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Lodoss RPG Companion Rules (Fanslation)

The document outlines the rules for the Record of Lodoss War Companion RPG, focusing on a percentile-based system influenced by older D&D mechanics. It details character creation, including species and class attributes, skill calculations, spell acquisition, and advancement through levels. Additionally, it provides optional rules and class-specific abilities to enhance gameplay complexity and enjoyment.

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0% found this document useful (0 votes)
135 views27 pages

Lodoss RPG Companion Rules (Fanslation)

The document outlines the rules for the Record of Lodoss War Companion RPG, focusing on a percentile-based system influenced by older D&D mechanics. It details character creation, including species and class attributes, skill calculations, spell acquisition, and advancement through levels. Additionally, it provides optional rules and class-specific abilities to enhance gameplay complexity and enjoyment.

Uploaded by

hiltibrantesliod
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1

Record of Lodoss War Companion RPG rules


Fanslated by Claytonian JP

This is mostly a percentiles system, and very simple. There’s a lot Derived Percentile skills
of older D&D in here. This translation has reached the playable Next, figure your percentile skills as follows.
state, and my players have played through several translated ●​ Fighting Skill (FS): ST+AG+class base percent. Used to
scenarios. The system is drawn from the three Lodoss hit foes (you have to minus their DE score from your FS to
Companion books, not later iterations of Lodoss games. Original find your chance to hit) and to perform feats of strength.
books’ ISBNs: 4-04-714001-5, 4-04-714006-6, 4-04-714012-0 ●​ Defense (DE): (EN+AG)/2 (round up)+class base percent.
This score is applied negatively to the opposition’s FS when
If you are interested in how Lodoss started, check out this link! being attacked. This skill can be bolstered with shields or
Here’s some stuff from the magazine replay days. magics.
●​ Thief Skill (TS): AG×2+class base percent. This represents
To make a character speed and poise, and may be used for things such as
Roll 3d6 down the line six times for Strength (ST), Energy (EN), climbing, handling locks and traps, finding hidden things,
Agility (AG), Intelligence (IN), Luck (LU), Physical Beauty (PB), and tracking.
and roll 3d6+30 for Concentration (CN). Then choose a species ●​ Magic Skill (MS): IN+class base percent. This skill
and change the scores of all the above with the info below: represents your sagacity and knowledge. Thus, it may be
●​ Human: +2ST, +3LU, can be any class. used to check if you know some fact or trivia, or if you sense
●​ Elf: +2ST, -2EN, +2AG, +3IN, -2LU, +3PB, can be a something happening about your vicinity (a sixth sense).
Warrior or Shaman. ●​ Resistance (RE): LU×2+class base percent. It is used to
●​ Half-elf: -1EN, +2AG, +2IN, -1LU, +2PB, can be a avoid deleterious or unwanted magical effects, negating or
Warrior, Shaman, or Sorcerer. reducing such on a passed check.
●​ Dwarf: +4ST, +2EN, -3AG, +1LU, -2PB, can be a ●​ Concentration (CN): You have already generated this
Warrior, Priest, or Scout. during the first steps (3d6+30). Is set at birth, unchanging
for life. You can think of it as grit. It can give you the crazed
Next, choose a class that is allowed by your species and roll your strength to act in an emergency situation. ​
class’s LP die (see below) and add it to your EN score to ​ You can only check CN a number of times each day
determine Life Points (LP). Also determine Mental Points (MP) equal to your level. If you make the check, you can turn a
by adding your class MP die to your IN score. Take note of the success into a great success. In combat, this allows you to
dice you are using for future advancement. turn a hit into a critical hit. You can also announce a CN
check in the place of another kind of skill check, and if you
Warrior: starts with 1d10+Energy LP, 1d4+Intelligence MP don’t pass the CN check you can do the check roll again with
Base skill scores: FS 30, DE 10, TS 20, MS 5, RE 10 the usual skill.
Optional uses for concentration listed later in this doc
Priest: starts with 1d8+Energy LP, 1d10+Intelligence MP
Base skill scores: FS 20, DE 10, TS 5, MS 20, RE 10 are worthy of inclusion in a campaign.

Scout: starts with 1d6+Energy LP, 1d6MP+Intelligence Next, find your damage bonus (DB) modifier based on your ST
Base skill scores: FS 20, DE 5, TS 30, MS 5, RE 10 score. This is added to your weapon damage if you hit in melee.
Knight: starts with 1d8+Energy LP, 1d8+Intelligence MP ST Score 1~5: +0, 6~10: +1, 11~15:+2, 16~20: +3, 21~25, +4.
Base skill scores: FS 25, DE 10, TS 5, MS 20, RE 15
Finally, choose some gear with all the gold the book didn’t
Shaman: starts with 1d6+Energy LP, 1d10+Intelligence MP mention you apparently have. Hey, these were primitive times,
Base skill scores: FS 15, DE 5, TS 10, MS 30, RE 10 the 90s were. Weapons are coming up later in the doc. One
Sorcerer: starts with 1d4+Energy LP, 1d10+Intelligence MP formula for starting gold I have run across outside the
Base skill scores: FS 5, DE 5, TS 20, MS 30, RE 10 Companion books was: Beginning Gold = 10(IN + LU + PB).
Works for me.
Wizard: starts with 1d4+Energy LP, 1d10+Intelligence MP
Base skill scores: FS 5, DE 5, TS 10, MS 40, RE 10 If you are a spellcaster, you’ll have a certain level of
starting spells. I’ve folded that info into the
advancement section below.
2
Skill Check considerations Spell Acquisition
Outside of combat, you may be given a bonus or penalty to If you cast spells, you start the game with all level one
your action in consideration of its difficulty. spells of the categories you can cast and get to learn higher
●​ Only a god could do this: -100 level magics for every odd level you gain. Each class that
●​ If not a master, it’s impossible: -50 can cast spells has a different progress track. All the
●​ Amateurs need not apply: -20 casting classes have magic at first level.
●​ Pretty normal thing: ±0
●​ Even a beginner has good chances: +20 Shamans can use Spirit Magic spells and start with first
●​ Usually one would pass: +50 level spells and gain a new spell level per odd character
●​ Child’s play: +100 level gained.

The GM may roll some checks (detecting traps and secret Sorcerers (this class can use Esoteric Magic and
doors) secretly on behalf of the players. Common-tongue Magic): Learn the next level of each type
of magic at each player level (including first level), and at
Advancement level seven also gain the fourth level of Esoteric magic).
After level seven, they gain one Esoteric spell level at
You start at 1st level with 0 XP. As you get more XP, you
levels 9, 11, and 13.
level up. Each level after the second level requires twice as
many XP to reach as the level before it, so because level 2
Priests (can use Clerical Magic): Learn one spell level per
is reached at 1000, you need 2000 to reach 3, 4000 to
odd character level gained (including first level).
reach 4, and so on.

