste of the target object. with the limitation that the new appearance must have the
Range: 3”. Duration: until dispelled. Cost: 3 SP. same basic physical shape as the original. Does not give
Alter Touch: This spell functions similarly to Alter caster any special powers or abilities associated with the
Scent (1I), but affects the apparent surface texture of the new appearance (i.e., Disguise Self to a medusa will not
target object. Range: 3”. Duration: until dispelled. Cost: turn viewers to stone). Duration: until dispelled or touched
3 SP. by a sentient being other than the caster. Cost: 3 SP.
Blending In Place: This spell permits the caster to Foxfire: Creates small globe of light that moves at the
remain unobserved (but not truly invisible), with the volition of the caster. The globe must remain within 1” of
following restrictions: in order to remain unseen, the caster the caster, and is only bright enough to equal 1 normal
must not move while in direct line of sight of hostile beings. candle in illumination. Range: 1’’. Duration: 6 turns.
Sudden changes in light may change the caster’s shadow, Cost: 2 SP.
which is not disguised. The blending is only visual, and Hide Object: Specialized invisibility spell, used
will not fool other senses or various magical detect spells. mostly for pocketing small items. Causes target item, no
Range: caster only. Duration: 1 turn per level of the more than 1 cubic foot, to be invisible for 1 phase per level
caster. Cost: 3 SP. of the caster. Range: 1”. Cost: 2 SP.
Create Noise: This spell creates small, indistinct Hypnotism: Allows the caster to gain control of
sounds at the location chosen by the caster. These noises another being of similar species by visual hypnosis.
are low-level, non-damaging, and are used primarily as a Limited as Charm Person (1M), but caster must be able to
distraction. Duration: as maintained. Range: 6”. Cost: 2 look victim directly in the eye at time of the casting. This
SP + 1/turn. spell applies to all two-legged, generally mammalian figures
Create Smell: As Create Noise (1I) but creates smells. near to or less than man-size, excluding all ‘Undead’
Range: 6”. Duration: as maintained. Cost: 2 SP + 1/turn. monsters but including such things as orcs and goblins. If
Create Taste: As Create Noise (1I) but creates tastes. the spell is successful it will cause the charmed entity to
Range: 6”. Duration: as maintained. Cost: 2 SP + 1 turn. obey any spoken and understood command of the charmer
Darkness: The exact reverse of Light (1I) in altering until such time as the hypnosis is dispelled. See the general
light. This spell creates a 3” radius circle of darkness Charm rules for other restrictions and effects. Duration:
around the caster. This darkness is less dark than moonless Until dispelled or removed by the caster of the spell or the
night, but sufficient for hiding objects and creatures in. caster loses control by going unconscious, dying, or moving
Duration: as maintained. Cost: 3 SP + 1/turn maintenance.

5-4  Warlock Illusionist Spells


Revised Warlock Illusionist Spells Warlock Illusionist Spells 

outside range. Range: 9” at the time of the casting, 24” Range: adjacent to the object to be read. Duration: one
thereafter to maintain control. Cost: 3 SP. reading. Cost: 1 SP.
Illusion: Basic controlled illusion that requires the Read Languages: This spell allows the reading of
direct attention of the caster. Cannot touch or harm any unknown languages on maps and other inscriptions. Range:
being, and is disbelieved by viewers as soon as contacted or adjacent to object to be read. Duration: one reading. Cost:
entered by any being other than the caster. Purely visual, no 1 SP.
other senses affected. Duration: as maintained. Range: Silence, 1” Radius: This spell forms a 1” circle of
24”. The size of the illusion is limited to 1” diameter/level total silence around the target. No sound can be heard
of the caster. Cost: 4 SP + 1/turn. inside the circle and no sound can escape from it. Range:
Individual Silence: Allows the recipient to move 12”. Duration: 6 turns. Cost: 2 SP.
silently until the spell is broken, or dispelled. Duration: Sleight Of Hand: Enables the caster to do basic
until dispelled or the invisible person attempts to attack. legerdemain without chance of being detected by non-
Range: 3” at time of casting. Cost: 2 SP. magical means. Duration: 1 turn. Cost: 3 SP.
Itch: Creates a strong itching sensation in the targeted Ventriloquism: Allows caster to throw his voice to
being or creature. If the creature fails to make a saving any point within 6” of the caster. It does not allow the
throw vs. Pain, the itch will be so distracting that it will making of any noise that the caster could not make unaided.
interrupt most actions for 1-4 phases in order to scratch. If Duration: 1 turn. Cost: 2 SP.
the target is in melee or other life-threatening situation, he Wall Of Fog: Creates an opaque but intangible wall of
will not stop to scratch, but will fight at -4 levels (both ½” thickness, up to 6” in length, up to 2” in height, either as
attack and defense), and fire spells or archery at -20% a flat or circular wall. Projectiles and spells may be cast
accuracy. Range: 12”. Cost: 2 SP. through it, but since it limits vision, spells requiring eye
Light: This spell creates a 3” radius circle of light contact or visual sighting will be blocked. Range: 12” from
around the caster. This light is less bright than daylight, but caster at time of casting. Duration: 3 turns or until
sufficient for reading and examining objects. Duration: as dispelled. Note that, since the fog is Illusionary, it is not
maintained. Cost: 2 SP + 1/turn maintenance. dispelled by wind or air control spells. Cost: 3 SP.
Magic Aura: Enchants the targeted item, creature or
being so that a magical or thievish “Detect Magic” spell or Second Level Illusions
ability will respond to the target with a “Yes” response, Area Itching: As Itching (1I), but affects all beings
even if the target has no magical properties. Clerical Detect within a 3” by 3” area targeted by the caster. Creates a
Magic will not be fooled, because God knows the truth. strong itching sensation in the targeted beings or creatures.
Range: 3” at time of casting. Duration: until dispelled. If a target fails to make a saving throw vs. Pain, the itch will
Cost: 2 SP. be so distracting that it will interrupt most actions for 1-4
Minor Change: Permits the caster to create minor phases in order to scratch. If the target is in melee or other
illusions that affect the appearance of a being, creature or life-threatening situation, they will not stop to scratch, but
object. These illusions, 1 per casting of the spell, must be will fight at -4 levels (both attack and defense), and fire
very minor in nature, not changing the shape or basic spells or archery at -20% accuracy. Range: 12”. Cost: 5
appearance. (i.e. create or hide a wart, change color of 1 SP.
eye, hide wormhole in an apple). Range: 3” at time of Area Numbness: As Numbness (1I), but affects all
casting. Duration: until dispelled. Cost: 2 SP. beings within a 3” by 3” area targeted by the caster. The
Mirror: Creates the visual effect of a 1 square foot targets, upon failing a saving throw vs. magic, will be
mirror. Not solid, and will affect only light, and will reflect unable to perceive any information by sense of touch for 1-
light and images as if solid. May face any direction, but 6 turns. This will make detailed physical actions difficult or
must be placed visible to the caster. Range: 6”. Duration: impossible, depending upon the action involved, at referee
1 turn. Cost: 2 SP. discretion. Range: 12”. Duration: 1-6 turns or until
Numbness: The target, upon failing a saving throw vs. dispelled. Cost: 4 SP.
magic, will be unable to perceive any information by sense Blinding Light: This spell creates a bright light
of touch for 1-6 turns. This will make detailed physical directly above the head of the caster. Anyone who attempts
actions difficult or impossible, depending upon the action to look directly at the caster while the spell is in effect must
involved, at referee discretion. Range: 12”. Duration: 1-6 save vs. Pain in order to do so. Anyone other than the
turns or until dispelled. Cost: 2 SP. caster within 1” of the light must save vs. Magic or be
Read Illusionist Magic: Counterpart to Read Magic blinded for 1-6 turns. Note that this light is a point source,
(1M), but used for those rare bits of written illusionist and so anyone who can shade his or her eyes from it can
magic. The means by which illusionist incantations on a still look near the caster. Cost: 2+1/turn.
scroll or other item are read. Without such a spell or similar Blindness: This spell causes one individual target
device magic is unintelligible to even an illusionist. Note being to save vs. Magic or be unable to use any form of
that this spell may be used to read a spell from a scroll visual sense for 1-6 turns. Range: 12”. Cost: 3 SP.
during the same magic phase that the scroll spell is cast. Change Self: This spell allows the caster to change his
own physical appearance, as in Disguise Self (1I), with the

Warlock Illusionist Spells  5-5


 Warlock Illusionist Spells Revised Warlock Illusionist Spells

advantage that the illusion is not dispelled by the touch of Displacement: This spell causes the caster to have a
another intelligent being. Changes the appearance of the blurred visual aura, and makes it harder for others to see the
caster, with the limitation that the new appearance must caster. As a result, if attacked, the caster has a defense
have the same basic physical shape as the original. Does bonus of +2 levels. In addition, he is 10% harder to hit with
not give caster any special powers or abilities associated archery, and has a 10% Saving Throw bonus against
with the new appearance (i.e., Change Self to a medusa will individual-target spells, due to being harder to hit
not turn viewers to stone). Duration: until dispelled. Cost: accurately. At the discretion of the referee, this last bonus
5 SP. may be taken against an opposing caster’s accuracy roll to
Conceal Tracks: This spell creates a small durable hit with a targeted spell that is aimed other than at the
illusion that causes tracks to resemble their surroundings. displaced target that where the caster is trying to include the
For example, tracks in snow will still be holes, but the displaced target to be near the edge of the spell. For
tracks will be the same color and shade as the snow, and example, a Lightning Bolt is not a single-target spell, but a
thus not be visible to normal vision. A single casting will Lightning Bolt aimed at a Displaced target would be 10%
be sufficient to cover a single being’s tracks for 12” in all less likely to hit accurately because the area affected is a
directions from caster, or all tracks in a 6” radius. This spell narrow bolt. Similarly, trying to include a displaced target
will not conceal tracks from senses other than normal in the edge of a cone or other area spell may give a 10%
vision (i.e., trackers may still smell the path, and touch Saving Throw bonus to the target. Duration: as maintained.
traces of the tracks). Detect Illusion will reveal the Cost: 2+1/turn.
existence of this spell, and True Sight will see through it. Distant Weather: This spell creates a two-sense
Duration: until dispelled. Cost: 5 SP. illusion of the effects of weather at a distance from the
Continual Light: This spell creates a 12” circle of observer. For example, the flash of lightning and sound of
illumination emanating from a point within 12” of the thunder, or sound and smell of rain would be possible, but
caster. The light is bright enough to use for clear vision the direct touch of raindrops would not. Effects must
(including reading), but is not as bright as full sunlight, and emanate from a point no more than 24” from the caster, but,
will not damage beings or creatures that can be harmed by if used through an opening or from behind a wall or a tree,
full daylight. Duration: until dispelled. Cost: 4 SP. may seem to come from farther away. Duration: as
Create Flavor: As Create Taste (1I), but can be used maintained. Cost: 3+1/turn.
to create a specific flavor, good or bad. This can cause Flash: Creates a small blinding flash of light at the
good food to taste bad, or drugged or poisoned food to have point designated by the caster. Anyone looking at the point
a pleasant taste, etc., but the flavor itself cannot do damage. of the flash must save vs. Magic or be blinded for 1 turn.
For example, if the caster made himself taste like garlic, a Unlike the Magical spell of the same name, this spell
vampire might not take a second bite, but would suffer no involves only light, not fire, and will thus not ignite objects.
actual damage. Duration: 3 turns. Cost: 3 SP. Range: flash may be anywhere within 6” of the caster.
Create Scent: As Create Smell (1I), but can be used to Duration: 1 magic phase. Cost: 3 SP.
create a specific scent. This spell can create the scent of a Fog: This spell creates an opaque but intangible cloud
harmful substance, but will not cause the damage of that that spreads out in a 3” radius from the caster, but is stopped
substance; i.e., the smell of chlorine gas is unpleasant, but by any walls that intervene. Duration: 3 turns. Cost: 3 SP.
the illusion of it would not corrode anyone’s lungs. Hallucination: A spell that causes the target to have
Duration: 3 turns. Cost: 3 SP. vivid visual hallucinations whose content is controlled by
Create Sound: This spell creates sounds of moderate the caster. Duration: 1 turn. Range: 12”. Cost: 3 SP.
intensity at any point within 6” of the caster. The sound Hypnotic Pattern: This spell entrances and
cannot do damage, and cannot be of a complex nature (such immobilizes victims with a visually attractive pattern as
as speech). Duration: 1 turn. Cost: 3 SP. follows: the caster’s level times 25 = hypnosis points. Each
Detect Magic: This spell will determine if there has being who fails a saving throw vs. Magic will use up its Hit
been some enchantment laid on a single person, place or Dice squared in hypnosis points. (i.e., a 6 HD monster will
thing. It will detect any spell or enchantment that is use up 6 times 6 = 36 points.). Victims will remain
currently in existence, but will not detect an already- entranced for a period of time based on the hypnosis points
dispelled spell. Range: 1”. Duration: single casting. Cost: used up. If available victims use up all the points, the
2 SP. hypnosis will last only 1 turn. If victims use up a smaller
Disguise Others: As Disguise Self (1I), except it may number of points, divide the total number of hypnosis
be cast on another being or creature. Changes the points by the number used up. The resulting number is the
appearance of the caster, with the limitation that the new number of turns. (example: a level illusionist (250 hp)
appearance must have the same basic physical shape as the affects four 5 HD monsters (4 times 25 = 100 points used).
original. Does not give caster any special powers or 250/100 = 2.5. The monsters will be entranced for 2.5
abilities associated with the new appearance (i.e., Disguise turns. In order to be affected by this spell, a potential victim
Others to a medusa will not turn viewers to stone). Range must have been looking in the general direction of the caster
to target: 3” from caster. Duration: until an intelligent at the time the spell is cast, and within a 6” by 6” area
being other than the caster touches target. Cost: 4 SP.

5-6  Warlock Illusionist Spells


Revised Warlock Illusionist Spells Warlock Illusionist Spells 

determined by the caster. Range: 12” from caster to missiles must be fired at the same target, same magic phase,
farthest point in affected area. Cost: 4 SP. 1 dexterity count apart. Each missile takes 1 dexterity count
Invisibility: Makes invisible to normal vision the to travel to the target. Cost: 3 SP +1/missile fired.
person or thing upon which it is cast. Beings able to sense Shapechange: This spell makes any target that fails a
enchantments at a range or able to see through concealment Saving Throw vs. magic to think it has been changed into
or illusions will not be fooled by this spell, and may be able an animal or creature of the caster’s choosing. Duration:
to see or detect the target. (Remember, the invisible is not until dispelled. Range: 12”. Cost: 4 SP.
intangible, and can be sensed by other means, if it still has a Silence, 3” Radius: As Silence, 1” Radius (1I), but
scent or makes a sound.) A person, being or object made with a wider range of effect. Cost: 3 SP.
invisible will have its invisibility dispelled if it strikes or Smoke Cloud: As Fog (2I), but appears to be a cloud
attacks any living being or solid object with sufficient force of smoke coming from an unseen fire. The color of the
to cause damage to either side of the impact. Duration: smoke is at the option of the caster. Cost: 4 SP.
until dispelled. Range: 24” from caster at time of casting. Stench: As Blinding Light (2I), but affects the sense of
Cost: 3 SP. smell instead of vision. In addition, all within 1” circle
Lightwall: Causes a wall of light to be formed, with around caster must save vs. Pain or flee from horrible
dimensions as those in Wall of Fog (1I). This wall may be smell. Cost: 2 SP + 1/turn.
of a color (or combination of colors) of the caster’s True Sight: This spell allows the caster to be able to
choosing. It will not stop spells or physical objects from see the reality behind any illusions or similar effects caused
passing through, but will interfere with line-of-sight for by normal or Illusionary magical spells of Fourth level or
aiming ranged weapons or spells. It may deter light- less, or their equivalents. Duration: 3 turns. Range:
sensitive beings from passing through, but will not do actual illusions must be within 24” of caster to be exposed. Cost:
damage to anything that is harmed by sunlight or other very 3 SP.
bright lights. Range: 6”. Duration: as maintained. Cost: White Noise: As Blinding Light (2I), but affects the
3+1/turn. sense of hearing instead of vision. All within 1” of caster
Misdetection: This spell gives the caster a Saving are completely unable to distinguish one sound from
Throw vs. any magical detection spells, which would another or understand them, including spoken or shouted
otherwise automatically detect him in some way. This voices. Cost: 2 SP +1/turn.
Saving Throw is vs. Magic or Implement, depending on the
source of the Detection spell. Duration: 3 turns. Cost: 3 Third Level Illusions
SP. Activate Wand: This spell causes a wand being held
Phantasm: This spell allows the caster to cast illusions by the Illusionist casting the spell to activate. If the wand
that have an instantaneous ‘shock’ effect on one or more has charges, a charge is used. This is the only way for an
targets. This shock effect can do damage, up to the level of Illusionist to use magical wands, except for those Detection
the caster in dice, or it may be designed to alter or stop the wands of an “always active” nature. Duration:
actions of a target without doing damage. Unlike the instantaneous. Cost: 2 SP.
Magical Phantasm spell (2M), this spell is not limited to Change Landscape: This spell allows the caster to
imitating single magical spells. With this spell and enough change details in outdoor terrain, by disguising real features
time to plan, an illusionist can use this spell to create a of the landscape and terrain. Thus, a rock could be
barrage of Illusionary Fire Balls, a breathing dragon, a disguised as a bush, or a small swamp as dry land. It is
storm of fire from the sky, or anything his little Illusionary limited to a single change per spell (i.e. a garden could all
heart desires. Any living being in the effect that is not consist of purple roses, but not a variety of plants). The
aware that the effect is illusionary must make a Belief spell can affect a radius of 12” from the caster at the time of
saving throw or be affected by any damage as if the effect casting. Duration: until dispelled. Cost: 5 SP.
or spell was real. Range: 24”. Duration: instantaneous Change Object: This spell allows the caster to change
(visual effects may linger for a full phase if they do not the appearance of any non-living object. This illusion is
touch any living being). Cost: 3 SP. similar to Disguise Object (1I), but is not dispelled by
Pyrotechnics: This spell allows the caster to present touch. Range: 3” from caster at time spell is cast.
the illusion of spectacular fireworks (bright flashes, sparks Duration: until dispelled. Cost: 5 SP.
cascading down, etc.) Duration: 1 turn. Range: 24”. Cost: Change Others: This spell allows the caster to change
3 SP. the appearance of any living being. The spell is similar to
Shadow Missile: This spell creates Illusionary Disguise Others (2I), but is not dispelled by touch.
missiles, up to 1 per 3 levels of the caster (rounded off to Duration: until dispelled. Range: 3” from caster when
nearest 3 levels). If the caster hits a target, and the target spell is cast. Cost: 6 SP.
fails a Belief saving throw about the reality of the missiles, Color Spray: This spell creates a 12” cone of bright,
each missile does 2 dice + 2 of damage (4-14). The target multicolored rainbow ribbons of light. The light does no
must be able to perceive the missiles visually. Unlike damage, at least directly, but all that are caught in it must
Magic Missile (2M), the accuracy of this spell is determined save vs. Magic or be surprised. This will interrupt complex
as a Spell, not as archery. Range: 15”. Duration: all actions, including the casting of spells, and anyone so

Warlock Illusionist Spells  5-7


 Warlock Illusionist Spells Revised Warlock Illusionist Spells

affected has a 1/4 chance of dropping anything they are or until 1 turn after the caster leaves a 24” maintenance
carrying, including weapons being wielded. In addition, range. Anyone who looks at the picture will be affected as
non-intelligent creatures that fail their Saving Throw vs. if looking at a Hypnotic Pattern. Range: 3” from caster at
Magic will stop in place if they were advancing toward the time of casting, 24” to maintain. Cost: 6 SP + 2/turn.
caster, and creatures sensitive to light will run away as Illusionary Script: This spell allows the caster to
directly as possible. Cost: 5 SP. create Illusionary letters, symbols and other drawn devices
Concealment: This spell allows the caster to move in in mid-air or on surfaces. If drawn on any solid surface, the
total silence, giving the caster a 90% chance of hiding in writing lasts for 10 turns per level of the caster, or until
shadows or other concealment. If combined with dispelled. If drawn on a liquid surface, the duration is 5
Invisibility (spell or implement), makes the caster unable to turns per level of the caster. If drawn in mid-air or
be seen even to beings with the See Invisible spell or its comparable non-surface, the duration is 1 turn per level of
equivalent in items or natural abilities. However, other the caster. Range: 1” from caster at time of writing. Cost:
forms of detection, including Detect Illusion (1I) can still 3 SP.
detect an Invisible, Concealed person. Duration: 3 turns. Invisibility, 3” Radius: As Invisibility (2I), but affects
Cost: 5 SP. all desired items and beings within a 3” radius of caster at
Continual Darkness: The exact reverse of a Continual the time of casting. Each item and being is separately
Light spell (2I), this spell creates a 12” radius volume of invisible, and dispelling one does not make all visible.
darkness, centered on the caster. Duration: until dispelled. Cost: 4 SP.
Cost: 5 SP. Magic Mouth: This spell allows the caster to enchant
Deafness: This spell causes the victim to save vs. an inanimate object so that it will speak a short phrase to
Magic or be completely deafened for 1-6 turns. Range: whom ever the caster has specified (anyone, a class of
12”. Cost: 3 SP. persons (i.e. any magician, any elf), whoever touches the
Dispel Illusion: This spell allows the caster to dispel item, etc.). Once the message has been delivered, the spell
Illusionary spells a percentage of the time equal to the expires.
caster’s level divided by the level of the original spell’s Micro-Itching: This spell works like Itch (1I), but
caster. Thus, a 6th level illusionist would have a 60% may be cast once per magic phase. Cost: 3 SP.
chance of dispelling an illusion cast by a 10th level Micro-Phantasm: This spell works like Phantasm
illusionist (6/10 = 60%). Range: 6”. Cost: 4 SP. (2I), but maybe cast once per phase at a single target. This
Fear: Creates a standard 6” long cone that causes all target may be changed each phase if desired, and can only
within it to be afraid. All intelligent beings must save vs. damage any one target as long as that target fails Belief
Fear or flee. All sub-intelligent living creatures must save saving throws, one attempt per time hit. Any intelligent
vs. Magic or flee. Fleeing creatures may attempt to recover being that realizes the illusionary nature of the spell may tell
their wits each turn by rolling another saving throw on the his companions, preventing them from being damaged by
appropriate table. Duration: cone lasts 1 magic phase. the same spell. Cost: 4 SP.
Range: cone emanates from fingertips of caster. Cost: 6 Micro-Shadow Missile: As Shadow Missile (2I), but
SP. may be cast every magic phase. It only affects any single
Hallucinatory Terrain: This spell can be used to target until that target successfully makes a Belief saving
conceal or create terrain features visible from a distance. throw. Cost: 3 SP +3/missile.
Thus, a small forest could be created, or a small swamp Mirror Image: This spell produces 1-4 exact
hidden. This spell is dispelled by the touch of any Illusionary duplicates of the caster (Note: unlike the
intelligent being other than the caster. Duration: until Magical spell, the caster chooses the number, rather than
dispelled. Range: all parts of the illusion must be within rolling a 4-sided die).These images may move anywhere
24” of the caster at the time of casting. Cost: 7 SP. within 6” of the caster, at the will of the caster. Individual
Hide Spellcasting: This spell has the effect of images will disappear when touched by any intelligent
maintaining the illusion that the caster is not casting a spell being, enchanted (including non-living) being or animated
or making any other obvious gestures for 3 turns. Unlike object, or living being that is attacking the image. Thus, it
most spells, this one requires no visible gestures, and creates would be dispelled by a Golem, but not by a passing
a simple illusion of normalcy, making it possible for the microbe. Duration: as maintained. Cost: 5 SP + 1/turn.
caster to cast other spells, escape from ropes or traps, or do Moveable Darkness, 1” Radius: Unlike the Darkness
other tasks without apparent motion, for the duration of the spell (1I), this spell creates a 1” radius of total darkness,
spell. Duration: 3 turns. Cost: 4 SP. impenetrable to all forms of enhanced vision, and not
Hypnotic Pattern + 10%: This spell is like Hypnotic penetrable by any form of magical or natural light. This
Pattern (2I), but adjusts the saving throws of all victims by volume of darkness is centered on the caster, and will move
10% in favor of the caster. Cost: 5 SP. with the caster as long as maintained. Duration: as long as
Hypnotic Picture: This spell places an Illusionary maintained. Cost: 4 SP+1/turn.
image on a wall or surface that, if viewed, will perform as a Pastorale: A simple area illusion, capable of making a
Hypnotic Pattern at the level of the caster. The image will 12” radius area appear to be peaceful and uninhabited from
remain visible for as many turns as the caster maintains it, outside the area. This illusion may contain small moving

5-8  Warlock Illusionist Spells


Revised Warlock Illusionist Spells Warlock Illusionist Spells 

items, but no complex motions. Thus, a small running fail must check their actions as follows: 1/3 chance of being
brook is possible, or blowing leaves, but a ring of dancing able to attack their true opponents, 1/3 chance of attacking
fairies is not. Duration: until dispelled, although anyone friends by mistake, and 1/3 chance of being too confused to
entering the illusion will see that it is an illusion, and will take any action at all. Each being or creature that enters the
see the reality as well as the illusionary scene. Range: area, up to the maximum the caster can affect, must also
caster must be at the center of the area. Cost: 6 SP. save, as long as the spell is maintained. If the spell is
Phantasm + 10%: As Phantasm (2I), but the Belief maintained for more than 1 turn, each creature or being in
saving throw of any target is adjusted by 10% in favor of the area rolls a new saving throw, and affected ones check
the caster. Cost: 4 SP. again to see what they are doing. Range: 12” from caster to
Shadow Missile + 10%: As Shadow Missile (2I), but farthest edge of area. Duration: as maintained. Cost: 5 SP
the target’s Belief saving throw is adjust 10% in favor of the +1/turn.
caster. Cost: 4 SP + 2/missile. Controlled Illusion: This spell creates a complex
Size Change: This spell creates the illusion that an illusion that can be manipulated by the caster to appear to
object or being is larger or smaller than it really is, without perform multiple actions, complicated motions, etc. It is the
changing its actual size or mass. Any object can be changed easiest single spell that can be used to create illusions
in size in each dimension by a ratio of 1/12 smaller, or 12:1 ranging from simple moving lights to the illusion of a
larger, or anywhere in between. Duration: until dispelled, creature walking a guard post. Only the illusionist’s
although careful examination will reveal the existence of the imagination and attention to detail limit it. Duration: as
illusion. Range: 12” at the time of the casting. Cost: 5 SP. maintained. Range: 24”.Cost: 5 SP + 2/phase.
Sleep: A mild hypnotic spell that can put living beings Delusion: This spell causes the victim to save vs.
to sleep until dispelled or until the caster dies or goes out of Magic or suffer from delusions, based on his own desires
range of the victims. Affects 1-6 beings of the caster’s own and any suggestions made by the caster, about his
level, or 1 being of no more than twice the level of the immediate surroundings, abilities and possessions. For
caster. For beings of lower level than the caster, the spell example, the victim might be convinced that he could fly, or
can affect an additional 1-6 for each level lower than the that an ordinary shield provided total immunity from the
caster. Thus, if the caster is 6th level, he can affect 1-6 6th breath of a dragon. These delusionary beliefs can place the
level creatures, 1 7th level creature, or 2-12 5th level victim in danger, or be designed as harmless pranks, at the
creatures. will of the caster. Duration: as maintained. Range: 12”
Suggestion: This spell is similar to Hypnotism (1I), from caster. Cost: 6 SP + 1/turn.
but the victim does not need to be looking directly into the Illusionary Bands: This spell creates the illusion of
eyes of the caster, but merely must be in range and in clear unbreakable bands that wrap and immobilize all beings and
view of the caster. Range: 9” at casting, 24” to maintain creatures in a 1” cube. All failing a Belief saving throw are
control. Cost: 5 SP. unable to move, fight, cast magic, etc. Duration: until
Wizard Light: This spell creates a 24” radius sphere dispelled. Range: 12”. Cost: 6 SP.
of light that centers on the caster, and moves with the caster Illusionary Weather: This spell creates the illusion of
as long as maintained or until dispelled. The light is bright any form of weather within 12” of the caster. While this
enough for clear vision, including reading, and will illusion may include strong winds, lightning flashes, etc.,
discourage creatures and beings that prefer darkness, but is the weather itself will not cause any actual damage, even to
not full daylight, and will not damage vampires or other those believing it to be real. It will, however, cause those
creatures harmed by sunlight. Cost: 3 SP + 1/turn. caught in it to react as if the weather is real. Duration: as
maintained. Cost: 6 SP + 2/turn.
Fourth Level Illusions Immobilization: This spell causes the victim to save
Area Blinding Light: As Blinding Light (2I), but vs. Magic (10% bonus in favor of the caster) or be unable to
affects a 3” radius circle, positioned by the caster. voluntarily move. He can still be picked up and carried, or
Duration: as maintained. Range: 12” from caster. Cost: 6 knocked to the ground by force, but cannot walk, talk, etc.,
SP + 2/turn. even if otherwise magically compelled to do so. Duration:
Area Darkness: This spell creates a 6” radius sphere as maintained. Range: 12” from caster. Cost: 5 SP +
of darkness that may be placed at the will of the caster, 1/turn.
within 24"of the caster at the time of casting. Duration: 6 + Mass Invisibility: As Invisibility, 3” Radius, but with
level of caster turns. Cost: 5 SP. a variable radius determined by the caster. Cost: 10 SP +
Area Stench: As Stench (2I), but affects a 3” radius 1/1"radius.
circle, positioned by the caster. Duration: as maintained. Massmorph: This spell will disguise living beings as
Range: 12"from caster. Cost: 6 SP + 2/turn. plants, in a size and shapes appropriate to the beings. Thus,
Confusion: This spell creates a 6” by 6” area, 2” in a single person might be disguised as a small tree, a mule as
height, in which creatures subject to an Illusionary a clump of bushes, or a family of tortoises as a ring of
confusing of the senses, mixing friend and foe. The caster mushrooms. The spell can disguise up to 10 creatures per
may affect 2-12 plus 1 per level of the caster victims. Each level of the caster, within a radius of 24” from the caster at
victim gets a separate saving throw vs. Magic. Any who the time the illusion is cast. Of course, if the creatures

Warlock Illusionist Spells  5-9


 Warlock Illusionist Spells Revised Warlock Illusionist Spells

move around too much, the illusion will not be very the sky, birds and insects passing, leaves blowing in the
convincing, but anyone who can keep basically still will not wind), but not complex actions (battle scenes, etc.). This
be detected as a “fake plant” except by ways that will detect illusion can be cast on an actual door or window, or on a
or see through the illusion. Duration: until dispelled. Cost: blank wall (the old fake window trick...). Duration: until
7 SP. dispelled. Range: 6” from caster at time of casting. Cost:
Micro-Phantasm + 10%: This spell is like Micro- 6 SP.
Phantasm (3I), but adjusts the target’s Belief saving throw Read Magic: This spell enables the caster to read
10% in favor of the caster. Range: 24”. Cost: 5 SP. magical scrolls or other magical writing requiring the spell
Micro-Shadow Missile + 10%: This spell is like to read. Please note that while it is possible for an
Micro-Shadow Missile (3I), but adjusts the target’s Belief Illusionist to read and use some Magician-type spell scrolls
saving throw 10% in favor of the caster. Range: 15”. Cost: in order to cast Magic spells, it is also possible to use a fish
4 SP + 4/missile. for a tennis racket, and about as appropriate. Duration: 1
Mind Blank Self: This spell prevents the caster’s mind reading. Cost: 2 SP.
from being read, and also protects him from the effects of Scene: This spell allows the caster to create the illusion
any spell (levels 1-4) that depend on the detection of the of all the contents of an area, up to 12” by 12", 2” in height.
mental emanations of the caster, or upon the reception of These contents may include illusionary furnishings of a
mental compulsion or commands sent to the mind-blanked room, or miscellaneous objects outdoors. It can be used to
Illusionist. Duration: 6 turns + 1 turn/level of caster. Cost: disguise the actual nature of real objects, create fake objects,
6 SP. or hide objects entirely. Anyone touching objects that do
One-Way Darkness: A wall of darkness, shaped as not match what is seen may make a Belief saving throw to
Wall of Fog (1I), that can be seen through from one side, as realize that they are in an Illusion, but making such a saving
determined by the caster. (This can be used to keep an throw will not alter what they see. Duration: until
opponent from seeing the caster and companions, or to keep dispelled. Range: 24” from caster at the time spell is cast.
the caster and friends from seeing something harmful (the Cost: 6 SP.
eyes of a Medusa, for example). From the clear side, the Shadow Wall: This spell creates the illusion of fire or
wall is not visible, and the wall does not stop projectiles or ice (at the option of the caster) of the size of Wall of Fog
magic from traveling in either direction. Duration: as (1I). Beings attempting to pass through the wall must make
maintained. Range: 6” from caster to center of wall. Cost: a Belief saving throw or suffer damage as if the wall were
6 SP + 2/turn. real. (i.e., weak or low-level creatures will not make the
Percentile Illusion Negation: This spell, when cast at attempt, and those that do will suffer 1-6 points of damage,
the same dexterity count or in advance of an opponent’s 2-12 if especially susceptible to the substance of the wall.
Illusionary spell, will negate from 1-100% of that spell, (The major purpose of this spell is to discourage, not
causing it to partially or totally fail to have an effect. If the damage.) Duration: as maintained. Range: 6” to center of
spell was one that would cause damage, the negation wall. Cost: 4 SP + 2/turn.
reduces the damage appropriately. Any charming or Spellbind: This spell can entrance either a single
hypnotic spell that is negated more than 50% will fail monster of no more than human intelligence, or 1-4
totally, and lesser reductions will adjust the victim’s saving intelligent beings of the same basic species as the caster.
throw by the percentage rolled. Of course, other illusionary (i.e., a human Illusionist could affect 1-4 elves, but only 1
spells that are partially negated may not have their intended giant frog.) If the spell is focused on a single intelligent
effect, at the discretion of the referee. Range: 24”. Cost: 6 target, there is a saving throw adjustment of 10% in favor of
SP. the caster. Duration: until dispelled. Range: 12” from
Phantom: This spell creates an illusionary creature caster. Cost: 7 SP.
that is acts as if it is the same level as the caster (for attack Sustained Phantasm: As Phantasm (2I), but may be
and defense level purposes), and takes 1 hit point per level used to create effects that continue (rings of blazing fire,
of the caster. This creature may move around within range breathing dragons, etc.) as long as maintained or until
of the caster, and may make physical attacks on anyone of touched All those who touch it in the same phase are
the caster’s choosing. The victim must make a Belief subject to damage. Duration: as maintained. Range: 24”.
saving throw or take real damage from any subsequent Cost: 6 SP + 3/phase.
attacks by the phantom creature. Please note that the Vertigo: This spell causes a strong feeling of dizziness
creature may be appear to be any type of creature, but does in the target unless the victim saves vs. Magic. It affects
not gain any magical or special forms of attack. Thus, a the target’s equilibrium to the extent that he cannot ride, fly,
phantom dragon would be able to use claws and teeth, but aim weapons or spells at any range. The target can melee,
not a breath weapon. Duration: as maintained, or until but at normal levels minus 10 attack and defense levels.
dispelled or destroyed. Range: 6” from caster. Cost: 6 SP Duration: 2-12 turns. Range: 24” from caster. Cost: 5 SP.
+ 1/turn.
Picture Window: This illusion enables the caster to Fifth Level Illusions
create an illusion as seen through a window or other portal. Befuddlement: This spell creates a sphere of 3”
This illusion can contain simple moving objects (clouds in radius, centering on the caster. Any living being within this

5-10  Warlock Illusionist Spells


Revised Warlock Illusionist Spells Warlock Illusionist Spells 

volume at the time of the spellcasting, or that enters the single casting of the spell can affect more than one
volume during its duration, must save vs. Magic or be Detection spell at a time, but the Detection type to be
unable to take any action. If the caster moves, the volume blocked must be specified, and the cost for each blocked
moves with the caster. Duration: as maintained. Cost: 9 detection must be paid. Thus, for a cost of 10 SP, a caster
SP + 3/turn. could block Detect Invisible and Detect Life, but he would
Broadfield Hallucination: Creates a sustained illusion still be vulnerable to Detect Enemies or other Detection
at the discretion of the caster, of a maximum size of 24” spells. Duration: 6 turns. Cost: 5 SP per Detection
radius centered on the caster. The illusion may be cast blocked.
smaller than that size, and if smaller, does not need to Dreamland: This spell creates a 3” × 3” × 3” volume
include the caster or be centered on the caster. Similar to in which all living beings must make a saving throw vs.
Illusion (1I), but no maintenance is required, and no Belief magic or think that all they perceive is Illusionary, even
saving throw is required. Unless the illusion area is entered real dangers. Range: 24” to the far edge. Duration: 3
by someone would encounter physical discrepancies turns. Cost: 8 SP.
between the appearance of the illusion and the evidence of Extend Illusion: This spell has the effect of doubling
other senses (for instance, a tree disguised as an ice the duration of non-maintained spells. Unlike most spells,
sculpture would not be cold). Duration: until dispelled. this spell must be cast simultaneously with another spell,
Range: 24” from caster to farthest point of illusion at time and it is this simultaneous spell that is extended. Range: as
of casting. Cost: 12 SP. spell cast. Cost: 4 SP + 1/level of the spell being extended.
Chaos: This spell creates a volume 1” × 1” × 1” (in Feeblemind: This spell has the effect of reducing its
scale) for each level of the caster, shaped at the caster’s will. victim (saving throw vs. Magic) to the intelligence of an
Any living beings, or any non-living beings that perceive by overripe avocado until dispelled. Needless to say, this is
physical senses, must save vs. Magic or be unable to devastating to magicians, and at least a minor handicap even
perceive their surroundings due to an uncontrolled 5-sense to a dwarf. Any victim who fails the saving throw is unable
illusion of moving objects within the volume. Those to take any intelligent action, and any victim that is a
making their saving throw will be able to perceive their magician, illusionist or other form of non-clerical spell-
surroundings, but their perceptions and abilities will be caster has its saving throw adjusted 20% in favor of the
interfered with by the illusion, reducing them by 2 attack caster. Range: 24”. Duration: until dispelled. Cost: 8 SP.
and 2 defense levels, and 10% subtraction from all aimed Hypnotic Image: As Hypnotic Pattern (2I), but creates
actions. NOTE: Even the caster would be affected if he or a vivid 3-dimensional moving image designed to attract
she were stupid or desperate enough to enter the Chaos attention (subject matter of the caster’s choosing). This
volume. Duration: as maintained. Range: 24” from caster image has 50 Hypnosis Points per level of the caster, and
to farthest edge. Cost: 8 SP + 2/turn. number affected is figured as Hypnotic Pattern, as is
Combine Illusions: This unusual spell allows the duration. Range: 12”. Cost: 10 SP.
caster to “stack” spells in combination to create greater Illusionary Prison: This spell can affect all beings
effects. It works as follows: on the first turn, the illusionist within a 2” radius circle. All affected beings failing to
casts Combine Illusions. Each time the illusionist is able to make a Belief saving throw (adjusted 10% in favor of the
cast another spell (normally 6 phases), he casts a spell to be caster) cannot leave the circle, since the Illusionary prison is
put into the “stack” of spells. He can cast no more than 3 to them quite real. Range: 18”. Duration: as maintained.
spells in this stack, not including Combine Illusions. NONE Cost: 8 SP + 2/turn.
of these spells have any effect until the last spell of the stack Light of Truth: This spell automatically dispels all
is cast, and ALL take effect at that time. The spell has two illusions created by magical or illusionary spells of 4th level
beneficial effects: the first is that none of the spells begin or less within a 6” radius of the caster. It also works as if a
their duration until the whole group is stacked, sometimes Dispel Image (3I) against 5th level or higher spells, again
saving maintenance costs. The second is that the combined out to a 6” radius. Duration: 1 magic phase (which means
illusion can be more convincing. For instance, a visual spells cast during that same magic phase will be exposed,
illusion of a hideous monster could be combined with a even if cast after the Light of Truth) Cost: 7 SP.
spell creating an appropriate sound for it to make, along Mass Suggestion: This spell is similar to Suggestion
with a fear spell. It’s good for clearing crowds, and a lot of (3I), but affects either 2-12 beings with a normal saving
fun at parties. Limitations: any spell the illusionist casts throw, or a single being with its saving throw adjusted by
gets put into the stack until he releases it (immediately after 20% in favor of the caster (thus making it very hard to save
the first, second or third spell is cast). This can be against the spell). When controlling more than one being,
embarrassing if the caster is interrupted part way through a the caster must be very careful not to give confusing or
plan. Duration: 3 turns (or until the stack is released, conflicting orders to those controlled, since this will result
whichever is sooner). Range: based on spells stacked. in total inaction on the parts of the controlled beings.
Cost: 6 SP. Duration: until dispelled. Range: 12”. Cost: 10 SP.
Detection Jamming: Allows the caster to prevent Maze: This spell fills a 6” × 6” by 2” high area with a
others from detecting his presence by magical means. maze of shifting Illusionary walls, constantly moving and
Unlike the Magical spell of Detection Jamming (5M) a changing. Any victim who fails a Belief saving throw is