Wizards (can use Esoteric Magic, Spirit Magic, and


LP, MP, and Skill percentage increases (levels
Common-tongue Magic): Learn and have spell levels as
1~7)
per the following table. The versatility comes at a cost
The amount of LP and MP you gain per level were listed
though; a wizard will never cast spells higher than level
above (it’s the same die you rolled at character gen for
four spells.
level one, but without the EN or IN scores this time).

As for the skills, the base granted by your class goes up by Wizard Class spell level advancement
one fifth. Concentration does not advance with level.
lvl Esoteric Spirit Magic Common-
Magic tongue Magic
●​ Warrior: 1d10 LP, 1d4 MP, FS +6%, DE +2%, TS
+4%, MS +1%, RE +2% 1 1st lvl spells 1st lvl spells 1st lvl spells
●​ Priest: 1d8 LP, 1d10 MP, FS +4%, DE +2%, TS
+1%, MS +4%, RE +2% 3 2nd lvl spells 2nd lvl spells
●​ Scout: 1d6 LP, 1d6 MP, FS +4%, DE +1%, TS
+6%, MS +1%, RE +2% 5 2nd lvl spells 3rd lvl spells
●​ Knight: +1d8 LP, +1d8 MP, FS +5%, DE +2%, TS
7 3rd lvl spells
+1%, MS +4%, RE +3%
●​ Shaman: +1d6 LP, +1d10 MP, FS +3%, DE +1%, 9 3rd lvl spells
TS +2%, MS +6%, RE +2%
●​ Sorcerer: +1d4 LP, +1d10 MP, FS +1%, DE +1%, 11 4th lvl spells
TS +4%, MS +6%, RE +2%
●​ Wizard: +1d4 LP, +1d10 MP, FS +1%, DE +1%, 13 4th lvl spells
TS +2%, MS +8%, RE +2%

Additional Attacks (levels one through seven


only)
The number of attacks you get against your one target in a
given round depend on your class and level. After level
seven, the emphasis switches to gaining damage. Warriors
and Knights get one attack per odd level gained. Priests,
Scouts, and Shamans get a second attack at level 5.
Wizards and Sorcerers gain a second attack at level 7.
3

Advancement beyond level seven

XP requirements
The system changes a bit at levels 8 to 13, the upper levels.
Here are the XP scores needed: 8th@48,000;
9th@64,000; 10th@80,000; 11tu@96,000;
12th@112,000; 13th@128,000.

Upper-level (8+) Skills


Starting with level 8, the skill gains per level change as
follows:
Warriors get +3FS, +1DE, +1TS, +1MS, and +1RE
Priests get +2FS, +1DE, no TS, +3MS, and +1RE
Scouts get +1FS, +1DE, +3TS, +1MS, and +1RE
Knights get +3FS, +1DE, no TS, +2MS, and +1RE
Shamans get +1FS, +1DE, +1TS, +3MS, and +1RE
Sorcerers get +1FS, +1DE, +1TS, +3MS, and +1RE
Wizards get +1FS, +1DE, +1TS, +3MS, and +1RE

Upper Level Extra Damage (level 9 and above)


Once level 9 is reached, classes start gaining increases to
their damage bonus. Warriors and Knights get +1 more
damage each odd level after 8th, and an additional +1 at
level 9 (so +2 at 9th level).
Priests, Scouts, and Shamans also get +1 at odd levels
after 8.
Sorcerers and Wizards have +1DB at eleventh level, and
+2DB at thirteenth level.

Upper-level spell acquisition


Is outlined on the previous page
4

Class and race details (commentary by some dwarf)

Warriors Humans
Fighters, soldiers, whatever you want to call them, they Well that is you (my apologies if you aren't one). They are
are those that battle. Principled or not, they live to attack. very lucky and they can take any class making them quite
adaptable.
Priests
Servants of the gods’ will in the mortal realm. Each priest Half Elves
must choose a god to represent their sect and approach. Outside of Spark, half elves have a bad lot in life. They'll
Sects can make it like any two priests are of completely be raised in a human or elf society, sure, but will be
different classes. bullied by either kind. They do what they have to in order
●​ Falis: In the mythology of Lodoss, Falis is the to survive, and it toughens them up. They can be
chief god, holding an important position. Warriors, Shamans, or Sorcerers.
●​ Martha: The healing earth goddess.
●​ Myrri: God of war, and very easy to understand in Dwarves
comparison to other gods. To the 3,005 dwarf fans of the country, your wait is over.
●​ Rahda: God of knowledge and lord of heaven. Even if we ain't pretty, if we are strong, that's all that
●​ Cha Za: God of fortune, and thus much revered really matters. Of course, dwarves can be warriors and
among merchants. priests or even scouts. They have the special ability to see
in dark places as if it were mid-day.
Scouts
A good class for seasoned players. They’re basically
thieves, but with hearts of gold, one would hope.

Knights
Upholders of convictions who tend to pledge their
allegiance to someone powerful such as a king or cause.
Some of them learn a little of the Common-speech magics.
Warriors are slightly better in a fight.

Shamans
Draw on the powers of spirits to cast spells. They aren’t
half bad in a fight, and often express themselves
energetically through song and dance.

Sorcerers
Standard examples of magic users who enjoy the benefit
of some aggressive spells.

Wizards
Able to use spells that both shamans and sorcerers would
wield, they are extremely accomplished mages. However,
it takes them a long time to build up their spell resources,
and the party will have to bear with them for a few levels.
It is said that the higher level ones can even learn clerical
magics…

Elves
If we are talking elves we have to talk about Deedlit, and
deedlight is very much the stuff of elf talk. That is to say,
beautiful and uh, discerning (she was, right?). They can be
warriors or shamans. BTW, Deedlit is a shaman. Their
special characteristics are an extremely long life and not
having a beard. That and they can make half-elves too I
guess.
5