Warlock Illusionist Spells  5-11


 Warlock Illusionist Spells Revised Warlock Illusionist Spells

completely unable to find his way out of the maze. Each Wall of Fire that would stay in place as long as maintained,
victim gets a new Belief saving throw each turn (6 phases). and causes damage once per phase to any being touching it.
Anyone entering the maze must also make a Belief saving Duration: as maintained. Range: 24”. Cost: 7 SP +
throw or be affected. Range: 12”. Duration: 6 turns. 3/phase.
Cost: 12 SP. Ultra-Invisibility: This spell is a special form of
Phantasm + 20%: This spell is the same as Phantasm invisibility that is only partially broken by each offensive
(2I), but the Belief saving throws of any victims are action. Each time the Ultra-Invisible being takes an
adjusted by 20% in favor of the caster. Range: 24”. Cost: offensive action against any living being, or non-living
8 SP. being with senses, the UI being rolls a saving throw vs.
Programmed Illusion: This spell allows the illusionist magic. If the saving throw is successful, he becomes fully
to cause an illusion or Illusionary being to perform simple visible to whomever he attacked, but remains otherwise
actions and/or disappear without further attention from the invisible. If he fails the saving throw, he becomes fully
illusionist, although it continues to drain his spell points as visible to everyone. Duration: until broken or dispelled.
long as it continues to function. Thus, he could create the Range: 12” at time of casting. Cost: 9 SP.
illusion of an ogre walking back and forth in front of a
doorway for three turns, while the illusionist is engaged in Sixth Level Illusions
other actions, but the illusion would drain a total of 13 spell Amnesia: This spell allows the caster to cloud the
points (7 + 3 for each extra turn). During the three turns, memory of a victim who fails a Magic saving throw. The
the illusionist could cast other spells. The death of the clouding effect covers any memories the caster wishes to
caster or the total exhaustion of the caster’s spell points suppress that occurred no more than one turn previously per
would instantly terminate the illusion. Any being level of the caster. The memory erasure is not permanent,
attempting to touch this form of illusion will find it and can be dispelled, but if the caster is clever, the victim
intangible, but the illusion will not be dispelled by touch. It will have no memory of being bespelled, and thus have no
takes one complete phase to program an illusion of this reason to seek a dispelling. Range: 3”. Duration: until
type, and so this spell cannot be cast if the illusionist is dispelled. Cost: 10 SP.
under attack in melee. Duration: as maintained. Range: Anti-Illusion Shell: This spell creates a skin-tight shell
24” from caster. Cost: 7 SP + 3/turn. around the caster that prevents the caster from being
Projected Image: This spell allows the caster to affected by any form of illusionary magic, from any source.
project an image of himself no more than 24” away. While While it is in effect, the caster may not cast any form of
this spell is in effect, all further spells cast by the illusionist illusionary magic himself, by finger or implement.
will emanate from the location of the Projected Image, and Duration: 12 turns. Cost: 8 SP.
their ranges are measured from the image (but such spells Five-Sense Illusion: This spell creates an illusion that
may not exceed a distance of 24” from the caster). The is real to the senses as long as maintained. If the apparent
image can be destroyed by spells that will dispel a spell or reality of the illusion would in any way harm another living
illusion, or by destructive magic or physical damage. being, it gets a Belief saving throw (adjusted 20% in favor
Examples: destructive magic must do damage dice equal to of the caster) and thus has at least a small chance of
the level of the illusionist, and magical physical damage realizing that the danger is Illusionary. If the illusion is
must do damage equal to the hit points of the illusionist. If merely observed in passing, the observer automatically
the caster cast a spell from his own location, rather than believes it to be real. Thus, an illusionary wall would be
from the image, unlike the Magical spell Projected Image automatically believed, but an illusionary avalanche would
(6M), the image does not cease to exist, but appears to cast have to survive the Belief saving throws of anyone in its
a spell of its own. Duration: as maintained. Range: 24”. path. Duration: as maintained. Range: 24” from caster at
Cost: 7 SP + 1/turn. all times. Cost: 12 SP + 2/turn.
Shadow Missile + 20%: As Shadow Missile (2I), but Five-Sense Weather: As Illusionary Weather (4I), but
with the Belief saving throw of the target adjusted 20% in creates full five-sense illusions of weather and its effects.
favor of the caster. Range: 15”. Cost: 5 + 3/missile. Duration: as maintained. Range: 24”. Cost: 9 SP +
Super-Invisibility: This is a special form of 3/turn.
invisibility that is not broken by casting other Illusionary Indetectibility: This spell allows the caster to render
spells unless they affect another being who successfully himself invisible to all forms of Detection spell except for
rolls a saving throw vs. the effect of the spell. In other the Detect Life (1M) spell. Duration: 3 turns. Cost: 10 SP.
words, if everyone who gets caught in the spell fails a Micro-Feeblemind: This spell is like Feeblemind (5I),
saving throw, the caster is still invisible. The spell is but can be cast at a different target each phase (at full cost
otherwise as Invisibility (2I). Duration: until broken or per casting, of course). Cost: 11 SP.
dispelled. Range: 12” at time of casting. Cost: 9 SP. Micro-Phantasm + 20%: This spell is like Micro-
Sustained Phantasm + 10%: This spell is like Phantasm (3I), but adjusts the victim’s Belief saving throw
Sustained Phantasm (4I), but allows the caster to create by 20% in favor of the caster. Cost: 10 SP.
illusions that are not instantaneous, and do not vanish upon Micro-Shadow Missile + 20%: This spell is like
being touched. Thus, the caster could cast an illusion of a Micro-Shadow Missile (3I), but adjusts each victim’s Belief

5-12  Warlock Illusionist Spells


Revised Warlock Illusionist Spells Warlock Illusionist Spells 

saving throw by 20% in favor of the caster. Cost: 6 SP + turns. Duration: victims get a new saving throw every
5/missile. period of time equal to (18 phases - 1 phase per point of
Mirror Wall: This spell creates an Illusionary Intelligence of victim). Range: spell forms an area of effect
reflective wall in the shape of Wall of Fog (1I). This wall shaped as a standard Wide Cone, but with a 12” range from
will reflect light and energy, and will seem solid to living caster to the farthest (curved) edge. Cost: 15 SP.
beings, but non- living physical objects will travel through it
unhindered. Range: 12”. Duration: as maintained. Cost:
9 SP + 2/turn.
Prismatic Illusion Spray: This spell affects from 1-4
living targets, and causes them to believe that they are being
affected by an extremely and powerful form of destructive
magic that they can’t possibly survive. They see a bright
spray of multicolored sparks emanate from the caster’s
fingers. Each affected being must make a Saving Throw vs.
magic (adjusted 10% in favor of the caster). Any who fail
this adjusted saving throw will collapse into a catatonic
state, believing they have just died. Anyone not in the area
of effect will not see the spell. Duration: 1 magic phase.
Range: 12”. Cost: 12 SP.
Prismatic Illusion Wall: This spell creates a wall
similar to Mirror wall (6I), but the mirror will shimmer and
ripple with all the colors of the visible spectrum. Anyone
attempting to pass through this wall and failing a Saving
Throw vs. magic will be rendered catatonic state, believing
an overwhelming magical force has just killed him or her.
Duration: as maintained. Range: 12”. Cost: 15 SP +
5/turn.
Reflect Detection by Implements: This spell prevents
the recipient from being detected by magical Detection
spells cast from an implement or magic item of any kind for
its duration. It will have no effect on Detection spells cast
directly by a spell caster of any kind. Duration: 1 day or
until dispelled. Range: 3” at time of casting. Cost: 10 SP.
Reflect Illusion: This spell creates an imperceptible
shield around the caster that directly reflects any Illusionary
magic, from any source, directly back toward its caster (in a
straight line, and passing through anyone in between, if that
is possible). Duration: 3 turns. Cost: 12 SP.
Simulacrum: This spell creates an apparently solid
image, otherwise similar to Projected Image (5I). If the
caster is not otherwise disturbed, he may control this image
well enough that it can melee other beings, and will cause
real damage to any opponent who fails a Belief saving
throw. Also, as with Projected Image, the caster may use
the Simulacrum to cast spells. Duration: as maintained.
Range: 24” from caster, and any spells cast from
Simulacrum must also remain within 24” of the real caster.
Cost: 10 SP + 4/turn.
Terror: This spell creates images and a fear effect.
Those facing the caster and within the area of effect must
save vs. Magic or be driven temporarily insane by what
they perceive. ½ of those who fail their saving throw will
wander aimlessly or run away (at the caster’s choosing), and
the others will cower in place, fighting anything or anyone
that touches them, but taking no offensive action. Any
victim rolling 95 or higher on the saving throw must make
another saving throw vs. Pain or suffer a heart attack (fatal
unless healing of (level of caster) hit points is done within 3

Warlock Illusionist Spells  5-13


referees, a simple musical magic item should work better in
Spellsingers the hands of a Spellsinger to the extent of a 5%
The Spellsinger character class is designed to represent improvement per level of the Spellsinger. This
the various bards, skalds, and other fantasy characters improvement can be in any one facet of the item (area
whose magic is based on music. The primary thing to affected, number of uses per day, etc., as determined by the
remember is that these magic, which will be called “Bardic” referee who generates the item). It is suggested that referees
magic, are not blow-em-up destructive magic, in general. occasionally generate items that will only function properly
Bardic magic is designed to affect the mind, the spirit, and in the hands of a Spellsinger, in which case no adjustment is
the soul more than the body. As such, some of the spells necessary. Also, artifact-level musical magic items need not
have no equivalent in the other classes of magic, but have use the 5% rule (the Dreadful Bagpipes of Doom, for
similarities to clerical spells, some Class III spells, and even instance).
a few Illusionist spells. The prospective Spellsinger player General spell descriptions: Many of the spells below
should remember that this character type would not always affect an area for a time of one turn or longer, as long as the
have the perfect spell for destroying a troll, but that creative Spellsinger continues to sing and pays any maintenance
use of the spell list will make a good and useful character cost. For these cases, the Spellsinger may move about,
for most expedition situations. allowing the spell to affect new targets and stop affecting
Spellsingers have a chance of correctly identifying old ones. If the spell requires a Saving Throw, then anyone
musical magical items. The base chance is (Intelligence + finding himself in the area of effect must make one once a
Wisdom + Level)%. This can be adjusted by referee turn.
discretion for unusually common or unusually uncommon Detect and Measure spells for a Spellsinger function by
instruments. resonance and echo perception and will not detect anything
In addition, Spellsingers should have an enhanced shielded by a Silence spell. They will, however, detect the
ability to use musical magic items. As a guideline for existence and location of the silence as a sonic dead spot.

FIRST LEVEL SPELLSONGS


Spell Name Spell Points Duration Range Size and Shape
Activate Instrument 1 1 Dex count 0 Individual
Anxiety 4 3 Turns 0 (6) 6” Radius
Call Person 3 1 Turn 3/L Individual
Charm Animal (Single Type) 2 Dispel 12 Individual
Charm (Animal Class) 3 Dispel 12 Individual
Charm (Specific Intelligent Species) 4 Dispel 12 Individual
Charm Person 3 Dispel 12 Individual
Create Sound 2 1 Turn 6 Audible
Dancing Spasm 1 1 Phase 3 Individual
Detect (Complex) 2 1 Dex count 1/L, 12 max **
Detect (Simple) 1 1 Dex count 1/L, 12 max **
Entertainment 2 / Skill Level 3 Turns × Level 0 Self
Hearing 1 1 Day 0 Individual
Lore 3 + 2/Turn Maintained 0 Self
Muffle Sound 2 6 Turns 3” Individual
Peaceful Walking 2 6 Turns 0 Self
Projected Individual Silence 2 Dispel, broken 3” Individual
Silver Tongue 3 3 Turns 0 Self
Sing Magic 1 1 Dex count 0 Individual
Sleep 3 Dispel, broken 24 6 × 6 × 2 Area
Sound Amplification 2 6 Turns 0 Self
Speak Languages 3 3 Turns 0 Self
Ventriloquism 2 6 Turns 0 (6) Self

Warlock Spellsinger Spells  6-1


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

SECOND LEVEL SPELLSONGS


Spell Name Spell Points Duration Range Size and Shape
Activate Specific Wand 2 1 Dex count 0 Wand in hand
Awaken 3 1 Dex count 24 6 × 6 × 2 Area
Battle 5 6 Turns 0 (6) 6” Radius
Call Animals 4 1 Turn 0 (12+1/L) 12+1/L Radius
Calm Animals 3 6 Turns 0 (6) 6” Radius *
Charm Animal (General) 4 Dispel, broken 12 Individual
Confidence 5 * 0 (3) 3” Radius
Dance 6+3/Turn Maintained 0 (6) 6” Radius, front arc
Deafness 12 1-6 turns 12 Individual
Detect (Concealed) 2 1 Dex count 1/L, 12 max. **
Echo 2 ??? 0 Self
Enlist Aid 4 L Turns Audible Audible
Hallucination 3 1 Turn 12 Individual
Hypnotic Song 5 1 Turn 12 6 × 6 × 2 Area
Marching 2+1/10 Turns Maintained 0 (???) ??? Radius
Measure (Complex) 3 1 Dex count 1/L, 12 max. **
Measure (Simple) 2 1 Dex count 1/L, 12 max. **
Melodius Voice 5 1-10 Turns 3? Individual?
Peace 6+3/Turn Maintained 0 (6) 6” Radius, front arc
Phonographic Memory 6 Permanent Hearing Self
Protection From Insects 3 2-12 Turns 1 Individual
Reduce Fear 3 3 Turns 3 Individual
Silence, 3” Radius 3 6 Turns 12 1” Radius
Song of Grace 5+1/Turn Maintained 0 6” Radius
Speak With Animals 2 6 Turns 0 Self
Turn Undead 4 1 Dex count Audible Audible
Unfasten 4 1 Turn max 0 (3) 3” Radius
White Noise 2+1/Turn Maintained 12 3 × 3 × 2 Area

6-2  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

THIRD LEVEL SPELLSONGS


Spell Name Spell Points Duration Range Size and Shape
Analyze Sound Magic 5 1 Phase 1 Individuak
Call Monster 6 1 Turn 2/L Individual
Calm Monster 6 1 Turn 1/L Individual
Clairaudience 2??? + 1/Turn Maintained 0 (6) Self
Coagulate Blood 3 + 2/Turn Maintained 1 Individual
Control Animals 6 Dispel 2/L 6 × 6 × 2 Area
Courage 6 3 Turns 0 (12) 12” Radius
Dance + 10% 7 + 4/Turn Maintained 0 (6) 6” Radius, front arc
Dispel Animation 7 1 Dex count 0 (6+1/L) 6+1/L Radius
Dispel Control 4 1 Dex count 6 Individual
Dispel Sound 5 1 Dex count * *
Entrancement 7 * 24 6 × 6 × 2 Area
Fear 6 Recovers 0 6 × 3 Cone
Golden Tongue 5 ??? 0 Self
Headache 4 1-6 Turns 12 Individual
Hold Person 5 6+L Turns 12 6 × 6 × 2 Area
Lasting Peace ??? Until ST is made 0 (6) 6” Radius, front arc
Magic Mouth 3+1/Turn Maintained 24 Individual
Measure (Concealed) 3 1 Dex count 1/l, 12 max **
Mini-Wide Sonic Boom 5 1 Dex count 0 1 ½ × 3 Cone
Personalized Deafness 3 12 Turns 3 Individual
Projected Hearing 4 ??? 1 Individual
Protection, 1” Radius 4 12 Turns 0 (1) 1” Radius
Rage 6 1 Turn 0 (6) 6” Radius, front arc
Read Magic 2 1 Phase Adjacent 1 Spell
Shout 5 1 Phase 0 (6) 6” Radius
Sickness 5 + 2/Turn Maintained 0 (6) 6” Rad., includes Singer
Sonar 2 + 1/Turn Maintained 0 (24 + Level?) 180º in front???
Sonic Boom 5 1 Dex count 0 6 × 3 Cone
True Shape 6 3 Turns 0 Self
Vertigo 5 L turns??? 24 Individual
Voice Impersonation 4 Dispelled 0 Self
Wind 3 1 Turn 12” 2” × 6” × 2” Area

FOURTH LEVEL SPELLSONGS


Spell Name Spell Points Duration Range Size and Shape
Area White Noise 6+2/Turn Maintained 12 6 × 6 × 3 Area
Charm Monster 6 Dispel, broken 12 12” Radius
Charm Undead 12 Dispel, broken 12 Individual
Confusion 5+1/Turn Maintained 12 6 × 6 × 2 Area
Control Plants 5 6 Turns 12 1” Cube
Delusion 6+1/Turn Maintained 12 Individual
Freedom 5 1 Magic phase 12 Individual
Greater Confidence 7 1-6 Turns 0 (3) 3” Radius
Greater Dance 9+5/Turn Maintained 0 (12) 12” Radius
Greater Peace 9+5/Turn Maintained 0 (12) 12” Radius
Immobilization 5+1/Turn Maintained 12 Individual
Immobilize 7 Dispel 12 Individual
Insanity 8 1 Turn 0 (6) 6” Radius, front arc
Mass Animal Charm 9 Dispel, broken 12 (24) 6 × 6 × 2 Area
Megasleep 10 20-(target L) turns 24 6 × 6 × 2 Area
Percentile Sound Negation 6 1 Magic phase 24 Individual
Personal Missle Resistance 5 + 1/Turn Maintained 0 Self
Song of Glory 9 + 2/Turn Maintained 0 (12) 12” Radius
Speak with Plants 9 6 Turns 3 Individual Plant
Spellbinding 7 Dispel, broken 12 6 × 6 × 2 Area
Teleport Voice 5 3 Turns Infinite Self
Trueshape 6 1 Magic phase 12 Individual

Warlock Spellsinger Spells  6-3


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

FIFTH LEVEL SPELLSONGS


Spell Name Spell Points Duration Range Size and Shape
Amplified Clairaudience 6 + 1/Turn Maintained 0 (36) or Sight 36” Rad. or Individual
Area Coagulate 9 + 3/Turn Maintained 0 (3) 3” Radius
Area Dancing Spasm 10 1 Phase 12 Max??? 6 × 6 × 2 Area
Area Muffle Sounds 4 6 Turns 0 (2) 2” Radius
Chaos 8+2/Turn Maintained 24 1”Cube per L
Control Dragon 9 Dispel, broken 12 6 × 6 × 2 Area
Control Giant 9 Dispel, broken 12 6 × 6 × 2 Area
Control Human 9 6+L Turns 12 6 × 6 × 2 Area
Control Undead 9 Dispel 12 6 × 6 × 2 Area
Dispel Magic 8 1 Dex count 0 (3) 3” Rad. or Individual
Dreamland 8 3 Turns 12 3” Cube
Feeblemind 8 Dispel 24 Individual
Great Fear 10 Recovers 0 12 × 6 Cone
Hold Monster 7 6+L Turns 12 6 × 6 × 2 Area
Imprisonment 8+2/Turn Maintained 12 1 × 1 per L
Macrosleep 12 Dispel 24 6 × 6 × 2 Area
Mass Suggestion 10 Dispel 12 6 × 6 × 2 Area
Missle Resistance Wall 8 + 3/Turn Maintained 12 6” Wall
Projected Clairaudience 7 + 1/Turn Maintained 24 Range of hearing
Projected Voice 6 + 1/Turn Maintained 24 Point
Rain Dance 10 + 5/Turn Maintained ??? ???
Remove Curse 9 1 Dex count 0 3” Radius
Repel Undead 7 + 2/Turn Maintained 0 1” Radius
Rock-To-Mud 6 Dispel 12??? 1” Cube
Shatter Object 7 1 Dex count 6 Individual
Sonic Boom, 12” 12 1 Dex count 12 12 × 6 Cone
Speak with Dead 7 Level dependant Adjacent Individual
Summon Sound 7 + 1/Turn Maintained Infinite Self
Telekinesis 7 + 1/Turn Maintained 12 1 Object
Wall of Silence 7 + 2/Turn Maintained 12 6” Wall
Weakness 8 Dispel 12 Individual

SIXTH LEVEL SPELLSONGS


Spell Name Spell Points Duration Range Size and Shape
Amnesia 10 Dispel 12 Individual
Anti-Sound Field 9 + 3/Turn Maintained 0 (6) 6” Rad., front arc
Anti-Sound Shell 9 L Turns or dropped 0 Self
Area Shatter Object 12 1 Magic phase 0 (6) 6” Radius
Area True Shape 12 1 Magic phase 18 max 6 × 6 × 2 Area
Control Daemon 12 Dispel 24 Individual
Control Monster 11 Dispel 12 6 × 6 × 2 Area
Control Monstrous Plant 9 Dispel 12 6 × 6 × 2 Area
Mega-Sonic Boom 20 1 Dex count 0 (12) 12 × 12 Cone
Micro-Scream 8 1 Dex count 12 Individual
Negate Sound 10 1 Magic phase * 24 Individual
Repel Evil ??? Maintained 0 (1) 1” Radius
Stone to Flesh 8 Reversed 3 Individual
Summon Object 20 1 Dex count Infinite 1 Object
Taunting 12 Dispelled 6 Individual
Ultrasleep 15 Dispel 24 6 × 6 × 1 Area

6-4  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

SEVENTH LEVEL SPELLSONGS


Spell Name Spell Points Duration Range Size and Shape
Activate Magic 12 1 Dex count 12 1 Item
Channeling 12 + 1/Pip Maintained Touch Individual
Force Field of Song 8 + 2/Turn Maintained 0 Self
Greater Shatter Wall??? 18 Permanent 3 4” Rad. × 4” hole
Hear Past 10 Level minutes Level hours 24” Radius
Mind Static 12 1 Day or Dispelled 6 Individual
Power Word 12 See Description 0 (6) 6 × 3 Cone
Pressor Cone 12 1 Phase??? 12 12 × 6 Cone
Shatter Wall 9 Permanent 3 1” Rad. × 1” hole
Speak with Inanimate 20 6 Turns 3 1 Object
Stereo Spells 20 Varies 0 Caster
First Level Spellsongs until such time as the charm is dispelled. See the general
Charm rules for other restrictions and effects. Range: 12”.
Activate Instrument: This song enables the caster to Duration: Until dispelled or removed by the caster of the
activate any magical musical instrument needing specific spell or the caster loses control by going unconscious,
activation by a Spellsinger. Similar to the Activate Wand dying, or moving outside range. Cost: 4 SP.
magical spell (1M). Range: contact. Cost: 1 SP Charm (Specific Intelligent Species): As the magical
Anxiety: Those hearing the song that are not of your spell (1M) except that the species must be able to perceive
alignment, and blow their Saving Throw, lose 1 attack and sound in some manner. This is the format for an unlimited
defense level and subtract 2 from morale. Duration: 3 number of spells, each designed to work on specific
Turns. Range: 6” radius. Cost: 4 SP intelligent or semi-intelligent species. The primary
Call Person: This song, when directed at any person limitation of this type of spell is that it could be cast only
known to or visible to the Spellsinger, will attract the upon a species similar to that of the caster, and therefore
attention of the target to the direction and location of the would only be researched as such. Thus, a human being
singer. It does not force the target to take any specific could research a spell of this type for an intelligent
action, and does not require a saving throw. Range: 3” per humanoid species, given an example to experiment upon,
level of the Spellsinger. Cost: 3 SP. but might have trouble researching such a Charm spell for
Charm (Animal Class): As the magical spell (1M) an intelligent starfish. Range: 12”. Cost: 4 SP.
except that the species must be able to perceive sound in Create Sound: This song creates sounds of moderate
some manner. This is the format for an unlimited number intensity at any point within 6” of the caster. Sounds so
of spells, each designed to affect one class of animal. created are not harmful and may not be of a complex nature
Examples of common classes include mammals, reptiles, (such as speech). This spellsong is created by voice only,
birds, fish, crustaceans, and insects. For purposes of this and requires no instruments or motions other than the ability
and other spells containing the word “animal”, an animal is to sing. Duration: 1 turn. Cost: 2 SP.
a normal, non-intelligent creature that is not monstrous, Dancing Spasm: Similar to the spell Muscle Spasm
fantastical, or enchanted. Thus, neither griffins nor giant (1M), this spell causes the victim to dance and twitch to the
capybaras are animals. Range: 12”. Cost: 3 SP. Spellsinger's music for a single phase. If the victim fails to
Charm Animal (single type): As the magical spell make a saving throw vs. Magic, any spells or archery aimed
(1M) except that the species must be able to perceive sound by the victim are automatic misses with triple scattering,
in some manner. This is the format for an unlimited number and any melee blows taken are automatically treated as
of spells, each designed to affect only one specific normal “wild blow” fumbles. Range: 3”. Cost: 3 SP.
animal species. Note that this type of spell would not work Detect (Complex): As the magical spell (1M).
on magical or enchanted beings, or on intelligent beings of Example: Doors. Range: 1” per level of the caster to a
any kind, but only on normal animals. Thus, while Charm maximum of 12”. Duration: instantaneous. Cost: 2 SP.
Horse would work on horses of any variety, it would not Detect (Simple): As the magical spell (1M).
work on either a camel or a hippogriff. Range: 12”. Examples: Bronze, Copper, Sloping Passages, and Wall.
Duration: Until dispelled or removed by the caster of the Range: 1” per level of the caster to a maximum of 12”.
spell or the caster loses control by going unconscious, Duration: instantaneous. Cost: 1 SP.
dying, or moving outside range. Cost: 2 SP. Entertainment: Similar to Thief skill. The Spell Singer
Charm Person: As the magical spell (1M) except that adds his (Charisma × 2; × 3; or × 4) to the chances of
the species must be able to perceive sound in some manner. being successful. For every three levels of experience the
This spell applies to all two-legged, generally mammalian Spell Singer may choose one form of entertainment or raise
figures near to or less than man-size, excluding all ‘Undead’ a known “skill” to a more impressive level. Any “skill” has
monsters but including such things as orcs and goblins. If 3 levels: Amateur, professional, expert. Duration: one
the spell is successful it will cause the charmed entity to performance set of up to 3 Turns × Level of caster. Cost: 2
obey any spoken and understood command of the charmer SP per skill level.

Warlock Spellsinger Spells  6-5


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

Hearing: Cast on an individual it corrects the Special actual source. Any spellsongs cast in this manner are
Characteristic of “-1 hearing” and gives normal people measured for range from the actual position of the caster,
hearing +1, similar to elves. Duration: 1 day. Cost: 1 SP. not the apparent voice source. Also, any being affected by a
Lore: This song echoes off the item or location and the spellsong cast in this manner gets an immediate Belief
Spell Singer “hears” the story of it’s past. It allows the Saving Throw to determine the true source of the spellsong
caster to pick up only basic lore of an item or location in the unless the singer is hidden or camouflaged in some way.
first turn but with the option of adding additional details by Duration: 6 turns. Range: 6” from singer. Cost: 2 SP.
maintaining the spell succeeding turns. Specific areas of
knowledge may be enhanced by a study of relevant Lore by Second Level Spellsongs
the Spellsinger. Duration: 1 Turn plus as long as the spell Activate Specific Wand: As the (1M) spell except the
is maintained. Cost: 3 + 2/T. song only works on one specific type of wand. Cost: 2 SP.
Muffle Sound: This spell adds 20% to the Saving Awaken: Similar to the magical spell (2M). A song to
Throw vs. sound effects on a single recipient. If the awaken from sleep all beings within an area of 6” by 6”.
recipient is already under the effect of some sound the This song will cancel the effects of all types of spells of
recipient gets a normal Saving Throw vs. that sound sleeping, as well as drugged sleeps. Affected creatures do
immediately and breaks free of the effect if successful. not roll Saving Throws. Cost: 3 SP. Range: 24”.
Range: 3”. Duration: 6 Turns. Cost: 2 SP. Battle: Similar to the clerical Blessing spell (2C), this
Peaceful Walking: As the clerical spell Walk song encourages listeners to battle, adding 1 attack level and
Peacefully (0C). This spell permits the caster to be in the a 16% morale bonus to hirelings, followers and NPCs.
presence of any non-intelligent creature not intrinsically Does not stack with the clerical spell. Cost: 5 SP. Range:
hostile to the caster without frightening or disturbing the 6” radius at time of song. Recipients may then separate
creature. Duration: 6 turns. Cost: 2 SP. from Spellsinger by any distance without breaking effect.
Projected Individual Silence: As the Magical (1M) Duration: 6 turns.
spell. Allows the recipient to move silently until the spell is Call Animals: Can be used to attract the attention of
broken or dispelled. Range: 3”. Cost: 2 SP. any single animal within range, or to attract the attention of
Silver Tongue: Acts like Fast Talking (Thief skill) but all animals within range. The animals are not controlled or
using magical enhancements. Allows the Spell Singer to compelled in any way, but unless there is some more
talk his way out of tight spots. The Spell Singer adds his compelling motive, it or they will approach the Spellsinger
(Wisdom + Charisma) to the chances of being successful. as a result of this Song. Cost: 4 SP. Range: 12” + 1” per
Duration: 3 Turns. Cost: 3 SP. level of Spellsinger, up to 24”.
Sing Magic: This is the counterpart to Read Magic Calm Animals: Same as the clerical spell (1C). A
(1M). It enables the Spellsinger to read unfamiliar music at spell that calms one normal animal per level of the caster,
a glance and sing unknown spellsongs from scrolls. Cost: 1 negating non-magical fear of surroundings or events.
SP plus any cost for Spellsongs sung from the scroll. Duration: 6 turns. Range 6” radius from caster. Cost: 3
Sleep: As the magical spell (1M). A Sleep spell SP.
affects 2-16 one hit die beings, 2-12 two hit die beings, 1-8 Charm Animal (General): This is a more general
three hit die beings, or 1-6 four hit die beings, in an area of version of the spellsong (1S). This version will affect any
6” by 6”. Of the beings affected any failing to make their single normal animal of any type. It will not affect things
Saving Throws immediately fall asleep. This sleep lasts defined as “monsters” or “beings”. A monster is defined as
until the spell is dispelled, until the Spellsinger dies, or until any non-human living being of an animal (not plant) nature,
the Spellsinger is more than 24” from the sleepers (checked other than common animals, and is of less than human
individually). If the target area contains more than the intelligence. A being is all creatures of human-level
number of beings rolled, determine randomly which are intelligence, excluding all ‘Undead’ monsters but including
affected. This spell is ineffective against those who do not such things as orcs and goblins. Duration: Until dispelled
naturally sleep. Range: 24”. Cost: 3 SP. or removed by the caster of the spell or the caster loses
Sound Amplification: Causes the user to hear sounds control by going unconscious, dying, or moving outside
better by a factor of 10. This will enable the user to better range. Cost: 4 SP. Range: 12”.
hear sounds through doors, walls, or when the sounds are Confidence: Affects all within a 3” radius of caster.
very quiet (such as a thief moving silently). Duration: 6 Adds 10% to any characteristic-based saving throws for 1
Turns. Cost: 2 SP. turn for each phase the song is sung, up to 6 turns for a full
Speak Languages: Via this spell, the user can speak 1-turn song. Cost: 5 SP. Duration: 6 turns.
and understand any language or dialect that can be Dance: All within 6” of the Spellsinger in a 180º arc to
normally spoken. Duration: 3 Turns. Cost: 3 SP. his front must save vs. magic. Those failing will begin
Ventriloquism: This is similar to the magical spell dancing. Those affected may voluntarily move 1” in any
(1M), the major difference being that the Spellsinger may direction the next Phase. If this takes them out of the spell
throw his own singing voice as well as spoken words. One area they are free of the spell and free to move normally the
turn or more after casting the Ventriloquism, spellsongs of next phase. If they remain in the spell area they may do
1st and 2nd level may be cast in this manner, disguising the whatever else they choose, but their feet must continue to

6-6  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

dance within 1” of their initial position as long as the song asleep is determined by dividing the total sleep points by the
is maintained. (The 1” limit does not prevent the victim number of points required by the sleeping creatures alone.
from moving further via a flying spell, of being picked up Those affected stand entranced in place unless the
and carried away, but he might look a little silly in these Spellsinger moves; if the Spellsinger moves and continues
cases). If the Spellsinger moves, so does the area of effect. to sing, the entranced victims will follow, maintaining the
For those subject to the spell, Attack & Defense levels are distance at the time of the casting, for up to 1 turn.
reduced by 4 and any archery or spells are done at -20% Maximum range: 24”. Cost: 5 SP.
accuracy. The magic accuracy role for the Spellsinger is as Marching: Adds 1 speed class to all listening (for
much for timing of spell (so maximum no. are well in the movement only, does not add to blows or dex.). Duration:
spell area) as it is for the direction of the spell. If the song As longs as maintained. Does not stack with Speed or
is stopped, or if the victim is no longer in the area of effect Haste (Why not??? It works via a different mechanism
at the start of a magic phase, the victim is freed. Cost: 6 SP than Speed or Haste.). Cost: 2 + 1/10 Turns.
+ 3/turn maintenance. Measure (Complex): As the magical spell (2M). This
Deafness: Works like the Illusionist spell Blindness is a format of spell like Detect (Complex) (1M), but giving
(3I). Will not affect a target protected by a silence or a response more detailed than just a yes/no answer.
similar effect directly in line with the Spellsinger. Cost: 3 Examples: Gems - allows the user to detect the presence,
SP. Range: 12”. number, and sizes (but not the quality) of gems within
Detect (Concealed): As the magical spell (2M). range; Volume - allows the user to measure a volume to
Examples: Unseen - a spell to detect anything which is within 5%. Range: 1” per level of the caster to a maximum
either invisible, camouflaged, or otherwise visually of 12”???. Duration: instantaneous. Duration:
concealed. Shifting Walls - allows the user to detect the instantaneous. Cost: 3 SP.
presence of all walls within range that are able to shift, rise, Measure (Simple): As the magical spell (2M). This is
or slide because of hinges, sliding panels, hollows, and so a format of spell like Detect (Simple) (1M), but giving a
on. Secret Doors or Traps - detects the named thing. Range: response more detailed than just a yes/no answer.
1” per level of the caster to a maximum of 12”. Duration: Examples: Altitude - allows the user to determine his
instantaneous. Cost: 2 SP. altitude above or below ground to within 5%. Distance -
Echo: Allows movement in darkness (as Echo Walk for allows the user to measure the distance of any point he can
Thieves); by using minimal sound feedback. Echo walk see to within 5%. Metals - allows the caster to detect and
allows a thief to walk in total darkness or blindfolded at a identity the type of any metal within range. Orientation -
speed of 3” per phase, with the listed percentage chance of allows the caster to detect his orientation (North, East, etc.)
success. Unless specific traps have been set, the thief will be as though with an infallible compass. Range: 1” per level
able to move with whatever level of silence his other of the caster to a maximum of 12”???. Duration:
abilities allow. The thief, using this ability, is maneuvering instantaneous. Cost: 2 SP.
by hearing, touch, sense of smell, etc. This ability may not Melodious Voice: Increases Charisma of the target by
be used to travel through a melee in progress. How do we 2-12 points. As Mini-Strength (2M) except it can be
figure the percentages for a Spell Singer??? Cost: 2 SP. projected. Range: 3”. Should be for caster only. How can
Enlist Aid: Same as the clerical spell (1C). This spell his voice make others more Chatismatic??? Duration: 1-10
adds 2-12 points to the effective Charisma of the caster for Turns. Cost: 5 SP.
the specific purpose of swaying listeners of the caster’s Peace: Those in front (180º arc) of the Spellsinger and
alignment to give the caster direct aid. Duration: one turn within 6” must save vs. magic or be unable to initiate any
per level of the caster. Cost: 4 SP. form of conflict. Those affected will move slowly
Hallucination: Same as the Illusionist spell (2I). A (1”/Phase) in direction they were headed when peace
spell that causes the target to have vivid visual descended. They have no motivation to move out of
hallucinations whose content is controlled by the caster. effected area but may do so because of above momentum.
Duration: 1 turn. Range: 12". Cost 3 SP. Of course the Spellsinger can move to try to keep them in
Hypnotic Song: This song entrances those who fail the area of effect. Defense and direct retaliation are not
their saving throw vs. magic, as follows: the number impaired. If attacked will first seek own safety if it is
affected is level-dependent, calculated as Super Sleep (2M). possible to avoid any more damage, before retaliating.
The spell will affect any number of creatures grouped Effects end with end of song. Cost: 6 SP + 3/Turn
within a 6” by 6” area, within the following limits: If the maintenance.
caster is level M, the spell contains 25 × M sleep points. A Phonographic Memory: This spell allows the
creature that has L hit dice requires L × L (L squared) sleep Spellsinger to memorize exactly the area around him. As
points to be affected. Creatures over 20 hit dice can not be Photographic Memory (1M) but using the audio qualities of
affected. If the creatures in the spell area collectively an area. This spell allows a Spellsinger to memorize
require more sleep points than the spell contains, then only exactly the sounds of the area around him. Range: Limited
a portion of them determined randomly (or none at all) will to what can be heard by the Spellsinger. Duration:
be affected. Those affected roll Saving Throws, those Instantaneous. Cost: 6 SP.
failing falling asleep. Then, the number of turns they stay

Warlock Spellsinger Spells  6-7


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

Protection from Insects: As the Magical spell (2M). throw vs. magic will still not be able to hear well or
This spell protects the recipient from being attacked or perceive details, but will be able to make out shouts and
stung by normal insects for 2-12 turns (rolled). Range: simple sounds. Cost: 2 SP + 1/turn maintenance. Range:
recipient must be no more than 1” from caster at the time of 12”.
casting. Cost: 3 SP.
Reduce Fear: As the Clerical spell (1C). This spell Third Level Spellsongs
adds 20% to the saving throw vs. Fear of a single recipient Analyze Sound Magic: Gives basic information on
for three turns. If the recipient is already in a state of magical musical instruments and the control words for
induced Fear, the recipient gets a normal Fear saving throw magic carpets, brooms or similar items. Potentially can
immediately, and breaks free of the effect if successful. give more information than Magic Analysis (3M). Range:
Range: 3”. Cost: 3 SP. adjacent to item being examined. Range: 1”. Duration: 1
Silence, 3” Radius: As the Illusionist spell (2I). This Phase. Cost: 5 SP
spell forms a 3” circle of total silence around the target. No Call Monster: This spellsong works as Call Person or
sound can be heard inside the circle and no sound can Call Animals, but will affect one creature of the “monster”
escape from it. Range: 12”. Duration: 6 turns. Cost: 3 type. The individual name of the creature can be used to
SP. focus the call, or the common name of the type of creature,
Song of Grace: +1 vs Evil (attack, defense, & +5% or the name of the creature in a language of its own
Saving Throw) to all of same alignment in 6” radius. Does understanding (for semi-intelligent creatures). If the generic
not stack with Protection/Evil. As long as maintained. Cost: name of the species is used in the song, you may get the
5 + 1/Turn. wrong creature, but at least it will be the right kind. Cost: 6
Speak With Animals: As the magical spell (2M). SP. Range: 2” per level of Spellsinger, to 24” maximum.
This spell allows the Spellsinger to speak with any form of Calm Monster: This spellsong will cause a single
normal (not monster) animal life, and to understand monster that is still deciding whether or not to eat the
anything that is said in reply. If the Mage or companions Spellsinger and companions (or simply rend and tear for
have not already attacked the animal, there is a 10% chance fun) to relax and allow the Spellsinger to go on, unmolested.
per level of the Mage that the animal(s) in question will not A successful saving throw on the part of the monster means
attack. The is a further 5% chance per level of the Mage that it enjoyed the music, but not enough to change the
that any basically friendly animals spoken to in this manner course of action. It does not mean that the monster
will assist the Mage within their physical and mental limits automatically attacks, it just means the song didn't make any
(i.e., a rabbit cannot be sent to count a hidden group of difference in the decision. Cost: 6 SP. Range: 1” per level
enemy, or to assault a guard post). This spell will not cause of the Spellsinger.
animals to cooperate with the speaker unless it is in the Clairaudience: This spell allows the caster to place his
direct best interests of the animal to do so, within the limits point of hearing at a distance and hence hear things when
of its own understanding and intelligence. Duration: 6 he could not do so by normal means. It can penetrate solid
turns. Cost: 2 SP. rock up to about 3” in thickness, but a thin coating of lead
Turn Undead: As the Clerical spell (0C), but will not will prevent its penetration. This spell may be used to listen
destroy or de-animate Undead. This spell is used to turn in on the voices of creatures seen through a crystal ball
Undead, per the Clerics vs. Undead table on page 1 in the although the spell itself is not transmitted through the
Cleric section. The number turned is dependent upon the crystal ball. Range: 24”. Duration: Maintained. Cost:
level of the Spellsinger less the level of the Undead, and the 2??? + 1/Turn.
type of Undead. It can be used only once by any one Coagulate Blood: Thrown on an individual it will
Spellsinger against any one group of Undead. Range: 18”. hopefully reduce normal bleeding rate by reducing the
Cost: 4 SP. number of rolled dice by three. This spell can not reduce
Unfasten: Similar to Knock (2M), but with the added the original bleeding dice by more than ½. Range: 1”.
effect that knots or other forms of fastening can be affected, Duration: Maintained. Cost: 3 + 2/T.
if aimed selectively by the Spellsinger. Rather than a sharp, Control Animals: This spell allows the caster to
sudden effect, like Knock, this can be used more subtly, in control up to 3-18 1st level animals, up to 2-12 2nd level
cases that require sequential unfastening or other delicacy. animals, and up to 1-6 3rd level animals. Duration: Until
If the Spellsinger is in a particularly odd mood, the song can dispeled, or until removed by the caster of the spell, or the
have a radius effect instead. Anything that is unfastened caster loses control by going unconscious, dying, or moving
will stay that way unless something is trying to refasten it, outside of range. Cost: 6 SP. Range: 2” per level of the
such as a hold portal spell, or a latching spring. Cost: 4 SP. caster, 24” maximum.
Range: 3”. Duration: 1 turn or until Spellsinger stops Courage: This spell adds 20% to the saving throw vs.
singing, whichever comes first. Fear of a single recipient for three turns, as Reduce Fear
White Noise: This song is similar to the spell (2I), (1C), but with an area effect, a 6” radius surrounding the
making victims in the target area unable to converse, caster, affecting all of the same ethical standing as the
communicate verbally, or perceive audible input coherently. Spellsinger (good vs. evil). If the recipient is already in a
Affects a 3” by 3” area, 2” in height. Those making saving state of induced Fear, the recipient gets a normal Fear

6-8  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

saving throw immediately, and breaks free of the effect if level of the original spell caster. Thus, if a 5 th level
successful. This spell may be directed at an individual to Spellsinger attempts to dispel the spell of a 10 th level
break an induced Fear effect, in which case the recipient Spellsinger, there is a 50% chance of success. Duration:
adds 5 × the level of the Spellsinger to his immediate Fear instantaneous. Can be aimed at a specific target or cast
saving throw (one time only). Range: 3” if directed, else 6” generally around the caster in a 6” radius sphere. Cost: 5
radius around caster. Note: this spell will benefit larger SP.
numbers of fearful beings by improving their saving throws Entrancement: Affects a 6” by 6” area, and all in it up
for recovery checks. The effects do not stack with the to a limit as Maxi-Sleep (3M). Those making a saving
clerical spell Benison of Courage (3C). Cost: 6 SP. Range: throw vs. magic are not affected. Those affected simply
12” radius. stand in place, hearing ethereal music for the duration of the
Dance + 10%: Aa with Dance (2S), all within 6” of the effect. Cost: 7 SP. Range: 24”.
Spellsinger in a 180º arc to his front must save vs. magic. Fear: Affects a standard 6” cone directly in front of
Those failing will begin dancing. Those affected may the Spellsinger, affecting all beings that can hear. All in the
voluntarily move 1” in any direction the next Phase. If this affected area must save vs. magic or run directly away from
takes them out of the spell area they are free of the spell and the Spellsinger by the route that is safest on the first phase
free to move normally the next phase. If they remain in the of running. Cost: 6 SP. Range: cone starts at Spellsinger.
spell area they may do whatever else they choose, but their Those failing saving throw get to try again each turn until
feet must continue to dance within 1” of their initial they save.
position as long as the song is maintained. (The 1” limit Golden Tongue: Acts like Fast Talking (thief skill) but
does not prevent the victim from moving further via a flying using magical enhancements. Allows the Spell Singer to not
spell, of being picked up and carried away, but he might only talk his way out of tight spots but also convince others
look a little silly in these cases). If the Spellsinger moves, so of the truth of his statements. The Spell Singer adds 2 ×
does the area of effect. For those subject to the spell, Attack (Wisdom + Charisma) to his chances of being successful.
& Defense levels are reduced by 4 and any archery or spells Duration: ??? Range: Sound of voice??? Cost: 5 SP.
are done at -20% accuracy. The magic accuracy role for Headache: Gives an individual target a severe
the Spellsinger is as much for timing of spell (so maximum headache so he is limited in performing any tasks that
no. are well in the spell area) as it is for the direction of the involve intelligence or seeing clearly at a distance greater
spell. If the song is stopped, or if the victim is no longer in than 3” - such as spell casting, archery, and running at top
the area of effect at the start of a magic phase, the victim is speed. Target gets Pain Saving Throw + 10% (in favor of
freed. The Saving Throw of any target is adjusted by 10% caster). Magic-Users who blow to this spell can not throw
in favor of the caster. Range: 6” arc, in front of caster. their highest level spells. Targets lose both their dexterity
Duration: Maintained. Cost: 7 + 4/T. and level adjustments. What is a “dexterity adjustment”
Dispel Animation: This spell specifically de-animates and what is a “level adjustment”? How about ½ of their
animated Undead in a 6” × 6” × 4” square??? with one side archery adjustment, dexterity, and attack/defense levels?
centered on the caster. The number of Undead affected is Cure Disease will get rid of it. Range: 12”. Duration: 1-6
limited to (level of the caster × 50) divided by (level of the Turns. Cost: 4 SP.
Undead squared). Note that this spell is sometimes less Hold Person: A spell similar to Charm Person (1S),
effective than a normal Turn Undead spell (0C) when used but which is of more limited duration and greater effect. It
against very high level animated Undead. Cost: 7 SP. affects either from 1-4 persons (rolled on a 4-sided die)
Range: 6” + 1” per level of the Spellsinger, up to 24” normally, or can be concentrated on 1 target, in which case
maximum. the target suffers a 10% penalty to the Saving Throw roll.
Dispel Control: Under normal conditions, this spell This spell has the further effect of making the caster’s
will be effective in dispelling holds and charms (from commands understood by the person taken over, even if the
magical or natural sources) on a specific recipient. This is wrong language is used. Duration: 6 + level of caster (in
modified by the following formula: the success of a Dispel turns). Range 12”. Cost: 5 SP.
Magic spell is a ratio of the level of the dispeller over the Lasting Peace: As Peace (2S) but once a person who
level of the original spell caster. See Dispel Magic (3M). was under the spell of Peace is out of the spell area they
Range: 6” Duration: 1 Dexterity count.. Cost: 4 SP. continues to be peaceful until a Saving Throw is made
Shouldn’t this be like Freedom (3C) or Disell Control (rolled once per Turn). Those in front (180º arc) of the
(5C)??? Spellsinger and within 6” must save vs. magic or be unable
Dispel sound: Works like Dispel Magic (3M), but to initiate any form of conflict. Those affected will move
affects all forms of magical sound, created by Magical, slowly (1”/Phase) in direction they were headed when
Illusionary or Spellsinger means. Under normal conditions, peace descended. They have no motivation to move out of
this spell will be effective in dispelling enchantments of a effected area but may do so because of above momentum.
temporary nature (i.e., any spell with a time limit, Of course the Spellsinger can move to try to keep them in
maintenance cost, or that lasts until dispelled). This is the area of effect. Defense and direct retaliation are not
modified by the following formula. The success of a Dispel impaired. If attacked will first seek own safety if it is
Magic spell is a ratio of the level of the dispeller over the possible to avoid any more damage, before retaliating.

Warlock Spellsinger Spells  6-9


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

Effects end with end of song. Not a maintained spell. spell may be used to read a spell from a scroll during the
Cost: ??? same magic phase that the scroll spell is cast. Range:
Magic Mouth: Works as the magical spell (3M), but adjacent to the object to be read. Duration: one reading.
can transmit messages in rhyme and song as well as simply Cost: 2 SP.
spoken. This spell allows a Spellsinger to enchant an Shout: Those within 6” of the caster in all directions
inanimate object so that it will speak a short phrase to must save vs. magic or be affected as follows: any spells in
whomever he has specified (anyone, a particular person or progress(by Dex count) are interrupted; anyone handling or
class of persons, whoever touches the item, etc.). Once the moving physical objects (weapons, implements, archery
message has been delivered, the spell expires unless the equipment, etc.)must make a Physical saving throw or drop
Spellsinger is within 24” of the object and expends the spell them; anyone involved in sensitive physical actions
points required to maintain the spell. This method is used to (tightrope walking, lock picking) is automatically disrupted
transmit a longer message or to cause the message to be from broken concentration. Cost: 5 SP. Duration of effect:
given more than once. Cost: 3 SP +1/turn for maintenance. 1 phase, but any side effects of the interruption may take
Range: 24” maximum. longer to correct.
Measure (Concealed): As the magical spell (3M). Sickness: Causes all beings within a 6” radius of the
Example: Shifting Walls & Rooms - the singer can not only Spellsinger to make a Pain +10% Saving Throw (adjusted
detect all walls and rooms that can shift, rise, sink, expand, in favor of the caster). If they fail they experience severe
or otherwise change in size or position, but also the intestinal cramps. The net result is that movement is ¼
directions in which they can move. Range: 1” per level of normal and attack, defense, dexterity, and agility are
the caster to a maximum of 12”. Duration: instantaneous. halved. It takes 1-6 Phases to recover after music stops.
Cost: 3 SP. The Spellsinger is included but calculated at + 4
Mini-Wide Sonic Boom: A slight misnomer, since the Constitution. If the Spellsinger fails he must make a non-
affected area is a 1 ½ × 3” cone directly in front of the adjusted Pain Saving Throw or be forced to stop the spell.
Spellsinger, as Mini-Wide Cold Cone (3M). All in that area Cost: 5 + 2/T.
takes impact damage, 1 die/level of the Spellsinger, or ½ die Sonar: Like See Invisible (2M) but using sonar with its
per level if a saving throw vs. magic is made. Unlike benefits & limitations. Similar to Detect (Concealed)
magical cone spells, this Spellsong does bounce off solid Invisible (2M) except the being or object becomes visible to
objects, air walls and various sound-reflective spells. Thus, the Spellsinger, but cannot be sensed if hidden by position.
it is a very bad idea to use it in a small room where it might Range: 24” + Level. Duration: as long as maintained.
get someone in your party. Cost: 5 SP. Cost: 2 + 1/Turn SP.
Personalized Deafness: Recipient will not hear any Sonic Boom: A slight misnomer, since the affected
sounds from caster. This spell can be used to allow a area is a 6” cone directly in front of the Spellsinger, as Cold
member of one’s party to enter an area affected by another Cone (3M). All in that area takes impact damage, 1
sound spell from the caster. Range: 3”. Duration: 12 die/level of the Spellsinger, or ½ die per level if a saving
Turns. Cost: 3 SP. throw vs. magic is made. Unlike magical cone spells, this
Projected Hearing Thrown on a person within 1” who Spellsong does bounce off solid objects, air walls and
can then move away and what the subject hears the various sound-reflective spells. Thus, it is a very bad idea
Spellsinger can also hear. Range: 24”. Duration: Caster’s to use it in a small room. Cost: 5 SP.
Level in Turns. Cost: 4 SP. True Sight: Works like the clerical spell (3C). Based
Protection, 1” Radius: Works as the magical spell on the bouncing of sound off his surroundings, this spell
(3M). A Protection spell (1M) which extends to include a will not benefit the Spellsinger in an area of silences, but
circle around the Spellsinger, and which lasts for 12 turns, will point out the location of the silenced areas. Cost: 6 SP.
affecting all beings beneficially as long as they remain Vertigo: Works like the magical spell (4M). Only
within 1” of the caster. (Note: beings that are particularly affects creatures that can hear at the time they are affected.
resistant to magic will have to roll their Saving Throws to This spell causes a strong feeling of vertigo (dizziness) in
see if they are affected beneficially. This is one of the few the target. It affects the target’s equilibrium to the point that
instances when a Spellsinger might want an enemy to he cannot ride anything, and cannot aim a weapon or spell
successfully save against a spell.) Cost: 4 SP. accurately. (He finds it difficult to defend himself as well.)
Rage: The reverse of Peace (2S), this spellsong No aimed spells may be thrown, and subtract 10 attack and
enrages all within 6” and in front of the Spellsinger, if they defense levels from the target. Range: 24”. Cost: 5 SP.
fail their saving throw vs. magic. All enraged will attack Duration: 1 turn per level of the Spellsinger.???
whoever is nearest and easiest. This means direct, Voice Impersonation: Allows you to duplicate any one
straightforward berserkerism. Of course, this may include voice you hear. Cost: 4 SP. Duration: Until dispelled.
the Spellsinger, but that's his problem. The effect will last Wind: This spell produces a wind of sufficient intensity
for 1 turn. Cost: 6 SP. to blow out torches. The caster of the spell controls wind
Read Magic: The means by which incantations on a direction. Duration: 1 turn. Range: 12”. Cost: 3 SP.
scroll or other item are read. Without such a spell magic
text is unintelligible to even a Spellsinger. Note that this

6-10  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

Fourth Level Spellsongs made by the caster, about his immediate surroundings,
abilities and possessions. For example, the victim might be
Area White Noise: As White Noise (2S), but the convinced that he could fly, or that an ordinary shield
effect covers a 6” × 6” area, 3” in height. This song is provided total immunity from the breath of a dragon. These
similar to the spell (2I), making victims in the target area delusionary beliefs can place the victim in danger, or be
unable to converse, communicate verbally, or perceive designed as harmless pranks, at the will of the caster.
audible input coherently. Those making saving throw vs. Duration: as maintained. Range: 12” from caster. Cost: 6
magic will still not be able to hear well or perceive details, SP + 1/turn.
but will be able to make out shouts and simple sounds. Freedom: Dispels charm and control spells and effects
Duration: as maintained. Range: 12”. Cost: 6 SP + as follows: Dispels all sound or music-based charms.
2/Turn. Dispels any magical or clerical charm, control,
Charm Monster: Similar to the magical spell (4M). If entrancement or hypnotic spells of levels 1 or 2 from any
it is used to charm normal animals of less than 4HD, it can source of no higher level than the caster, with a reduced
affect a number of animals equal to the caster's level chance of 10% per level that the original source was above
divided by the level of the animals, in six-sided dice. Thus, the Singer. In addition, if the target has been affected by a
a 9th level Spellsinger, singing at 3 HD animals, could natural, magical or clerical effect not described above,
control (9/3 = 3, thus 3 six-sided dice) 3-18 animals, each of hearing the Freedom song gives the target a new Saving
which would get a separate saving throw vs. magic. Throw vs. the original enchantment. Duration: 1 magic
Duration: Until dispelled or removed by the caster of the phase. Range: 12”. Cost: 5 SP.
spell or the caster loses control by going unconscious, Greater Confidence: Affects all within a 3” radius of
dying, or moving outside range. Range: 12”. Cost: 6 SP. caster. Adds 15% to any characteristic-based saving
Charm Undead: This spell can entrance a single throws for 1 turn for each phase the song is sung, up to 6
Undead as if it were a living being affected by Charm turns for a full 1-turn song. Cost: 7 SP.
Person (1M). If the spell is successful it will cause the Greater Dance: As Dance (2S), but with a 12” radius
charmed entity to obey any spoken and understood effect. All within 12” of the Spellsinger in a 180º arc to his
command of the charmer until such time as the charm is front must save vs. magic. Those failing will begin
dispelled. See the general Charm rules for other restrictions dancing. Those affected may voluntarily move 1” in any
and effects. Duration: Until dispelled or removed by the direction the next Phase. If this takes them out of the spell
caster of the spell or the caster loses control by going area they are free of the spell and free to move normally the
unconscious, dying, or moving outside range. Range: 12”. next phase. If they remain in the spell area they may do
Cost: 7 SP. whatever else they choose, but their feet must continue to
Confusion: Similar to the Illusionist spell (4I). This dance within 1” of their initial position as long as the song
spell creates a 6” × 6” area, 2” in height, in which creatures is maintained. (The 1” limit does not prevent the victim
subject to an Illusionary confusing of the senses, mixing from moving further via a flying spell, of being picked up
friend and foe. The caster may affect 2-12 plus 1 per level and carried away, but he might look a little silly in these
of the caster. Each victim gets a saving throw vs. Magic. cases). If the Spellsinger moves, so does the area of effect.
Any who fail must check their actions as follows: 1/3 chance For those subject to the spell, Attack & Defense levels are
of being able to attack their true opponents, 1/3 chance of reduced by 4 and any archery or spells are done at -20%
attacking friends by mistake, and 1/3 chance of being too accuracy. The magic accuracy role for the Spellsinger is as
confused to take any action at all. Each being or creature much for timing of spell (so maximum no. are well in the
that enters the area, up to the maximum the caster can spell area) as it is for the direction of the spell. If the song
affect, must also save, as long as the spell is maintained. If is stopped, or if the victim is no longer in the area of effect
the spell is maintained for more than 1 turn, each creature or at the start of a magic phase, the victim is freed. Cost: 9 SP
being in the area rolls a new saving throw, and affected ones + 5/turn.
check again to see what they are doing. Range: 12” from Greater peace: As Peace (2S), but with a 12” radius
caster to farthest edge of area. Cost: 5 SP +1/Turn. effect. Those in front (180º arc) of the Spellsinger and
Control plants: This spell enables the singer to control within 12” must save vs. magic or be unable to initiate any
from 1-6 large plants (up to trees) or all of the small plants form of conflict. Those affected will move slowly
in a 1” × 1” area. These plants can make minor motions at (1”/Phase) in direction they were headed when peace
the command of the singer, but cannot do such things as descended. They have no motivation to move out of
uproot themselves and move around, or stretch limbs effected area but may do so because of above momentum.
beyond their normal reach, or grow at unusual speed. (In Of course the Spellsinger can move to try to keep them in
other words, a tree could be commanded to drop its fruit, the area of effect. Defense and direct retaliation are not
but not to grow a new crop instantly.) Duration: 6 turns. impaired. If attacked will first seek own safety if it is
Range: 12”. Cost: 5 SP. possible to avoid any more damage, before retaliating.
Delusion: Similar to the Illusionist spell (4I). This Effects end with end of song. Cost: 9 SP + 5/turn.
spell causes the victim to save vs. Magic or suffer from Immobilization: As the Illusionist spell (4I). This
delusions, based on his own desires and any suggestions spell causes the victim to save vs. Magic (10% bonus in

Warlock Spellsinger Spells  6-11


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

favor of the caster) or be unable to voluntarily move. He Personal Missile Resistance: Forms a sound barrier
can still be picked up and carried, or knocked to the ground around the caster that resists missile penetration and thus
by force, but cannot walk, talk, etc., even if otherwise gives -10% chance of being hit and –1 per die damage.
magically compelled to do so. Duration: as maintained. Duration: as long as maintained. Cost: 5 + 1/Turn.
Range: 12”. Cost: 5 SP + 1/turn. Song Of Glory: Adds +2 vs Evil (att., def. & +10%
Immobilize: This spellsong causes the target creature sav. thr.) to all of same alignment within 12” of caster.
or being to roll an immediate saving throw vs. Magic. If it Must be maintained. Cost: 9 + 2/T.
fails, it may not make any voluntary motions from that Speak with Plants: Similar to Speak with Plants (4C).
dexterity count onward, until the spell is dispelled. It is still The Spellsinger can have a dialogue with plants (limited by
affected by external forces and the laws of physics, their “intelligence”). This spell is the same as Speak with
however, so if it was flapping its wings to stay in flight, or Animals (2C) except that plants are communicated with
in some other unbalanced position, it will fall rather than instead of animals. Note that a Spellsinger may not ask a
stay frozen in space. Duration: until dispelled. Range: 12”. plant to do anything outside of its normal limits. He may
Cost: 7 SP. ask a vine to part for him to pass through, but a tree cannot
Insanity: Similar to the Rage spell (3S) but a Charm be commanded to pull up its roots and walk around.
III Saving Throw is used. The reverse of Peace (2S), this Duration: 6 turns. Range: 3”. Cost: 9 SP.
spellsong drives insane all within 6” and in front of the Spellbinding: This spellsong can be used to Charm
Spellsinger, if they fail their saving throw vs. magic. All from 1-4 living creatures of any kind of no higher level than
enraged will attack whoever is nearest and easiest Those the Singer, or of 1 creature or being of higher level than the
affected have ¼ chance of attacking themselves (using their Singer. Duration: until dispelled or broken. Range: 12”.
normal attack and defense level and skills). This means Cost: 7 SP.
direct, straightforward berserkerism. Of course, this may Teleport Voice: Your voice is heard where you wish
include the Spellsinger, but that's his problem. The effect (assuming successful accuracy role) for 3 minutes. Like
will last for 1 turn. Cost: 8 SP. Teleport (5M) the caster must be firmly familiar with the
Mass Animal Charm: This spellsong affects 1-6 intended destination. This spell allows the caster to
non-intelligent normal animals per level of the caster. All Teleport his or her voice instantly from one location to
failing a Saving Throw vs. magic will obey simple another, with the following restrictions: The caster must be
commands, as a group. If the Spellsinger gives no other firmly familiar with the intended destination (either the
commands, the animals will simply follow the singer, to the magical spell Photographic Memory (2M) or the thievish
best of their ability to do so. Like other Charm spells, it is Eidetic Memory, Visual ability will assure this, as will a
broken by a distance of more than 24” from the singer, the period of one hour spent memorizing the specific location at
death of the singer, or various forms of dispelling. Range: any time within the recent past). The caster must be fully
12” at time of casting, 24” after. Cost: 9 SP. conscious and in control of his or her actions (being
Mega-Sleep: As the magical spell (4M). Will affect knocked unconscious just as the spell is going off makes you
only creatures capable of perceiving sound. A Mega-Sleep lose some of your control not to mention your voice). The
spell affects 2-12 creatures of 1-20 hit dice, in an area of 6” caster may not Teleport either into or out of consecrated
× 6”. Of the creatures affected, any failing to make their ground, or into a structure protected by Castle Protection
Saving Throws immediately fall asleep. This sleep lasts (7M), if that spell was not of his or her own casting. The
until the spell is dispelled, or for (20 - L) turns, where L is caster may not Teleport into any area in which magic is
the level of the individual creature. If the target area currently not functional, such as an area covered by Magic
contains more than the number of creatures rolled, Damping Field (8M). If the caster accidentally or
determine randomly which are affected. This spell is deliberately violates one or more of these restrictions, the
ineffective against those who do not naturally sleep. Teleport spell malfunctions as follows: the caster must
Duration: (20 – L) Turns for each creature affected. Range: make a Saving Throw vs. magic. If this is successful, the
24”. Cost: 10 SP. voice will simply fail to Teleport at all, and will remain in
Percentile Sound Negation: As Percentile Negation the caster’s initial location. If the caster fails this initial
(4M), but affects all Spellsongs and sound-based magical or Saving Throw and was trying to Teleport to an
natural effects. When cast before or at the same dexterity unmemorized location or while losing control, does
count as another spell or effect being thrown that magic Teleport, another Saving Throw vs. magic must be rolled to
phase at or to include the negator, will negate from 1 - determine the location, if any. If the caster failed to make
100% of that incoming spell, rolled randomly. If the spell the first Saving Throw, but succeeded the second time, the
causes damage, the percentage negated is applied to the voice arrives at a location from 1-100” (rolled) in each of
rolled damage. If the spell has an all-or-nothing effect and the three dimensions from the intended location (i.e., 37”
at least 51% was negated, the spell fails. This spell works North, 12” East, and 84” Up is one possible result). If the
against individual or area spells. Duration: 1 magic phase, caster failed both the first and second Saving Throw
or one spell, whichever comes first. Range: 24”. Cost: 6 attempt, but succeeded on the third attempt, the voice would
SP. arrive at a destination from 1-1000” (rolled) from the
destination in each dimension. If he failed to make this

6-12  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

third and final Saving Throw, the voice would simply from 1-3 dragons. If the spell is successful it will cause the
vanish, having Teleported to a point unknown or controlled dragon(s) to obey any spoken command of the
nonexistent. Cost: 5 SP. charmer until such time as the control is dispelled. See the
Trueshape: This spell song causes any single target general Charm rules for other restrictions and effects.
that is polymorphed, otherwise enchanted or naturally Range: 12”. Duration: Until dispelled or removed by the
changed from its natural form to revert to its natural form. caster of the spell or the caster loses control by going
Thus, a man who has been changed into a pig, or a unconscious, dying, or moving outside range. Cost: 9 SP.
werewolf in wolf form, would be affected. If the target Control Giant: As the Magical spell Giant Control
wishes to resist, a Saving Throw vs. Magic is needed. (5M). This spell applies to all giants, this spell will affect
Range: 12”. Cost: 6 SP. from 1-4 giants. If the spell is successful it will cause the
controlled giant(s) to obey any spoken command of the
Fifth Level Spellsongs charmer until such time as the control is dispelled. See the
Amplified Clairaudience: Can listen in on any one general Charm rules for other restrictions and effects.
spot within 36” or a movable location that is in line of sight Range: 12”. Duration: Until dispelled or removed by the
(such as a group of beings walking at some distance from caster of the spell or the caster loses control by going
you). Duration: as long as maintained. Cost: 6 + 1/T SP. unconscious, dying, or moving outside range. Cost: 9 SP.
Area Coagulate: As Coagulate Blood (3S) but with a Control Human: As the Magical spell Human Control
3” radius. Creatures within it will hopefully reduce normal (5M). A spell similar to Charm Person (1M) and Hold
bleeding rate by reducing the number of rolled dice by Person (3M), but which is of more limited duration and
three. This spell can not reduce the original bleeding dice greater effect. It affects either 2-12 persons with 3 or fewer
by more than ½. Duration: Maintained. Cost: 9 + 3/T. hit dice, 2-8 persons with 4-6 hit dice, 1-4 persons with 7-9
Area Dancing Spasm: As Dancing Spasm (1S), but hit dice, or 1 person having 10 or more hit dice (rolled on a
affects all living beings within a 6” × 6” area, 2” in height. 4-sided die) normally, or can be concentrated on 1 target, in
This spell causes victims to dance and twitch to the which case the target suffers a 10% penalty to the Saving
Spellsinger's music for a single phase. If victims fail to Throw roll. This spell has the further effect of making the
make a saving throw vs. Magic, any spells or archery aimed caster’s commands understood by the person(s) taken over,
by the victims that failed are automatic misses with triple even if the wrong language is used. Duration: 6 + level of
scattering, and any melee blows taken are automatically caster (in turns). Range 12”. Cost: 9 SP.
treated as “wild blow” fumbles. Range: 3”???. Cost: 10 Control Undead: As the Magical spell Undead
SP. Control (5M), with the added feature that animated or
Area Muffle Sound: same as Muffle Sound (1S), but ectoplasmic Undead can be laid to their final rest if the
affects a 2” radius around caster. This spell adds 20% to caster so wills before the spell is dispelled or broken. This
the Saving Throw vs. sound effects on a single recipient. If feature does not affect Vampires, Liches, or other fully
the recipient is already under the effect of some sound the sentient, voluntary Undead. This spell applies to all Undead
recipient gets a normal Saving Throw vs. that sound and but affects 2-8 Undead under 4 hit dice and 1-4 Undead
immediately and breaks free of the effect if successful. having 4 or more hit dice. If the spell is successful it will
Duration: 6 Turns. Cost: 4 SP. cause the controlled Undead to obey any spoken command
Chaos: As the Illusionist spell (5I), but only creatures of the charmer until such time as the control is dispelled.
able to hear can be affected. Unlike the Illusionist spell, this See the general Charm rules for other restrictions and
Spellsong works by directly triggering the senses of the effects. Duration: Until dispelled or removed by the caster
victims, rather than by creating sensual illusions. Thus, to of the spell or the caster loses control by going unconscious,
anyone outside the area of effect, there is nothing visible or dying, or moving outside range. Range: 12”. Cost: 9 SP.
audible going on. This spell creates a volume 1” × 1” × 1” Dispel Magic: same as Dispel Magic (3M). Under
(in scale) for each level of the caster, shaped at the caster's normal conditions, this spell will be effective in dispelling
will. Any living beings, or any non-living beings that enchantments of a temporary nature (i.e., any spell with a
perceive by hearing, must save vs. Magic or be unable to time limit, maintenance cost, or that lasts until dispelled).
perceive their surroundings due to an uncontrolled 5-sense This is modified by the following formula. The success of a
illusion of moving objects within the volume. Those Dispel Magic spell is a ratio of the level of the dispeller
making their saving throw will be able to perceive their over the level of the original spell caster. Thus, if a 5 th level
surroundings, but their perceptions and abilities will be Spellsinger attempts to dispel the spell of a 10 th level
interfered with by the illusion, reducing them by 2 attack Spellsinger (or other mage type), there is a 50% chance of
and 2 defense levels, and 10% subtraction from all aimed success. Duration: instantaneous. Range: 3”. Can be
actions. NOTE: Even the caster would be affected if he or aimed at a specific target or cast generally around the
she were stupid or desperate enough to enter the Chaos caster in a 3” radius sphere. Cost: 8 SP.
volume. Duration: as maintained. Range: 24” from caster Dreamland: As the Illusionist spell (5I). This spell
to farthest edge. Cost: 8 SP + 2/turn. creates a 3” × 3” × 3” volume in which all living beings
Control Dragon: As the Magical spell Dragon Control must make a saving throw vs. magic or think that all they
(5M). This spell applies to all dragons, this spell will affect

Warlock Spellsinger Spells  6-13


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

perceive is Illusionary, even real dangers. Range: 24” to with its saving throw adjusted by 20% in favor of the caster
the far edge. Duration: 3 turns. Cost: 8 SP. (thus making it very hard to save against the spell). When
Feeblemind: As the Magical spell (5M). A spell used controlling more than one being, the caster must be very
primarily against magic users, it causes the target to lose all careful not to give confusing or conflicting orders to those
effective intelligence. Target retains only the most controlled, since this will result in total inaction on the parts
primitive instinctive mental responses (balance, aversion to of the controlled beings. If the spell is successful it will
pain, and the like). Because of its specialized nature, the cause the charmed entity/entities to obey any spoken and
Feeblemind spell worsens the Saving Throw of any magic- understood command of the charmer until such time as the
using target by 20%. Range: 24”. Duration: until dispelled. charm is dispelled. See the general Charm rules for other
Cost: 8 SP. restrictions and effects. Duration: Until dispelled or
Great Fear: As Fear (3S), but the size of the cone is removed by the caster of the spell or the caster loses control
12” in length instead of 6”. Affects a standard 12” cone by going unconscious, dying, or moving outside range.
directly in front of the Spellsinger, affecting all beings that Range: 12” at casting, 24” to maintain control. Cost: 10
can hear. All in the affected area must save vs. magic or SP.
run directly away from the Spellsinger by the route that is Missile Resistance Wall: A song that creates a sound
safest on the first phase of running. Range: Cone starts at wall which causes any missile that passes through it to be
Spellsinger. Those failing saving throw get to try again resisted. What do you mean by “resisted”??? Do you get
each turn until they save. Cost: 10 SP. a Saving Throw??? Area: 6” wall. Range: 12”. Duration:
Hold Monster: As the Magical spell (5M). A spell as long as maintained. Cost: 8 + 3/T.
similar to Charm Person (1M), but which is of more limited Projected Clairaudience: Same as Clairaudience (3S)
duration and greater effect. It affects either from 1-4 except that other persons within 1” of the caster may listen
monsters of less than human intelligence (rolled on a 4- in. This spell allows the caster to place his point of hearing
sided die) normally, or can be concentrated on 1 target, in at a distance and hence hear things when he could not do so
which case the target suffers a 10% penalty to the Saving by normal means. It can penetrate solid rock up to about 3”
Throw roll. This spell has the further effect of making the in thickness, but a thin coating of lead will prevent its
caster’s commands understood by the monster(s) taken penetration. This spell may be used to listen in on the
over. Duration: 6 + level of caster (in turns). Range 12”. voices of creatures seen through a crystal ball although the
Cost: 7 SP. spell itself is not transmitted through the crystal ball.
Imprisonment: Similar to Illusionary Prison (5I). Range: 24”. Cost: 7 + 1/T SP.
Victims who fail their Saving Throw vs. Magic will be Projected Voice: The Spellsinger’s voice originates up
unable to cross the boundaries as defined by the Spellsinger. to 24” away from the Spellsinger. Spells can be cast
No one will see any boundaries, but they will be real to the through it but can’t affect beyond 24” from the Spellsinger
victims. Unlike Illusionary Prison, the size and shape of the and cause it to move about. Has same limits as Projected
boundary area are up to the Spellsinger, but must be a Image (6M). While this spell is in effect, all further
simple polygon no more than 1 square inch in area per level spellsongs thrown by the caster are fired from the point of
of the caster. This spell can affect all beings within that projection and measured as such. This allows the caster to
area. All affected beings failing to make a Belief saving hide around corners, though this may degrade his aim. Any
throw (adjusted 10% in favor of the caster) cannot leave the spell thrown by the image may not go more than 24” from
area, since the Illusionary prison is to them quite real. the caster unless the spell has a longer range. The
Range: 12”. Duration: as maintained. Cost: 8 SP + 2/turn. projected voice is destroyed by a Dispel Magic (3M), by
Macro-Sleep: As the Magical spell (5M). This spell being hit by destructive magic equal in dice of damage to
operates like a Sleep spell (1M) on any creature less than the level of the caster (total, if two or more destructive
21st level. 2-12 such creatures may be affected by the spell spells) or by magical weapons doing damage as if vs. the
in an area of 6” × 6”. Of the beings affected, any failing to caster (i.e., it has as many hits as the caster). If the caster
make their Saving Throws immediately fall asleep. This throws any spell other than through the projected voice
sleep lasts until the spell is dispelled, until the Spellsinger while the image is being used, this automatically dispels the
dies, or until the Spellsinger is more than 24” from the projected voice. Duration: as long as maintained. Cost:
sleepers (checked individually). If the target area contains Cost: 6 + 1/T SP.
more than the number of beings rolled, determine randomly Rain Dance: Level + Intelligence of Caster = %
which are affected. This spell is ineffective against those chance of being successful each Turn. There must be clouds
who do not naturally sleep or can’t hear the spellsong. present to use this spell. Chances may increase or decrease
Range: 24”. Cost: 12 SP. depending on the amount of clouds present. Cost: 10 + 5
Mass Suggestion: Allows the caster to gain control of per Turn until rain begins. Over what size and shape of an
another being of similar species by auditory hypnosis. As area??? How long before it rains??? What is the
the Illusionist spell (5I). The victim does not need to be intensity of the rain??? This is too vague a description!!!
looking directly into the eyes of the caster, but merely must Remove Curse: As the clerical spell (3C) but effects
be in range and in clear view of the caster. It affects either all within 3” of the caster. A spell to remove any one curse,
2-12 beings with a normal saving throw, or a single being Geas (6M), or Quest (4C). Using this spell in the case of

6-14  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

someone holding a cursed magical item would remove the Telekinesis: As the magical spell (5M). By means of
effect of the item’s curse on that person, but would not this spell, an object may be moved from a distance by
affect the item permanently. (Beings under the influence of mental force. The weight limit is 20 pounds per level of the
a Geas or a Quest may not use this spell.) The chance of the caster. Thus a 12th level caster would be able to
curse being neutralized is the (caster’s level divided by the manipulate a weight of up to 240 pounds. Duration: As
curse’s level) × 100%. Any one Spellsinger may attempt to long as maintained. Range: 12”. Cost: 7 SP + 1/turn.
remove a given curse only once. The same rule applies to Wall of Silence: A 6” wall of silence that prevents all
any item that removes a curse, i.e., only one try per curse. sounds from passing through it. The wall will move with the
Range: 3” radius. Cost: 9 SP. Singer as he moves, staying its original distance. Range:
Repel Undead: Acts like Undead protection scroll but 12”. Duration: As long as maintained. Coast: 7 + 2/T.
goes at level of caster. Undead may not enter a 1” radius Weakness: As the Magical spell (5M). Causes the
circle around the Spellsinger unless it makes a percentile target to become weaker at the rate of 1 strength point per
roll successfully. As follows: The being has a 50% chance phase until a maximum strength loss of 50% of the target’s
of being able to enter. Adjust up 5% per level that the being strength is reached. Such weakness is reflected in both
is above 12th level. Adjust down 5% per level that the being attack and in damage caused in combat. Range: 12”.
is below 12th level. Thus, a 13th level Undead would have a Duration: until dispelled. Cost: 8 SP.
55% chance of entering the circle. Duration: while singing.
Range: 1” radius. Cost: 7 + 2/T SP. Sixth Level Spellsongs
Rock-To-Mud: Similar to magical spell Transmute Amnesia: Like the Illusionist spell (6I), but at the
Rock-Mud (5M) except it can not be used to make mud into discretion of the Spellsinger, can cause true amnesia until
rock. Allows the user to change all of the rock in a 1” cube dispelled, rather than erasing just the immediate past. Of
to mud. Will not work on magical rock, and living rock gets course, the more obvious it is that the memory has been
a Saving Throw. Duration: change is permanent unless erased, the more likely it is that the victim will seek help,
reversed by similar spell. Range: 12”???. Cost: 6 SP. and eventually get his memory back. Duration: until
Shatter Object: This spell causes the shattering of any dispelled. Range: 12”. Cost: 10 SP.
single solid non-magical object of the Spellsinger's Anti-Sound Field: Prevents all sounds from existing in
choosing. If a magical object is unusually fragile, at the an area within 6” of the Spellsinger in a 180 degree arc.
discretion of the referee this Spellsong may shatter it. (i.e., a Duration: As long as maintained. Cost: 9 + 3/T.
magical wineglass might be susceptible, a magical sword Anti-Sound Shell: As Anti-Magic Shell (6M), but
would not be.) If the object is being held by a living being, affects all magical and natural sound sources and any effects
that being's Saving Throw vs. Magic applies. If the item is therefrom. Of course, during the shell's effect, the
magical, it gets a breakage saving throw. Otherwise, it just Spellsinger may not use any Spellsongs or other sources of
breaks. Duration: 1 Dexterity count. Range: 6”. Cost: 7 sound or music. Duration: 1 turn per level of the
SP. Spellsinger, and may be dropped at any time after 1 turn by
Sonic Boom, 12”: A slight misnomer, since the the will of the caster. Cost: 9 SP.
affected area is a 12 × 6 Cone directly in front of the Area Shatter Object: As Shatter Object (5S), but will
Spellsinger, as Cold Cone, 12” (5M). All in that area takes shatter all non-magical objects made of a single chosen
impact damage, 1 die/level of the Spellsinger, or ½ die per material within a 6” radius of the Spellsinger. (For
level if a saving throw vs. magic is made. Unlike magical example, if you specify “glass,” and people all around you
cone spells, this Spellsong does bounce off solid objects, air are raising glass potion flasks to their lips, there will be a lot
walls and various sound-reflective spells. Thus, it is a very of wet and angry people.) Duration: 1 magic phase. Cost:
bad idea to use it in a small room. Cost: 12 SP. 12 SP.
Speak with Dead: As the magical spell (5M). A spell Area True Shape: As True Shape (4S), but affects a
that allows the user to converse with a dead body, the magic 6” × 6” area, 2” in height. Range: 18” to the farthest point
user being able to ask three questions. Note that the length in the area affected. Cost: 12 SP.
of time the creature has been dead will be a limiting factor. Control Daemon: As the Magical spell Daemon
Spellsingers of 8th level or less (using scrolls or implements Control (6M). Cost: 12 SP.
with the spell) can only speak with recent dead (no more Control Monster: As the Magical spell Monster
than 4 days dead). 9th-17th level Spellsingers can converse Control (6M). Cost: 11 SP.
with creatures dead up to four months. Spellsingers 18 th Control Monstrous Plant: As the Magical spell
level or higher may converse with any intact remains of any Monstrous Plant Control (6M). Cost: 9 SP.
age. Note that the Spellsinger must be able to speak the Mega-Sonic Boom: 12 × 12 cone. Requires the use of
language of the deceased in question. Range: adjacent to a magical musical instrument to amplify the sound. Cost:
deceased. Cost: 7 SP. 20 SP.
Summon Sound: Infinite Range Clairaudience. Can Micro-Scream: Sonic damage directed at individual
listen in on a specific location that the spell singer has target. Usable once per Phase. Range: 12”. Cost: 8 SP.
memorized. Duration: as long as maintained. Cost: 7 +
1/T.