Optional Rules Optional Class abilities


These rules will increase the complexity of the game, but Warrior:
●​ Practiced weapon: During character gen, the
they might make it more fun too.
warrior may choose two kinds of weapons to be
particularly used to. They will get a +5% bonus to
Additional ways to use the Concentration check to-hit rolls with these weapons.
1.​ To take the initiative. As long as you are not
caught off guard initially (a surprise attack or Priest:
ambush), you can have your side go first in a ●​ Sense undead: If any undead are within 10
given round (and more than one player may try to meters, the priest will sense that fact. Numbers
make the check if they still have uses left today). and exact location will be unknown.
●​ Strong Belief or Holy Protection: A number of
This is particularly advantageous during the first
times per day equal to level, the priest can add
round or when someone is on the ropes. +20% to a Resist check.
2.​ Lower a foe’s resistance. If a caster makes their
CO check, they can lower their target’s resistance Scout:
score by x, where x is the caster’s level×5. You ●​ Thieves’ Cant: You can give subtle signs to
cannot do this to targets that are straight up communicate things such as “there is an enemy
immune to magic. present” or “someone is watching”. You can also
3.​ Dodge a blow. If you pass a CO check, you won’t read thief argot that other classes cannot even if
they made a TS check.
take damage from an attack that has already been
●​ Skullduggery: If wielding a dagger, you can use
successfully rolled against you. However, this only your TS score to fight instead of your FS score.
works on one blow, so if your foe has multiple ●​ If you hit someone from behind and score a
attacks in a round you will need to use up and critical hit, your damage is doubled. To get behind
pass multiple CO checks. someone, a TS check is necessary, and if the foe is
already aware you are here, the check will be at
Maintain a Summoning -50%.
Usually, taking damage will break the force keeping the
Knight:
caster's summoned monsters in this world, their mental
●​ Lance charge: If charging on a horse with a lance,
focus, automatically sending the monster back. With this if the charge covers 20 or more meters, you do
optional rule though, you may attempt a Resist check at a double damage on a hit.
-50% penalty to keep your focus. ●​ Practiced weapon: Just as per the Warrior ability,
but you must choose lance as one of your
If this rule is used, bad guys that can summon monsters weapons.
will enjoy this benefit too, mind.
Shaman:
●​ Faerie Speak: You can talk with spirits.
●​ Animal Speak: You can talk to beasts that are not
Roll20 code to spit out a character monsters. However, most things are beyond
{&{template:default} {{name= new PC}} {{Roll 3d6 down the animals’ ken, making them useless in many
line six times for}} {{[[3d6]] Strength (ST)}} {{[[3d6]] situations, and their psychology is mysterious.
Energy (EN)}} {{[[3d6]] Agility (AG)}} {{[[3d6]] Intelligence ●​ Dark Sight: Shamans can see in dim conditions.
(IN)}} {{[[3d6]] Luck (LU)}} {{[[3d6]] Physical Beauty
(PB)}} {{[[3d6+30]] Concentration (CN)}} Sorcerer:
●​ Runes: You can read and write in runes.
/w gm {&{template:default} {{name=now choose a
●​ Sense Magic: With an MS check, you can sense if
species}} {{Human: +2ST, +3LU, can be any class.}}{{Elf:
magic is nearby, but it is dependent on the
+2ST, -2EN, +2AG, +3IN, -2LU, +3PB, can be a Warrior or strength and type of magic.
Shaman.}}{{Half-elf: -1EN, +2AG, +2IN, -1LU, +2PB, can be a
Warrior, Shaman, or Sorcerer.}}{{Dwarf: +4ST, +2EN, -3AG, Wizard:
+1LU, -2PB, can be a Warrior, Priest, or Scout.}} ●​ Runes: You can read and write in runes.
●​ Faerie Speak: You can talk with spirits.
●​ Sense Magic: With an MS check, you can sense if
magic is nearby, but it is dependent on the
strength and type of magic.
6

Combat
●​ Poleaxe ✌: d10+4, 200GP, usable by Wa, K, P
Weapons and Armor ●​ Rapier: d6+4, 150GP, usable by Wa, K, P, Sc, Sh
Which classes can use each item is noted with ●​ Scimitar: d6+2, 120GP, usable by Wa, K, P, Sc, Sh
abbreviations. Wizards can only use weapons that are ●​ Shamshir: d6+4, 170GP, usable by Wa, K, P, Sc, Sh
noted as usable by anyone. ●​ Sling: d6-1, 10 stones @5GP, usable by Wa, K, P, Sc,
Weapons (ones marked with a ✌ require two hands). Sh, So, range 50m, does not add damage bonus
●​ Short Spear: d6+2, 80GP, usable by Wa, K, P, Sc, Sh,
●​ Bastard Sword: d6+4 (single hand grip, or d10+3 range 50m
(gripped in both hands), 200GP, usable by Wa, K, P ●​ Short Sword: d6+2, 100GP, usable by Wa, K, P, Sc, Sh
●​ Battle Axe: d6+4, 120GP, usable by Wa, K, P ●​ Spear-thrower (atlatl): 50GP, gives 30 extra meters to
●​ Bludgeon: d6+1, 3GP or more, usable by any class the range of a short spear, javelin, or trident
●​ Bow✌: d6, 100GP (10 arrows cost 5GP), usable by Wa, ●​ Staff ✌: d6+1, 5GP, usable by anyone
K, Sc, Sh, range 100m, doesn’t add damage bonus ●​ Swordbreaker: d6+2, 150GP, usable by Wa, Sc, can be
●​ Boomerang: d6 (one handed) or d6+4 (two handed), declared to target any non-magical sword-type weapon
120GP, usable by Wa, K, Sc, range 50m, typically and will shatter such if the attack is a crit
returns to user if it misses its target ●​ Trident: d6+4, 120GP, usable by Wa, K, P
●​ Cane-sword: d6+2, 250GP, usable by Wa, K, Sc ●​ Tomahawk: d6+2, 100GP, usable by Wa, K, P, Sc,
●​ Chain-whip: d6+2, 100GP, only usable by Sc, has same range 30
ability as normal whip ●​ Warhammer: d6+2, 60GP, usable by Wa, K, P, Sc, Sh
●​ Claw: d6-2: 100GP, only usable by Sc, can be concealed ●​ Whip: d6, 20GP, usable by Sc, entangles foe on a crit
in the palm with a successful TS check (TS check to break free if PC, and Attack check for
●​ Club: d6, 1GP or more, usable by any class monster to break free)
●​ Composite Bow ✌: d6+4, 150GP, usable by Wa, K, Sc,
Sh, range 100m Armor
●​ Crossbow ✌: d10+2, 300GP (quarrels cost 10GP for a ●​ Robe: AV 2, 20GP, usable by anyone
bundle of 10 bolts), usable by Wa, K, Sc, range 100m, ●​ Soft Leather: AV 3, 100GP, usable by anyone
does not add damage bonus ●​ Hard Leather: AV 4, 200GP, usable by Wa, K, P, Sc, Sh
●​ Cutlass: d6+2, 100GP, usable by Wa, K, P, Sc ●​ Scalemail: AV 5, 250GP, usable by Wa, K, P, Sc
●​ Dagger: d6+2, 10GP, usable by anyone, thrown range ●​ Chainmail: AV 6, 400GP, usable by Wa, K, P, Sc
20m ●​ Platemail: AV 8, 800GP, usable by Wa, K, P
●​ Darts: d6-1, 5 for 10GP, usable Wa, K, Sc, Sh, range ●​ Suitmail: AV 9, unpurchasable (awarded by a king or
20m such), only usable by Knights
●​ Estoc ✌: d10+4, 350GP, usable by Wa, K, P, Sc
●​ Flail: d6+4, 80GP, usable by Wa, K, P, Sc, Sh Shields
●​ Flame-bladed Sword ✌: d10+4, 400GP, usable by Wa, Shields raise your Defence, not your Armor Value. You will
K, P need a one-handed weapon to use a shield.
●​ Glaive ✌: d10+4, 180GP, usable by Wa, K, P ●​ Small Shield: DE +4, 20GP, usable by Wa, K, P, Sc, Sh
●​ Great Sword ✌: d10+4, 300GP, usable by Wa, K, P ●​ Medium Shield: DE +8, 50GP, usable by Wa, K, P, Sh
●​ Halberd: d10+4, 200GP, usable by Wa, K, P ●​ Large Shield: DE +12, 100GP, usable by Wa, K, P
●​ Handaxe: d6+2, 80GP, usable by Wa, K, P, Sc
●​ Javelin: d6+2, 150GP, usable by Wa, K, P, Sc, range Magic Items
70m +1 to +3 items can be bought. +X weapons grant
●​ Kris: d6+2, 20GP, usable by any class, not throwable +[X×10]FS and +X dmg. +X armors give their plus to AV.
●​ Lance: 2d10, 250GP, usable by K, only usable on +X shields give +[X×10]DE. +1 items cost 10-fold as much
horseback as normal, +2 cost 100-fold, and +3 cost 1000-fold.
●​ Long Spear ✌: d8+4, 100GP, usable by Wa, K, P,
cannot be thrown
●​ Long Sword: d6+4, 150GP, usable by Wa, K, P, Sc
●​ Mace: d6+2, 50GP, usable by Wa, K, P, Sc, Sh
●​ Maul ✌: d10+4, 180GP, usable by Wa, K, P
●​ Morning Star: d8+2, 100GP, usable by Wa, K, P, Sc,
Sh
7

Combat rules and tactics Health


If your Life Points reach 0 or less, you die. Spells can help
Who goes first
you gain LP back.
Foes have Initiative Values (noted as IV). If the GM rolls a
d10 under that value, the foe’s side will go first. Otherwise,
Mental Points need to be kept above 0 too. If you go to 0
the PCs do. Use the highest IV among the foes in a group
or lower, you will pass out. Casting magic uses up MP.
of them with different numbers, rolling only once per
round.
Either can be recovered through rest. For every hour you
Movement rest, you gain back 10% of your maximum score (round
You can move about 100+AG meters in a round outside of down). For instance, if your max score is 55, you’ll gain 5
combat, but only 40 meters/round when fighting has points back after an hour.
commenced.

To-hit rolls
You can attack one enemy during your turn in a round,
using all attacks available at your level. The formula to hit
with each of your attacks is FS minus foe’s DE. Even if
your FS is seemingly too low to hit, a 10 or less will
always hit. If you choose to move and attack in the same
round, your chance to hit is halved.

There is no roll percentage that is an automatic miss, nor


are there fumbles in this game.

Damage
The formula to deal damage is “weapon damage+Damage
Bonus, minus foe’s AV.” If the Armor Value reduces
damage to 0 or less, the foe is completely unharmed by
the hit.

Crits
A critical hit is dealt if you roll a 10% or less when you had
that much chance or more to hit. If you had less of a
chance, a crit is rolled only on a 1%. In either case a
critical hit means your damage ignores the foe’s AV score.

Full Defense
You can choose to forgo attacks and just defend for a
round, netting you +20 DE and +20 RE. You can make
this choice even if the monsters are first, after a monster
bears down on you but before its attack is rolled (of
course, the PCs’ side comes later in the round you will be
defending still).
8
Other Goods and Services
●​ Ale, 1 liter: 2GP ●​ Lodging: One night is 5GP, one week is 30GP, one
●​ Ass: 450GP, smaller than a mule month is 120GP, and half a year is 700GP
●​ Backpack: 1GP ●​ Lubricating oil: 2GP, much like bits of wax, it will
●​ Barding, Chain: 500GP, AV6 work its way into small cracks
●​ Barding, leather: 150GP, AV 4 ●​ Mule: 500GP
●​ Barding, Plate: 950GP, AV 8 ●​ One-man tent: 150GP, water-resistant
●​ Bits of wax (10 uses): 1GP, useful for waxing ●​ Quill and ink: 10GP
hinges ●​ Racing Horse: 1,500GP, 5 times as fast as a
●​ Boots: 5GP, good for swamps and rough terrain human
●​ Camel: 600GP, can only be obtained in Flame and ●​ Riding Horse: 1,000GP, 3 times as fast as a
deserts human
●​ Camping dish set: 10GP ●​ Rope: 1GP per 10m
●​ Candle (one hour): 1GP ●​ Sailboat: 500,000GP, the latest model, slower
●​ Cape: 10GP, this mantle will make you 90s anime than a galley, but able to travel between
cool continents
●​ Chain: 15GP per 10m, so heavy you can’t stand ●​ Small sack: half a GP, for gemstones or the like
carrying it more than 20 meters ●​ Stunning Dress: 300 to 2,000GP, you’ll be the
●​ Chalk: 1GP belle of the ball
●​ Chariot: 1,500GP, needs to be drawn by two ●​ Surcote: 400GP, this garment bears a sigil and is
horses, fragile, can carry four people, not meant usually awarded, not bought
for long travels ●​ Thieves Guild Oil (6 hours): 4GP, uses up only as
●​ Clothes: 2GP much space as lamp oil, can be used like
●​ Coldrobe: 25GP, a gown with cold protection lubricating oil
●​ Coldwear: 30GP, furs and such ●​ Thieves’ Kit: 500GP, purchasable from a Scout
●​ Days’ food: 1GP, spoils after a couple days Guild, gives +10 TS.
●​ Days’ rations: 2GP, spoils after a couple weeks, ●​ Tinderbox: 6GP, flint and steel for fires
dried meats and hard tack inside ●​ Torch (1 hour), 1GP, sold in sets of five
●​ Fine Clothes: 40GP ●​ Warhorse: 2,000GP, 3 times as fast as a human,
●​ Five-man Canoe: 250GP, can only be transported trained to not spook in a fight
by Horse Wagon or water ●​ Waterskin: 1GP
●​ Five-man tent: 300GP, needs a beast to carry it ●​ Wine, 1 liter: 5GP
for you
●​ Four-man boat: 200GP, can only be transported
by Horse Wagon or water
●​ Furs: 5GP, fancy furs from the continent may cost
three times as much
●​ Galley Boat: 300,000GP, captain sold separately
●​ Glass bottle (500ml): 3GP
●​ Glass Mirror: 80GP (hand-mirror) to 1,200GP
(full-body mirror)
●​ Gloves: 1GP to 20GP
●​ Grappling Hook: 15GP, needs a rope
●​ Hammer: 5GP, what, were you gonna drive nails
with your bare hands?
●​ Hat: 2GP to 600GP, from plain to fancy
●​ Holy Water, half liter, 20GP: Does 1d6 damage to
undead. Drinkable too.
●​ Horse Wagon: 600GP
●​ Iron Mirror: 30GP, about 20 cm in diameter and
not very good at reflecting
●​ Iron Nails: 10GP, many uses
●​ Lamp-oil (3 hours): 1GP
●​ Lamp: 1GP, oil sold separately
●​ Liquor, 1 liter: 8GP, stronger spirit than ale or
wine
9

Magic
Spirit spells (Shaman magic) zero, they will faint until they have regained MP through
Were originally used by faerie-folk, who gave their rest or magical means.
knowledge and lent power over the ages as part of
compacts and alliances. Nowadays, humans can still use Spells can be directed to happen anywhere within your
Spirit Magic through connections with the spirits of the eyesight. Allies that happen to be within the area of a spell
land. will suffer its effects.