Warlock Spellsinger Spells  6-15


 Warlock Spellsinger Spells Revised Warlock Spellsinger Spells

Negate Sound: As the Magical spell Negation (6M), Greater Shatter Wall: Similar to Shatter Wall (7S), but
but affects all magical or natural forms of sound. Cost: 10 hole is 4 times bigger. Like Shatter Object (5S) but affects
SP. area similar to Passwall (5M) and effect is permanent. This
Repel Evil: Acts like Repel Undead (5S) above but spell causes the shattering of part of any single solid non-
protects against any evil being. Range: 1” radius. magical wall of the Spellsinger's choosing. If a magical wall
Duration: as long as maintained. is unusually fragile, at the discretion of the referee this
Stone To Flesh: As magical spell (6M) but may not be Spellsong may shatter it entirely. (i.e., a wall of glass or ice
reversed to cause Flesh to Turn to Stone. Range: 3”. Cost: might be susceptible, a wall of iron would not be.) If the
8 SP. wall is magical, it gets a breakage saving throw. Otherwise,
Summon Object: Same as magic-user Summoning it just shatters such that a tunnel appears or the entire wall
spell (6M). This spell allows the caster to call to him any shatters. Duration: 1 Dexterity count. Range: 6”. Cost: 18
object that he currently owns and of which he knows the SP.
current precise location. Once ownership changes hands, Hear Past: Similar to the View Past (7M) spell, but
he may no longer summon the object, even if the change of sounds of the past are heard instead. This spell allows the
ownership was against his wishes. Cost: 20 SP. caster to observe the events in the immediate past at his
Taunting: Great mental distress and distraction is present location. He may listen backward in time an
caused to the targeted individual if he blows a Charm I (I + amount of time equal to his own level expressed in hours.
W) Saving Throw -5%. The recipient then constantly hears Thus, a 24th level Mage could observe backward in time
the Spellsinger’s voice repeating a command until the exactly one day. The spell allows the observation of a
command is carried out. He may do other things than period of time equal to the level of the caster expressed in
commanded but his effective natural level is halved (except turns. Thus, our 24 th level Singer could listen a period of
for magic Saving Throws) and all character based Saving time no more than 24 minutes long. The caster must specify
Throws are at -20%. Duration: Until dispelled or the the time to be heard; the spell has no means of scanning for
commanded task completed. Range: 6”. Cost: 12 SP. an event that happened at an undetermined time. The
Ultra-Sleep: As the Magical spell Ultra-Sleep (6M). caster hears events as they would have been heard while
Cost: 15 SP. standing at the location he is in at any point during the
playback, and he may move around to change his point of
Seventh Level Spellsongs hearing. But at no time may he move more than 24” from
Activate Magic: As magical spell (7M). This spell the point at which the spell was cast, or else the playback is
allows the caster to activate any one magic item that is terminated. Cost: 10 SP.
known and visible to him, whether or not he is touching it at Mind Static: As magical spell Mind Blank (7M). This
the time. If another magic caster is attempting to activate spell causes the recipient’s mind to be protected by a shield
the same magic item during the same phase, whoever goes that, in effect, prevents thoughts from traveling in or out.
off first, wins. If both complete their attempted activation at This means that a person wearing this spell cannot have his
the same dexterity count, the higher level of the two mind read by ESP or similar spell, and cannot be affected
activates the item. If both are of the same level, the caster by Telepathy (4M), Charm Person (1M), or similar purely
of the Activate Magic spell wins. If both are utilizing the mental spells. It also means that a person using this spell
Activate Magic spell, the item is activated, but uncontrolled cannot employ such spells, read the thoughts of others, or
as to range, direction, or any other variable parameters. project thoughts to anyone else by natural or magical
Range: 12” maximum from caster to item being activated. means. Further, a person wearing this spell could not be
Cost: 12 SP. detected magically by means that require a spell or item to
Channeling: by chanting & going into a trance the detect thoughts or intentions, such as Detect (Mental) (2M).
spell singer can channel damage (at a rate of 1 pip per Duration: 1 day or until dispelled. Range: the target may
Phase) from one person to another. The recipient must be be no more than 6” from the caster at the time the spell is
alive and of the same alignment as the Spellsinger. The cast. Cost: 12 SP.
recipient of the damage must be co-operative if conscious. Power Word: As Magic User spell (8M). This spell
There is a chance of the caster receiving a pip of damage produces a standard 6” cone of effect. The effects are as
for each pip transferred. The damage caster receives is follows: any living being within the cone that is no more
determined by the formula: Pain Saving Throw + Wis. = % than 2 times the level of the caster must make a Saving
chance to avoid damage - rolled for each pip at the end of Throw vs. magic. Creatures whose level is higher than that
the channeling. It takes the Spellsinger 1 Phase to come out of the caster but no more than 2 times his level will not be
of trance unless interrupted; in that case the process take 1- affected if they save, and will be stunned and unable to take
3 Phases. Range: Touching both parties. Cost: 13 + 1 per action for 2-12 phases if they fail to save. Creatures whose
pip transferred. level is no greater than that of the caster, and no less than
Force Field of Song: Similar to Personal Force Field one-half that of the caster, will be stunned for 2-12 phases
(4M). This spell has the effect of providing its user with even if they save. They will be blinded for 2-12 turns
protection equivalent to Plate armor. Duration: as long as (“blinded” means that the use of whatever primary sense
maintained. Cost: 8 + 2/T SP. they possess will be denied them, be that sense sight,

6-16  Warlock Spellsinger Spells


Revised Warlock Spellsinger Spells Warlock Spellsinger Spells 

hearing, radar, or what-have-you) if they fail their Saving


Throw vs. magic. Creatures whose level is less than one-
half that of the caster will be blinded for 2-12 turns even if
they save, and will die if they fail to make their Saving
Throw vs. magic. Cost: 12 SP
Pressor Cone: As the Magic (7M) spell. This spell
creates a cone of force 12” long and 6” across at the base.
It has the effect of pushing any item or being that does not
make its magic Saving Throw away from the caster to the
end of the cone. It will affect any quantity of objects within
the cone, but no individual object may be affected that
weighs more than 20 pounds per level of the caster. The
pressor effect is not violent enough to hurl projectiles
against targets or to crush victims against walls, but it will
push the objects without doing damage. It could be used to
indirectly cause damage, by such means as pushing a rock
off of a cliff, for example. Duration: instantaneous. Cost:
12 SP.
Shatter Wall: Like Shatter Object (5S) but affects area
similar to Passwall (5M) and effect is permanent. This spell
causes the shattering of part of any single solid non-magical
wall of the Spellsinger's choosing. If a magical wall is
unusually fragile, at the discretion of the referee this
Spellsong may shatter it entirely. (i.e., a wall of glass or ice
might be susceptible, a wall of iron would not be.) If the
wall is magical, it gets a breakage saving throw. Otherwise,
it just shatters such that a tunnel appears or the entire wall
shatters. Duration: 1 Dexterity count. Range: 6”. Cost: 9
SP.
Speak with Inanimate: Similar to Speak With Plants
(4S), but with rocks & such. The Spellsinger can have a
dialogue with any inanimate object, such as a rock or wall
(limited by their “intelligence”). Note that a Spellsinger
may not ask an object to do anything outside of its normal
limits. He may ask a door or gate to open for him to pass
through, but a rock cannot be commanded to split or turn
into gravel. Duration: 6 turns. Range: 3”. Cost: 20 SP.
Stereo Spells: Similar to Double Phasing (8M) but you
intertwine two spell songs; the dex. counts are added; they
both go off simultaneously. This spell allows the caster to
bypass the normal limitations on how often magic may be
cast, as follows: in normal cases, in which only one spell
may be thrown every six phases, casting this spell enables
the caster to throw spells every three phases instead. In
cases in which a spell could be thrown every phase (such as
Micro-Ball, 4M), it would enable the caster to throw two of
the same spell at the same target each phase (i.e., two
Micro-Balls). The effect begins immediately, in that two
Spellsongs may be sung simultaneously only three phases
after the Stereo Spells is cast. Duration: 3 turns. Cost: 20
SP.

Warlock Spellsinger Spells  6-17


Thievish Rules
Thieves: (This includes all the thievish combination
characters and Halflings) As a thief reaches a new level, he
learns new abilities, up to the limit of the difference
between what he already knew and what is now possible.
Further, a thief must learn abilities of any one type (such as
Lockpicking) in order from lower to higher level abilities.
The Thievish Advancement Table lists just how many
total abilities of each level a thief may have at any
experience level. For example, a Fifth level Thief has 7 first
level, 4 second level, and 2 third level abilities. Upon going
to sixth level, he gains 1 first, 1 second, 1 third, and 1 fourth
level ability. He may choose these from any of the listed
abilities of those levels, but he must meet the prerequisites
listed for each ability, whether by meeting certain physical
standards of characteristics or by already having a certain
lower level ability that has trained him for the new one.
Combination characters that include a thievish types gain
abilities in exactly the same way, and at any given level
have exactly the same number of abilities as a normal thief.
Some of the thievish abilities require materials to be
used (i.e., Tie up With Ropes requires ropes), and the
referee should make sure that the thief has all necessary
materials available when attempting to use any given
ability.
Some of the abilities listed have a percentage number
attached. These numbers are the chance of using the ability
successfully. In most cases what happens in case of failure
is obvious (Note poison Locks 90% means that the other
10% of the time the poison lock was not noted, or a non-
poisonous lock was thought to be poisoned; 90% accuracy,
in other words). Other abilities have a specific bonus, such
as Detect Noise +1/6. These bonuses mean that, using this
case as an example, a thief with the ability would detect
noises 1/6 of the time more often than someone without this
ability does. If a normal person would have a 1/6 chance of
detecting a specific noise approaching, this thief would have
a 1/3 (1/6 + 1/6) chance instead.
Always remember that whatever the adjustment or
bonus is has to make sense in terms of the ability
mentioned. If in doubt, reread the description of the ability
and you will probably not have any real problems.

Warlock Rules Thieves Abilities  7-1


 Warlock Rules Thieves Abilities Revised Warlock Rules Thieves Abilities

Thievish Abilities Table


Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8
Acrobatics Basic APR% 2APR% 3APR% 4APR%
Alchemy Duplicate
Bow Accuracy + 5% + 10% + 15% +20% Critical Critical + Critical ±
Brawling +1 +2 +3 Tricks
Buckler Defense +1 +2 +3 vs. Thrown vs. Arrows
Bypass Traps 50% 75% 90% 90%+10 90%+20 90%+30
Camouflage Device +10% +20% +30% +40% +50% +60% +70% +80%
Camouflage Self * +25% +50% + 75%
Cheat at Game of Skill +15% +30% +45% +60%
Climbing (Walls, Obstacles, etc.) +40% +60% +80% +90%
Code & Cipher Making Basic +I% +2I% +3I% +4I% +5I%
Code & Cipher Breaking Basic +I% +2I% +3I% +4I%
Con Game Basic +5 to IDC +10 +15 +20 +25 +30
Counterfeit Coins 75% 90% 95%
Counterfeit Magic Items 50% 75% 90% 95%
Dagger Attack +2 levels +3 +4 Extra Blow
Dagger Draw Basic Quickdraw
Dagger Defense +1 level +2 +3 +4 Tricks
Dagger Sure Strike x3 x4 x5 x6
Dagger Throwing Accuracy +5% + 10% + 15% +20% Critical Critical+ Critical±
Dagger Range Extension *
Detect Clerical Item 75% 90%
Detect Evil or Good 75% 90%
Detect Illusion I% 2I% 3I% 4I%
Detect Magic Item 75% 90%
Detect Noise +15% +30% +45% +60% +75% +90%
Detect Shifting Walls +20% +40% +60% +80%
Detect Sloping Floors +20% +40% +60% +80%
Dice Manipulation 75% 90%
Direction Finding & Accuracy North 50% Bump 75% Bump 90% Bump
Disguise Basic +30% +60% Doppelgang
Dodge Missiles +5% vs.T +5% vs.A +10% all +15% all
Double Dagger Attack -3 -2 -1 +0
Double Dagger Draw Basic Quickdraw
Double Dagger Throw -20% -10% +0
Double Short Sword Attack -3 -2 -1 +0
Echo Walk 50% 75% 90%
Entertaining +C% +2C% +3C% +4C% +5C%
Escape From Restraints Basic +DA% +2DA% +3DA%
Estimate Range ±10% ±5% ±1%
Estimate Volume ±20% ±10% ±5%
Evaluate Treasure ±25% ±10% I.D. Fakes
Extra Arrow -20% -15% -10% -5% +0
Fast Talking +IC% +2IC% +3IC%
Fist Attack +2 +3 +4 Extra Blow
Fist Defense +1 +2 +3 +4
Forgery 80% 90%
Game of Skill +15% +30% +45% +60%
Grappling Hook 30% 50% 70% 90%
Heist From Packs & Bundles 50% 75% 90%
Horsemanship +APR% +2APR% +3APR%
Identify Clerical Item 20% 40% 60% 80%
Identify Magical Item 20% 40% 60% 80%
Identify Metals 75% 90%
Identify Poisoning 3I%
Increased Memorization +I% +2I% + 3I%
Jam Portals 50% 75% 90%
Jewelry Smithing + 20% +40% Cut Gems +60% Cut+20% Cut+40%
APR: Average Prime Requisite. S: Strength. I: Intelligence. D: Dexterity. A: Agility. C: Charisma. IDC the sum of I, D, C, and so on.

7-2  Warlock Rules Thieves Abilities


Revised Warlock Rules Thieves Abilities Warlock Rules Thieves Abilities 

Thievish Abilities Table (cont.)


Name/Description Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8
Jimmy Portals 50% 75% 90%
Juggle Basic +30% +60% +80% +90% +95% +99%
Jumping & Leaping APR% 2APR% 3APR% 4APR%
Lie Convincingly * +25% +50% +75% +90%
Lip Reading 50% 75% 90%
Locksmithing Basic + 10% +20% +30% +40% +50% +60% +70%
Lore Mastery +I% +2I% +3I% +4I% +5I%
Manipulate Objects with Feet 50% 75% 90%
Map Making & Reading Basic Make 50% Make 75% Make 90%
Mimic Animal Sounds 60% 75% 90%
Mimic Movement 75% 90% 95%
Mimic voices 75% 90% 95%
Misdirection +IDC% +2IDC% +3IDC% +4IDC% +5IDC%
Move Silently +20% +40% +60% +80% +90%
Note Poisoned Mechanisms 75% 90%
Outdoor Knowledge (per terrain) +10% +20% +30% +40% + 50%
Parry Bonus & Extension Bonus Dagger Ex 2nd Wpn.
Pick Locks 60% 75% 90% 95% 99%
Pick Pockets 60% 75% 90% 95% 99%
Play Dead 50% 75% 90%
Poison use & Manufacture Safe use Traps Making Antidotes
Quarterstaff Attack +2 +3 +4 Extra Blow
Quarterstaff Defense +1 +2 +3 +4 Tricks
Quarterstaff Gripping *
Read Extra Language * Speak
Sap 50% KO 75% KO 90% KO
Sap Sure Strike *
Secret Panel Building Basic +20% +40%
See In Dark +50%
Set False Trails Basic +20% +40% +60%
Set Traps Basic +10% +20% +30% +40% +50% +60%
Short Sword Attack +2 +3 +4 Extra Blow
Short Sword Defense +1 +2 +3 +4 Tricks
Short Sword Draw Basic Quickdraw
Short Sword Throw +5% +10% + 15% +20%
Skulking 50% 75% 90% Freeze
Sleep Drugs Safe use Traps Making
Sleight of Hand 80% 90% 95% 99%
Sling Accuracy +10% +15% +20% +Distance Critical
Spot Hidden Items & Beings +15% +30% +45% +60% +75% +90%
Spot Hidden Portals & Mech. +20% +40% +60% +80% +90%
Spot Thievish Activity +25% +50% +90%
Spot Traps in Mechanisms 60% 75% 90%
Spot Traps in Terrain 60% 75% 90%
Start Fires 50% 90% Arson
Streetwise +20% +40% +60% +75%
Surprise Bonus + 15% +30%
Tangle Net Throwing +5% + 10% +15% +20%
Taste Analysis *
Tell Truth Convincingly * +25% +50% +75% +90%
Tie up With Ropes Basic +SD% + 2SD% +3SD%
Tightrope Walk 75% 90% 95%
Tracking 25% 50% 70% 80% 90% 95%
Treasure Finding 50% 75% 90%
Treasure Hiding +10% +25% +40% +60% +85%
Ventriloquism 60% 80% 90% 95% 99%
Weapon Attack (Other Thievish) +2 +3 +4 Extra Blow
Weapon Defense +1 +2 +3 +4 Tricks
Weapon Draw Basic Quickdraw
Weapon Throw (if applicable) + 5% +10% + 15% +20%

Warlock Rules Thieves Abilities  7-3


 Warlock Rules Thieves Abilities Revised Warlock Rules Thieves Abilities

Ability Descriptions Buckler defense gives added defense levels when a


thief uses a buckler in melee. The 4th level ability will make
Acrobatics allows a thief to engage in fancy tumbling, the thief harder to hit with thrown weapons as if using a full
vaulting or other equivalent motions for use in shield. The 5th level ability will make the thief harder to hit
entertainment and second-story burglary. This ability with arrows as if using a full shield. The bonus in both cases
includes the ability to swing from ropes and other items in is determined on the Archery Table, but under most
true swashbuckling style. The 1st level ability is for basic conditions will be 10% against short-range archery, and
maneuvers and the subsequent abilities give better chances 30% against long range archery.
to complete the more complex maneuvers without falling on Bypass traps allows a thief to attempt to bypass a
your nose. mechanical (i.e. non-magical) trap, with the stated percent
Alchemy allows a thief to duplicate, from an chance of doing so safely. The 6th, 7th and 8th level
alchemist's formula, any poison or potion that can be abilities give an extra percentage bonus against especially
produced by an alchemist, as long as the materials and a difficult traps.
laboratory are available. Prerequisite: Intelligence of 9+ Camouflage device gives the thief the skill to
and both Poison Use and Manufacture (4T) and Sleep Drugs camouflage devices, mechanisms, traps, etc., to match their
(4T). surroundings. The % chance listed is the adjustment to
Bow accuracy: The 1st through 4th level abilities finding the device in addition to the basic hiding. Assume
allow at thief to adjust his archery rolls by the specified that normal camouflage is 85% effective vs. passersby with
amount, with any of the following types of bow: Short, no special abilities.
Horse, Composite, and Light Crossbow. (NOTE: for this Camouflage self The 1st level ability gives the thief
and all other Accuracy, Attack or Defense abilities, each the skill to hide himself by means of camouflage. The
ability has as its prerequisite the ability immediately lower higher level abilities give an added bonus to the thief's
in level, unless otherwise stated.) It is not possible to use chance of hiding. The basic chance in any given setting
this thievish ability to gain extra accuracy with a Longbow should be up to the referee (it's harder to hide in the middle
or a Heavy Crossbow. The 5th level Critical ability works of a street than in a dark forest), based on terrain,
differently. With this ability a thief may fire a single arrow equipment, and amount of time to prepare. Other related
in a given phase (as opposed to the normal two arrows for thievish abilities may add their bonuses, if the situation
Short, Horse and Composite bows) and specify that he is applies. For instance, if a thief must lie absolutely still in
attempting to Critical Hit his target. If, after all adjustments order to remain camouflaged, the Play Dead ability would
have been made (including any Bow Accuracy abilities) the apply.
thief has hit his target by 80 or more on the percentile die Cheat at game of skill allows a thief to cheat at
roll (i.e., needs an 87 to hit and rolls 07 or less), then the gambling with a 90% chance of not getting caught. He will
shot is a critical hit and is rolled on the critical table. This add the listed percentage to his winnings. Penalties for the
ability has no effect on naturally rolled criticals. The 6th 10% of the time he does get caught may vary with the
level Critical ability adds 1 to the severity die roll on any circumstances.
Critical Hit scored by the thief, either by natural Critical Climbing adds the listed percentage to the thief's skill
Hits or by use of the 5th level ability. The 7th level Critical at climbing scalable objects (walls, ropes, cliffs, trees, etc.).
ability, which has the 5th level Critical ability as its Many objects may require special equipment (pitons,
prerequisite, allows the thief, when using those two abilities grappling hooks, lines, etc.) at the discretion of the referee.
together, to adjust the Critical Hit location on a successful Code & cipher breaking allows a thief to design codes
Critical Hit. Thus, the location rolled on two six-sided dice and ciphers for use in secret communications. The 3rd level
(2- 12) can be adjusted by adding 1 to the result, or basic ability gives a basic chance of (3 times Intelligence +
subtracting 1 from the result, after the dice are rolled. This Wisdom + Dexterity)%. Thus, a thief with Intelligence 10,
allows the thief to "aim" the Critical Hit somewhat toward a Wisdom 10 and Dexterity 15 would have a
higher chance of a specific result (fatality, shooting a (30+10+15=55)% chance of his code remaining unbroken
weapon out of a hand, etc.) while secrecy is still important. The higher level abilities
Brawling gives added attack levels when in a street or will add a multiple of the thief's intelligence to the base
bar brawl. The 4th level Tricks ability gives added abilities chance.
when trying fancy maneuvers (for instance, sliding through Con game is the basic ability a thief uses to raise
the spilled ale on a table top in order to grab the chandelier money by selling the London Bridge, or whatever else he
and kick your opponent in the teeth). The Tricks bonus is doesn't own. In the Saving Throws table is a column for
equal to the total of (Agility + Dexterity) of the thief. Thus Con, as follows: Add the Intelligence, Dexterity and
if a thief has Agility of 15 and Dexterity of 15, he gets a Charisma of the thief together (applying any modifiers, such
30% bonus on fancy maneuvers with the Brawling Tricks as Lie Convincingly abilities or magical implements that
ability. This means that if a referee determines that an enhance abilities or characteristics). Subtract from this the
average man would have a 50% chance of completing a sum of Intelligence plus Wisdom of the victim. Look up this
maneuver, the thief would have an 80% chance. value and determine what the victim's Saving Throw is vs.
the Con Game in progress. A failed saving throw means that

7-4  Warlock Rules Thieves Abilities


Revised Warlock Rules Thieves Abilities Warlock Rules Thieves Abilities 

the thief is pulls off the con undetected. If the victim makes in planned positions). Prerequisite: Dagger Attack +2 or
the saving throw it means that the victim figures out that he better.
is being conned. His reaction depends on the circumstances, Dagger sure strike allows a thief to do extra damage
of course. Attempting to con a friend out of ale money is on an individual dagger blow under the following
usually safer than trying to con a local noble out of a large conditions: first, the target must be unaware of the presence
fortune. of the thief (or completely surprised); second, the blow must
Counterfeit coins allows the thief to counterfeit coins be the first blow for that thief of that phase; third, the thief
that he is familiar with and has a sample of, with the listed must be using only that dagger for a weapon that phase, and
percentage chance of not getting caught by the average not attempt to use two weapons. The chance of a Sure Strike
victim. to hit is based on the attack level of the thief vs. only the
Counterfeit magic items allows the thief to counterfeit magical and/or clerical defense levels of the victim. The
magic items that he is familiar with, with the listed physical armor of the victim determines the basic chance to
percentage chance of not getting caught by the average hit, adjusted by those relative levels. Thus a thief attacking
victim. (Note that a fake magic item will not have the at 6th level with a Dagger Sure Strike attacking a man in
powers of a real item, and that the thief must fake his way Chain armor (class 5a) has a basic chance to hit of 35 or less
through any tests of the item.) on a 0-99 roll. Adding his 6 attack levels (6x3=18) he adds
Dagger attack allows a thief to add to his attack level 18, and needs to roll a 53 or less to hit, if there are no
with a dagger. The 4th level Extra Blow ability will allow a magical or clerical bonuses to help his target. If the thief is
thief to get one extra blow with his dagger per phase, after successful in the sure strike, he does the listed multiple of
any adjustments for speed class are made. This ability, and normal damage. This ability represents striking for a vital
all other Dagger abilities, may be taken instead for Knife or spot when the victim isn't preventing you from doing so.
Kris, and comparable other weapons of the thief's culture. NOTE: This ability is not usable with Kris.
Dagger defense allows a thief to use a dagger to add to Dagger throwing accuracy allows a thief to adjust his
his defense level, under certain circumstances. The thief archery rolls by the specified amount, when throwing a
must be using a dagger to attack or parry with and his dagger. The Critical abilities (5th, 6th and 7th level) work
opponent must be attacking him with a Dagger, Kris, like the Bow Accuracy Critical abilities.
Hatchet, Handaxe, Short Sword, Trident or SMALL Dagger range extension increases the maximum
monster weapon. It will apply to any special or unusual throwing range for a dagger to 12".
weapons of length 1-3 at the discretion of the referee. The Detect clerical item allows a thief to examine an
defense levels apply only against one opponent at a time, object, and, with the listed percentage chance, determine
who must be toward the thief's front or dagger side. If the whether the object under examination is clerical. This does
thief is using double weapons he can only use this ability not allow the thief to notice the presence or casting of
with one weapon at a time. The Tricks ability allows the clerical spells, but only the holy source of an item. In most
thief to use any single blow to attempt to Disarm or Tangle cases the thief must be able to observe and handle the item
Weapons with his opponent (the Disarm ability does not in question for this ability to be accurate. A distant look
work vs. a monster's own body weapons, i.e. small claws). would not suffice.
If the Disarm ability is used, a successful hit will require the Detect evil or good allows a thief to examine an object
opponent to roll a Physical saving throw or drop his and, with the listed percentage chance, determine whether
weapon. If the Tangle Weapons ability is used, a successful the object was manufactured by and for Good or Evil
hit will cost the opponent 1 blow automatically, and the beings, by means of examining inscriptions, details, etc. He
weapons will be tangled until the opponent makes a does not have to handle the object for this examination, but
successful Physical saving throw (1 attempt per blow lost, must be able to closely observe it for one turn.
after the lost blow). Detect illusion allows the thief an increased chance of
Dagger draw: The 1st level ability allows the thief to detecting an Illusion upon examination. It will not help a
draw a dagger faster than normal. The thief will lost 0-3 thief versus the spell Phantasm or other immediate effects,
blows instead of the standard 1-4 blows when having to but will enable the thief to spot flaws in continuing
draw the weapon. The third level Quickdraw ability allows illusions. In cases where a Belief saving throw is involved,
the thief to draw the dagger even quicker: a four-sided die the thief's saving throw is adjusted in his favor by the listed
is rolled; a roll of 1 means that the thief loses no blows, and percentage.
can throw the dagger immediately, as if a first archery shot; Detect magic items allows a thief to examine an
a roll of 2 means the thief loses no blows, but must pause object, and, with the listed percentage chance, determine
slightly before throwing, as if a second archery shot; a roll whether the object under examination is magical. This does
of 3 means the thief loses no blows, but may not throw the not allow the thief to notice the presence or casting of
dagger that phase; a roll of 4 means roll again as if a 1st magical spells, but only the enchantment of items. In most
level Dagger Draw, losing 0-3 blows. These abilities can be cases the thief must be able to observe and handle the item
used even if the thief is already fighting while using one in question for this ability to be accurate. A distant look
dagger, and the thief can have a maximum of 3 daggers would not suffice.
prepared for use with these abilities (i.e., special scabbards

Warlock Rules Thieves Abilities  7-5


 Warlock Rules Thieves Abilities Revised Warlock Rules Thieves Abilities

Detect noise allows a thief, through practice, to Double dagger throw allows a thief to throw 2 daggers
improve his hearing. The thief's hearing is improved by the a phase, at the same target, instead of only 1. The
listed percentage, after any racial or other special modifiers subtraction listed is a penalty from both shots. The thief's
are applied. Thus an elven thief would adjust in addition to existing Dagger Throwing Accuracy bonuses are added,
his bonus for being an elf. and can help counteract the penalty. Prerequisite: Dagger
Detect shifting walls allows a thief to have the listed Throwing Accuracy +10% or better.
percentage chance of spotting clues that will tell him that he Double short sword attack allows the thief to subtract
is nearing a wall that can be shifted on hinges or pivots, or the listed number of attack levels when using double Short
that slides or shifts in some other manner. Swords as weapons, instead of the normal -4 attack levels.
Detect sloping floors allows a thief to detect, with the This ability can also be taken (separately) for any of the
listed percentage accuracy, whether there is a slight slope or following pairs of weapons: Short Sword and Dagger;
change in slope of the surface he is travelling. Double Hatchets; Double Trident; Trident and Dagger; Kris
Dice manipulation allows a thief to manipulate dice and Dagger; or Double Kris. The thief can adjust his attack
with a 90% chance of not getting caught. He will succeed in levels by any abilities he has in the weapons. The thief can
his manipulation the listed percentage of the time. Penalties adjust his attack levels by any abilities he has in the
for the 10% of the time he does get caught may vary with weapons in use. Prerequisite: the thief must have at least +2
the circumstances. attack levels in any weapons used with this ability.
Direction finding & accuracy: The first level ability Echo walk allows a thief to walk in total darkness or
allows the thief to find North in outdoor and some indoor blindfolded at a speed of 3" per phase, with the listed
settings (referee discretion) from clues of light, visible sky, percentage chance of success. Unless specific traps have
etc. The second and third level abilities give a percentage been set, the thief will be able to move with whatever level
chance of correctly determining the current compass of silence his other abilities allow. The thief, using this
heading after a series of twists and turns, or after a ability, is maneuvering by hearing, touch, sense of smell,
prolonged chase. etc. This ability may not be used to travel through a melee
Disguise: The basic Disguise ability allows a thief to in progress.
conceal his identity from casual observations or search by Entertaining allows a thief to entertain (sing, tell
means of clothing, makeup and other means, including the stories, etc.) better than normal. The thief gets to add the
ability to create makeshift disguises in emergencies, listed multiples of his charisma to his success chance. This
changing his speech and walk to fool constables, etc. The ability could be used to distract people by telling them
3rd and 4th level abilities add the listed percentages to the stories in a bar, or to keep an audience busy while
thief's chance to succeed in his disguise attempts. The 5th something is going on behind them, etc.
level Doppelgang ability allows a thief to disguise himself Escape from restraints allows a thief to act like Harry
as any person he has had the chance to observe, with a 90% Houdini, at least within limits. The 2nd level basic ability
chance that he will not be immediately recognized as a fake. allows a thief to escape from normal confinement (ropes,
The person being imitated must not have any physical simple shackles, nets, etc.) 50% of the time. The higher
characteristics that would be impossible for the thief to level abilities allow the thief to add the listed percentage to
approximate (i.e., a six-foot-tall thief could not disguise his chances. This could easily result in a total higher than
himself as a six-inch-tall pixie without some means of 100%. Don't worry. This allows for the confiner's skills to
becoming six inches tall). be taken into account (see Tie Up With Ropes).
Dodge missiles gives the thief a better chance to avoid Estimate range allows a thief to do a visual estimate of
getting hit by archery. The thief must clearly perceive the any distance accurate within the listed percentage.
projectile and the archer or thrower. The 2nd level ability Estimate volume allows a thief to do a visual estimate
gives a 5% bonus vs. thrown projectiles and the 3rd level of the volume of a room or object with the listed percentage
ability gives a 5% bonus vs. arrows. The 4th and 5th level accuracy.
percentages apply to all projectiles. Evaluate treasure allows a thief to estimate, to within
Double dagger attack allows the thief to subtract the the listed accuracy range, the value of normal treasure
listed number of attack levels when using double daggers, items, such as gems, statuary, etc. It would not
instead of the normal -4 attack levels. The thief can adjust automatically allow him to know that an item was rare and
his attack levels by any abilities he has in the weapon. valuable in a place outside of his experience, such as spice
Prerequisite: Dagger Attack + 2 levels or more. or cloth from another world. It also does not permit an
Double dagger draw: The 2nd level Basic ability evaluation of magical items, other than for the value of their
allows the thief to draw a pair of daggers faster than normal, constituent materials.
as in Dagger Draw (1T). The 4th level Quickdraw ability Extra arrow allows a thief to fire an extra (normally
allows the thief to draw a pair of daggers as in Dagger third) arrow from whatever type of bow he is specialized in,
Quickdraw (3T). The thief may have a maximum of 2 pairs but with the listed subtractions from all of the arrows he
of daggers prepared for use with this ability. Prerequisite: fires that phase. The thief may add in any favorable
Dagger Attack + 2 levels or better. adjustments for abilities. The subtraction represents reduced

7-6  Warlock Rules Thieves Abilities


Revised Warlock Rules Thieves Abilities Warlock Rules Thieves Abilities 

aiming time. Prerequisite: Bow Accuracy + 10% or better Increased memorization allows a thief to increase his
in the bow being used. memory. The thief may add the listed percentage to his
Fast talking allows a thief to talk his way out of tight chances of memorizing maps, charts, floor plans, trails, etc.
spots. He may add the listed modifiers when using this (Anything where the thief is trying to remember things once
ability. Any other abilities he may have (Lie Convincingly, seen or heard.)
Con) might also help (or hinder, if he's not very good at Jam portals allows a thief to set up blockages that will
them) his chances. prevent a portal from being opened by anything except the
Fist attack allows a thief to add to his attack level application of magic or brute force. (Materials may be
when using unarmored fists as a weapon. The 4th level needed, at the discretion of the referee and depending upon
Extra Blow ability will allow a thief to get one extra blow the portal.)
with his fists per phase, after any adjustments for speed Jewelry smithing allows a thief to cut and/or reset
class are made. Notice that you do not lose any attack levels gems and jewelry with a chance of not losing any value.
for using double fists, since they are attached to your body The 2nd, 4th and 6th level abilities allow a thief to reset
and you are more familiar with them. (This is why animals gems or modify jewelry with the listed percentage chance of
don't lose attack levels for attacking with two or more body not losing any value and not being recognizable. The 5th,
weapons.) 7th and 8th level abilities allow the thief to cut gems with
Forgery allows a thief to forge handwriting he has the listed chance of success. Prerequisite: Evaluate
available for copying, with the listed percentage chance that Treasure +/- 25%
it will not be spotted immediately as a forgery. It also Jimmy portals allows a thief to open a door, window,
allows the thief to draft authoritative documents from shutter, etc., that is closed but not locked, without making
supposedly distant people that will have the listed significant noise. A being deliberately and closely listening
percentage chance of being taken for authentic. (Fake to the other side of the portal would know of the thief's
diplomatic papers, letters of credit, etc.) efforts, but casual passersby would not.
Game of skill allows a thief to add the listed Juggle allows a thief to learn to juggle simple objects.
percentage to his die rolls in gambling situations, without The basic ability gives the thief the skill of someone who
cheating. Of course, if his opponents are cheating, he still just learned to juggle (uses just 3 balls in a basic pyramid,
may not win. missing fairly often). The higher levels give more skill and
Grappling hook allows the successful casting and use allow fancy maneuvers (juggling knives, plates, etc.) When
of a grappling hook across distances, with the chance of combined with Entertaining or other skills, it can be used to
success being equal to (ability % - (1 per 1/2" of distance of enthrall a crowd, to keep their attention from the actions of
throw)). the thief's associates.
Heist from packs and bundles allows a thief to Jumping and leaping allows a thief to do all sorts of
remove objects from or place objects into a backpack or a maneuvers involving jumping and leaping with a better
bundle (worn or carried by someone) with the listed chance of success (i.e., leaping from a balcony and hitting
percentage chance of not being detected. the ground running, dodging aside out of melee, jumping
Horsemanship allows a thief to add the listed across crevasses, etc.). The thief will adjust his die rolls by
percentages to the chance of succeeding at difficult the listed percentages in attempting this sort of maneuvers.
maneuvers when riding a light or medium horse. Lie convincingly allows a thief to attempt to lie his
Identify clerical item allows a thief to examine a way out of situations with a straight face and a forked
clerical item, and with the listed percentage chance of being tongue. Add +4 to his apparent charisma while dealing with
correct, determine its basic function. Prerequisite: Detect the situation in this manner.
Clerical Item. Lip reading allows a thief to read the lips of anyone
Identify magical items allows a thief to examine a visible to the thief (within 12", unless the thief's vision is
magical item, and with the listed percentage chance of being magically aided), and who is speaking a language known to
correct, determine its basic function. Prerequisite: Detect the thief.
Magical Item. Locksmithing allows a thief to make or alter locks.
Identify metals allows a thief to examine a metallic The 1st level ability allows the thief to make basic locks.
object, and with the listed percentage chance of being The higher abilities allow the thief to make locks that are
correct, determine its basic composition. It does not allow harder to pick (adjusted by the listed percentages).
the thief to identify metals with which he is not familiar, or Lore mastery: This is otherwise known as an area of
things that are not metal but appear to be (i.e. mylar expertise. Representing study on the thief's part, the skill
balloons). gives the listed bonus to the thief's chance of quickly and
Identify poisoning will allow a thief to, after observing accurately recalling detailed information related to the
the physical symptoms of the victim, get a general idea of current situation that is within the thief's Lore field. For
what type of poisoning a victim has been subjected to. This example, if the thief has made a study of Famous Magical
is most useful in cases where antidotes are available. Weapons, he has the stated multiple of Intelligence %
Prerequisite: Poison Use and Manufacture, Safe Use. chance of spotting a famous weapon that pops up. (A
popular fictional example is in the movie Butch Cassidy

Warlock Rules Thieves Abilities  7-7


 Warlock Rules Thieves Abilities Revised Warlock Rules Thieves Abilities

and the Sundance Kid, when the two characters spot and Outdoor knowledge (per terrain type) allows a thief
identify the lawmen tracking them. Obviously, their field of to add the listed percentage when doing almost anything
study had been Famous Lawmen.) A thief can plot out any (tracking, moving silently, spotting traps, etc.) in the terrain
field of study that is accepted by the referee. he has knowledge in. A sample of terrain types includes:
Manipulate objects with feet allows a thief to use his Arctic, Caves & Caverns, Desert, Forest, Hills, Mountains,
feet as a second set of hands, to some extent, especially for Plains, Swamps. Note that this is especially useful in
the purpose of retrieving objects out of reach, using keys to spotting something wrong with otherwise familiar terrain
unlock unreachable locks, and other such feats (sorry!) used (creeping sands, walking trees, etc.).
in escapes while the hands are tied. The listed percentage is Parry bonus and extension: The Bonus ability allows
the chance of success in any one operation using the feet. a thief to gain the following advantage when parrying: If
Map making and reading allows the thief to make and the thief is using a dagger or other permitted thievish
read maps of various degrees of complexity. The basic weapon, he may parry more accurately due to his quickness
ability covers making maps of the ordinary sort in such a and training. This means that his parry subtracts more from
way as most anyone can read them correctly. The higher the opponent's chance to hit the thief. As a result, the parry
level abilities allow the thief to make "secret" maps which moves one parry class in favor of the thief (i.e., a 25% parry
are harder to read, having the stated percentage of being becomes a 33% parry, or a 50% parry becomes a 75%
misread by the average person. These can read correctly by parry. See Parry Rules in the Combat section). The Dagger
someone known to the thief (if the thief decides to make Extension ability allows a thief to adjust the range of
them in that way), or possibly by any thief with the map weapons parried by +/- 1 length of weapon. This ability
read ability. The chance that another thief will read a secret does stack with Parry Bonus. The 2nd Weapon parry ability
map correctly is increased by 10% for each level of map allows the thief to parry with any one-handed permitted
ability he has taken. thievish weapon as a second weapon, without suffering the
For anyone who misreads a map, half of the time they second-weapon parry penalties.
will think they read it correctly, and the other half they will Pick locks allows a thief to, with the listed percentage
realize that they do not understand it. chance of success, open a normal lock, as long as he could
Mimic animal sounds allows the thief to mimic animal physically reach it with his hands and simple manipulative
sounds that the thief has heard, with the listed chance of tools (lockpicks, etc.). Note that normal locks do not include
success. magical or highly technological locks beyond the abilities of
Mimic movement allows a thief to imitate the walk physical effort.
and physical gestures of anyone he has had the chance to Pick pockets allows a thief to pick the pockets of a
observe, with the listed percentage chance that a normal normal person with the listed percentage chance of success,
observer will believe that he is really the person being adjusted up or down for special cases (i.e., picking another
imitated. thief's pocket has less chance, depending on that thief's
Mimic voices allows a thief to successfully mimic the detection abilities, while taking candy from a sleeping baby
voice of anyone he has heard, with the listed percentage is usually much easier).
chance that the listener will believe that it is really the Play dead allows the thief to play dead, adding the
person being imitated who is speaking. listed percentage to a normal person's chance of success.
Misdirection allows a thief to successfully distract a The chance may be adjusted up or down depending on
viewer from something that the thief doesn't want him to many factors, the most important of which is the amount of
see, hear or otherwise perceive. This ability, which can be damage that appears to be on the thief (real or prepared fake
added to the Entertainment, Con or Lie Convincingly damage). It's hard to convincingly play dead when your
chances (at referee discretion, and depending on attacker knows he barely touched you, and you have no
circumstances) adds a success chance of a multiple of the other damage showing.
average of (Intelligence, Dexterity and Charisma). Thus, a Poison use and manufacture allows a thief to safely
thief with Intelligence 11, Dexterity 15 and Charisma 13 handle and use poisons. The higher level abilities allow the
would add a multiple of ((11+15+13)/3)=13% for each level thief to make poisons and their antidotes. The 3rd level
of the ability. Traps ability has a prerequisite of Set Traps (basic).
Move silently allows a thief to move silently enough Quarterstaff attack allows a thief to add to his attack
that he escapes detection by listeners the listed percentage level with a quarterstaff. The 4th level Extra Blow ability
more often than a normal man under similar conditions will allow a thief to get one extra blow with his quarterstaff,
does. after any adjustments for speed class are made.
Note poisoned mechanisms allows a thief to examine a Quarterstaff defense allows a thief to use a
lock or other mechanism and, with the listed percentage quarterstaff to add to his defense level, as in Dagger
accuracy, tell whether it is designed to poison someone Defense, but with the range of weapons that can be
trying to open the lock or activate the mechanism without defended against ranging up to Length 5. The 5th level
precautions, by means of lockpicks or other ordinary (not Tricks ability allows the thief to strike to disarm, tangle or
magical) means. trip his opponent. If the thief announces before the blow
that he is striking to Disarm, a successful hit requires his

7-8  Warlock Rules Thieves Abilities


Revised Warlock Rules Thieves Abilities Warlock Rules Thieves Abilities 

opponent to roll a Physical saving throw or lose his weapon. and add to the chance that the trap will go off if some poor
Any critical hit rolled on a successful Disarm is thief is bypassing the trap.
automatically a Weapon Hand critical hit. If he rolls to Short sword attack allows a thief to add to his attack
Tangle weapons and hits, the weapons are locked until his level with a short sword. The 5th level Extra Blow ability
opponent rolls a successful Physical saving throw (1 attempt will allow a thief to get one extra blow with his short sword,
per blow victim loses, rolled after the lost blow). The after any adjustments for speed class are made. This and
Tangle ability can only be used if the thief has a 50% or other Short Sword abilities could be taken with Hatchet or
better chance of parrying the opponent's weapon. If the thief Trident instead.
rolls to Trip his opponent and hits, the opponent loses 1 Short sword defense allows a thief to use a short
blow with his own weapon and must make an Entanglement sword to add to his defense level under certain
saving throw or fall to the ground. circumstances: the thief must be using a short sword to
Quarterstaff gripping: Because a quarterstaff is a attack or parry with, and his opponent must be attacking
two- handed weapon, a thief with this ability has a better him with a Dagger, Kris, Hatchet, Handaxe, Short Sword,
chance of holding onto his weapon after certain surprise, Trident, Longsword, Narrow Falchion or a Small Monster
critical hit or fumble results. If he would otherwise drop his weapon. This ability will only work against a single
weapon, he must roll a Physical saving throw. Success opponent who must be attacking from the thief's front or
means that he merely juggled the weapon momentarily, weapon side. If the thief is using double weapons, this
losing 1 blow. ability can be used only with one weapon at a time. The
Read extra language allows a thief to learn to read 1 Tricks ability works like the Dagger Defense Tricks ability.
extra language of his choice (beyond his normal allotment), Short sword draw is like Dagger Draw, but no more
limited only by the availability of a teacher (see language than 2 short swords may be prepared for use with these
rules). Prerequisite: the thief must have intelligence of 9 or abilities.
greater. Short sword throwing accuracy allows a thief to
Sap allows a thief to use a sap or similar object to strike throw a short sword and adjust his archery rolls by the
an opponent and attempt to knock him unconscious. The specified amount.
basic chance to hit is determined as if the thief were using Skulking gives a thief the basic ability to move without
Armored Fist. If he hits, he does 1 die of damage (-1 point being noticed. It allows him to use cover, blend with
for the 4th level ability, and -2 points for the 5th level shadows and judge when to move or not to move. This
ability), and has the listed percentage chance of knocking ability will successfully hide him from normal men the
his opponent out for 1-6 turns. The thief may not use listed percentage of the time, with adjustments for special
another weapon simultaneously with the sap, since the sap circumstances (beings with better or worse vision or other
must be aimed more carefully than such double use of senses), with adjustments at the referee's discretion. The 4th
weapons would permit. level Freeze ability allows a thief to stop absolutely in any
Sap sure strike allows a thief to use a sap under the position permitted by the force of gravity and other outside
same conditions as in Dagger Sure Strike and with the same influences. This ability helps protect a thief against
benefit that the victim will be defending without benefit of detection by things listening to his footsteps or noticing his
levels or skills. This gives the thief an added chance to hit, motion.
which may be used with any of the other Sap abilities, Sleep drugs allows a thief to safely handle and use
which will determine the chances of knocking out the sleep drugs. The higher abilities allow the thief to make
victim and the amount of damage done. Prerequisites: sleep drugs. The 3rd level Traps ability has a prerequisite of
Dagger Sure Strike x3 or greater, and Sap (any level). Set Traps (basic).
Secret panel building: The basic ability allows a thief Sleight of hand allows a thief to perform classic sleight
to design and build secret panels in walls and containers, in of hand (legerdemain) with the listed percentage chance of
order ton conceal small compartments. The 3rd and 4th success. This is classic stage magic (pulling a coin out of an
level abilities add the listed percentages to the concealment ear, etc.) and can be combined with Misdirection,
of the panels. Entertainment and other abilities of a similar nature.
See in dark allows a thief to distinguish objects 50% Sling accuracy: The 1st through 3rd level abilities
farther away in darkness than a normal character of his type allow a thief to adjust his archery rolls by the specified
without this ability. The actual distances depend on degree amount, when using a sling. The 4th level ability allows the
of darkness, and are thus at the referee's discretion. thief greater long-range accuracy, and his shots are figured
Set false trails allows a thief to set false trails that at only twice their actual range (instead of the normal 3
might distract normal trackers from his real trail. The 4th, times range for a sling--see archery rules). The 5th level
5th and 6th level abilities add the listed percentages to the Critical ability works differently: the thief may take 1 shot
success of laying a false trail. per phase and specify that he is trying to Critical. If, after all
Set traps allows a thief to design and build basic traps, adjustments have been made, the thief hits by at least 80 (as
ranging from pits to spring-loaded treasure chests. The in Bow Critical), the shot was a critical hit and is rolled as
higher level abilities add to the success chance of the trap such. This ability has no effect on naturally rolled critical
hits.

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 Warlock Rules Thieves Abilities Revised Warlock Rules Thieves Abilities

Spot hidden items allows a thief to spot concealed identify it more quickly and spit out any excess traces
items the listed percentage more often than a normal before swallowing.
character under similar conditions. This, like all similar Tell truth convincingly allows a thief to tell the
bonuses, add to any special characteristics or special unbelievable truth with a better chance of being believed.
bonuses (elven vision for an elvish thief, for example). Add 4 to the thief's apparent charisma when using this
Spot hidden portals allows a thief to spot concealed ability.
portals (hidden doors, panels, windows, etc.) the listed Tie up with ropes ability allows a thief to tie up any
percentage more often than a normal character under similar humanoid or similar being efficiently enough that the being
conditions. only has a chance equal to (Average of Dexterity and
Spot thievish activity gives a thief the listed Agility of tied-up being) percent chance of untying himself
percentage chance of spotting ongoing thievish activity by a per hour. The higher abilities add the listed percentage to
thief of his own level, or the results of such activity. This the chance that the victim will stay tied up. (See Escape
percentage is adjusted by 5% for each level difference From Restraints)
between the two thieves, in favor of the higher thief. Thus, a Tightrope walk allows a thief to walk a narrow object,
15th level thief would get a 3 x 5 = 15% bonus vs. a 12th including ropes, with the listed percentage chance of
level thief. successfully crossing that object without the use of
Spot traps in mechanisms gives a thief the listed emergency procedures (grabbing onto the rope with hands,
percentage chance of spotting a mechanical (NOT magical) etc.). The basic chance is adjusted as follows: add the
trap device designed into a mechanism (lock, chest lid, door thief's Experience Bonus percentage, and subtract 2% for
hinge, etc.). each 5 miles per hour of wind, and 2% for each turn past the
Spot traps in terrain gives a thief the listed percentage first that it takes to cross. The crossing is made at speed 3"
chance of spotting a mechanical (NOT magical) trap per turn.
outdoors. This ability works in all normal terrains, but Tracking allows the thief to add the listed percentage
might be adjusted for circumstances or for any Outdoor to his chance of successfully tracking any being or creature.
Knowledge abilities that might apply. The chance will be modified for circumstances, the creature
Start fires: The 1st and 2nd level abilities allow a thief being tracked (it is very hard to track a bird, for example)
to start fires with basic equipment (flint & steel, two and may be modified by applicable outdoors knowledge
rubbing sticks, etc.) more rapidly than most normal men, as that the thief might have.
well as allowing him the ability to pick what spot on an Treasure finding allows a thief to find, with the listed
object is best to light in order to efficiently set the object on percentage certainty, treasure rooms and treasure hiding
fire. The thief is also more successful (by the listed places in and around lairs, as long as they are only
percentage) in starting fires under difficult circumstances. concealed by non-magical means. Of course, other abilities,
The 4th level Arson ability allows a thief to judge and such as Detect Illusion or Detect Shifting Walls, may add if
achieve the best way of setting fire to a structure or object in those things conceal the treasure.
order to quickly and efficiently destroy all or part of it. Ventriloquism allows a thief to throw his voice to
Equipment is necessary for use with the arson ability in nearby objects, with the listed percentage chance of not
cases where the structure is not readily flammable. being caught at it. The location of his voice must be within
Streetwise: The urban equivalent of Outdoor 2" of his real location.
Knowledge, this ability allows a thief to have the stated Weapon abilities (generic): This listing is merely to
percentage bonuses in spotting, surviving or taking assist the referee in adding appropriate weapons not listed.
advantage of circumstances in cities or towns. The bonus The weapons listed in the regular tables above are those
would apply to figuring out which beggars are really appropriate to a medieval European setting. If, for example,
phonies, which constables are on the take, which alleys your campaign were set in medieval Japan or ancient Egypt,
conceal muggers, etc. you would want to use weapons appropriate to the setting.
Surprise bonus allows a thief to be surprised less The generic chart is for weapons that are basically melee
often. Adjust surprise rolls involving the thief by the listed weapons, but can be thrown in a pinch. If a weapon is
percentage. Prerequisites: Spot Hidden Items and Detect mainly a throwing weapon, use the Dagger Throw abilities
Noise to the same % as the Surprise Bonus. as the basis for throwing (i.e. Japanese throwing stars or
Tangle net gives the thief the stated percentage comparable weapons). Remember, before adding a weapon,
bonuses to his archery shot when throwing a tangle net at an consider whether it would be appropriate for a thievish
opponent. A thrown Tangle Net uses the same archery table character in your campaign. (A trident is appropriate
as a thrown Warhammer. underwater, a throwing star is not.)
Taste analysis allows a thief to identify compounds by A partial list would be: Kris, Hatchet, Trident,
taste, within the limits of his personal experience, including Throwing Star.
potions of types he has previously tasted. This ability also
gives him a bonus of subtracting 2 from each die of poison
damage in case the compound is poisonous, since he can

7-10  Warlock Rules Thieves Abilities


From this point on in the construction, all work must be
Strongholds done by workers who are at least semi-skilled. In all
For reasons of playability of the game, rather than ones construction from this point on, no more than 1 man per 50
of historical accuracy, there are restrictions on building square feet may work on the construction.
castles and other fortifications that are based on the level of Wooden Construction: Wooden stockade walls may be
the characters involved, rather than the permission of the built, either as a temporary fortification, or a cheap one.
local royalty. Within the game, the following limits apply: These walls may be built at a cost of 1/2 gold piece per
unless otherwise stated, no character may build a permanent square foot of wall, with a maximum height of 20 feet. Such
stronghold unless the character is at least 9th level. Clerics walls can be constructed at a rate of 100 square feet of wall
may build strongholds when they reach 8th level. Magic (not area surrounded by the wall) per man- day. Wooden
users may build strongholds when they reach 11th level. buildings may be constructed at a rate of 3 sq. ft/man-day
Combination character classes may build a stronghold when per story of height. The cost of wooden buildings is based
they reach the level at which the lowest of their combined on height, since taller buildings must be stronger. A one
classes could begin construction. story wooden building would cost 4 silver pieces per square
Only characters that possess a stronghold may hire foot to build. A two-story building would cost 1 gold piece
alchemists or armed bodies of men. Only characters of a per square foot. Three stories would cost 1.6 gold pieces per
level sufficient to allow them to build a stronghold may hire square foot. Four stories would cost 2.2 gold pieces per
men of any kind on a permanent basis, or for longer than a square foot. Wooden buildings may not be built taller than
specific single task. Characters of sufficient level to build four stories.
strongholds may share the building or ownership of a Stone Construction: Stone walls may be built, for
stronghold, or may simply rent space in an existing fortifications, at a rate of 50 cubic feet of stone per man-
stronghold from one another. day. At the discretion of the referee, this may be adjusted
The speed with which your stronghold is completed due to terrain, especially if blocks of stone are not available
will be dependent on the size, and the number of men you nearby. In any case, stone walls cost 3 silver pieces per
have working on construction. The Hiring Rules will give cubic foot of wall. Add 5% to this cost if passages are built
you most of the information you need about hiring your running within the wall itself. Also add 5% per foot thicker
work force. If there are limits to the local population, the than 6 feet thick, and 2% per foot higher than 20 feet, up to
referee should determine whether or not sufficient workers a maximum of 50 feet.
are available to complete your work immediately, or if there Stone towers are built at a rate of 30 cubic feet of stone
must be some delay. per man-day. Round or curved walls and towers cost 1 gold
The following restrictions apply to your work force in piece per cubic foot of walls. Add 5% to this per foot
constructing a stronghold: unskilled laborers can only be thicker than 3 feet thick, and 2% per foot higher than 30 feet
used for clearing land and for digging through either earth high, up to a maximum of 100 feet high. Square towers are
or rock. During actual construction of walls or buildings, built at a cost of 5 silver pieces per cubic foot of walls. Add
the bulk of your work force should be semi- skilled, with at 5% per foot thicker than 3 feet thick, and 2% per foot taller
least 15% of the total work force being skilled laborers, and than 30 feet, up to a maximum of 60 feet high.
5% being craftsmen. Other stone buildings are built at a rate of 1 sq. ft/man-
In addition to the labor costs of construction, the day per story. One story costs 1.3 gp/sq. ft. Two stories
following are the costs of tools and other expenses that costs 3 gp/sq. ft. Three stories costs 6 gp/sq. ft. Four stories
come up during construction. cost 9 gp/sq. ft. Like wooden buildings, these stories are
Clearing land for construction can be done by unskilled roughly 10 feet in height.
laborers at a rate of 100 square feet per man per day Add 10% to the cost to provide for furnishings, and
(hereafter called sq. ft./man-day), at a cost of 5 copper such things as stairs, windows, etc. Add another 10% if the
pieces per 100 sq. ft. Wooded or rough terrain can be buildings are intended as fortifications in case of siege or
cleared at rate of 50 sq. ft/man-day, and cost of 10 copper war, to cover defensive equipment. Add fancy fixtures to
pieces for that unit. taste. Read a good book, such as Castles, by Oman, to get
Digging dirt, for moats and ditches, as well as for ideas of just what is possible.
setting foundations, can be done at the rate of 60 cubic feet A “stronghold” does not have to be a fortified manor or
of dirt per man-day. Temporary shoring, for ditches and castle. It can just as easily be a cathedral, a wizard's tower, a
such, costs 10 copper pieces per cubic foot of ditch. More thief's hideaway, or whatever your character could call
permanent shoring, for moats, costs 15 copper pieces per home. You should design yours to fit the needs of your
cubic foot. Building earthworks takes less support and thus characters.
costs only 5 copper pieces per cubic foot. Hirelings
Digging through rock can be done by a force that
consists of no more than 75% unskilled laborers. The rest Only those characters of sufficient level to build a
must be at least semi-skilled, with appropriate numbers of Stronghold (see Construction of Stronghold rules) can hire
foremen. Digging rock can be done at the rate of 15 cubic workers on a permanent basis, or can hire fighters to act as a
feet per man- day, and at a cost of 1 silver piece per cubic standing army. Below that level, characters may only hire
foot.

Warlock Rules Strongholds Hirlings l 8-1


n Warlock Rules Strongholds Hirlings Revised Warlock Rules Strongholds Hirlings

workers to work on a specific job of short duration, at the Hiring Fighters and Workers
discretion of the referee.
The table for hiring workers and fighters assumes that Type of Hireling Number Per Salary Per
Week Month
the characters live in or near a large center of population,
Unskilled Laborer 4-24 2gp
either a city or an area with a lot of trade. If this is not the Semi-skilled Laborer 3-18 4gp
case in your world, adjust the chances of finding workers Skilled Laborer or Foreman 2-12 7gp
and fighters accordingly. Specific Craftsman 15% 25gp
The column entitled “Type” should be obvious, since it Artisan 25% 100gp
describes the type of worker or fighter you are attempting to Architect 40% 1% cost
hire. Specific Craftsman is for things like metalsmiths and Engineer 10% 750gp
woodcarvers. Artisan is for such occupations as sculptors, Animal Trainer 10% 500gp
painters and such. Sea captains and caravan leaders should Armorer 15% 100gp
be paid and hired as if Artisans, if you expect them to be Light Foot 2-12 5gp
any good. Obviously, the availability of sailors and rowers Heavy Foot 1-6 7gp
is dependent upon their being a large body of water nearby. Basic Archer 2-12 12gp
If you were in the middle of a desert world, there wouldn't Crossbowman 2-12 10gp
Longbowman 1-6 15gp
be very many sailors. In addition to their uses in building
Light Horseman 2-12 20
Strongholds and other things, the classifications of laborers Medium Horseman 2-12 30
will help the referee in deciding how easy it is to hire Heavy Horseman 1-6 45
workers for various jobs. For example, wagon drivers would Light Horse Archer 1-6 30
be semi-skilled laborers, while loaders for a hay wagon Medium Horse Archer 1-6 45
need not be skilled at all. For any job, a minimum of 1 (crossbow)
Foreman is usually needed per 20 laborers. Sailor 1-6 10
The second column of this table indicates the number Rower 2-12 5
of persons responding to your advertising, at the basic cost
of 1000 gold pieces per week spent at the nearest population Hirelings for Expeditions
center. This advertising takes the form of posted flyers, Hirelings of the listed character classes may be
word-of-mouth, and agents deliberately looking for men for advertised for using the same rules given above. In addition,
you. In those cases where a range, say from 2-12, is however, no hireling may ever be more than 1/3 the level of
indicated, this means that that many people responded to his employer. Character-class hirelings start at first level.
your ad campaign, and can be hired. If a percentage chance Their characteristics are generated as noted below, and they
is indicated, this is the percentage chance that someone progress using the given rules. A hireling who advances to
fitting your needs has answered your ads. beyond 1/3 his employer's level will terminate employment.
Salary per month is also pretty obvious, except for the A hireling of castle-building level also terminates.
case of Architect. An Architect is paid an amount equal to l Hirelings are treated as non-player adventurers to a
% of the total cost of whatever you ask him to design. degree. Roll 8 + 1d4 for each characteristic, except 10 + 1d4
Advertising to find your help can be combined among for the prime requisite. Dwarves roll 14 + 1d4 for Strength
all of the different types you wish to hire. The cost of and Constitution. Do not roll a Special Characteristic. These
advertising is 1000 gold pieces per week, for as many of the characters have somewhat self-effacing personalities (or
different categories as you wish. For those categories where they wouldn't be hirelings), but they have a well-developed
there is only a percentage chance of a response, you may sense of self-interest and a mercenary attitude (or, again,
double the chance of a response per week by either tripling they wouldn't be hirelings). Gifts by their employer of good
the cost of advertising spent (i.e., 3000 per week), or by equipment and magical artifacts will go a long way toward
adding 50% to the salary being offered per month. Thus, if winning their loyalty and avoiding unfavorable morale
you advertise that you are willing to hire an Armorer at a modifiers. Standing loans of equipment for expeditions
salary of 150 gold pieces per month, you will have a 30% don't count. Note that hirelings are paid by the expedition as
chance per week that someone will take the job. The well as by the month.
chances may not be adjusted beyond this amount. Hireling adventurers do not advance by the normal
Due to their special position in the society, Clerics may rules. Instead, a hireling receives 10% of the base
hire workers and fighters at a much lower rate of pay, since experience for an adventure. Use the usual table for
the workers and fighters may feel that the spiritual benefits experience per level and Hit Dice. The employer's own
(and free healing) are worth the difference. Therefore, experience is not reduced.
Clerics may hire help at wages of 1/2 those listed, but with A player should negotiate with the referee when trying
only 1/4 the response per week. Clerics need only 250 gold to influence a hireling's choice of new spells or abilities.
pieces per week in advertising costs. Charisma and Thievish abilities are in order here, but in
general, the employer's wishes should be respected.

8-2 l Warlock Rules Strongholds Hirlings


Revised Warlock Rules Strongholds Hirlings Warlock Rules Strongholds Hirlings n

Hiring Specialists
Type Chance/wk Advertise Salary/mo
Assassin 5% 5000 2000
Sage 5% 2000 + exp
Ship Captain 10% 250
Smith 15% 25
Spy 5% 3000 500
Apprentice 12% 250 250 + exp
Alchemist
Journeyman 8% 1000 1000 + exp
Alchemist
Master 4% 5000 5000 + exp
Alchemist

Hiring for Expeditions


Type Chance/wk Advertise Salary/exp Salary/mo
F 50% 300 150
C 15% 600 250
M 15% 1500 300
E 8% 1000 250
D 3% 1500 500
H 2% 300 150
T 15% 400 250

Warlock Rules Strongholds Hirlings l 8-3


If a continuously active magic item is somehow
Magic Item Construction deactivated (either by restrictions of the item or by being
There are several basic rules about the general use of temporarily dispelled or damped out) it will normally
magic items that should be mentioned here. These rules become active again 1 Turn after the shutdown, if it is not
apply to any magic item unless specifically stated otherwise. still prevented from functioning. If more than 1 Turn passes
First, there are two basic types of magic items. One while the item is prevented from functioning, it will become
type is the item that is always “turned on”, or active. These active immediately when able to.
include such effects as armor and weapon bonuses and A Dispel Magic spell of sufficient power (determined
Resistance spells. A complete list of permitted always-on relative to the level of the magic item, i.e. 6th for Wands,
effects is given later. The other type is the item that must be 8th for Staves, and 10th for most other items) would
“activated” specifically in order to be used. This type deactivate a magic item that must be activated. Such an item
includes most wands and staves, and almost any item that would have to be activated again (if possible) to turn back
acts for a limited duration at one time. The Special Powers on. Even if the item was only activated for 1 Dexterity
of an intelligent weapon often fall in this category, as do Count or less, it counts as a full activation for purposes of
many rings. charges used or restrictions in usage per day. Thus, if an
In general, using a magic item that must be activated is item is activated at the same Dexterity Count as it is
the same as casting a spell, in that you may do this no more deactivated, a charge is used up to no effect. Dispel Magic
than once per Turn (6 Phases). Thus, you could not activate will turn off most “always-on” enchantments for 1 Turn,
a magic item in Phase 1 of Turn 1 and then another item in with the specific exceptions of the basic attack, defense and
Phase 2. The second item could not be activated until Phase damage bonuses on magical weapons, armor and shields.
1 of Turn 2. You could also not cast a spell (magical or Thus, a Dispel Magic would turn off a Special Power in a
clerical) less than 6 Phases after activating a magic item. weapon, but not the extra Attack Levels or Damage Bonus
With only a few exceptions any item that uses charges, that the weapon gives in combat, and would have no effect
either on a daily basis or total storage, must be activated for on the basic defense levels added by armor or shield.
it to be used. A Magic Damping Field or a Protection from Magic
Normally, any item that must be activated becomes Scroll will prevent all magic items from functioning while
active instantly, at the Dexterity Count of activation. The within the volume covered. Items that must be specifically
Dexterity Count for activation of a magic item is figured as activated are considered deactivated by such coverage.
follows: The Dexterity of the activator is added to a roll of 2 Constantly-activated items will turn themselves back on
six sided dice (2-12); from this total, a number equal to the under the same rule as if hit by a Dispel Magic, again with
Level of the spell is subtracted. In cases where the item has the exception of magical armor and weapons, whose basic
been constructed specifically as Spell Storing, no matter enchantments become effective immediately upon leaving a
which method is used to refill the item, the subtracted damping field or scroll.
number should be the Spell Point cost of the spell to the Potions that have already taken effect but that have not
caster who filled (or made) it, rather than its level. Thus, a yet expired count as an always-active item in the above
Ring of Invisibility would take 2 Dexterity Counts to rules. Potions that have not yet taken effect count as an item
activate, and a Spell Storing Ring with Fireball in it would that must be activated. A potion with a gradual effect (i.e.,
take 6 Dexterity Counts to activate. There are two special Healing) can be terminated any time before its effect is
exceptions to this rule: Potions (which take from 1 Phase to completed, as if it were a magic item that required
1 Turn to become active), and magical wands and staves, activation. Any partial effects that are in themselves
which are specifically activated by a magical spell. For permanent (2 points healed out of 6 to be done, for
wands and staves, the time delay for activation is equal to example) are not removed.
the Spell Point cost of the activation spell. Thus, a normal The physical destruction of any magic item
wand being activated by a normal Magic User would take 1 immediately terminates any ongoing effects caused by the
Dexterity Count for activation, since Activate Wand (1M) item. This means that if a scroll of Charm Person was used
costs 1 Spell Point. Thus, the activation of most magic items to charm a victim, the destruction of the scroll will
is quicker than the casting of a similar spell (which is one of terminate the Charm. However, the destruction of a magic
the reasons why magic items are constructed). item will not remove a permanent effect already conferred
Potions normally stay active for 7 to 12 Turns. In (magical damage already caused by a weapon, for example).
addition, after the effects of a given potion fade, a time Thus, the destruction of a Lightning Bolt wand will not
equal to the active time of the potion must pass before the remove the damage caused by an already cast Lightning
same type of potion is used again. The exceptions are listed Bolt from that Wand.
in the potion descriptions. A normal person can drink two Some items increase the strength of a character, and use
potions per Turn, three if hastened (you can drink faster, but of these has some special limitations. These limitations
it does not come out of the flask faster). A potion can be apply to strength increases gained from spells as well. If the
poured down the throat of an unconscious person with a 1/6 characters’ strength is increased by more than 20 points,
chance of it being swallowed and working, and a 1/6 chance then the increase can only be gained once per day, and can
of the person choking on it and taking a die of damage. This last for no more than 12 turns. If the strength increase is
takes one Turn. between 12 and 20 points, then this can be obtained no

Warlock Rules Magic Items Construction  9-1


 Warlock Rules Magic Items Construction Revised Warlock Rules Magic Items
Construction

more often than 1 day out of every 2 (that is, there must be a Calculating Item Costs
full day of rest in between full days of increased strength.)
Items are of two types in terms of cost. Some magical
Basic Construction Rules items are based upon spells and have the same or similar
effect. Their costs depend on the level of the spell and the
A Magic User of at least 11th level, termed a Wizard,
Spell Point cost to the person who makes the item. So, a
may construct magic items. For this purpose, the Illusionist,
staff of Micro-Ball will be cheaper to construct for a Magic
Spellsinger, and Elf classes also all qualify at 11th.
User who specializes in Class II magic, because the spell
Spellcasters who are able to cast a 4th level spell, may only
itself is cheaper.
use Construction Scrolls, previously written by Wizards.
Other magic items are not based upon specific spells
Lower level Magic Users may not perform any kind of
that can be cast, but rather use the so-called construction
construction.
spells. These have set Spell Point costs that in general
Magic construction has certain requirements and costs.
cannot be modified by changing the level of effect,
First, the Wizard needs a place to do the enchantments
maximum range, and so on. The guideline is that if a
undisturbed. A stronghold will do, or a laboratory such as
modifier makes no difference for a particular item, it cannot
an Alchemist uses (described later). Next, the Wizard
be applied. Forbidden modifiers would include level of
completely describes the item to be built. Except for
effect for an enchanted shield or making a halberd usable
intelligent weapons, only one Wizard may work on any
only by Fighters (since this is already the case).
item, or add additional enchantments later. The construction
process does not have to be an unbroken block of time, Researching Magic Items
however. The Wizard is free to sneak away from time to
time, but if he dies, someone else can never complete the The first attempt to construct an item is not automatic,
item. but must be researched. The base chance of success is 10%,
Third, the Wizard must have available the spells to be modified as follows:
put in the item and must be of sufficient level to control · +½ the Wizard’s experience bonus
them. For example, a Ring of Fire Resistance is based on · +10% for each previous failure
the 4th level spell Fire Resistance. A Wizard can build this · +5% for using Magic Analysis (3M) on an item
item if he can cast Fire Resistance as a memorized spell or based on the same spell,
has a scroll of Fire Resistance and knows the 1st level · +10% for using Magic Analysis on an identical item
magical spell Read Magic. Note that a Wizard is · +5% for using notes from a previous researcher who
automatically high enough level to handle a 4th level spell, built a similar item
but only a 12th level Wizard or higher could build a Ring of · +10% for using notes from a researcher who built an
Energy Resistance. Quite a lot of magic item enchantments identical item
are not based on spells found in the normal spell lists, Each of these bonuses may be applied once. For
though. Using one of these special effects, enumerated later, example, an Intelligence 16 Magic User, having a 10%
requires that the builder use up a spell opening of the experience bonus, would have a 15% chance of building a
correct level to memorize the enchantment. In essence, Ring of Fire Resistance on the first try, 25% on the second
these are construction spells that cannot be cast normally. try, and so on. These numbers would be increased by 10%
Fourth, the builder must expend a number of Spell for using Magic Analysis on an existing Ring of Fire
Points, often thousands of points, and a number of Gold Resistance or by 5% for analyzing an Amulet of Fire
Pieces. The Spell Point expenditure represents the time and Resistance, which is a similar item, but not identical.
effort that go into the building and the Gold Piece cost Each failed construction attempt must be checked to see
represents the expensive special materials needed. The if a cursed item was constructed instead. The chance of
materials cost for most items are equal to ½ the Spell Point mistakenly constructing a cursed item is 10% minus half the
cost (always round up). Optionally, the referee can specify Wizard’s experience bonus. A cursed item functions, but
certain ingredients to be used that are difficult and not correctly. In most cases, the item will have a reverse
dangerous to obtain. For example, a Ring of Fire Resistance effect or have harmful side effects. This should be
might require the skin of a salamander or the tongue of a determined randomly by the referee from a list of
red dragon. These ingredients can be instead of or in appropriate options. A Ring of Cold Resistance gone wrong
addition to the normal Gold Piece cost. might make the user more susceptible to cold than normal,
Finally, if the Wizard is attempting to build something but it would not turn him into a frog. Research failures that
new for him, he may have to use the optional research rules do not result in cursed items do nothing. Once a cursed item
(see below). Magic Users reading Construction Scrolls are is produced, the Wizard may attempt to deliberately
exempt from this. reproduce it, starting as though it was his second attempt.
He may even use Magic Analysis on the first cursed item as
a bonus.

9-2  Warlock Rules Magic Items Construction


Revised Warlock Rules Magic Items Construction
Warlock Rules Magic Items Construction 

Once an item is successfully produced, all further Armor to +1 +1 to +2 +2 to +3


attempts are automatically successful. If the Magic User Shield 500 1000 1500
wishes to make a slightly different item, he may or may not Leather 1200 1500 1800
have to begin the research process again. A cheaper item Chain 1500 1875 2250
that is otherwise identical can be made automatically. For Brigantine 1600 2000 2400
example, if the Wizard researched the ability to add defense Chain-Plate 1750 2188 2625
levels to chain armor (see Constructing Armor), he can treat Plate 2000 2500 3000
leather armor successfully. Enchantments that can be
Besides defense levels, various other spells can be put
broken down into increments may be researched all at once
in armor or shields. Jeweled and mirrored Shields are found
or in steps. Thus, construction of a mace +3 damage may be
in the magic item descriptions. Otherwise, use the cost
attempted in one go, or the Magic User may succeed first at
formulas described under Miscellaneous Magic,
+1 damage, then at raising +1 to +2, and so on. When
remembering that anything in addition to defense levels will
construction spells such as these are successfully researched
give the item multiple powers and may not be a Favored
and then attempted in a more expensive form, the Magic
Form (see below). Most powers are unrelated to defense
User may start his new attempt at the chance that was most
levels, thus incurring the highest cost multiplier. One
recently successful. So, if the mace +1 damage succeeded at
exception is Protection, which is closely related.
a 25% chance, that is the first success chance for a mace +2.
When armor is enchanted, a whole suit is treated at
This is true for attack levels, damage bonuses, intelligence,
once. The wearer of magical armor may want to swap out
weapon repair, and others.
pieces in favor of magical gauntlets, helm, girdle, or boots
The full gold piece cost of an attempt must be spent
that have other powers. These pieces should have defense
whether it is successful or not. Spell scrolls and construction
levels at least equal to the rest of the suit or the user’s
scrolls do not need to be researched. Potions made by a
protection suffers (in a manner determined by the referee).
Magic User use a different research process (see Making
Such already magical items can be enchanted as part of the
Potions). Item repair is slightly different.
rest of the suit from the beginning. Alternatively, a single
Constructing Armor and Shields magical item of the specified shape can be enchanted with
the armor defense spell for half the Spell Point cost of a suit
Armor and shields may be enchanted with various of plate. (By the way, a pair of gauntlets or boots counts as
powers, but most commonly have magical defense levels one item.) The cost multiplier described later for multiple
(see table). The construction spell for armor is also used on powers in an item does not apply in this case, because an
horse Barding and the similar spell for shields also enchants armored helm, for example, provides no defense levels by
bucklers. Neither spell may be used for normal clothing or itself, but only as part of the complete armor.
anything else that does not function as armor or shield.
Constructing Non-Intelligent Weapons
Armor and Shield Abilities
Non-Intelligent weapons are those without the Add
Spell Level SP Intelligence spell, and usually have very simple powers. For
Armor Defense Levels 2 see table enchantment purposes, these weapons are divided into
Shield Defense Levels 2 see table melee weapons, projectiles, and projectors. Projectors are
Jeweled Shield 5 10000 bows, crossbows, slings, and occasional odd devices such as
Mirrored Shield 6 12000 the atlatl. Projectiles are fired from projectors or are hand
Soul Trapping Shield 7 21000 thrown: arrows, quarrels, sling balls, javelins, and so on.
Armor and shields may be enchanted up to +3 defense. Melee weapons are hand-held implements that strike the
The Spell Point cost for enchanting a shield is 500 for +1, opponent while still in the hand. Some of these can also be
1000 to raise a +1 shield to +2, and 1500 from +2 to +3. thrown and may be given selected projectile enchantments
The costs for armor depends on its type, see the chart. These at the non-favored form cost.
levels add to the user’s defense levels from all other sources The common enchantments for non-intelligent weapons
and with each other, although powers in a shield normally are damage bonus and attack levels. These are unrelated
only apply versus opponents that the shield itself can be powers, so to put both in an item will double the cost for
used against or versus attacks from the direction the shield each (see the Multiple Powers rules on page 10). Projectiles
faces. The defense levels put in a magic item also modify an and thrown weapons may receive accuracy bonuses and
opponent’s weapon breakage chance (see Weapon Breakage perhaps the special Returning spell. Damage bonuses in
in Combat) and improve the item’s Saving Throw against projectiles are much less common, but possible. The Gold
destructive magic. Piece cost for any spells added to weapons is 1 per Spell
Point.
The first step in constructing a melee weapon is to give
it a basic enchantment of +0. The cost is based on the
weapon length listed on the attack matrix, as

Warlock Rules Magic Items Construction  9-3


 Warlock Rules Magic Items Construction Revised Warlock Rules Magic Items
Construction

Weapon+0 = 200 (weapon length). is often reduced by limiting it to work for certain categories
At this point, the item could instead be made into an of users. (See Miscellaneous Modifiers.)
intelligent weapon (q.v.), but not after any further Striking, based on Smiting (6M), may be added to
enchantment is done. The effect of the required +0 impact weapons in amounts of 1, 2, or 3 dice. The cost is
enchantment is to make the weapon magical and to improve 7200 plus 1200 per die, multiplied by any factor for
its Saving Throw. multiple powers.
The next enchantment commonly given to non-
intelligent weapons is a damage bonus, which will add a
certain amount of damage per die that the weapon normally
does. The maximum damage bonus is +3 and the cost is
based on the dice of damage that the weapon does.
Specifically,
Weapon damage +0 to +1 = 750 SP/base die,
Weapon damage +1 to +2 = 1250 SP/base die,
Weapon damage +2 to +3 = 1750 SP/base die.
Therefore, a mace +1 will cost 1500 Spell Points,
because it does a base two dice of damage, and a dagger +1
will cost 750 points.
Non-intelligent weapons may be given an attack level
bonus of up to +3. The cost is based on the weight of the
weapon, as
Weapon attack +0 to +1 = 300 SP/pound,
Weapon attack +1 to +2 = 600 SP/pound,
Weapon attack +2 to +3 = 900 SP/pound.
This is, by the way, the same as the attack bonus
described under Intelligent Weapons (below), but in a non-
favored form. Attack and damage bonuses are unrelated
powers, so adding both to the same weapon will cost
double.
A weapon projector such as a bow may be given an
enchantment to increase its accuracy. The maximum bonus
is +15% and is based on the base number of damage dice
that it does (or rather, that a projectile fired from it does).
The enchantment is performed in 5% steps as
Projector +5% accuracy = 2000 SP/base die,
Projector +5% to +10% = 3000 SP/base die,
Projector +10% to +15% = 4000 SP/base die.
Therefore, a sling +5% would cost 2000 Spell Points,
but a light crossbow +5% would cost 1½ times as much and
a heavy crossbow would cost 3 times as much.
A projectile weapon may also be given an accuracy
bonus, which adds to the bonus from a projector. The cost is
figured per die of damage as
Projectile +5% accuracy = 100 SP/base die,
Projectile +5% to +10% = 200 SP/base die,
Projectile +10% to +15% = 300 SP/base die.
A melee weapon that can be thrown may also receive
this enchantment. A projectile weapon may also be
enchanted with a damage bonus at the same cost per +1 as
accuracy costs per +5%. In a weapon with multiple abilities,
accuracy bonus is unrelated to damage bonus but closely
related to attack.
There is a special enchantment that allows a fired or
thrown projectile to return to the caster. The cost for this 6th
level Returning spell is 3750 per base die of damage, which

9-4  Warlock Rules Magic Items Construction


Revised Warlock Rules Magic Items Construction
Warlock Rules Magic Items Construction 

costs (see table) because of Favored Form considerations.