Esoteric spells (Sorcerer magic) On weapon and armor restrictions: Magic users need
Are said to have been used by the ancient inhabitants of freedom of movement to cast spells, so if they want to don
Lodoss. They are mostly scholarly spells concerned with certain armors or use certain weapons, they’ll have to
matter transmutation and are studied at the Arania forgo using spells while doing so.
Wizards College.
Summoning
Common-tongue spells (Common magic) Many spells call creatures to your service for a time.
In contrast with spells that require special words to draw During that time, it acts during the same part of the round
power, Common-tongue Magic is commanded by speakers as the PCs and you may direct them to use any of their
of the common tongue throughout Lodos and has its roots abilities including casting spells they know (using their
in Randalle. It too is studied at the Wizards College. own MP pool), but you yourself cannot take any actions. If
you lose LP, lose MP, or fall unconscious, it will break
Clerical spells (Priest magic) your concentration and the monster will return to the
Through priests are these miracles of the gods worked. world whence it came from.
Different sects have a few god-exclusive spells.

Demon Scream spells (NPC bad guy magic)


These dark magics are practiced by dark elves, demons,
evil priests, and black magicians. From umbra they come,
and thus little is known about what they really involve.
PCs classes don’t have access to these.

Conditions to cast spells


If one can perform the requisite words and actions, and
has the necessary MP, a spell won’t fail to be cast.
However, if a spell allows it, the target might have a resist
roll, the success of which may change how the spell affects
them, if at all. Some spells have no resistance listed, in
which case they just take effect. If a resist roll is allowed, it
should be done immediately, rolling a d100 at or under
the target’s resist score.

Spells don’t usually stack


Spells that affect the same stat or skill (for instance spells
that affect a target’s DE, FS, &c) do not stack; the newest
spell effect will replace the old one.
The exceptions are the Fanaticism, Breath, and Battle
Song spells, the effects of which are added together with
the others (spells of the same name still do not combine).

Spells take different amounts of time to cast, but generally


take about 10 seconds and concentration is necessary, so
in one round’s time a character can only cast one spell.

For each spell that is cast, the caster will lose a certain
amount of MP, and a spell cannot be cast in the first place
if one doesn’t have enough MP. If someone’s MP reaches
10

Spirit Magic
Shamans and Wizards can use these, but wizards can only
cast up to lvl 4 shaman magic.
lvl one Spirit Magic spells (level 1 shamans, lvl 1 through non-visual means such as bats will still
wizards) detect the target. If the target takes aggressive
●​ Firebolt: 5MP. One target. You throw fire that actions such as attacking or spellcasting, this spell
does 1d10+lvl dmg. Resist: Target is unaffected. will fade.
●​ Purification: 3MP. If cast on a liter or less of any ●​ Push: 6MP. You move one thing that is not tied
kind of liquid, that liquid will become pure water. down and 200 kilograms or less up to 10 meters.
This spell can’t affect anything that is alive or Resist: Unaffected.
inside of a living being, such as blood. ●​ Shadow Body: 5MP. Up to six targets are
●​ Snare: 5MP. One target that isn’t flying. You call protected by a mantle of darkness that reduces
up earth spirits to grab and arrest the target’s physical damage, granting +10DE for 10 rounds.
movement for 10 rounds. The target can still cast
lvl three Spirit Magic spells (Ivl 5 shamans, lvl 9
spells and use weapons. Resist: Unaffected.
wizards)
●​ Silence: 3MP. One target. Spirits of the air steal
●​ Body of Flame: 7MP. For ten rounds, one target is
the target’s voice, rendering them unable to use
enwrapped in flames that do not hurt them. Any
magic for 10 rounds. Resist: Unaffected.
that are within 1 meter of the target will take
●​ Waterscreen: 5MP. 10 rnds. You create a curtain
1d8+lvl dmg/rnd.
of water that stays in front of one target,
●​ Air Armor: 5MP. For ten rounds, one target
protecting them from fiery things to the tune of
enjoys the benefit of being enveloped in a thin
1d6 less damage. This will also prevent damage
barrier of magical air: +20DE and +2AV.
from things such as dragon breath or magic
●​ Charm: 6MP. One hour. One target has to make a
flames.
RE roll or be charmed by you. A charmed person
●​ Will o’ Wisp: 5MP. You summon a spirit of light,
does not have to follow your orders, but will try to
and it serves you for 10 rounds.
be accommodating. This spell can effectively stop
Will o' Wisp stats: 2d10LP, RE50, AV3, FS50,
someone from attacking you in a battle.
d10+5 dmg, DE20, Spells: silence (20 MP), SP:
●​ Control Spirit: 5MP. 10 rnds. Uses summoning
Flight, mental defenses.
rules. You can summon either a fiery salamander
●​ Windvoice: 8MP. One hour. Designate a 5 meter
spirit or a spirit of the air, a sylph, and either
diameter sphere within sight. You can choose to
command or converse with it for the duration,
either hear everything in that area or to send your
after which it goes back to its spiritual plane.
voice to it.
Salamander Stats: 2d10+30LP 20MP RE40 AV3
lvl two Spirit Magic spells (Ivl 3 shamans, lvl 5 FS90 for d10+4 dmg DE10 SP: 2nd level Fey
wizards) magics, fiery body MV×3 Have flame-covered,
●​ Bind: 12MP. 10 rnds. You call on spirits of the lizard-like bodies, and carry flaming polearms.
plants to ensnare a non-flying target in vegital Any who draw near will be affected as per the
binds. If they fail a RE roll, they are unable to Flame Body spell, taking 1d8+4 dmg/round, but
move, and get -10 to FS and DE. The plants a RE roll halves this.
constrict complex movements, making Sylph Stats: 2d10+8LP 30MP RE40 AV??? FS60
spellcasting impossible for the target. (2 attacks) for 2d6dmg DE30 SP Silence, immune
●​ Shade: 5MP. You summon a spirit of darkness, to mundane weapons, mental immunity MV×4
and it serves you for 10 rounds. ●​ Healing: 20MP. Using the power of a fae creature
Shade stats: 3d10LP, RE60, AV4, 60FS (two nobody has learned the name of, you heal one
attacks), d10+2 dmg, DE30, ×2SPD, SP: mental target of all LP damage. However, this spell
immunity, not undead. cannot restore LP lost to poison, nor can it
●​ Hold: 10MP. 10 rnds. One non-flying foe, unless reattach severed limbs.
they make a RE roll, is grabbed by the spirits of ●​ Sleep: 5MP. Affects one target for 10 rnds. For the
the earth, holding them fast in place and reducing duration, the target falls into a deep slumber, but
their FS and DE by 10. The target is not hampered they may be awakened through some sort of
enough to stop their spells. physical jolt or shock. Resist: Unaffected.
●​ Invisibility: 6MP. For ten rounds, spirits of light ●​ Sylph Shot: 5MP. You can ask for spiritual
mask the target’s presence. Creatures that see assistance to make an arrow be guaranteed to hit
11
a target this round (you can even cast this when 120FS, 3d6+4dmg, 50DE, ×5SPD, SP Vortex,
you see a missed shot has just been rolled by flight, can only be hit by missles with a critical
someone). The arrow not only hits, but also does hit (cuz wind), foes have to make a RE check to
extra damage equal to your level. However, this get close (cuz wind),
spell also halves the distance of the targeted
arrow. Efreet stats: 8d10+45LP (89), 50MP, RE70, AV6,
●​ Stone Blast: 10MP. You name a target within 30 130FS (2 attacks), 3d10+1 dmg, DE50, ×2SPD, SP lvl
meters and a small stone is loosed from the earth 5 Spirit Magic, fiery body causes nearby foes to
and flung at them, doing 3d10+lvl dmg, but a RE suffer as per Flame Body spell (d8+10dmg, RE for
roll is allowed to halve the damage. half),