Constructing Intelligent Weapons Damage bonuses may be reduced in cost by restricting them
A non-intelligent weapon that has been enchanted to +0 to a limited kind of target. The cost multiplier for the
as described above may then be given actual self-awareness. broadest category of target (evil, life) is ×5/6. The cost
It then becomes intelligent and the enchantment possibilities multiple for a general category (men) is ×3/4. The cost
are somewhat different and more numerous. For reasons of multiple for a specific target (Magic Users, dragons) is ×1/2.
the symbology of magic, it is easier to bind intelligence into There is a maximum for damage bonuses. The total number
swords and daggers than into other shapes of weapon. of “pluses” on all damage bonuses may not exceed the
Swords and daggers is the Favored Form for both weapon’s intelligence, and unlimited bonuses count double.
intelligence and most other abilities that such a weapon may So, a sword that is +3 vs. men and +2 vs. everything else
have. must be at least Intelligence 7.
An intelligent weapon may be given certain special
Spell Level SP damage effects. The effect “Drain 1 Life Level” costs 5000
Weapon +0 1 200L Spell Points, and raising this to Drain 2 Life Levels costs an
Intelligence 1 5 2000 additional 5000 SP. These powers should only be installed
Intelligence n-1 to n 100n in cutting or stabbing weapons. The Flaming effect costs
Attack +1 200/lb 2000 SP. A weapon with an Intelligence of at least 12 may
Attack +1 to +2 2 400/lb have one, and only one, Purpose. A Purpose is a spell effect
Attack +2 to +3 600/lb
directed at the target with every successful weapon hit
Damage +1 1125/die
Damage +1 to +2 2 1875/die (Saving Throw vs. magical implements). The most common
Damage +2 to +3 2625/die Purposes are Defeat (8000 SP), Slay (16000 SP), and
Bow (Projector) +5% 3000/die Destroy (24000 SP), which attempt paralysis, death, and
Bow +5% to +10% 2 4500/die disintegration, respectively. These costs are reduced
Bow +10% to +15% 6000/die normally for limited targets. Many non-damaging attack
Arrow (Projectile) +5% 150/die spells can also be built into a weapon as Purposes. When
Arrow +5% to +10% 2 300/die used so, area spells (Confusion, Fear Cone) become single-
Arrow +10% to +15% 450/die target and individualized spells (Hold Person, Personal
Add Language 1 100LP Paralysis) lose their Saving Throw modifiers. The cost is
Add Detect varies 1000S 1200 times the Spell Point cost of the spell emulated.
Flaming 2 2000 A weapon of at least Intelligence 10 may be given one
Extra Blow 4 6000? or more Languages. Any languages added must be known
Drain 1 LL 5 5000 to the enchanter, and the weapon is limited by Language
Drain 1 LL to 2 LL 5000
Points just as a character is (see Languages). Language
Purpose: Defeat 8000
Purpose: Slay 6 16000 Points for a weapon are (Intelligence + Ego)/4. The
Purpose: Destroy 24000 enchantment cost is 100 per Language Point.
Returning 6 3750 An Intelligence 7 weapon may have Detect or Measure
Weapon Summon 6 12000 powers, to a limit of 1 per 3 points of Intelligence. The cost
Striking 6 7200 + 1200/die? is 1000 times the Spell Point cost of the Detect, and the
Activated Power varies 1200 detection range in inches is the weapon’s Intelligence
Continuous Power varies Max.(1000S, 2000L) (limited to 24”, of course).
An Intelligence 12 weapon may have one or more
Intelligent Weapon Abilities Special Powers, to a limit of 1 per 6 points of Intelligence.
Intelligence for weapons is measured by an Intelligence Special Powers are based on spells and may be continuous
characteristic as for characters, and the numbers can be if permitted (see table in the section on rings). Examples
taken to mean about the same thing. That is, an Intelligence include X-ray Vision and Flight. Other powers must be
10 sword is about as clever as an average person, allowing activated, with limited uses per day equal to
for the narrow experiences a sword has. The first point of Intelligence/Spell Point Cost, rounded down. A constant
Intelligence costs 2000 Spell Points and each additional Special Power costs the same as in a ring, that is, the largest
point costs 100 times the new value (200 for the second of 1000S and 2000L. An activated power costs the same as
point, 300 for the third point, and so on). A weapon may a spell storing ring, 1200S.
gain Ego every time it gains a point of Intelligence after the Item Repair
first point. To see if this happens, roll one die when the
Intelligence increases one point. On a 1, the Ego increase by If a magical weapon or shield has been broken in
1-6, rolled randomly. There is no limit to a weapon’s Ego. combat, but not destroyed by destructive magic, it can be
Intelligent weapons may be enchanted with various repaired. The Breakage Saving Throw for the item will
bonuses just as non-intelligent weapons, but with different indicate how broken it is, in percentage terms. The cost to

Warlock Rules Magic Items Construction  9-5


 Warlock Rules Magic Items Construction Revised Warlock Rules Magic Items
Construction

repair an item that is N% broken is 2N% times the death of the Magic User renders completion impossible.
construction cost of the item. The Gold Piece cost is normal Otherwise, the rules for constructing by this means are no
(1 per 2 Spell Points). different.
Item repair is a 4th level construction spell that must be
researched like any other. To research item repair, use 1000 Constructing Wands and Staves
Spell Points per 10% breakage as the cost researched. The Wands and staves may be regarded as items with a
percentage researched is the maximum severity of breakage fixed repertoire of spells and possibly limited numbers of
that can be fixed. For example, if 35% breakage is charges. (Staves that cast clerical spells are not considered
researched, any item that is no more than 35% broken can here.) The three considerations when constructing a wand or
be repaired, for a variable cost depending on the item. staff are: What spells does it contain? How many charges
does it have? How is it activated?
Writing Scrolls
All wands and most staves are built to cast a single
Scrolls are of two types. The first is the spell scroll, spell. A wand with several spells would use the multiple
which essentially contains written instructions for casting a power formula. A staff with multiple spells must choose the
spell. The second is the construction scroll, which another staff option (see below), which is what makes it a staff.
Magic User can use to reproduce someone’s construction Wands and staves may be uncharged, which means
efforts. Either type must be read using the spell Read they work every time they are activated. A charged item is
Magic. Illusionists and Spellsingers write variant scrolls that cheaper, but sooner or later it runs out of charges (one per
require their own distinctive spells to read, Read Illusionist activation) unless recharged, and is then useless. See the
Script and Sing Magic, respectively. spell Recharge (5M).
A Wizard may write a scroll containing up to his level Any Magic User may activate an uncharged wand. A
in spell levels. For example, an 11th level Wizard can write charged wand is activated with the spell Activate Wand
a scroll containing two 4th level spells and three 1st level (1M). Any Magic User or Cleric may activate an uncharged
spells. If he wants to write down any more spells, he will staff. A charged staff is activated by Activate Any Staff
have to start a new scroll. The Spell Point cost for writing (4M) or by a 2nd level spell specific to that staff.
each spell is The staff option causes an item built under these rules
10 (Spell Level) (Spell Points). to be somewhat bonded to its user. The same construction
Only memorized spells can be written down and not, formulas are used, but the item changes in several important
say, spells copied from another scroll. ways. First, the item is no longer activated by Activate
A construction scroll is written instructions for creating Wand if charged, but rather by a specific Activate Staff
a particular item, including all intermediate steps. For (2M) spell specific to that kind of staff. Second, the level of
example, a scroll to enchant plate armor to +3 must include effect cast by the staff is the higher of the level it’s built at
the costs for +1 and +2; otherwise these steps must be or half the caster’s level. Thus, a traditional 8th level staff
performed by some other means (but the same Magic User). has a 9th level effect in the hands of an 18th level Magic
A construction scroll for a certain item may also be used to user. Third, multiple spells can be added. Finally, if the staff
build all cheaper items that use exactly the same spell. For contains destructive spells (fire, electricity, or energy), it
example, a scroll to enchant plate armor may be used for all may blow up. See Magical Staves on page 17.
lighter armor types, but not shields. A scroll to add accuracy The general formulas for building an item are
to light crossbow quarrels may be used on arrows, which Uncharged item = 640(SL), and
are less expensive to enchant, but not on heavy quarrels, Charged item = 640(SL) × 0.1 × log2(c+L+)
which are more expensive. Modifiers such as different spell Where S and L are the Spell Point cost and Level,
ranges, different level of effect, and so on may not be added respectively, of each spell, L+ is the highest spell level and
by the scroll user if they weren’t built into the scroll to c is the number of charges. The summation sign  means to
begin with. The cost of a construction scroll is the cost of
sum up the contributions of S times L for each spell. Ignore
the most expensive item it can build raised to the 1.1 power
the summation sign if there is only one spell. A charged
(round up). The gold piece cost is equal to the Spell Point
item will become more expensive than an uncharged wand
cost times ¼. Naturally, the Wizard must already be able to
around one thousand charges. For example, an item of
build the item to which the scroll applies.
Fireball (Level 3, 6 Points) and Firewall (level 4, 5 Points +
The function of a construction scroll is to permit item
2/Turn) with 200 charges will cost 640 × (3×6+4×5) × 0.1 ×
creation by a Magic User without his knowing the spell
log2(204), or 18660, rounding up. The Firewall will use one
upon which the item is based and without having to go
charge each turn that it is maintained.
through the research process. Once written, the scroll may
be used for construction by any magic caster capable of
using 4th level spells. Only one character at a time may use
a construction scroll. Only one item at a time may be
constructed by it unless the destruction of the item or the

9-6  Warlock Rules Magic Items Construction


Revised Warlock Rules Magic Items Construction
Warlock Rules Magic Items Construction 

A wand is traditionally built at 6th level effect, as character’s chance of successfully finding an Alchemist
opposed to 10th, and with 100 charges. A staff is (even if the character is paying extra already at the
traditionally built at 8th level and with 200 charges. The maximum limit). This means that a character could have a
formulas for these are chance as high as 72% of hiring an apprentice whose
Uncharged wand = 512SL, employer has just died. The advertising must be already in
Charged wand = 512SL × 0.1 × log2 (c+L+), progress at the time of the Alchemist leaving another
Uncharged staff = 576(SL), and character’s employ for the bonus percentage to be applied.
Charged staff = 576(SL) × 0.767.
If certain spells in a multi-spell charged staff is Basic Potion Table
unusually costly, the builder may lower the construction
Potion Cost Batch
cost by requiring that these spells use two charges when Clairaudience 750 4
cast. Any spell that uses two charges is figured at half the Clairvoyance 750 4
Spell-Point cost (“S” in the formula). At least one spell must Clumsiness 750 3
continue to use a single charge. Note that the recharge Cold Resistance 500 4
procedure is unchanged, but the charges will be consumed Delusion 250 6
faster. Deodorant 250 4
A staff that otherwise requires activation may be built Diminution 750 4
with permanent effects, such as one that gives Fire Double Protection 500 4
Resistance when held. In this case, figure the permanent Electrical Resistance 500 4
effects as an uncharged staff and the rest as appropriate and Energy Resistance 1000 2
add the two costs together. ESP 750 4
Feeblemind 750 3
Alchemists Fire Resistance 500 4
Flying 750 3
Alchemists may only he hired by characters who have Gaseous Form 750 3
reached a level at which they are permitted to build Giant Strength 1000 1
strongholds and hire troops. A character may attempt to hire Growth 750 4
an Alchemist as soon as he has begun construction on a Healing (1D+1) 250 6
stronghold or has built or purchased another suitable Heroism 750 3
location in which to install the Alchemist’s laboratories. The lnfravision 250 4
character must pay the salary of the Alchemist once hired, Invisibility 1000 3
whether the Alchemist is given any work to perform or not, Levitation 500 4
and whether the laboratory is complete or not. Longevity 500 1
A normal Alchemist is paid 1000 gold pieces per Mini-Strength 500 3
Poison Antidote (specific) 200/HD 3
month. Such an Alchemist is capable of duplicating simple
Poison Resistance 500 4
poisons and antidotes, as well as working from established Poison (specific) 100/HD 4
formulas to produce potions with a magical effect. An Polymorph Self 750 3
Alchemist is also able to do a destructive analysis of a Protection 250 6
potion of unknown formula in two weeks. This destructive See Invisible 500 4
analysis uses up a dose of the potion being analyzed, at a Sleep Drug (basic) 750 3
cost equal to ten times the production cost of such a potion, Slow 750 4
plus the salary of the Alchemist during the analysis. This Smiting Resistance 2500 1
destructive analysis is only capable of being used on Speed 750 4
basically standard potions (see Basic Potion Table on page Treasure Finding 600 4
7), not rare or unusual ones. Water Breathing 500 4
When a character wishes to hire an Alchemist, he
Any character of sufficient level may hire only one
advertises. The cost to advertise for an Alchemist is equal to
Alchemist. More than one Alchemist can work in the same
one month’s salary per week of advertising. This gives a
laboratory, if it is big enough. Thieves who have the
basic chance of getting responses of 8%. This chance can be
Alchemy (Duplicative) ability (6T) may work as Alchemists
doubled by multiplying the advertising costs by 4, and
with all of the abilities and requirements listed here.
tripled by multiplying the advertising costs by 9. The
The cost of equipping an Alchemist’s laboratory is ten
chances can be no more than tripled.
times the maximum cost of potions producible there in one
When the hiring character is killed irrevocably, or
month, or five times the combined salaries of the
otherwise rendered unable to continue the hiring of
Alchemists to be established there, whichever total is
Alchemists, the Alchemists leave to seek other employment.
greater. This laboratory must be sufficient in size for
If another character in the same city is at that time
whatever work is to be done there, or for whatever
advertising for the hire of a Alchemist, double that
combination of Alchemists are to be working there, even on

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 Warlock Rules Magic Items Construction Revised Warlock Rules Magic Items
Construction

a temporary basis. The physical size of the working space of Constructing Rings and Misc. Magic
an Alchemist, for purposes of figuring construction costs for
the laboratory is 500 square feet per Alchemist. This area Rings, jewelry, and other items worn on the body are
need not be in one room, but should be in adjacent parts of used to house a vast variety of magical effects. A character
the same building; if they are to be considered one is limited for game balance to wearing two rings (one per
laboratory. hand) and one of each other common shape. Specifically, a
character may wear one each of amulet, scarab, medallion,
Constructing Potions helm or helmet, pair of gauntlets or gloves, girdle or belt,
cloak, and pair of boots. Helms, gauntlets, and girdles are
Magic Users of at least 11th level may produce potions
pieces of armor and can only be worn by certain character
by magical means, with the same abilities and limitations as
classes. (So are boots, technically, but we assume that
an Alchemist. They may research the manufacture of a
everyone wears something tough on the bottom of the feet.)
potion of which a sample exists at a cost of 5 Spell Points
If an enchanter designs a different shape of worn item, it is
and 10 Gold Pieces each times the normal cost in Gold
in place of one of these and not in addition to it. A bracelet,
Pieces of a single dose of the particular potion. They may
for example, would take the place of a ring. Non-humanoids
research the formulas of the basic potions with which they
must adhere to analogous rules. A centaur, then, could wear
are familiar but lack a sample with a chance of success of
saddlebags, blanket, and horseshoes, but no girdle or boots.
100/potion cost in percent per 250 Spell Points, cumulative.
The broadest category of miscellaneous magic is items
Such Magic Users may produce potions of a known type at
that are always on, requiring no activation. A nearly
the same rate as an Alchemist, for the same cost in Gold
complete list of possible always-on effects is given in the
Pieces plus the expenditure of 2 Spell Points per Gold Piece.
table. Only potential Illusionist and Spellsinger spells are
Thus, a simple Healing Potion would require 250 Gold
omitted. For items that constantly emulate a particular cast
Pieces and 500 Spell Points, and no more than 6 of these
spell,
could be manufactured by a Magic User in a period of one
Always on cost = Max. (1000S, 2000L),
month.
Where S is the Spell Point cost of the spell emulated
Original Potion Guide and L is its level. The term “Max.” means use the greater of
the two costs. Thus, a Ring of Fire Resistance would cost
Max.(SP,2L) GP Cost Batch 8000 Spell Points (2000 × 4th Level); a Cloak of Invisibility
3 or less 250 6 would cost 4000 Spell Points (1000 × 4 Spell Points). Note
4 250 4 that the Ring of Fire Resistance would only have cost 6000
5 500 4
Spell Points if the lesser value were used: (5+1)×1000. (If
6 500 3
7 750 4 the spell to be made always active has maintenance cost,
8 750 3 always include one Turn of maintenance as here. Spells
9 1000 3 with maintenance cost greater than 1 SP may not be always
10 1000 2 active.)
11 1000 1 The always-on items should not be confused with items
12-13 2500 1 that cast a spell such as Charm Person whose effects
continue indefinitely thereafter. Items that cast a stored spell
With referee permission, Magic Users may research (“spell-storing items”) are built by
potions not listed on the standard table. When designing Spell storing cost = 1200 × Spell Points.
original potions, bear in mind that a potion can only affect
A spell-storing item holds one charge of the given spell
the person drinking it. Thus, a Potion of Parachute is
and is recharged by a person casting the appropriate spell
possible, but not a Potion of Charm Person (unless, of
“into” the item. When activated, the spell acts as though the
course, it charms the drinker). If an original potion emulates
caster was throwing the spell from the location of the item
a magical spell, the proper batch rate and Gold Piece cost
(but use the wearer’s Dexterity). Any adjustable parameters,
can be found on the Original Potion Table by computing
such as the radius of a Vari-Ball, must be decided during the
Max. (SP, 2×GP) as for a continual ring. Spells that are high
recharge.
enough level or expensive enough to be off the table cannot
A spell-storing item may be self-recharging. If an item
be put into potions.
charges itself a certain number of times per day,
Magic Users research the formulas for original potions
Cost per charge = 500 × Spell Level.
at the same rate as for basic potions for which they lack a
sample. They may then duplicate the potion by the normal So, a spell-storing ring that would hold one Fireball
rules. Ordinary Alchemists may not reproduce original spell would cost 7200 Spell Points (1200 × 6). If it charged
potions. itself three times per day, this would be an additional 4500
Spell Points (500 × 3 × 3). Note that this is not figured as a
ring that holds 3 Fireballs.

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Revised Warlock Rules Magic Items Construction
Warlock Rules Magic Items Construction 

Spells That May Be Always On Spell Level or +50% Spell Point cost. For example, Teleport
First Level may be enhanced to become Passenger Teleport.
Detects, Individual Silence, Light, Protection, Silence At any point before or after other enchantments, magic
1"*, Sound Amplification, Telescope, Ventriloquism items may be enchanted to give them a basic Saving Throw
Second Level against various forms of destruction. This Saving Throw is
Continual Light*, Deodorant, Detects, ESP, Gliding*, equivalent to that given a +0 weapon and is thus called
Invisibility*, Levitate*, Measures, Parachute, See
Invisible, Silence 3"*, Speak Languages, Torch, Wind* “enchanting to +0”. This enchantment costs 1000 Spell
Third Level Points per pound of weight of the item, with a minimum
Clairvoyance, Clairaudience, Detects, Double Protection, cost of 1000 Spell Points. The Favored Form is any metal
Infravision, Light Beam*, Measures, Mental Static, item (see the Favored Form rules). Note that pieces of armor
Protection 1"*, Protection/Normal Missiles, Speed, Water (helm, etc.) may be enchanted under the armor rules instead.
Breathing, Wizard Light The +0 enchantment is not a separate power and does not
Fourth Level invoke the multiple power rule.
Healing, Protection/Missiles, Resistances, Wizard Eye, There are several cases of basic magic items that are
X-ray Vision
Fifth Level not covered in a simple form by the above rules. These are
Detection Jamming, Resistances (energy), Silver mainly magic items for which no corresponding spell exists.
Magnet*, Telekinesis* The levels and costs of these construction spells are listed in
Sixth Level the Miscellaneous Magic Item Costs Table. These items are
Anti-Magic Shell*, Indetectibility*, Projected Image*, discussed below and in the Magic Item descriptions.
Protection/Magic Missiles, Reflect/Detection Implements,
Resistances (Impact, Class 1-6), Wizard Wind* Miscellaneous Magic Item Costs
1st Level
In the table, entries marked * must be activated and are Elven Boots, Cloak 2000
then continually on. Items enchanted with the unflagged Enchant to +0 1000/lb, min. 1000
effects are active from the moment they are donned. The 2nd Level
deciding point is whether there are significant drawbacks to 3rd Level
the spell. (There are minor disadvantages to almost any Displacement 8000
spell, but the problems with being continually invisible, for Fly 2000 + 1000/3" per turn
Gargoyle Power 2500
example, are obvious.) Ogre Power 6000
Items may be designed to store spells with maintenance Striking Power 10500?
costs. Simply decide how many Turns are to be stored and Lightness 1000/30 lb.
compute the cost. A ring that holds 3 Turns of Personal Readiness 1500/item?
Force Field would cost 1200 × (6+2+2), or 12000. The three 4th Level
Turns must run consecutively; the ring can’t be turned off to Giant Strength 8000
save the remainder of the spell for later. If an item could be Holding 4000 +4000/30 lb. Net
Non-Deterioration 6000?
on continually, though, this method will probably give a Slow Bleeding 4000?
cost greater than the always-on cost, which is unreasonable. Spell Turning 8000
In this case, figure the item to have a limited number of Zap Heal 4000 + 200/point
charges per day similar to a staff: prorate half the cost vs. 5th Level
0.1 log2(c+L). Where c is the number of turns per day, L is Sixth Level
Regeneration 12000
the Spell Level, and the expression multiplies what would
Seventh Level
have been the always-on cost. An item such as a Ring of Prot. vs. Mental Spells 14000
Heal made by this formula can be started and stopped Soul Trapping 14000
several times. If an item has a fixed number of charges ever,
prorate the full cost as above, rather than half. The cost for an item of Fly is based on the number of
Items may be designed that enhance the effects of a inches per Turn that the user can go. Thus, a Cloak of Fly
thrown spell rather than store it. An example is the Helm of (12"/Turn) would cost 6000 Spell Points.
Teleportation (see Magic Item descriptions). The cost is the Displacement costs 8000 SP and is based upon the
same as for spell storing. In other words, Illusionist Spell. (Since an equivalent spell for Magic Users
Spell enhancer cost = 1200 × Spell Points. does not exist, you’ll simply have to take our word for this.)
A spell enhancer acts simultaneously with the An Illusionist with access to Displacement (2I) could build
corresponding spell cast by the wearer of the item. The the item for 4000 SP, using the standard always-on formula.
effects of any particular enhancer may be defined when it is Gargoyle, Ogre, and Striking Power items (normally,
created, within limits judged by the referee. The effect of gauntlets) add +1, +2, or +3, respectively, per base die of
the enhanced spell should be limited to the equivalent of +1 weapon damage in melee. Note that this is all a single
construction spell, though listed as three entries.

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 Warlock Rules Magic Items Construction Revised Warlock Rules Magic Items
Construction

The power of Lightness is put on containers and will If an item is not suitable for two reasons, e.g., projectile
negate a certain amount of weight. The cost is 1000 Spell accuracy in an intelligent warhammer, the 50% surcharge is
Points per 30 pounds negated. applied only once.
The power of Readiness is also put on containers to
make a certain number of items instantly available on Multiple Powers
command. The cost is 1500 SP per item held ready. An item may be enchanted with multiple effects,
Containers of Holding reduce the weight of what’s usually at extra cost. First of all, the +0 enchantment for
inside by a factor of 1000/30. The cost is 4000 SP plus 4000 enhancing an item’s Saving Throw doesn’t actually do
per 30 pounds of reduced weight (or, if you prefer, per 1000 anything and does not count as a power. Second, intelligent
pounds of “before” weight). A standard Large Sack of weapons are never subject to the multiple power costs. An
Holding, weighing 30 lb. full, would cost 8000 Spell Points. item to contain multiple powers must be planned that way
The cost of Zap Heal is per point healed per day. Zap from the beginning and the same Magic User must add them
Heal is typically built as either self-activating once per day all.
or activated by the user any number of times per day. The cost multiple for having multiple powers is applied
equally to all powers in an item. To determine the cost
Favored Forms
multiple, list all powers and divide them into groups of
The shape of a magic item is important to its function. somewhat related powers. Within each group, divide the
In general, the shape should aid the magic so that, for somewhat related powers into subgroups of closely related
example, boots should have powers related to the feet. Such powers. Count the number of groups and the number of
shapes are called Favored Forms. Some Favored Forms subgroups.
were described previously, but complete guidelines are Closely Related Powers: These include spells of the
given below and summarized in the Favored Forms Table. same class with the same effect, but different parameters
Items that are not Favored Forms for the powers (size, duration, etc.). Examples: Fireball and Mini-Ball,
enchanted in them cost 50% more in Spell Points and Gold. Detects. Also, spells of the same class that is different
Furthermore, some forms are prohibited altogether because applications of the same effect. Example: Read Languages
they make no sense for certain powers. Examples would and Speak Languages. Also, spells of the same or opposite
include boots with attack levels or a Cloak of X-ray Vision. classes with opposite effects. Example: Haste and Slow.
Also, spells of different classes with the same effect.
Form Abilities Example: Spark and Match.
Ring All spells
Somewhat Related Powers: These include the same
Armor Defensive, body
Shield Defensive kind of magic in very different forms. Example: Fireball
Helm Senses, mental and Firewall. Also, versions of similar or analogous effects
Cloak Defensive, sneaking from the same or different classes are considered related.
Boots Movement Examples: Heat Cone and Cold Cone, See Invisible and
Medallion Spell-storing, sensory Infravision. Also, different spells related by concept within
Amulet Protective, healing a class. Examples: Wind and Weather Control, damage
Scarab Clerical (i.e., no magical) bonus and attack bonus.
Gauntlets, gloves Combat, hands Unrelated Powers: These may have little or no
Girdle, belt Body conceptual similarity between spells of the same class.
Example: Move Earth & Haste. Also, different class
Spell Form versions of the same effect, but with an additional parameter
Intelligence Sword, dagger varied. Example: Heat Cone and Mini-Cold Cone.
Damage bonus Unintelligent Additionally, all other pairs are unrelated.
Projector accuracy Unintelligent Now, where s is the number of somewhat related
Projectile accuracy Unintelligent projectile groups and c is the number of closely related groups,
Other weapon spell Intelligent Cost multiple = sc.
Rings are the most versatile forms of magic. A ring is a For example, a ring is to contain Fire Resistance and
Favored Form for almost any spell. The Favored Form for Electrical Resistance always active, and also spell store
most weapon spells is an intelligent weapon, except as Fireball. The two resistances are closely related and are
noted. Scarabs are primarily suitable for clerical effects and grouped together. Fire Ball is unrelated to this group, so c
are not favored for any magical spells. There are certain and s are both 2 in the formula. The cost multiple is ×4.
shapes that are not worn and traditionally contain certain
Miscellaneous Modifiers
effects (Carpet of Flying, Device of Elemental Summoning,
etc.). Any form that is not worn is normally favored for A standard magic item built according to the above
what it does. For examples of proper Favored Forms, rules may be modified in various ways that change the
inspect the Magic Item Descriptions section. above costs. When used together, any of the following

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Revised Warlock Rules Magic Items Construction
Warlock Rules Magic Items Construction 

modifiers are multiplied together - compounded, in other Intelligent weapons: +10 for Purpose and each Special
words. A Magic User may choose only one option from Power (95 maximum)
each paragraph.
If an item has a base level of effect other than 10th, General Magic Items
pro-rate ½ the cost. The level may not exceed the Magic Fire Resistance 70 60 65 50 95
User’s level. If the level is modified from its default, it must Electric Resistance 60 70 65 50 95
be high enough to handle the level of spell. Energy Resistance 70 70 70 70 95
If an item is given a nonstandard range or a change in Acid Resistance 50 50 50 50 95
its maximum range, pro-rate any decrease vs. ¼ the cost Protection 60 60 60 60 95
Double Protection 70 70 70 70 95
(may go to 0"). Pro-rate any increase vs. ½ the cost (may Other Resistance 50 50 50 60 80
not exceed 24"). Fire Wand 50 40 55 40 90
If an item is given a nonstandard duration and is not Electric Wand 40 50 45 40 90
based on a spell with a maintenance cost, use the formula Energy Wand 45 45 50 40 80
for nonstandard range. The duration may be no more than Heat Wand 50 40 45 40 90
doubled. If there is a maintenance cost, build in the right Fire Staff 70 60 65 60 95
number of Turns of maintenance. Electric Staff 60 70 65 60 90
Energy Staff 70 70 70 60 95
If a spell affects a more limited class of targets than Clerical Staff 40 40 40 40 80
usual, the cost break depends on how narrow the category Other Metallic 30 30 30 30 70
is. Specific category (such as Magic Users) is × ½. A Other Non-metallic 25 25 25 25 50
general category (men, mammals) is × ¾. A very broad Potion, Scroll 20 20 20 20 20
category (evil, life) is × 5/6. Weapon abilities are often
limited this way. If a magic item is hit by destructive magic or other
If a single class or race may only use an item, the cost similar forces, but is not being carried at the time, it must
multiple is × ¾. If Magic Users may only use the item, the roll a Saving Throw vs. destruction. If the amount of
cost multiple is × 2/3. This option causes the item to require a damage that it receives, calculated as if the item were a
magical activate, and hence is not permitted if the item character that failed to make his Saving Throw(s), exceeds
already required one. This option will turn a Ring of Detect the Construction cost of the item divided by 50. That is, if a
Magic into a Wand of Detect Magic or a Ring of magic item cost 1000 spell points to construct, it would be
Clairvoyance into a standard Crystal Ball. If an item immune to destruction from any spell doing less than 20 Hit
requires an activation (that normally wouldn’t) and can be Points of damage. In cases where an item is hit by more
activated by anyone, the cost multiple is × 4/5. If the item is than one source of destruction within a single Turn, all
activated by a spell, the multiple is × ½ (protection scrolls damage is added together, and the Saving Throw is rolled
fit this category). vs. the total damage received. It is not necessary to roll an
item’s Saving Throw for each spell passing through in any
Magic Item Destruction given Phase or Turn, but instead the damage is merely
totaled and remembered. The Saving Throw is rolled once,
When a character who is carrying one or more magic if the total damage is sufficient to endanger the item,
items receives enough damage from destructive magic to otherwise the damage is ignored.
take him past his Death Level, those carried magic items
must be checked to see if they are destroyed, just as the Detecting and Analyzing Magic Items
character’s body must be checked. This is done by finding
the type of item on the Magic Item Destruction Saving With the various Thievish and Magical means of
Throws table on page 11. The last type of destructive magic detecting and identifying magic items, there may be some
or other damage that hit the item determines the Saving confusion about just what is and is not possible in
Throw that the item needs. Thus, if someone carrying a identifying a magic item.
Fireball Wand got hit by a Fireball and then by a Lightning First of all, the thievish ability of Detect Magic is based
Bolt, dying from the second, her own Fireball Wand must on the fact that most magic items are made from rare or fine
make a Saving Throw vs. Lightning, or be destroyed. quality materials, and some are recognizable as such by a
trained observer. Further, in cases where magic items are
Magic Item Destruction Saving Throws enchanted in such a way as to enhance their resistance to
destruction, certain physical alterations become obvious.
Weapons Thus, a piece of cloth that has been enchanted to be +0 will
Item Type Fire Electric Energy Acid Heat tend to resist unraveling, tearing, or cutting. A magical
Weapon, +0 40 40 40 40 70 shield will tend not to dent or chip under impacts that would
Armor, +1 50 50 50 50 80 harm a normal shield. A trained thief can notice many of
Etc. +2 60 60 60 60 90 these little things and can figure them out. It is, however,
+3 70 70 70 70 95 possible to construct an item that looks like a magic item,
+4 80 80 80 80 95

Warlock Rules Magic Items Construction  9-11


 Warlock Rules Magic Items Construction Revised Warlock Rules Magic Items
Construction

from its materials and decorations. Further, in worlds where deepest point of any body of water. At that point, the Curse
such things are possible, certain modern materials (such as took over, and dragged him to the bottom. Fortunately, the
nylon) would appear magical to a trained thief, because of first time he discovered this, the water wasn’t very deep,
their physical characteristics, such as toughness and lack of and he survived.
fiber wear and tear. Therefore, when a thievish character In any case, the point is that you, as referee, should not
uses his “Detect Magic” ability, the referee should be aware give away information about magic items to the players
of the limitations of this ability in cases where an item will unless they can gain that information fairly, by use of the
have certain characteristics of a magic item. A thief might spells and abilities of their characters. Let them set up ways
decide that an item is “magical” and never be able to figure to test and identify the magic items they find. It can be a lot
out what it does, for the simple reason that there was no of fun, especially with unusual magic items.
actual magic there.
The magical and clerical Detect Magic spells, on the
other hand, have a very different limitation. They will
identify items that the thief will miss and correctly realize
that a nylon parachute left in the dungeon by a passing time
traveler is not magical after all. However, the Detect Magic
spells are unable to distinguish between an item of magical
construction and an item that has had a spell cast on it.
Thus, a Detect Magic spell aimed at a small box might give
an indication of “Yes, there’s something magical about that
box.” The spell would not, however, distinguish between a
Box of Holding and a box with a Magic Mouth spell that
laughs at the opener.
All of this leads up to the Magic Analysis spell. Magic
Analysis is a spell designed to tell you at least a little bit
about the enchantment (if any) of an item. Basically, on a
normal magic item, the use of a Magic Analysis spell will
give the caster a good idea of what the major enchantment
or enchantments of the item might be. Thus, if the spell
were cast on a Ring of Fire Resistance, Magic Analysis
would find this out. However, there is a limit to what Magic
Analysis can determine. In practice, Magic Analysis will not
indicate to the caster the effects of any enchantment that
makes up less than 1/3 of the largest enchantment of the item
by Spell point cost. Thus, in the case of a magical sword of
great power, with many enchantments, Magic Analysis
would only tell about any of the enchantments that
individually cost at least 1/3 of the cost of the sword’s most
powerful enchantment. The spell simply would not notice
most of the lesser enchantments.
A further restriction of the spell is that, since the spell
itself is not intelligent, it cannot tell the difference between
similar things not well known to the caster. Thus, if a magic
item were found that controlled an Efrit, but the caster of
the spell was only familiar with Djinn (similar, but much
more friendly beings), the Magic Analysis spell might cause
him to believe that the item controlled a Djinn. A more
dangerous example is in the case of a cursed magic item. If
the Curse or malfunction were a simple and obvious one,
the Magic Analysis spell would notice it right away; such as
in the case of a ring that turns its wearer to stone. If,
however, the Curse is that the item works correctly
sometimes, or that it works, but has some other drawback,
the Magic Analysis spell would not point this out. One case
of this was when a character found a set of Boots of Water
Walking that worked quite well, until he walked over the

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Revised Warlock Rules Magic Items Construction
Warlock Rules Magic Items Construction 

Thus, a Wizard Lock spell, if cast from a scroll, would


Magic Items normally he cast as if cast by a 6th level Magic User, even
if the person reading the scroll were of higher level. A
Scrolls and Books Vari-Ball spell cast from a scroll would do no more than 9
Anything described as a “Scroll” can also be in the dice of damage, since Vari-Ball is a 5th level spell, and
form of a book, at the discretion of the referee. Spell Magic Users first have the ability to cast a 5th level spell
books, likewise, could be found in the form of a scroll. when they become 9th level. If the caster of a spell from a
A single scroll can contain spells and combinations scroll is at least the minimum level necessary to cast that
of spells up to a maximum limit of 36 levels of spells. type of spell, this level of effect applies. If the caster of a
Thus, a single scroll could contain 9 spells of 4th level, spell is of lower level than that necessary to cast the spell
but not 9 spells of 5th level. There is no limit to what can on the scroll, either he could: A) reduce the effect of the
be contained in a book, but no more than one spell can be spell to his own level (a 3rd level Magic User casting a 3-
written on any one page of a normal book. die Fire Ball, for example). B) Take the risk of possibly
Protection scrolls: These scrolls all work in a simple not being able to handle the spell properly and attempting
basic pattern. Any Protection Scroll that gives protection to throw the spell at the level of the scroll’s own limit, in
against specific being or type of being works in a manner which case the Magic User must roll a Saving Throw vs.
similar to Protection From Undead (5C). That is, any Magic. If he succeeds in making this Saving Throw, the
being that falls under the description of that type (i.e., spell is cast at the scroll’s level without problem. If he
Undead, Lycanthropes, etc.) may not enter a 1” radius fails this Saving Throw, the spell backfires at him
circle around the person holding an activated (just read) directly. A backfire of this type causes damage at the
Protection scroll of that type unless it makes a percentile level of the scroll, if it was a damage-causing spell. In
roll successfully. As follows: The being has a 50% other cases, the spell simply aims itself at the caster. If the
chance of being able to enter. Adjust up 5% per level that spell was a beneficial one being cast upon the caster or
the being is above 12th level. Adjust down 5% per level others, the effects are reversed and personalized. An
that the being is below 12th level. Thus, a 13th level example would be a low-level Magic User attempting to
Elemental would have a 55% chance of entering a circle cast Haste (4M) off of a scroll (a 7th level Magic User
created by a Protection Elemental Scroll. The only would be required to cast this spell safely). Not
exceptions to this type of scroll are Protection/Magic, successfully making the Saving Throw vs. Magic, would
Protection/Clerics and Protection/Mental Spells. These have the effect of a reverse Haste spell cast on himself,
three protect all those within the 1” radius circle from all and would thus be moving at slow speed for a while.
spells of the type mentioned, with the following limit: For Cursed scrolls: These are something that must be
each level that a spell caster is above 12th, he has a 5% left up to the individual referee. There are many
chance of affecting beings within the radius of the possibilities in such scrolls. Some are designed as traps
Protection Scroll. Thus, a 14th level Magic User would causing harm or embarrassment to the reader. Others are
have a 10% chance of successfully casting a spell into or the result of bungled research (a Construction Scroll for
through a Protection/Magic Scroll’s area. Rings of Invisibility that don’t work, for example). In the
Protection/Magic guards against magical (or Illusionist) use of scrolls of a trap nature, anyone attempting to read
spells. Protection/Clerics guards against clerical or such a scroll, using Read Magic, activates the trap,
Druidic spells. Protection/Mental Spells guards against whether a Magic User or not. Such a scroll could turn the
charms, controls, illusions, and such cast by any class. reader into an invisible gnat, or make all of his hair fall
Any character that can Read Magic by spell or out. Usually, a person activating such a trap should be
implement can activate such a scroll, as well as those who allowed to roll a Saving Throw vs. Magic to determine
gain Read Magic as an ability (Thieves and such). whether the trap takes full effect, as for a normal magical
Spell scrolls: Any magic user who is at least 11th spell.
level can write a scroll that contains any spell that he Construction scrolls: These enable a Magic User of
currently has memorized. He cannot simply duplicate sufficient level (able to cast a spell of the level used in
another scroll if he does not know the spell himself. this enchantment) to construct a specific type of magic
Spell Scrolls enable a magic user to cast a spell, but item, or to put a specific type of enchantment into an
with certain restrictions. Any spell that is on a Spell Scroll item. See the construction rules for more detail.
can be cast by any magic user that can Read Magic, or an Spell books: These are a Magic User’s books of spell
implement that gives him that ability; but there are two knowledge. Any spell in the book is described with
possible ways. A spell that is written on a scroll has a enough information so that a Magic User able to cast a
fixed upper limit to its possible effect, if there are effects spell of that level can learn the spell without further cost,
that are based on the level of the caster. This limit is the and at delay of only 1 day.
lowest level at which a character could cast that spell as a Bestiary: This type of scroll or book is normally
memorized spell or 6th level - whichever is the higher. useful only in areas where unusual beasts, beings, or

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monsters can be encountered. It is a good way to find out weapon and the weapon would control the Fighter the
about monsters that are not common to the mythology of other 25% of the time. Subtract 1% from the character’s
your dungeon or world. Characters can find such books of chance for every point of damage that the character has
great value. The local version we use is Jane’s Book of taken (pain saps the will). Add 1% to the character’s
Monsters. chance of controlling the weapon for each Phase of
Potion formula: These books or scrolls contain physical danger that he is in because of the weapon’s
enough information to enable an alchemist to produce control. This control can be checked every Turn (6
potions of that type at normal rate after no more than 1 Phases) in situations of crisis or danger.
week of delay, as long as no unusual materials are The continuing influence of a weapon over a
required for the potion (referee discretion). character is calculated in the same way, but by comparing
Clerical research scroll: These do not give the the sword’s total vs. the character’s Prime Requisite (or
immediate ability to anyone, Cleric or not, to cast the Strength) plus level. A character that is generally
spell written on them. Instead, a Clerical Scroll allows controlled by a weapon enchanted vs. Dragons will
any Cleric of sufficient level to research that clerical spell generally dislike Dragons, etc. A weapon with a high Ego
without cost, and with only 1 day of delay per level of the (at least equal to the level of the character) will demand
spell. This type of scroll is used primarily in the exchange fancy scabbards, gems for its hilt, a catchy name to be
of the more unusual clerical spells. Clerical Scrolls can be called by (“Trollsbane”, “Dragonfang”, etc.), and likely
written by any Cleric who is 8th level or higher, and can other benefits that are appropriate to the weapon.
be written for any spell known to that Cleric. Any time that a character owning an intelligent
weapon goes up a level and does not yet control it, there
Intelligent Weapons is a chance that they will gain control. This can be
Intelligent weapons are those that have Intelligence determined in the manner shown by this example. A
(IQ) enchanted into them. They may also have an Ego, character initially acquired the weapon (or vise versa)
which is the self-awareness and active will of the weapon. when she was two points below the sword, and thus had a
Any intelligent weapon has an alignment (Law, 40% chance of controlling it. Needing a roll of 00 - 39,
Neutrality, and Chaos) that is the same as the original she fails in this initial roll. When the character goes up a
enchanter who first gave the weapon Intelligence. This level, the chance of control increases by 5%. Roll the
alignment may not be changed by any normal means. percentage dice. A roll of 00 - 39 is ignored and re-rolled,
Any person attempting to use an intelligent weapon as that range was covered by the initial roll. A roll of 40 -
may have difficulty in convincing the weapon to 44 means control was gained, and 45 - 99 means that it
cooperate. Any intelligent weapon, especially one that is was not. Once continuing control is gained, no more rolls
enchanted to have a damage bonus or Purpose vs. a need be made. However, the weapon may gain temporary
specific type of enemy, will tend to want to fight that type control in a crisis.
of being, regardless of consequences to its wielder (it gets At any time, enchantments may be added to an
a little carried away). Further, in other situations, a intelligent weapon, at costs described in the Constructing
weapon may influence the overall behavior of the Intelligent Weapons rules on page 5, up to the limits
character. To determine whether the character or the described therein.
weapon is in control, the following is used: Add the IQ If a character attempts to handle an intelligent
and Ego of the intelligent weapon. This gives a point weapon that is of an alignment not his, he will take
total. Add to this total 1 point for each Special Power that damage from the weapon. A Lawful or Chaotic character
the weapon possesses, 1 point for each damage bonus that attempting to handle a Neutral weapon, or a Neutral
applies to the situation, and 1 point for any Purpose that character handling a Lawful or Chaotic weapon, will take
applies to the situation. Thus, an IQ 10, Ego 8 weapon 1-6 points of damage. If a Lawful character attempts to
with a damage bonus of +3 vs. Trolls would add up to a handle a Chaotic weapon, or a Chaotic character a Lawful
21 in cases that involve Trolls and whether or not to fight weapon, he will take 2-12 points of damage. If the
them. A character wielding the weapon would have a weapon of a different alignment additionally has a
point total equal to 2 times his Prime Requisite. (Thieves Purpose vs. the character, the damage is doubled. If a
and Halflings use Strength for this situation.) Thus, a being of the same alignment as the weapon is magically
Fighter with Strength 13 would add up to a point total of controlling the character, the damage is halved.
26 under most conditions. The point total of the character Picking up an intelligent weapon for the first time is
is compared with the point total of the weapon. If they are considered a crisis situation. If the character is in 100%
equal, each has a 50% chance of being in control of the control in both crisis and continuing situations, then the
situation. For each point of difference, the higher one has damage mentioned above only happens once. If the
an additional 5% chance of being in control. Thus, in the weapon has control, then it can continue damaging the
case of the Strength 13 Fighter and the described weapon, character once a Turn till death, or not, as it (i.e., the
the Fighter would have a 75% chance of controlling the referee) desires. Under this situation, a Dispel Magic or

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some other means of damping magic is needed to remove Non-Intelligent Weapons


the weapon from the character’s hand.
A character may not use an intelligent weapon’s Non-Intelligent weapons can add to the attack level
Detects or Special Powers if he cannot wield that type of of the wielder, or to the damage done on each blow that
weapon under the rules. This, a Cleric would not be able hits an opponent, or both. In the case of a damage add, the
to use the powers of a magical sword. bonus is for each die of damage that the weapon does for
The intelligent weapon power “Flaming” is a special a normal strength wielder. Becoming stronger increases
enchantment that causes extra damage to beings the number of dice, but not the amount due to magic. A
especially susceptible to magical fire, and certain other Strength 36 blow from a mace +2 will do 6 dice + 4. The
beings. A weapon that is Flaming does +1 per die of damage bonus does get multiplied in the case of a Critical
damage to plants and plant-like beings, +2 per die to Hit. Also, the damage adds from such items as Gauntlets
Trolls (or other beings specially damaged by fire), and +3 of Ogre Power stack with the damage bonus of a weapon.
per die to Undead monsters (but not Demons). A Flaming It is possible to find (or make) cursed weapons that
weapon casts a light around the welder equal to that of a subtract damage (or attack levels). Some weapons can
torch and is active whenever drawn. have the power of Returning. In some cases this will only
The Damage Bonuses “Drain one Life Level” and work for a particular type of thrower (say Dwarves), or
“Drain two Life Levels” describe the number of Life for anyone.
Levels that the weapon will drain from a living target on Armor and Shields
any one hit. Draining Life Levels from a creature reduces
its Hit Dice, skills, Attack, and Defense Levels The defense bonus of either armor or shields is added
accordingly. Any damage that the drained creature has to the Defense Level of the character wearing or using the
taken is applied toward its remaining Hit Dice. Any item. Armor adds its defense level to the wearer when
creature that is dropped from its normal level to 0 or attacked from any direction, but a shield only adds its
fewer Life Levels (normally equal to Hit Dice or defense level bonus to the user when he is attacked from a
Character Level) is dead. Any character that is slain while direction the shield faces. Thus, a person being attacked
missing Life Levels cannot have them restored by clerical from behind, while using a shield in a normal manner,
Restore Life Levels, but needs a Raise and Restore, or can does not get the benefit of the defense level of the shield.
earn back the lost levels after a normal Raise Dead (5C). Other shield powers:
Any weapon that has a Purpose vs. a particular type “Mirrored” means that the shield has a highly
of target will cause any such target to make a Saving polished magical surface that reflects all forms of light,
Throw against magic, or be paralyzed, killed, or natural or magical. This type of shield can also reflect
disintegrated, depending on if the sword is Purposed to energy magic that is no wider than the shield, or that parts
Defeat, Slay, or Destroy respectively. of it that is as wide as the shield, with a 1/3 chance of doing
Most intelligent weapon Special Powers is always so. Any time such energy magic hits the wielder of the
turned on whenever the weapon is in the hand of a shield from the direction in which the shield faces. Thus,
wielder. The exceptions must be specifically activated if a Micro-Ball is aimed at someone holding a Mirrored
and have a limited number of uses per day. (See the Shield, it has a 1/3 chance of being reflected in the
construction rules.) Such Powers may be used a number direction of the original caster. If a Lightning Bolt is
of times per day equal to the IQ of the weapon divided by aimed at someone holding a Mirrored Shield, there is a 1/3
the Spell Point cost of the spell being activated. Spells chance that a section of the bolt as wide as the shield will
with a maintenance cost could be kept on for one be reflected.
continuous stretch of time, or possibly more than once for “Jeweled” means that the shield is covered with
short bursts. All of the normal spell restrictions apply. faceted magical gems (total value if separated - from
Thus, Strength (× l-4) cannot be used more than once per 10,000 to 60,000 gold pieces) that have a 1/3 chance of
day if it works, no matter what the IQ of the weapon. scattering light or energy magic that hits the shield. If
Special Powers are restricted to spells that primarily such light or magic is scattered, it will splash outward for
affect the wielder, and under no circumstances should a distance of 6 feet (1 game inch) from the shield in a 60
include destructive magical spells. The Detection Spells degree cone shape. If a Micro-Ball or other individual
that are built into an intelligent weapon are basically the spell hits such a shield, it has a chance of hitting another
same spells that are available to Magic Users. The only target in this area. If a Bolt or Cone hits the shield, all
difference is that the range of the Detection spells is based beings in the affected area are hit.
on the Intelligence of the weapon instead of the level of Neither a Mirrored nor a Jeweled Shield will guard
the caster. Thus, an Intelligence 10 weapon would have against the effects of energy magic hitting from a
Detection abilities with the same range as the spells if cast direction other than the front of the shield, nor will they
by a 10th level Magic User. protect against Cold, Poison, or other non-reflective
effects.

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“Brightness” means that up to 3 times per day, the Longevity: There is no equivalent spell for this. It
wielder of the shield may activate the shield to produce a negates the effect of a single blow by a Withering
blinding flash of light as Flash (2I). Anyone directly implement or spell. This negation does not wear off.
facing the shield within 3 game inches will be affected. Poison: The effects of this begin immediately upon
“Soul Trapping” indicates that the shield has a dark, consuming the poison and do not wear off at the end of 7-
shiny surface whose appearance catches the eye. Anyone 12 turns. A randomly obtained poison does from 2-20
looking directly into such a shield from no more than 1” dice of damage, determined randomly.
away will have to make a Saving Throw vs. Magic. Healing: This cures 2-7 points of damage over a
Anyone not making this Saving Throw successfully has period of six Phases, beginning immediately after being
his soul ripped out and stuffed into the shield, leaving an consumed. Thus, if a damaged character drinks a Healing
uninhabited body that may be animated magically or Potion, 1/6 of the total effect of the potion occurs on the
possessed by a spirit or demon. The user of the shield Magic Phase after the drinking starts. An undamaged
may return a trapped soul to a body under the condition character may drink a Healing Potion, but any part of the
that the soul performs a single service for the shield- Healing that would occur before the character actually is
holder, or may simply release the soul freely. If the soul is damaged is wasted, and has no effect. Any healing
released with a service condition, the freed soul must actually completed by the use of this type of potion is
perform this service upon command, or it will return to permanent, and the healing effects do not fade away after
the shield, as long as the shield still exists. No more than 7-12 Turns. If a Dispel Magic or other form of magic
one single service may be required in this manner, and it damping occurs while the Healing Potion is taking effect,
must be simple in its nature. “Serve me forever” is not a only the parts that were completed before the Dispel have
single service. “Bring me all of your personal treasure” an effect.
would be a single service. The freed soul cannot attack There is no limit to the number of Healing Potions
the holder of the shield until this service is completed. that may be drunk consecutively.
“Protection From (blank)” indicates that the shield Heroism: this adds +3 to the Attack Level of the
has the described power (see spell descriptions or scroll consumer. No character may drink more than one of these
descriptions for details) in the direction that the shield potions in a single day.
faces. Double Protection: This adds +2 to the Defense
“Has IQ & Ego (as Sword)” indicates that someone Level and 10% to the Saving Throws of the consumer.
has spent a lot of Spell Points to make the shield Specific Poison Antidote: This neutralizes the
intelligent. In addition to the normal benefits of such a effects (but not any damage already caused) of the poison
shield, it may have (almost) any power of an intelligent for which it is intended. Thus, a Wyvern Poison Antidote
weapon. See Intelligent Weapons tables and roll the would have the effect of a Neutralize Poison on a
number and type of Detects, as well as its IQ and Ego. character that has been poisoned by a Wyvern.
“+4 vs. Specific Opponent” means that the shield Sleep Drug: This causes the consumer to have to roll
normally may have a lower Defense Level Bonus, but a Saving Throw vs. Poison. If the Saving Throw is not
when in combat vs. some specific type of being or made, he or she falls asleep for a number of hours equal
monster, it adds +4 to the Defense Level of the holder! to (24 - Constitution of consumer). This is a basic form of
sleep drug usable by thieves and modifiable at the
Potions discretion of the referee.
Most of the potions have the same name as one of the Other potions follow the descriptions of the similarly
basic magical spells. For most potions, the following rules named spells. Potions whose effects would be variable
hold true: The potion has the same basic effect as the based on level (that is, that are based on a spell whose
named spell, beginning 1 full Turn after the user begins effects vary with the level of the caster) have the same
drinking or otherwise absorbing the potion. This effect effect as if they were a spell cast by an 8th level caster.
lasts for a period of time of 7-12 Turns (rolled randomly This means that Dispel Magic would have to successfully
by the referee). The effects of any potion do not add on to Dispel up to 8th level in order to stop a potion from
the effects of a similar spell or magic item. Thus, one functioning. This is especially to be noted in cases where
would not get twice the effect if one wore a Fire a potion’s effects may be temporarily interrupted by
Resistance Ring and also drank a Fire Resistance potion. Dispel Magic (see Using Magic Items).
The exceptions to these rules are as follows:
Clerical Staves
Giant Strength: This potion adds 19 to the strength
of the user. You can not drink another Giant Strength There are many types of staff usable by Clerics. All
poition until the same number of turns as the previous of these have several things in common. Unless stated
potion lasted have lapsed. This allows the body to try and otherwise, they may not be used (except as a simple
recover from the extra exertions you performed. quarterstaff) by any class of character except a Cleric.
Unless stated otherwise, if used in combat, they act as a

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+0 Quarterstaff, acting as magical but having no attack three types. This staff, and all following clerical staves,
level or damage bonuses. Activating any of these staves uses up a 0th level clerical spell for each use.
counts as a magic activate by the character. Some staves Life: This type of staff allows the user to cast a Cure
require a 0th level spell each time they are activated, out Serious Wounds, Neutralize Poison, or Cure Disease
of that Cleric’s spell allotment for that day. All clerical spell.
staves have a Saving Throw vs. Destruction as shown on Death: This type of staff acts as both a Staff of
the Magic Item Destruction Saving Throws on page 11, Striking and, when activated, also as a Staff of Withering
unless stated otherwise. Clerical staves are not for 1 turn.
constructed, but are obtained directly by Clerics while in Control: This type of staff acts as a combination
communion with whatever deity their church follows. Snake Staff and Commanding Staff.
Staves of Commanding and Striking are two special Piety: This type of staff allows the user to cast Cure
cases. These may be obtained as clerical items but are Light Wounds, Detect Evil, Protection Evil, Dispel Evil,
more commonly uncharged magical staves with Hold Person or Locate Object spell.
equivalent effects. Either a Magic User or a Cleric may Restoration: This staff allows the user to cast a Cure
use a magical Staff of Striking or Commanding. Serious Wounds, Neutralize Poison, Purify Food &
The following are descriptions of the various staves Water, Cure Disease, Restore (1-4) Life Levels, or
used in the Clerical Staff Table. Remove Curse spell.
Healing: This staff is able to heal any number of Discovery: This staff allows the user to cast a Detect
different living beings, at a rate of 1 being per Turn, 2-7 Magic, Detect Evil, Detect Traps, Detect Clerical Spell,
points per healing. No individual Staff of Healing may be Detect Injury, Detect Alignment, Detect Water, or Detect
used on any single living being more than once in any one Possession spell.
day. This staff generates the equivalent of the spell Cure Speaking: This staff allows the user to Speak
Light Wounds (1C) and so is subject to all of the Languages, Speak With Plants, or Speak With Animals, 1
restrictions of that spell. The staff must be in contact with at a time.
both the Cleric using it and the being to be healed for a Holding: This staff allows the user to cast a Hold
full Turn. This Turn may not be interrupted, or the Person, Hold Being, or Hold Monster spell.
healing is terminated with only partial effect.
Extra healing: Same as above, but does 4-14 points Magical Staves
of healing as Cure Serious Wounds (4C). Staves that can only be used by Magic Users, or by
Striking: This is a combat weapon that does 3 extra both Magic Users and Clerics, normally obey the
dice of magical damage per blow struck. Thus, strength following rules: Unless otherwise stated, a magical Staff
bonuses are only added to 1 die of the 4 dice of damage. may be used in combat as if it were a Quarterstaff +0. The
As with other staves, it uses the Quarterstaff line on the powers within a staff may only be used by someone with
Attack Matrix. An Irish version of this is the Shaleile, the proper Activation spell (different for each type of
which is a walking stick with a knob of the end. It uses staff, but all are based on Activate Staff, 2M. No staff that
the Mace entry in the Attack matrix, but still only does 1 uses charges may hold more than its original maximum of
die of physical damage. 200 charges. Any staff casts its spells as an 8th level
Snake staff: This is a special type of staff that can Magic User, or ½ the level of the user, whichever is
either by used as a +l Quarterstaff, or can be ordered to higher. Thus, a 20th level Magic User can coax 10th level
strike to Entangle (use Fast Envelopment line on Attack magic out of a staff. Unless stated otherwise, all staves
Matrix instead of Quarterstaff). Once it has Entangled a use 1 charge each time they cast a spell. If a staff contains
foe, the Staff flexes and holds him with an equivalent more than 1 spell, the user may cast any 1 of these spells
Strength of 25, and thus will hold beings of lesser at the time of activation. Staves that use charges may be
Strength than that. recharged by the spell Recharge (5M).
Withering: This staff causes the destructive aging of Staves that contain Fire, Lightning, Energy, or Heat
any living being struck by the staff, at a rate of 10 years spells have a specific disadvantage: They can blow up!
per blow. The victim gets a Saving Throw (as if vs. This explosion can be triggered deliberately by the
Death). Blows from this staff will not mature a young wielder of the staff, as a measure designed to kill his
being, but simply reduce its life span. The effects of this enemies while taking his own life. It can also be triggered
staff can be counteracted by the use of one Longevity accidentally, by destructive magic hitting and destroying
potion for each blow struck if the potion is drunk within 1 the staff. A Staff Explosion is calculated as follows: The
game day of the aging. Hit Points of damage done by a Staff Explosion at the
Commanding: This staff allows the wielder to cast point of the explosion are equal to the number of charges
the clerical Animal Control, Plant Control, and Human on the Staff at that point, times the sum of the Spell Point
Control spells. No more than 1 spell per Turn. All costs of the destructive magic on the staff, all divided by
controlled beings at any given time must be of one of the 10. Thus, a staff with 50 charges and the destructive

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spells Fireball and Fire Dart would do a basic damage of Summon a Water Elemental, or to Speak Mer. Each of
50 Hit Points at range of 0”. Destructive spells only these uses charges except for Speak Mer.
include spells that are Fire, Lightning, Energy, or Heat. Fire: This staff has the spells Vari-Ball, Micro-Ball,
Special note: any spells in a staff that are of a destructive and Summon Fire Elemental.
energy, but do not do damage at the level of the caster Air: This staff has the spells Air Jet, Air Wall,
(Firewall, Ball of Fire, etc.) have a special bonus. Such Summon Air Elemental, and allows its wielder to speak
spells only count an appropriate fraction of their Spell Wisp.
Point costs for purposes of figuring out Staff Explosion. Earth: This staff has the spells Rock-to-Mud, Stone-
Thus, Wall of Fire would normally count as only 5/4 to-Flesh, Stone Wall, Summon Earth Elemental, and acts
Spell Points, since it only does 2 dice of damage and not as a Staff of Striking that adds +1 to each die of damage.
8. Further, any Resistance spell that is listed on a Staff Elemental: This staff allows the user to cast a
and normally applies to the wielder also applies to any Summon Elemental of any type, no more than 1 at a time,
Saving Throw made by the staff against that same danger. and uses 1 charge per Elemental summoned. Further, this
The explosion radius and pro-rated damage on a Staff staff enhances the control that the wielder has over the
Explosion are figured out as follows: The explosion is a Elemental so that it will obey any command of the staff-
sphere with a radius equal to the Staff Explosion Hit holder unless someone physically attacks the staff-holder
Points divided by 64. The damage done away from the other than the Elemental.
center of the explosion decreases by 64 points per scale Death: This staff has the spells Death, Individual
inch. Thus, if no walls are around to compress the Death, Cloudkill, Animate Dead, and Control Undead.
explosion, and someone is 1/4” from the staff that Ice: This staff has the spells Cold Cone, Ice Wall,
explodes, he will take 16 points less damage than Cold Beam and Freeze Water, and provides its holder
someone touching the staff would take (16/64 = 1/4). with continual Cold Resistance.
Remember, however, that this explosion, like Bomb and Flame: This staff has the spells Flame, Firewall, Ball
Fireball spells, will be compressed and shaped by solid of Fire, Match, and provides its holder with continual Fire
walls, and the referee should take this into account when Resistance.
figuring out the equivalent distance from the center of the Detection: This is actually several types of staves,
explosion. This means that, if a character is standing 1/64 which can contain from 1-6 types of Detection and
of the total explosion’s total distance out from the center, Measure spells. (See spell list). Any single Detection spell
this should be compared to the explosion radius for from this type of staff may be kept activated at any time
figuring damage. Rather than simply measuring direct without utilizing any charges. Activating any Measure
distance from character to staff, since the character may spell or more than one Detection spell at a time uses up 1
be getting hit with compressed explosion. charge for each extra spell.
Now you can see the reason why most staves do not Change: This staff has the spells Growth Plant,
have several destructive spells in them: no sane Magic Growth Animal, Polymorph Others, Part Water, and
User would carry around such a potential bomb! Charm Monster.
However, as you can see, staves that have no more than Defense: This staff has the spells Anti-Magic Shell,
one or two destructive spells aren’t too much of a danger, Protection/Magic Missiles, Water Breathing, and Dispel
and can certainly be useful enough to be worth the risk. Magic.
Discretion: This staff has the spells Mirror Wall,
Magical Staff Descriptions Projected Image, and Invisibility.
The following is a description of some sample Walls: This is several types of staves, as a class. Any
Magical Staves. As you can see, you can design many Staff of Walls should have from 1-6 Wall spells of
staves of your own, but this should give you a good basic various types, Fire, Ice, Stone, etc.
list. Light: This staff has the spells Continual Light,
Commanding: This staff is the same as that usable Continual Darkness, Invisibility, and allows its holder to
by Clerics, but its use is restricted to Magic Users. It may See Invisible.
be charged or uncharged. No more than one of the three Transport: This staff has the spells Teleport,
spells may be in use at a time. Dimension Door, Knock, Passwall, and Flying.
Striking: Same as Clerical staff. Winds: This staff has the spells Wind, Whirlwind,
Sorcery: This staff has the spells Vari-Ball, Vari- Air Jet, Vortex, and Wizard Wind.
Bolt, Stonewall, Wizard Lock, and Fear Cone. Slumber: This staff has the spells Maxi-Sleep, Ultra-
Protection: This staff has the spells Negation, Fear Sleep, and Awaken.
Cone, Levitation, and provides its wielder with continual Combat: This staff, like the Staff of Striking, does
Fire Resistance, Cold Resistance, and Double Protection. not use charges for its Striking ability. In addition,
Water: This staff allows the wielder to Walk on however, it has the spells of Strength (x 1-4) and Smiting,
Water, Breathe Water, Part Water, Lower Water, which do use charges.

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Lightning: This staff has the spells Vari-Bolt and designed as a Spell Storing type of ring, either to be
Electric Micro-Ball, and provides its holder with recharged by a Magic User, or that recharges itself a
Electrical Resistance. limited number of times per day. Rings that only add to
Repair: This staff has the spells Dispel Magic, the inherent powers and abilities of the wearer usually
Remove Curse, and Healing (4M). have no limitations in terms of charges, unless stated
Traveling: This staff has no direct spells and no otherwise. Rings that actually cause some alteration in the
charges, but it adds 3” to the movement speed of the wearer (Polymorph Self, Healing, etc.) have some form of
holder, will stand balanced upright if commanded to do limitation in most cases, since they are most economical
so, and improves the holder’s Saving Throw against to construct in that form (see Magic Item Construction
falling into pits and other such traps by 10%. Rules). Any character can wear one or two rings (no more
Those staves where the notation simply tells how than 1 on each hand). Any character may activate any
many spells and what types are to allow the referee to roll normal ring. It is possible (see Magic Item Construction
randomly for more unusual staves. Perhaps designed for Rules again) to construct a ring that may only be activated
a specific Magic User’s needs. by a Magic User. Rings, unless designed otherwise, are
A Staff with an IQ and an Ego also has an alignment, assumed to act as if the spells contained in them had been
and acts as such. It may also control the holder. See cast by a 10th level Magic User.
Intelligent Weapon rules for results. Detection rings: These rings are designed to allow
the wearer to detect the named type of thing, as if casting
Wands the appropriate Detection spell as a 10th level Magic
Wands are a Magic User’s best weapons, in many User. Thus, most of these detects have a 10” range when
cases, or simply another useful tool of the trade. Wands in the form of a ring. The only unusual ring in this section
are a means of storing up spells for later use, especially is the Movement Detection Ring, which allows the wearer
those spells you would always want to have, but not to detect whether he himself is in motion or whether any
necessarily want to memorize. other single object within 10” is in motion. The wearer
A wand may include any Magical Spell of levels 1 to may use this ring to “sweep” an area in front of him when
6. No wand can contain more than one spell or more than he is unable to see, and he would thus note anything
100 charges. Because of the nature of the use of wands, moving in the area being checked.
and the relative construction costs, most wands are of Control rings: These rings are designed to allow the
lower level spells and less expensive spells (in Spell Point caster to cast the Control spell named, normally 1-3 times
cost). per day (roll randomly when ring is found, or as
A wand may only be activated by a Magic User, constructed by a character). While it is possible to
using the Activate Wand Spell (1M). A wand may be construct a Control Ring that will work more often, it is
recharged up to its maximum capacity by use of the usually considered more expensive than practical to do so.
Recharge spell (5M) cast in conjunction with the spell In cases where there is no specific spell description for the
that the wand holds. See the description of Recharge. spell named, use the information for Human Control, but
Each casting charges the wand by 1. applied to the type named. The spell, when cast from a
A spell cast from a Wand is cast at a Dexterity Count ring, lasts until dispelled.
determined only by the spell point cost of the Activate Resistance rings: These rings are designed to give
Wand spell, not the cost of the spell contained within the the following advantages to the wearer: Against the type
wand. This makes the wand a very rapid form of magic. of magic or damage named, the ring improves the Saving
Unless it is labeled, an unidentified wand can only be Throw rolls of the wearer by 10% and subtracts 1 per die
identified by using it or by the use of a Magic Analysis from any damage taken of that type. Thus, a Ring of
spell (3M). Poison Resistance would adjust the Saving Throw vs.
A normal wand casts a spell that has the same effect Poison and subtract 1 per die from the damage taken by
as if the spell were being cast by a 6th level Magic User. the wearer. A Ring of Type VI Magic Resistance would
No matter what level Magic User would be necessary to help the wearer against Lightning Bolts, Air Jets, and any
cast the spell. See the Magic Construction Rules for more other Type VI magical spell. These rules apply to any
information about Wands. Resistance magic items, no matter what shape.
Defensive rings: These are rings that are continually
Rings functioning, usually based on the magical spell of the
same name as the Ring. The special cases are Ring of
Other than swords, rings are possibly the most
Fog, which is based on the Illusionist spell, but with a
common types of magic item out of myth and legend.
reduced radius. Light Adjuster, which allows the caster to
Magical rings can help you or harm you, cast spells on the
increase or decrease the light around him from weak
wearer or on others (with limitations). The limitations in
daylight to total darkness. Protection/Life Level Drain,
what kind or rings are possible are simple. A ring may
which gives the wearer a Saving Throw vs. Life Level
only cast a spell on anyone other than the wearer if it is

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Draining attacks, or a 10% modifier against such attacks effect. A Ring of Treachery will cause the wearer to
that already give a Saving Throw. Slow Bleeding, which subtly betray his fellows and destroy them. A Spell Point
reduces by 1 point per Turn any bleeding or deterioration Eater will consume from 1-100 Spell Points, if the wearer
of the wearer, conscious or not, as long as the wearer is has Spell Points. A Ring of Drain 1 Life Level/Turn will
alive. Spell Turning, a special case all its own. do so each Turn the wearer does not achieve his Saving
Ring of Spell-Turning: This is designed to deflect Throw vs. Magic. A Ring with Poisoned Pin may be of
magical spells that are aimed directly at the wearer. A any type, but will do from 2-20 hit dice of poison damage
percentage (from 1-100%) of any spell that is aimed to the wearer (1-10 dice if Saving Throw achieved). A
directly at the wearer of an item of Spell Turning is Ring of Geas will cause the wearer to be controlled to the
reflected back at the caster of the spell. Spell Turning will extent of being ordered by the ring to perform some
not affect spells that are cast from an implement, but only dangerous task (referee discretion) or die. An Intelligent
directly cast spells (Magical, Clerical, and Druidic). Spell Ring will attempt to control the wearer (see Intelligent
Turning will not affect spells that are aimed at an area that weapons rules). A Ring of Solidification will solidify the
happens to include the wearer (such as cones, Fireball air or water around the wearer, suffocating him. This
spells, or spells that affect all or most persons in a fixed solidification may be dispelled by a Dispel Magic, but
area). Spell Turning will affect Micro-spells, Beam spells, there is no Saving Throw for the wearer of the ring if such
Individual spells, and those parts of a Bolt spell that a Dispel is not available.
includes the wearer. Thus, if someone wearing Spell Special rings: These are some of the more rare and
Turning were hit by a Lightning Bolt, he would reflect a expensive rings, not commonly found simply because
percentage of that part of the Bolt that hit him back at the they are not commonly produced.
caster. Others hit by the same Bolt would not be protected Rings of Spell Storing contain 1 or more spells of
in any way. In the case of Charm and similar spells, if the any type, can be worn by any character class, but must be
wearer of Spell Turning rolls 1-50%, he is still affected by refilled by a Magic User. Multiple spells in a ring will be
the spell and must make his Saving Throw. If he rolls 51- related, such as a Ring of Spell Storing, Fireball and
100%, the caster must make his Saving Throw against his Mini-Ball. The level of the stored Fireball would be that
own spell. In cases where the spell that hits the Spell of the Magic User who last filled the ring by casting a
Turning would cause damage, the rolled percentage in Fireball spell into it (not simply at the ring, but
damage is reflected back at the caster, who must attempt deliberately into it). If the spell to be stored is variable in
to make his own Saving Throw vs. Magic. Spell Turning any way other than range or position, the Magic User who
will not affect the natural abilities of beings or monsters fills the ring must determine the limits. Thus, a Spell
(such as Dragon Breath or Stone Turning). Storing Ring with Vari-Ball in it will have to have a
Active rings: These include all of the rings that are specific size stored in it. When activated, the spell comes
of miscellaneous types which either must be activated or out of the ring after a slight delay, the delay time in
affect someone or something other than the caster. In Dexterity Counts being equal to the Spell Point cost of the
cases where the vision of the wearer is enhanced spell to the Magic User who filled it.
(Infravision or See Invisible), the item stays activated, Regeneration Rings are a much more powerful form
once activated, until removed or de-activated. Where a of the Healing Ring (Active Ring section). A
spell is named, and a number of uses per day are Regeneration Ring will heal the wearer 1 point per Turn,
indicated, simply refer to the spell descriptions. The with no upper limit per day (except for the number of
Healing Ring is based on the 4th level magical spell, and Turns in a day). A Regeneration Ring will even attempt to
heals the wearer 1 point per Turn. “ZAP” Healing is a heal a character who is unconscious, or who has absorbed
special type of ring that can be activated to heal whatever damage greater than his death level while wearing the
damage is on the wearer, up to its maximum limit per day. ring. If a character has more damage on him than his
This healing is done instantly, during the Magic Phase in death level, and was wearing a Regeneration Ring when
which the ring is activated. Note that the Healing Ring he exceeded this death level, the ring will attempt to heal
need not be activated, but will work automatically, while him at the normal rate. But with an N% chance of failure,
the “ZAP” Healing Ring must be activated. where N is the number of hits that the character was
Cursed rings: These are some of the possible cursed beyond his death level. If the Regeneration Ring is
rings, some of them deliberate traps, and others the result removed (destroyed, deactivated) while the wearer is still
of bungled research. Cursed Rings, and other Cursed in excess of his death level, the character dies. A
items that are worn, can only be removed by a Remove Regeneration Ring will heal a character that was not
Curse (clerical or magical) or by being placed in a magic- wearing it at the time the damage was absorbed only if the
damping area of some sort. A Dispel Magic will not damage did not kill the character. A Regeneration Ring
suffice. Other Cursed Rings normally cause the wearer to will not heal a character whose body fails to achieve a
have to roll a Saving Throw vs. Magic, and failure to Saving Throw vs. Body Destruction, if required.
achieve this Saving Throw will allow the ring to take

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Strength +2-12, (all day) will add the rolled number character that can wear the stated type of item. Magic
to the strength of the wearer. The amount is rolled when Users (other than combination characters or Elves) cannot
the ring is made, not variable on any one ring. wear items described as being armored. Humanoids
Anti-Magic Shell (1 per day) means that the wearer cannot wear bridles and saddles. Again, use common
may, once each day, activate the ring and it will cast an sense where needed.
Anti-Magic Shell (6M) around him, with the same
limitations as the magical spell. Helms
Wishing (1-3 wishes) means that the ring allows the Most of the powers of the Helms are self-
wearer to make the indicated number of wishes and is explanatory. Unless stated otherwise, a Helm is designed
then forever used up. The success of a wish is largely up to constantly cast a spell on the wearer, as long as the
to the referee, but should generally do exactly what the item remains active. When designing Helms for additional
wearer asks. As long as the wish neither (1) alters the items, remember that Helms should contain magic related
flow of time or past events too drastically or (2) requires to the head and senses, or that involve mental spells.
the wish to transport or create magic items of any kind. A Helm of Telepathy gives the wearer the power of
Thus, a wish could be used to snatch a body out of the the 4th level magical spell.
jaws of destruction, if it would have been destroyed, but A Helm of Reverse Alignment alters the alignment
not bring along magic items. A wish could not be used to of the wearer, if he fails to achieve his Saving Throw vs.
cause a major event not to have happened in the past, but Magic.
can alter it slightly (such as a captive’s body being A Helm of Protection/Mental Spells prevents the
removed from a Troll’s lair before being eaten, but after wearer from being affected by, and from casting, any
being killed). A smart player will save Wishes for mental spells of a magical, Illusionist, or clerical nature
emergencies, and not waste them on minor things. A that involve illusion, controls, charms, holds, etc. It would
smart referee will be careful in what he allows his players not prevent physical effects that are mental in origin, such
to do with their Wishes. as Type III magic that has physical effects (Teleportation,
Magic Missile, etc.).
Miscellaneous Magic Items
A Helm of All-Around Vision is a featureless helm
There are many magic items that fall under this with no eye-slots that gives the wearer the ability to look
category, but a few rules and limitations are common to in any direction, even behind him. He cannot see in all
all of them. First, there is a limit to how many a character directions at once, but has a normal field of vision in any
or being may wear at one time, of those that are to be direction. It takes 1 week of concentrated effort to learn
worn. This limit is 1 Helm, 1 Cloak, 1 set of Boots, 1 move around comfortably while wearing and using this
Medallion, 1 Amulet, 1 Scarab, 1 set of Gauntlets or item, since it blocks normal viewing.
Gloves, and 1 Belt or Girdle. Common sense should be Helm of Blinding Brightness is a shiny gold-colored
used when applying this limit, and with reference to helm that contains a jewel set at the tip. This jewel, upon
unusual magic items. A magical set of Goggles would not command, will emit a bright light, equivalent to a Flash
be adding another item to what may be worn, since they spell in brightness, from 1-3 times per day. The Helm
would replace a Helm, and both could not be worn itself, in daylight or equivalent, will cause any being
together. The second limit is a simple one: The shape of using normal vision to avert his eyes from the wearer if
the item should be related to its powers and purposes. possible.
That is, Gauntlets should be related to things done with Helm of Teleportation does not itself contain that
the hands, Boots to things done with the feet, etc. If the spell, but enhances the use of it by a Magic User. There
name of the item is the same as that of a magical or are two possible uses of a Helm of Teleportation: either a
Illusionist spell, assume that it performs as the spell does Magic User may use it to multiply the number of times he
unless the description of the item states otherwise. may Teleport with a single expenditure of spell points
The most important limitation of all is that, unless the (times 1-4, rolled randomly each use). Or he may use the
item is of a Spell Storing type, a magic item that is worn Helm to convert a Teleport spell to a Passenger Teleport
should not cast spells on other than the wearer. Spell spell, but not both. Thus, a Magic User might Teleport for
Storing, as in the Construction rules, includes both those 1-4 times for the cost of a single Teleport spell, or take
items that need to be filled by a Magic User, and those someone along with him. All of the uses of such a Helm
that refill themselves. Miscellaneous Magic Items that on a single Teleport spell must be within one day.
cast energy or destructive magic are especially to be
avoided, if they are to act constantly or refill themselves. Cloaks
This last restriction is both for game balance and for the A cloak is the basic form for magic that must
sake of the magic system, since it isn’t nice to create encompass the whole body. Cloaks that resist magic or
energy out of nowhere. Unless stated otherwise, any item physical forces, and cloaks that affect the appearance of
in the Miscellaneous Magic category can by used by any the wearer, are good examples. Normally, Cloaks are