lvl four Spirit Magic spells (Ivl 7 shamans, lvl 13


Gnome stats: 4d10+30LP (52), 20MP, RE50, AV6,
wizards)
100FS (two attacks), 2d6+3dmg, DE20, ×0.5SPD,
●​ Valkyrie's Javelin: 10MP. You throw a spear of
SP lvl 2 Spirit Magic, Regenerates 3LP at round’s
light into one target’s chest, doing 4d10+lvl dmg,
end,
but the damage is lessened by the target’s AV
value.
Undine stats: 3d10+5LP (31), 20MP, RE70, AV4,
●​ Fanaticism: 4MP. For 10 rounds, the target is free
70FS (2 attacks), 2d6dmg, DE30, SP lvl 2 Spirit
of fear and foolhardy in their zeal to attack. They
Magic, shape changing.
get +50FS but -30DE (DE can’t drop below zero
though).
●​ Decrease Water Pressure: 8MP. One hour. One
●​ Confusion: 20 MP. This spell affects all who do
target is unaffected by water pressure, and able to
not resist within 5 meters of the spot you cast to.
move about freely no matter the depth of water
For ten rounds, they cannot distinguish friend
they are at. Especially useful when used in
from foe, and their actions are determined
conjunction with Water Breathing.
randomly. 50% of the time, they will attack the
●​ Fire Wall: 10MP. 10 rounds.You create a wall of
closest target, and the other 50% they will take a
flame three meters in height that encompasses an
defensive stance. Resist: Unaffected.
area 5m in diameter. It does d10+lvl dmg to any
●​ Protection from Missiles: 10MP. 10 rnds. One
who traverse it and ends their actions for the
target is immune to projectiles, even magically
round once they emerge out the other side. You
enhanced ones.
can have the wall take alternate shapes upon
●​ Restore Haleness: 25MP. One target is cured of all
casting if you like. Dispel Magic will smother
illnesses and has all poisons or toxins removed
these flames.
from their system. This does not restore LP.
●​ Wall of Spirits’ Power: 30MP. 1 hour. You create a
●​ Sink: 6MP. One hour. The target must make a RE
wall of power borrowed from one of several
roll or lose all buoyancy and be unable to swim
varieties of elemental spirits. It is 3m high, 10m
up. This spell can neutralize the spell Water
long, and 0.5m thick. You can choose its shape,
Walking, or conversely, be canceled by it.
but once its position is established, it cannot
●​ Tunnel: 10MP. 10 rnds. You can create a tunnel
move. It can make resist rolls with your RE
through earth or rock. It is 2m in diameter and
number.
can be up to 10m long, though each meter of
○​ Gnome wall: You call up a wall of stone that
length takes one round to clear out. After the
comes out of the ground as many shafts of rock
duration expires, the tunnel starts to contract
jut together seamlessly in the blink of an eye. It
(close) again at the same rate of 1m/rnd.
obstructs view and bars passage to the tune of
●​ Water Walking: 6MP. One hour. The target gains
AV9 and 250LP.
great buoyancy, allowing them to walk on water.
○​ Undine wall: Starting with one pint in the
You can target things such as fish to force them
midst of the air, a curtain of water flows out.
above water, but a RE roll is allowed to them. The
One can see through it. If a character wants to
spell Sink negates Water Walking.
pass through, they need to make a RE check.
lvl five Spirit Magic spells (Ivl 9 shamans) Failure means they don’t get through and are
●​ Blink: 5MP. Within the space of a moment, you in the water, drowning and taking d8+lvl dmg
teleport to any spot within eyesight. each round until they make it out.
●​ Summon Elemental: 10MP. For the next ten ○​ Salamander wall: Streams of flame leap about
rounds, you summon forth a djinn, efreet, gnome, and come together to build an opaque barrier
or undine. or fire. Those braving the inferno will take
Djinn stats: 8d10+35LP (79), 50MP, RE80, AV6, d10+lvl dmg while passing through, but AV
will reduce the damage.
12
○​ Sylph wall: Violent winds coalesce into a they are trapped in a state of torpor within. The
twister. It doesn’t block one’s sight, but does column will not melt due to ambient temperature,
obstruct projectiles, and makes spells such as but flame will release the prisoner. 10 torches or 4
Sylph Arrow useless. The wall is immune to hours of fire will do the job. A freed character will
damage, but can be traversed by a character return to consciousness after about an hour
that can make a RE check. Failure blows them (spells won’t speed this).
back. ●​ Ice Storm: 20MP. Choose an area of 10m. Those
○​ Wisp wall: This wall cannot be put up in an inside take 4d10+lvl damage from a sudden gale
area affected by magical darkness. Points of of stinging ice. If the poor souls make successful
illumination start to gather, making a wall of RE checks, they take only half damage.
light. It is made of will o’ wisps and has no ●​ Maze Wood: 40MP. 1 day. Can only be cast in a
physical substance but does block line of sight. grove or forest, and covers a radius of 500m.
For 10m in each direction, it is as bright as day. Except for you and people you designate, those
Anyone crossing it must make a RE roll or take that are in the affected trees, or come to be
d10+lvl dmg. Shades that touch the wall will amongst them, must make a RE check. Failure
destroy themselves and leave a 50cm hole means the wander around in circles, tricked by
where wisps were destroyed. A shade wall the illusory terrain. A new RE check is allowed
erected at a wisp wall will destroy both. each hour.
○​ Shade wall: This cannot be cast in an area
affected by magical light. A spot of darkness
appears and spreads as a drop of ink would in
the water. As the wall is made out of shades, it
is not physical. The darkness makes the wall
opaque and the dimness affects both sides for
5m. Passing through the wall does d10+lvl dmg
unless a RE roll is made. If a wisp touches the
wall, it will mutually annihilate the shades in a
50cm hole. Wisp walls will destroy Shade
walls.
○​ Icewife wall: The temperature takes a sudden
drop and ice crystals dance about, coming
together in a sparkling, swift instant to create a
transparent ice wall. It has AV6, 300LP, and
will damage anyone touching it for 2d8 dmg
(no RE roll allowed).
●​ Waterbreathing: 5MP. 10 rnds. One target is able
to breath even when submerged. This spell does
not grant swimming ability.
●​ Windstorm: 30MP. 10 rnds. In the spot you
designate, a tornado of 10m radius forms.
Creatures in the twister take d10+lvl dmg each
round and have to make a RE roll or fall prone.
Prone creatures can only get up with a successful
RE check. Those in the storm are trapped in its
bounds until it ends.
lvl six Spirit Magic spells (lvl 11 shamans)
●​ Firestorm: 20MP. For ten meters around the spot
you designate, an inferno-storm rages, dealing
4d10+lvl damage to the poor souls in its wake.
●​ Barrier of Spirits: 15MP. 10 rounds. One target is
granted the aegis of spirits who will absorb 50 LP
damage. If a single attack would do over 50 dmg,
that one hit is reduced to nothing.
●​ Ice Coffin: 40MP. One target must make a RE
check as a 2m×1 m column of ice begins to form
around them. If they succeed, the column doesn’t
completely form and disappears, but if they fail,
13