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Construction

always functioning, rather than needing activation. The circular form, sometimes with precious metals and gems
exceptions are noted below. Unless stated otherwise, the that are worn about the neck on a chain. Medallions may,
Cloaks act as the magical or Illusionist spell of similar in theory, contain any type of active magic. All
name. medallions must be activated in order to function, and
A Cloak of Mist allows the wearer, upon activating most hold a limited number of charges; either per day or
the cloak, to turn himself and the cloak into Gaseous until recharged by a Magic User. The exceptions to this
Form, as the spell. are items that provide a minor enhancement to the wearer
A Cloak of Darkness makes the cloak and wearer (Speak Languages or Infravision) or that merely contain a
black as a shadow and effectively invisible in shadows Detection or receptive Mental spell (such as ESP).
and at night. Medallion of Elemental Summoning calls up one of
A Specter Cloak makes the wearer invisible, but the four types of elemental, of no more than 10th level
leaves the cloak visible. (determined randomly by the referee per Medallion).
A Cloak of Flying must be activated and is designed Thus, a single Medallion calls up a single Elemental, of
to travel at a fixed speed, determined by the referee when Air, Earth, Fire or Water. The person using this medallion
it is found. need not be a Magic User, but the same restrictions apply
A Cloak of Vampirism is considered by some to be on what he may do and still control the Elemental as if he
a cursed item, since it gives the wearer the powers and were casting the Conjure Elemental spell directly.
abilities of a Vampire, but has a 10% chance per day of Medallion of Spell Storing is similar to a Ring of
converting the wearer to a vampire in the process. Spell Storing. For example, a Medallion of Spell Storing
A Displacer Cloak uses the spell Displacement (2I). (1 Lightning Bolt) would be possible. Only magical spells
A Cloak of Disguise Self uses the Illusionist spell of can be stored in this or other spell storing implements, not
the same name. clerical ones.
A Cloak of Tireless Swimming is made of Medallion of Lycanthropy: This type of Medallion
enchanted sealskin and enables the wearer to float or allows the wearer to change from human form to animal
swim for 16 hours per day without sinking, of which 1 form and back, as in the case of a Werewolf or other
hour per day may be active swimming for each point of Were creature. Each Medallion is designed to change its
Constitution the wearer has. wearer to a specific shape. If that shape, in Were form, is
A Cloak of Camouflage allows the wearer to blend of an alignment other than that of the wearer normally,
into any non-moving background with a 90% chance of his alignment changes to that of the Medallion’s form.
not being spotted by any single being who looks in his Thus, a lawful human activating a Medallion of
direction. Lycanthropy (Chaotic Werewolf) would change to a
Chaotic Wolf form, still wearing the medallion. In Were
Boots form, the person has all of the powers and weaknesses of
Boots are a very simple type of magic item to design: his new form, including the vulnerability to silver and
They involve the feet, protecting them or enhancing them limited intelligence.
in some fashion. Boots of Speed, Flying, and Levitation Medallion of Pyrotechnics (1-3/day) allows the
are exactly what the magical spells say, with the speed of wearer, upon activating the medallion, to fire a
the flying limited as in the case of the Cloak. Pyrotechnics spell from it.
Boots of Silence allow the wearer to move without
Amulet
making noise, but do not cast a silence around him or
prevent him from hearing sounds. Amulets are the shapes of protective magic. An
Boots of Water Walking allow the wearer to walk at amulet can be in any number of forms, but for the sake of
normal speeds on water as if on land. clarity, we define amulets to be those small magical
Boots of Tireless Walking allow the wearer to walk symbols or gems that are attached to clothing, that are in
across all solid surfaces for as many hours as he can stay symbolic, stylized, or geometrical shapes. An amulet that
awake, without physical exhaustion beyond that of is in the shape of a living creature of any kind is called a
carrying whatever load he has. Scarab in these rules, and is counted separately in the
Boots of Balancing allow the wearer to balance on limits of what magic may be worn.
narrow planks, tightropes, etc., with 99% success. Most Amulets contain a normal magical spell of a
Boots of Agility add 2-12 (determined for each pair defensive or protective nature, or the same spell as a
of boots) to the Agility of the Wearer, with all appropriate previously described magical item. The others are:
benefits to Saving Throws and combat. Amulet vs. Clairvoyance & ESP: This Amulet
prevents the wearer from being observed by spells of
Medallions Clairvoyance, Clairaudience, or ESP, or by implements
Medallions are a form of magic item that includes utilizing these spells.
most types of activated magic. Most medallions are in a

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Amulet of Mental Spell Resistance: This Amulet Saving Throw vs. Magic, or find itself contained within
improves the Saving Throw roll of the wearer by 10% if a the Scarab for a period of no more than 24 hours. The
mental spell, magical or clerical, is cast at her. Demon may not leave the Scarab during this 24 hours
Amulet of Double Protection: This Amulet adds +2 under its own volition, but may be released by the wearer
to the defense level and Saving Throw rolls of the wearer. of the Scarab upon making whatever promises the wearer
Amulet of Stone-Turning Resistance: This amulet deems necessary to protect himself from later revenge.
improves the Saving Throw of the wearer vs. being turned The Demon may not break any promises made under the
to stone by 10%. It subtracts -1 per die from any stone- control of this Scarab, but need not make any promises at
turning effects that are hit-die based (that is, when the all if it chooses to simply remain in the Scarab for 24
number of points of stone turning are rolled randomly, on hours. After that time, the Demon is free to do as it
dice, like Fire or Cold damage). For all-or-nothing stone chooses, or to follow the original orders it had before
turning, the Saving Throw is improved by 20%. attacking the wearer of the Scarab, if any. A Cleric of
Amulet of Susceptibility: This cursed Amulet add sufficient level may cast a Dispel Demon at the Demon
40% to the rolled Saving Throws of the wearer and while in the Scarab. This will release the Demon from the
subtracts 4 from his defense level. Scarab whether or not the Dispelling is successful. If the
Amulet of Protection/Self: This Amulet is the Demon is neither released voluntarily nor Dispelled
paranoid’s dream. It gives the caster a bonus of 10% on within 24 hours, the wearer probably does not want to still
Saving Throw and -1 per die on damage against any spell be wearing the Scarab, since the release of the Demon
that he himself throws, in cases where he accidentally will leave a somewhat annoyed Demon standing next to
includes herself in a spell, or has it turned or reflected him.
back by the target. Scarab vs. Exorcism: This Scarab is generally
Amulets, because of their protective nature, are chaotic in origin, and is a favorite amongst the demonic
always activate, and must be constructed as such (see set. Any being possessing the wearer of such a Scarab
Magic Construction Rules) to be generally useful. In may not be exorcised by a clerical Exorcism spell. A
theory, any spell that is protective could be put into an Demon may trick a being into wearing such an item
Amulet. In practice, spells that are basically protective vs. before or after successfully possessing him.
magical effects and physical effects are put into Amulets, Scarab of Life Level Protection: This Scarab gives
while clerical protections, curse protections, and certain the wearer a Saving Throw (as if vs. Death) against being
other related things are put into Scarabs. In theory an drained Life Levels when hit by a being or spell that
Amulet is normally magical in origin, while Scarabs are would do so, or with a 10% bonus on his Saving Throw in
Clerical in origin, so this division is easy to explain. cases where a Saving Throw is already applied.
Scarab of Non-Degeneration: This Scarab acts like
Scarabs the clerical spell of the same name, taking effect
These magic items are generally in the shape of a whenever the wearer is damaged to the point of
plant or animal, small, sometimes made of a gemstone, unconsciousness but not death.
inscribed with either holy symbols or magical runes. They Scarab of Enemy Enragement: This Scarab, one of
are worn pinned to the clothing of the wearer, somewhere the cursed ones, causes any enemy attacking beings
over the heart or nearby. Some of these Scarabs may be including the wearer to have to make a Saving Throw vs.
constructed by Magic Users, but those referring to clerical Magic. Those failing to achieve this Saving Throw will
powers (healing, vs. demons or Undead, etc.) are clerical attack the wearer of the Scarab in preference to other
in nature, and are obtained by appropriate Clerics in favor targets of comparable importance. The wearer will
with their relative deities who commune and ask such an normally believe this Scarab to be of some beneficial
item from above (or below, in the case of certain chaotic type, perhaps Enemy Detection.
Clerics). Scarabs are always active in their protective Scarab of Courage: This Scarab gives the wearer a
abilities, but may not do anything active except under bonus of 20% to his Saving Throw vs. Fear effects of any
limited circumstances. The various Detection Scarabs are kind.
magical in nature, as are most of the cursed Scarabs. The Scarab of Charisma: This Scarab gives the wearer
others are normally clerical in nature an apparent Charisma 3 points higher than his natural one,
Scarab vs. Clerical Death Spell: This Scarab is able for all purposes other than qualifying for special types of
to absorb into itself, without harm to the wearer, from 1-6 character (such as Paladin).
clerical Finger of Death spells, no more than 1 in any Scarab vs. Lycanthropy: This Scarab will prevent
given Turn. the wearer from falling under the control of a Were form,
Scarab vs. Demonic Possession: This Scarab helps or changing shape if he already is a Were creature of any
to protect the wearer against Demonic possession by the kind. Thus, someone wearing such a Scarab could not be
following procedure: any Demon attempting to possess changed into a Werewolf by a bite from one, and a Scarab
the wearer of this type of Scarab must make its own

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of this type would prevent a Werewolf in man-form from have no effect. However, the grip may only be
changing into a wolf. deactivated during Magic Phase, and therefore it takes
Scarab of Insanity: This Scarab, while more time to change weapons than usual. When using
masquerading as some more beneficial type, will slowly these gauntlets, it takes two extra blows worth of time
cause the wearer to become insane (type of insanity at above normal to change to another weapon. Thus it can
discretion of referee), curable only by a clerical Cure take from 1-2 Phases to get rid of a mace, and draw
Insanity spell (4th level). something else.
Gauntlets of Climbing are specially designed
Gauntlets and Gloves gauntlets that allow the wearer to grip tiny cracks in
This shape of magic item should have powers that vertical walls, or to hold onto ropes, allowing him to
directly reflect the abilities of the hands and arms. climb at twice the speed of a normal man with the same
Normally, these are always active, rather than having to encumbrance (normally 1/12 of the horizontal speed of
be activated, and provide the wearer with some particular the same character).
bonus that never changes within any given set of gauntlets Gauntlets of Combat are specially designed for
or gloves. Either gauntlets or gloves of a pair must be combat using Armored Fist. They do 1 die of damage
worn to provide this bonus, as in the case of boots. instead of the normal 1 die -1, and have a damage bonus
Gauntlets are armored and gloves are not. In all from +1 to +3 per die of damage.
descriptions, the term “Gauntlets” also applies to the
Belts and Girdles
unarmored gloves that could occur. It’s just shorter this
way. The basic symbologies of magic cause belts and
Gauntlets of Striking: This type of Gauntlet gives girdles to have the same set of powers that are often found
the wearer a damage bonus of from +1 to +3 per die with in cloaks. Basically, belts and girdles should contain
any melee weapon used while wearing them. This damage powers that directly protect or enhance the entire body.
bonus will add to the damage bonus on a weapon being Girdles are armored whereas belts are not. Most belts and
wielded. If Gauntlets of Striking +1 are being used with a girdles (called “Belt” in the descriptions) contain normal
+2 damage bonus weapon, the bonus will be +3 per die. magical spells or Illusionist spells, but never clerical
Gauntlets of Striking +1 are sometimes called Gauntlets spells. Of those listed, only Polymorph Self, Levitation,
of Gargoyle Power, and Gauntlets of Striking +2, Growth or Diminution, Strength Multiply, Anti-Magic
Gauntlets of Ogre Power. Shell and Flying Belts must be activated.
Gauntlets of Quickness allow the wearer to take 1 Belt of Lightness: This belt reduces the amount of
extra blow in melee, above and beyond all non-Magical encumbrance of the wearer by from 10 to 60 pounds,
adjustments. Magical adjustments such as Haste will rolled randomly by the referee.
override. This extra blow is added in after other Belt of Growth or Diminution: This belt allows the
adjustments are calculated for encumbrance and abilities. wearer to become any size from 6 inches tall to 12 feet
This extra blow is added for any weapon of length 10 or tall, changing his size no more than 3 times total per day.
less. Belt of Giant Strength: This Belt adds 11 to 20 to
Gauntlets of Accuracy add attack levels to the the Strength of the wearer. This Strength bonus is not
wearer, normally from 1 to 3. These added attack levels additive with any other magical or clerical Strength
do not add on to attack levels gained from an enchanted enhancements, but takes over from any lesser ones, and
weapon, although they do add to levels gained from gives in to any stronger ones.
abilities and from strength adjustments. Thus, a Fighter Belt of Strength Multiply (1/day): This Belt
with Gauntlets of Accuracy +2 and a Broadsword +l contains the magical Strength spell (4M). It allows the
Attack Level would only add +2 to his attack level, not wearer to activate this spell once per day, multiplying his
+3. Strength by 1-4 times, as described in the spell, with all
Gauntlets of Archery add their bonus to the Archery bonuses derived from the increased Strength.
die roll to hit, as if they were magical bows. Their bonus Belt of Flotation: This belt allows the wearer to sink
is determined by rolling on the Non-Intelligent Weapon into water no further than the level of the belt.
Attack Level Bonus Table, ignoring 0 and negative results Belt of Mini-Strength (all day): This belt adds from
except in the case of cursed gauntlets. These Gauntlets 2-12 (determined per belt) to the Strength of the wearer,
add their bonus to archery projectiles, but not to already and may be worn all day, every day, without ill effects.
magical bows and slings. As with the previous type of
Gauntlets, the more magical (higher +) of the bow and the Containers
gauntlets takes effect, rather than adding together. Magical containers may have just about any power
Gauntlets of Gripping: These gauntlets can be suitable to their shape and size. Usually, from their name,
commanded to hold any specific object, and results of they are capable of containing something or already do.
“Drop Weapon” on the Surprise or Fumble Table will There are several powers common to more than one size

9-24  Warlock Rules Magic Items Construction


Revised Warlock Rules Magic Items Construction
Warlock Rules Magic Items Construction 

or shape of item, and these are described by their power, does extra damage. Otherwise, only the duration is
rather than their shape. altered. A 4-sided die is rolled each time this flask is used,
Holding items (Large Sack, Small Sack, Backpack, and a result of 1 means that the flask is exhausted for the
and Saddlebags) all have in common that they are bigger day.
on the inside than they are on the outside. The inside of a Trackless Dust eliminates the tracks of 1 or more
Holding item is in another dimension, and most of what humanoids, and a small bag contains enough to cover
you put inside simply sits in one place there, not moving tracks for ¼ mile. Tracks that have been covered with this
around with you when you move the item. Thus, a dust cannot be traced by any non-magical means.
Holding container carries any amount of matter up to a A Cauldron of Potion-Brewing allows potions to be
limit of 33 1/3 times the normal carrying capacity of that produced by a Magic User in ½ the normal time and at a
container (33 in the case of a Flask), with a reduction in cost of ½ the normal Spell Points needed for producing a
weight of 33 1/3 times. 100 pounds of gold would weigh similar potion. This cannot be used by an Alchemist, but
only 3 pounds to the carrier of such an item. No item may only by a Magic User.
be put into a Holding item that cannot fit through the A Cauldron of the Undead is used to animate
mouth or opening of the item. No item may be put into or Zombies or Skeletons, by putting bodies or bones into the
removed from a Holding item while it is in a magic- cauldron. These animated Undead are under the control of
damping area, or anywhere where magic will not work whoever is using the Cauldron. No more than 1 body
temporarily. The destruction of the Holding item will every 10 Turns may be processed in this manner, but
result in the permanent loss of all items stored “inside” it. there is no limit to the total number of Undead controlled.
Living beings may be put inside such items (if they fit
through the opening), but will find it very uncomfortable. Miscellaneous Shapes
Living, conscious beings should remain inside a Holding This section contains all of those oddball things that
item no more than 12 Turns at a time for any reason. don’t fit anywhere. Any power is possible, as long as it is
Lightness items all have in common that they reduce appropriate to the shape or form of the item. Magical
the apparent weight and encumbrance of things put inside ropes should do things logical for a rope, and so on.
them, although no more may be put into such an item than A Hand of Glory appears to be a severed human
into a normal container of that type. A Lightness item hand, somewhat mummified, holding a black candle.
carries its normal capacity with only the weight and When this candle is lit (it is not consumed by burning) the
encumbrance of the container itself, not of its contents. Hand allows the holder to Detect Gems, Detect Gold, and
A Backpack of Readiness will hold from 1-4 items Detect Platinum. It also acts as a Protection spell vs. Good
in position to be summoned by the wearer. The wearer opponents, and radiates an Evil aura when lit.
simply has to reach his hand into the Backpack and call A Flying Broom is just that, able to carry up to 200
“cross” or whatever the item is, and it will leap into his pounds of weight at 36” per turn, and 400 pounds of
hand, no matter how much junk is in the Backpack. Such weight at 24” per turn. It is activated only by its own
a Backpack will hold no more than a normal one in Word of Command, this word is different for each
weight or encumbrance; it just helps find things quickly. Broom. Some have this word written on the handle (the
A Flask of Djinn/Efrit contains one of the two previous owner might have had a bad memory).
types, to be summoned out by whoever uncaps the Flask. Otherwise, the Word must be determined by magical or
Remember, however, that someone may have put that clerical means. Magic Analysis is not sufficient to
Efrit inside the flask for a very good reason. determine this Word.
Flask of Alchemy: This flask is built to convert any A Flying Carpet will carry up to 600 pounds at 24”
one specific substance into another specific substance. It per turn when flying. It has a Word of Command, as a
may convert water to wine, or wine to water, or a certain Broom does.
poison into an antidote of that poison, or vice-versa. It A Teleporting Carpet will Teleport (as the spell)
normally will not create potions. once per day, carrying with it no more than 600 pounds. It
Flask of Gushing Water: This type of flask, when has a Word of Command, and the person speaking the
uncorked, will shoot out an apparently endless stream of Word is the one who must have the destination
water, with enough force that it is difficult for a normal- memorized. See Teleport (5M) for details.
strength man to put the cork back in. Either a person with A Mirror of Soul Trapping has the same power as
at least Strength 25 (to re-cork it) or a Dispel Magic (to the special shield power of the same name.
stop it) will turn this one off. A Mirror of Magic Reflection has a 1/3 chance of
Flask of Potion Multiplying: This type of flask reflecting back any directed spell that is aimed at
multiplies the duration of effect of a potion from 1-4 someone deliberately holding the mirror toward the spell.
times, if it is first poured into this flask. In the case of a A Mirror of Clairvoyance allows the holder to use
Healing or Extra-Healing potion, the healing continues at the mirror as a means of focusing the spell of that name.
the same rate for a longer time. In the case of a Poison, it Anyone may use such a mirror, and Magic Users may cast

Warlock Rules Magic Items Construction  9-25


 Warlock Rules Magic Items Construction Revised Warlock Rules Magic Items
Construction

additional, related spells and have them work along with whoever holds the reins. This Bridle will not work on
the Clairvoyance, such as Clairaudience or ESP. Limits as Monsters, but only on normal animals.
the spell of the same name.
A Rope of Climbing will obey commands to a
limited extent, raising one end over a wall, gripping bars
or other support points, within the limits of its length,
with the strength of a normal rope.
A Rope of Stiffening will stiffen to rocklike
hardness in any position it is placed, upon command of
the holder. It can be used to form a ladder, barricade a
door, or used in countless other ways.
A Rope of Entanglement, upon command, will
attempt to actively trip and entangle anyone that it
touches, whether stepped on or thrown. Use Fast
Envelopment Attack Matrix line for tangling, and the
Entanglement Saving Throw of the victim for tripping.
A Saddle of Lightness subtracts 50 pounds from the
apparent weight and encumbrance being carried by the
horse or other animal wearing it. This allows a Light
Horse to carry a rider in armor, and other such
adjustments.
A Bridle of Invisibility turns the wearing animal
invisible, as if it were a Ring or other item for a
humanoid. Any animal must be trained to move while
invisible.
A Crystal Ball is an item strictly for Magic Users,
based on the spell Clairvoyance. Some also have such
things as ESP, Clairaudience, or other sensory spells.
Offensive spells are not permitted in this form, and
therefore the Crystal Ball cannot cast a spell on someone
being viewed.
A Torch of Brightness will, upon command,
brighten as if a Flash spell were cast at the end of the
torch. It may do this no more than 3 times per day. The
torch is not consumed by normal flame, but merely burns
with a magical fire when lit.
An Eternal Torch is merely a torch that, once lit, is
not consumed, and cannot be extinguished except by the
use of an Extinguish Fire spell.
Camp Wards come in sets of 12. These little black
pyramids, 3” tall, are activated when they are set on the
ground, no more than 24’ from one to the next, in any
shape around an area. They act as a Protection spell to
those within, and will flash a blue light when any Enemy
approaches nearer than 12” to any Ward. All 12 must be
used together in order to function.
A Lantern of Truth Detection casts a warm, yellow
light that can be aimed at any person or being. If that
person or being tells a lie of any type, the light will turn
blue for one Phase.
A Lantern of “Light of Truth” acts as the
Illusionist spell of the same name, for no more than 12
Turns at a time. It may be used no more than 3 times per
day.
A Bridle of Animal Control continually casts that
spell on the wearer of the Bridle, giving control to

9-26  Warlock Rules Magic Items Construction


Warlock Character Sheet 1999-2000

Name : Type : Level : Exp. Bonus : % Magic Class :


Strength : I.Q. : Wisdom : Constitution : Dexterity : Agility :
Charisma : Size : Weight : Weirdnesses : Saving Throw : +

Death/Poison : Wands : Stone : Breath : Magic/Staves : Cleric/Staves : Con (V) :


Belief : Charm I : Charm II : Charm III : Fear : Entanglement : Pain :
Gaze : Soul Drain : Physical : Bonuses :

Max Load in inches per Turn 3: 6: 9: 12: 15: 18: 21: Normal Speed:
Max Load with Strength 3: 6: 9: 12: 15: 18: 21: Normal Speed:

Defense Modifier : Attack Modifier : Hit Dice : Archery Modifier : Damage Modifier :
Death Level : Spell Points : Spell Pt. Bonus : Dispel Demon : Healing Bonus :

Hits @ Level 1: 2: 3: 4: 5: 6: 7: 8: 9: 10:


11: 12: 13: 14: 15: 16: 17: 18: 19: 20:
21: 22: 23: 24: 25: 26: 27: 28: 29: 30:

Total Gold : Times Staved:

Total Experience : Potions Used:


Next Level Goal :
Spell Points Used :

Hits Taken : Special Hits Taken:

# Weight Item Description Total Weight =


Mount (if any) :
Armor Type :
Shield Type :
Primary Weapon :
Second Weapon :
Archery Weapon :
Archery Ammo :
Other Weapons :
Left Ring :
Right Ring :
Medallion :
Amulet :
Scarab :
Cloak :
Belt or Girdle :
Helmet or Hat :
Boots :
Gauntlets/Gloves :
Staff :
Wands :
Other Items :

Potions :

Extra Items :
Magic User Spells
Level Spell Name Cost Level Class
1 1
2 1
3 2
4 1
2
5 3
6 1
3
7 2
4
8 1
4
9 3
5
10 1
2
5
11 4
12 1
6
13 2
3
14 1
6
15 4
5
16 1
2
17 3
18 1
7
19 2
4
6
20 1
3
7
21 5
22 1
23 2
4
24 1
3
8
25 2
6
26 1
8
27 3
4
5
28 1
2
7
29 6
30 1
Fighter Abilities
Level AbilityName Level Next
1 1
2 1
3 2
4 1
2
5 3
6 1
3
7 2
4
8 1
4
9 3
5
10 1
2
5
11 4
12 1
3
6
13 2
5
6
14 1
4
15 3
16 1
2
5
6
17 4
18 1
3
19 2
5
6
20 1
4
21 3
22 2
5
6
23 1
24 4
25 1
2
3
26 5
6
27 1
28 2
4
29 1
3
30 5
6
Clerical Spells
Level Per Day Spells Used C S
0 Ø Ø
1 Ø Ø
2 Ø Ø
3 Ø Ø
4 Ø Ø
5
6
7
8
9
10
11
12
13
C = Communes used at this level
S =  when a gift from god is tried for.  when it is received.
Thievish Abilities Thievish Abilities
Level AbilityName Level Next Level AbilityName Level Next
1 1 18 1
1 2
2 1 7
1 19 1
2 3
3 1 4
2 5
4 1 20 1
2 2
3 6
5 1 21 1
2 2
3 3
6 1 4
2 22 1
3 5
4 6
7 1 7
3 23 1
4 2
8 1 3
2 8
3 24 1
4 2
5 4
9 1 8
2 25 1
3 3
4 5
5 26 1
10 1 2
5 4
11 1 6
2 7
3 27 1
4 2
12 1 3
2 28 1
13 1 5
3 8
5 29 1
6 2
14 1 3
2 4
4 6
6 7
15 1 30 1
2 2
3
16 1
4
5
17 1
2
3
6
7
Elven Magic Spells
Level Spell Name Cost Level Class
1 1
2 1
3 2
4 1
5 2
6 3
7 1
3
8 4
9 2
10 1
4
11 3
5
12 1
2
13 5
14 4
15 1
6
16 2
17 3
18 1
6
19 4
5
20 2
21 1
22 3
23 1
24 7
25 2
4
6
26 1
27 3
5
28 7
29 1
2
30 3
31 4
32 1
8
33 2
6
34 5
35 1
3
36 4
8
37 1
2
38 7
39 1
40 6
Warrior Priest Fighter Abilities Clerical Spells
Level AbilityName Level Next Level Per Day Spells Used C S
1 1 Ø Ø
2 1
0
3 2 1 Ø Ø
4 1 Ø Ø
2 2
5 3 3 Ø Ø
6 1
3 4 Ø Ø
7 2
4
5
8 1 6
4
9 3 7
5 8
10 1
2 9
5
11 4
10
12 1 11
3
6 12
13 2 13
5
C = Communes used at this level
6
S =  when a gift from god is tried for.  when it is received.
14 1
4
15 3
16 1
2
5
6
17 4
18 1
3
19 2
5
6
20 1
4
21 3
22 2
5
6
23 1
24 4
25 1
2
3
26 5
6
27 1
28 2
4
29 1
3
30 5
6
Elven Fighter Abilities
Level AbilityName Level Next
1 1
2 1
3 2
4 1
2
5 3
6 1
3
7 2
4
8 1
4
9 3
5
10 1
2
5
11 4
12 1
3
6
13 2
5
6
14 1
4
15 3
16 1
2
5
6
17 4
18 1
3
19 2
5
6
20 1
4
21 3
22 2
5
6
23 1
24 4
25 1
2
3
26 5
6
27 1
28 2
4
29 1
3
30 5
6
Illusionist Spells
Level Spell Name Cost Level Class
1 1
2 1
3 2
4 1
2
5 3
6 1
3
7 2
4
8 1
4
9 3
5
10 1
2
5
11 4
12 1
6
13 2
3
14 1
6
15 4
5
16 1
2
17 3
18 1
7
19 2
4
6
20 1
3
7
21 5
22 1
23 2
4
24 1
3
8
25 2
6
26 1
8
27 3
4
5
28 1
2
7
29 6
30 1
Spellsinger Spells
Level Spell Name Cost Level Class
1 1
2 1
3 2
4 1
2
5 3
6 1
3
7 2
4
8 1
4
9 3
5
10 1
2
5
11 4
12 1
6
13 2
3
14 1
6
15 4
5
16 1
2
17 3
18 1
7
19 2
4
6
20 1
3
7
21 5
22 1
23 2
4
24 1
3
8
25 2
6
26 1
8
27 3
4
5
28 1
2
7
29 6
30 1
Cavalier Fighter Abilities
Level AbilityName Level Next
1 1
1
2 1
2
3 2
4 1
2
3
5 1
3
6 1
3
4
7 2
4
8 1
4
5
9 1
2
3
5
10 1
2
5
11 3
4
6
12 1
3
6
13 1
2
4
5
6
14 1
4
15 2
3
5
16 1
2
5
6
17 1
3
4
18 1
3
6
19 2
4
5
6
20 1
4
Paladin Abilities Clerical Spells
Level AbilityName Level Next Level Per Day Spells Used C S
1 1 Ø Ø
1
0
2 1 1 Ø Ø
2 Ø Ø
3 2 2
4 1 3 Ø Ø
2
3 4 Ø Ø
5 1
3
5
6 1 6
3
4 7
7 2
4
8
8 1 9
4
5 10
9 1 11
2
3 12
5
10 1
13
2 C = Communes used at this level
5 S =  when a gift from god is tried for.  when it is received.
11 3
4
6
12 1
3
6
13 1
2
4
5
6
14 1
4
15 2
3
5
16 1
2
5
6
17 1
3
4
18 1
3
6
19 2
4
5
6
20 1
4
Ranger Abilities Clerical Spells
Level AbilityName Level Next Level Per Day Spells Used C S
1 1 Ø Ø
1
0
2 1 1 Ø Ø
2 Ø Ø
3 2 2
4 1 3 Ø Ø
2
3 4 Ø Ø
5 1
3
5
6 1 6
3
4 7
7 2 C = Communes used at this level
4 S =  when a gift from god is tried for.  when it is received.
8 1
4 Magic Spells
5 Level Spell Name Cost Level Class
9 1 1 1
2 2 1
3 3 2
5 4 1
10 1 2
2 5 3
5 6 1
11 3 3
4 7 2
6 4
12 1 8 1
3 4
6 9 3
13 1 5
2 10 1
4 2
5 5
6 11 4
14 1 12 1
4 6
15 2 13 2
3 3
5 14 1
16 1 6
2 15 4
5 5
6 16 1
17 1 2
3 17 3
4
18 1
18 1 7
3
19 2
6
4
19 2 6
4
20 1
5
3
6
7
20 1
21 5
4
22 1
Hobbit Abilities
Level AbilityName Level Next
1 1
2 1
3 1
1
4 2
5 1
2
6 1
2
7 3
8 1
2
3
9 1
2
3
4
10 3
11 1
4
12 1
2
3
4
5
13 1
5
14 1
2
15 1
3
4
5
16 2
17 1
18 1
2
3
4
19 5
20 1
2
6
21 1
3
4
6
22 2
23 1
24 1
3
4
5
25 2
6
26 1
7
Magical-Fighter Fighter Abilities Magical-Fighter Magic Spells
Level AbilityName Level Next Level Spell Name Cost Level Class
1 1 1 1
2 1 2 1
3 2 3 2
4 1 4 1
2 2
5 3 5 3
6 1 6 1
3 3
7 2 7 2
4 4
8 1 8 1
4 4
9 3 9 3
5 5
10 1 10 1
2 2
5 5
11 4 11 4
12 1 12 1
3 6
6 13 2
13 2 3
5 14 1
6 6
14 1 15 4
4 5
15 3 16 1
16 1 2
2 17 3
5 18 1
6 7
17 4 19 2
18 1 4
3 6
19 2 20 1
5 3
6 7
20 1 21 5
4 22 1
21 3 23 2
22 2 4
5 24 1
6 3
23 1 8
24 4 25 2
25 1 6
2 26 1
3 8
26 5 27 3
6 4
27 1 5
28 2 28 1
4 2
29 1 7
3 29 6
30 5 30 1
6
Clerical-Fighter Fighter Abilities Clerical Spells
Level AbilityName Level Next Level Per Day Spells Used C S
1 1 Ø Ø
2 1
0
3 2 1 Ø Ø
4 1 Ø Ø
2 2
5 3 3 Ø Ø
6 1
3 4 Ø Ø
7 2
4
5
8 1 6
4
9 3 7
5 8
10 1
2 9
5
11 4
10
12 1 11
3
6 12
13 2 13
5
C = Communes used at this level
6
S =  when a gift from god is tried for.  when it is received.
14 1
4
15 3
16 1
2
5
6
17 4
18 1
3
19 2
5
6
20 1
4
21 3
22 2
5
6
23 1
24 4
25 1
2
3
26 5
6
27 1
28 2
4
29 1
3
30 5
6
Fighting-Thief Fighter Abilities Fighting-Thief Thievish Abilities
Level AbilityName Level Next Level AbilityName Level Next
1 1 1 1
2 1 1
3 2 2 1
4 1 1
2 3 1
5 3 2
6 1 2
3 4 1
7 2 2
4 5 1
8 1 2
4 3
9 3 3
5 6 1
10 1 2
2 3
5 4
11 4 7 1
12 1 3
3 4
6 8 1
13 2 2
5 3
6 4
14 1 5
4 9 1
15 3 2
16 1 3
2 4
5 5
6 10 1
17 4 5
18 1 11 1
3 2
19 2 3
5 4
6 12 1
20 1 2
4 13 1
21 3 3
22 2 5
5 6
6 14 1
23 1 2
4
24 4
6
25 1
15 1
2
2
3
3
26 5
16 1
6
4
27 1
5
28 2
17 1
4
2
29 1
3
3
6
30 5 7
6
Magical-Cleric Spells Magical-Cleric Clerical Spells
Level Spell Name Cost Level Class Level Per Day Spells Used C S
1 1 Ø Ø
2 1
0
3 2 1 Ø Ø
4 1 Ø Ø
2 2
5 3 3 Ø Ø
6 1
3 4 Ø Ø
7 2
4
5
8 1 6
4
9 3 7
5 8
10 1
2 9
5
11 4
10
12 1 11
6
13 2 12
3 13
14 1 C = Communes used at this level
6
S =  when a gift from god is tried for.  when it is received.
15 4
5
16 1
2
17 3
18 1
7
19 2
4
6
20 1
3
7
21 5
22 1
23 2
4
24 1
3
8
25 2
6
26 1
8
27 3
4
5
28 1
2
7
29 6
30 1
Magical-Thief Magic Spells Magical-Thief Thievish Abilities
Level Spell Name Cost Level Class Level AbilityName Level Next
1 1 1 1
2 1 1
3 2 2 1
4 1 1
2 3 1
5 3 2
6 1 2
3 4 1
7 2 2
4 5 1
8 1 2
4 3
9 3 3
5 6 1
10 1 2
2 3
5 4
11 4 7 1
12 1 3
6 4
13 2 8 1
3 2
14 1 3
6 4
15 4 5
5 9 1
16 1 2
2 3
17 3 4
18 1 5
7 10 1
19 2 5
4 11 1
6 2
20 1 3
3 4
7 12 1
21 5 2
22 1 13 1
3
23 2
5
4
6
24 1
14 1
3
2
8
4
25 2
6
6
15 1
26 1
2
8
3
27 3
16 1
4
4
5
5
28 1
17 1
2
2
7
3
29 6
6
30 1 7
Clerical-Thief Thievish Abilities Clerical-Cleric Clerical Spells
Level AbilityName Level Next Level Per Day Spells Used C S
1 1 Ø Ø
1
0
2 1 1 Ø Ø
1 Ø Ø
3 1 2
2 3 Ø Ø
2
4 1 4 Ø Ø
2
5 1
5
2 6
3
3 7
6 1
2
8
3 9
4
7 1 10
3 11
4
8 1 12
2
3
13
4 C = Communes used at this level
5 S =  when a gift from god is tried for.  when it is received.
9 1
2
3
4
5
10 1
5
11 1
2
3
4
12 1
2
13 1
3
5
6
14 1
2
4
6
15 1
2
3
16 1
4
5
17 1
2
3
6
7
EXPEDITION REPORT

Date: Expedition to: Level:


Report Writer: Day of Game Week: Exp. Type:
Party at Start: Party After Expedition:

Encounters Number Level Notes (treasure, occurrences, etc.)

Casualties: Permanent Casualties:


Experience per Character @ 0%: 5%: 10%: 15%: Gold:

Magic or other items of note:


START % CHARACTER START STOP
ITEM / STOP % COST AND LEVEL PLAYER DATE DATE
CHARACTER START STOP
MAGIC SPELL LEVEL COST AND LEVEL PLAYER DATE DATE
CHARACTER START STOP
ILLUSIONIST SPELL LEVEL COST AND LEVEL PLAYER DATE DATE
CHARACTER START STOP
SPELLSINGER SPELL LEVEL COST AND LEVEL PLAYER DATE DATE
CHARACTER, LEVEL START STOP
CLERICAL SPELL LEVEL AND EXPERIENCE BONUS PLAYER DATE DATE
KNOWN CLERICAL SPELLS

0th LEVEL 1st LEVEL 2nd LEVEL


Detect Evil Cure Light Benediction

Detect Good Light Bless

Detect Magic Protection / Evil Find Traps

Heal (1 + Bonus) Purify Food Hold Person

Purify Water Speak with Animals

Sanctify Water

Turn Undead
KNOWN CLERICAL SPELLS

3rd LEVEL 4th LEVEL 5th LEVEL


Continual Light Create Water

Cure Disease Cure Serious Wounds

Locate Object Neutralize Poison

Remove Curse Protection / Evil, 1” Radius

Quest

Sticks to Snakes
KNOWN CLERICAL SPELLS

6th LEVEL 7th LEVEL 8th LEVEL


KNOWN MAGIC SPELLS

1st LEVEL Cost Class 2nd LEVEL Cost Class 3rd LEVEL Cost Class
Sleep 3 1 Magic Missile 4+1/M 3

Charm Person 4 3 Phantasm 4 3

Detect Alignment 1 4 Super Sleep 5 1

Hold Portal 3 3

Read Magic 1 3

Light 3 6

Match 2 2

Read Languages 1 3

Protection 3 4

Detect Magic 1 4
KNOWN MAGIC SPELLS

4th LEVEL Cost Class 5th LEVEL Cost Class 6th LEVEL Cost Class
KNOWN MAGIC SPELLS

7th LEVEL Cost Class 8th LEVEL Cost Class 9th LEVEL Cost Class
KNOWN ILLUSION SPELLS

1st LEVEL Cost 2nd LEVEL Cost 3rd LEVEL Cost


Disguise Object 3 Phantasm 3

Hypnotism 3 Hypnotic Pattern 4

Light 2+1/T

Mirror 2

Illusion 4+1/T
KNOWN ILLUSION SPELLS

4th LEVEL Cost 5th LEVEL Cost 6th LEVEL Cost


KNOWN ILLUSION SPELLS

7th LEVEL Cost 8th LEVEL Cost 9th LEVEL Cost


KNOWN SPELLSINGER SPELLS

1st LEVEL Cost 2nd LEVEL Cost 3rd LEVEL Cost


Sleep 3 Hypnotic Song 5

Charm Person 3 Dance 6+3/t

Sing Magic 1 Awaken 3

Create Sound 2
KNOWN SPELLSINGER SPELLS

4th LEVEL Cost Class 5th LEVEL Cost Class 6th LEVEL Cost Class
KNOWN SPELLSINGER SPELLS

7th LEVEL Cost Class 8th LEVEL Cost Class 9th LEVEL Cost Class
Players Name: Initials:

Char Type Level Sex Str Int Wis Con Dex Agil Char Size Wierdnesses

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