lvl seven Spirit Magic spells (lvl 13 shamans)


●​ Earthshake: 25MP. Anything touching the ground
within ten meters of the target area takes 6d10+lvl
damage from a violent quaking. RE roll for half
dmg allowed.
●​ Maelstrom: 45MP. 10 rnds. A 50m radius water
surface must be designated for a whirlpool to be
created. The current snatches up anyone within
the bounds of the pool unless they can make a RE
check to escape. Ships will get sucked in too
unless their steerer makes a RE check to drive out.
People affected by Water-walking spells have to
make a RE roll too in order to be able to walk
away.
●​ Vortex: 15MP. If this spell’s sole target cannot
make a RE roll, they are scooped up by a twisting
maelstrom, and are gone.
14

Esoteric Magic
Sorcerers and Wizards can learn these.
lest they be bound in place, unable to move for 10
Lvl one Esoteric Magic spells (lvl 1 Sorcerers or
rounds. Dispel magic would be handy here.
Wizards)
●​ Chameleon: 5MP. The caster disappears as long lvl three Esoteric Magic spells (lvl 5 sorcerers, lvl
as they concentrate and take no actions. Others 7 wizards)
can sense the caster if they pass a MS check. The ●​ Familiar: 20MP. This takes 3 days to cast via a
spell Detect will also reveal you. ritual. After the ritual, the caster must chant for 12
●​ Darkness: MP3. Choose a spot from which to hours. You call forth a beast to be your familiar
make a zone of darkness 10m from that point indefinitely. You can only have one familiar at a
lasting 10 rounds. Dwarf and Shaman sight will time. You control it and share its senses of sight
not penetrate it, but sapient creatures can make a and sound. You can even spend its MP to cast
Resist check to overcome it. This spell can snuff spells. However, should the familiar take LP or
out the spells Light or Will o’ the Wisp. MP damage, you also take an equal amount, but
●​ Energy Bolt: 5MP. An invisible mass of force hits no more than the familiar has total.
one enemy for 1d10+lvl dmg, but a RE roll is Typical familiars and their stats:
allowed for half dmg. Frog: 4LP, 3MP, 10FS for 0 dmg, 10DE, 10RE,
●​ Shield: 5MP. For ten rounds, an invisible, floating sees far, swims
shield protects up to six targets, making it easier Crane: 5LP, 3MP, 10FS for 1d4-1dmg, 15DE
to avoid blows, granting +10DE. 10RE, flies, poor sight at night
●​ Read Language: 5MP. For ten rounds, you can Crow: 5LP, 5MP, 10FS for 1d4dmg, 15DE, 15RE,
read any written language. flies, poor sight at night
●​ Sleep Cloud: 5MP. For ten rounds, all who do not Owl: 5LP 5MP, 15FS for 1d4dmg, 15DE, 15RE,
resist within 3 meters of the spell’s target area are flies, good night-vision
put to sleep. A physical jolt can awaken them. Black wolf: 6LP, 6MP, 20FS for 1d6dmg, 15DE,
15RE, good night-vision
Lvl two Esoteric Magic spells (level 3 sorcerers, lvl
Rat: 4LP, 4MP, 10FS for 1d4dmg, 15De, 10RE
3 wizards)
●​ Dragontooth Warrior: 12MP. A dragontooth
●​ Controlled Descent: 6MP. This spell controls the
warrior is summoned, via the tooth of a dragon, to
falling speed of one target for ten rounds, and
your service for the next ten rounds.
damage from falls may be reduced to zero.
DTW stats: 4d10+10LP (30), 20MP, RE80, AV5,
However, it cannot raise targets nor can it stop
FE75 (attacks twice), 2d10 dmg, DE30%, SP:
their fall completely. RE rolls allowed BTW.
Immune to non-magical weapons, immune to
●​ Redirect Sound: 3MP. The caster can move the
mental effects, sleep effects, and doesn’t pass out
sounds from one instant that are happening
at 0MP.
within 1 meter of themself to a point up to 30
●​ Slow: 5MP. A resist roll is allowed. One target has
meters distant.
its speed halved for ten rounds and its ability to
●​ Sense Enemy: 5MP. The caster senses any beings
hit is reduced by 10% during that time.
with malicious intent within 2 meters at the
●​ Quicken: 5MP. The target has their speed doubled
moment. This spell cannot sense things without
for ten rounds. During this time, their FS and TS
minds, golems, gargoyles, mindless undead, &c.
raised by 10% as well.
●​ Fiery Weapon: 5MP, affecting a weapon for 10
●​ Lightning Bolt: 10MP, affecting a line 20 meters
rounds, coating it with magical fire that adds 5
in length. The caster chooses a spot from which a
extra damage to the weapon’s strikes.
bolt of lightning cracks, dealing 3d10+lvl dmg to
●​ Vision: 5MP. For ten rounds, the caster can send
all in the line, or half damage on a RE roll.
out their sense of vision for remote viewing. The
site can travel at a rate of 20 meters each round, lvl 4 Esoteric Magic spells (lvl 7 sorcerers, lvl 11
but if the vision is directed into any solid or liquid wizards)
surface, the spell ends. ●​ Create Image: 8MP. You create a static illusion
●​ Levitation: 5MP. Each round for ten rounds, the that lasts 10 rounds and covers a 5m×5m area.
caster can move up or down three meters. It is Anyone who sees it will have a RE check secretly
recommended to start descending after the fifth rolled for them, and if they pass, they will notice
round, as falling causes xd2 damage, where x is something odd about the illusion that spoils it.
equal to the distance in meters squared. ●​ Sense Aura: 5MP. Lasts for rounds. For the
●​ Spiderweb: 8MP. One target must resist this spell duration, the caster can see certain things within
15
8 meters. They see Spirit Magics and beings just covered with a silver web of magic for the next ten
as a shaman might (but cannot speak with fae rounds. Those in the area cannot move without a
creatures). They can see things affected by the resistance check, and they take 2d8 LP damage
power of the ancient magics or by holy, godly, and each time they fail such a check. They take no
demonic things. damage if they don’t struggle.
●​ Shapechange: 10MP. The caster transforms ●​ Common Esoteria: 20MP. You teach one knight
themself into some creature they are familiar with how to hereafter wield magics from the Common
for the next hour, but sized no greater than 10 Magic spells list. They can do this just as a
times their own mass or one tenth of it. For a sorcerer of their level could.
human, a good rule of thumb for the scale is a ●​ Fire Shield: 15MP. 10 rnds. One target enjoys
giant at one end and a cat at the other. You cannot immunity from normal flames. In addition, things
use spells for the duration, but you can will such as dragon breath or firefly spells
yourself back to your normal form at any time, automatically deal half damage (so if a RE roll is
ending the spell. While transformed, you use the made, they’ll deal only ¼ damage).
combat stats of the beast you are, but your MS, ●​ Freeze Blood: 15MP. This magic literally freezes
TS, RE, and CO scores remain as per your real the blood of one target and kills them if they
form. cannot make a RE check. This spell cannot target
●​ Tongues: 5MP. For an hour, you can speak one creatures without running blood, such as golems,
new language. This only works for languages with undead, and so on.
words, so speaking to animals and the like is ●​ Command Golem: 10MP. 10 rnds. Using the
impossible. concentration restrictions as you would for a
●​ Fireball: 15MP. A ball of fire is caused to explode summon spell, you instead command a golem for
into an area of the caster’s choosing, doing the duration. If your level is 11, you can control a
3d10+lvl dmg to all within 5 meters of the origin wood golem, lvl 12 lets you target a flesh golem,
point. Targets may make a RE roll to take half and level 13 gives you control of an iron golem.
damage. ●​ Extension: 10MP. You cause one spell to last for
●​ Teleportation: 2MP. Up to six people can double its normal duration.
accompany the caster on a magical jaunt from one ●​ Stone Curse: 30MP. One target has to make a RE
point to another. The points are magical guilds roll or be turned to stone forever. This can be
that the caster has registered at. undone by the Clerical Magic spell Refresh.

Level 5 Esoteric Magic spells (lvl 9 sorcerers) lvl 7 Esoteric Magic spells (lvl 13 sorcerers)
●​ Blizzard: 20MP. A snowstorm blows around an ●​ Create Golem: 30MP. You can make a golem with
area 10’ in diameter, and those caught in it take the right materials and a week’s time. Wood
4d10+lvl dmg, but may save for half. golems cost 1000GP in materials, flesh golems
●​ Illusion: MP 10. As per Create Image, but you can cost 10,000, and iron golems cost 100,000.
add sounds to the image. ●​ Disintegrate: 15MP. You can target one foe, who
●​ Forbid Esoterism: 10 MP. For ten rounds, you must not be immune to magic. The target has to
create a barrier 10m in diameter that prevents any make a RE check with a -20% penalty. If they fail,
Esoteric Magic spells from being cast within it. It they break up into fine particles.
cannot prevent such spells being cast from ●​ Meteor Strike: 25MP. You cause rocks to fall over
without it and being directed into it, nor does it an area covering 15 meters in diameter. 6d10+lvl
affect other kinds of magic or items one whit. dmg befalls those in the area (Re check to take
●​ Lore: 10MP. You can determine the properties of only half).
one magic item. You will know if it is cursed, but ●​ Polymorph: 20MP. If your sole target doesn’t
not what the curse’s nature is. save, they turn into the creature of your choice.
●​ Force Field: 10MP. 10 rnds. You create an Their pre-change intellect remains.
invisible wall, 3m tall and up to 5 meters in
diameter. There is no physical way to destroy the
wall, but Dispel Magic will erase it.
●​ Fly: 10MP. 10 rnds. You can fly for the duration at
a speed of 40kph.
●​ Sense Lies: 5MP. 10 rnds. For the duration, if you
hear a lie you will feel it.

Level 6 Esoteric Magic spells (lvl 11 sorcerers)


●​ Blade Net: 10MP. A 3m cone in front of you is
16

Common-tongue Magic
Sorcerers and Wizards can learn these. There is a spell to
grant them to knights as well…

Lvl 1 Common-tongue Magic spells (lvl 1 sorcerers Lvl 2 Common-tongue Magic spells (lvl 3
and wizards) sorcerers and wizards)
●​ Counter Magic: 5MP. Up to 6 targets have their ●​ Lock: 8MP. One hour. A magical lock closes any
minds fortified against magic, granting +30 RE one door or box, sealing it securely shut. An
for 10 rounds. Unlock spell can attempt to dispel Lock, but the
●​ Protect Body: 3MP. Grants one target increased Lock effect will resist it with the RE of its caster.
durability to armor and skin, giving +3 AV for 10 ●​ Unlock: 5MP. Undoes any one lock, no matter the
rounds. variety.
●​ Light: 2MP. For three hours, one inorganic point ●​ Empower Weapon: 3MP. For ten rounds, a
is made to radiate light, illuminating everything magical field grants one target weapon +20FS and
within 20 meters. +3dmg.
●​ Detect: 5MP. For a single instant, traps and secret
doors within 10 meters will light up, but the light Lvl 3 Common-tongue Magic spell (lvl 5 sorcerers
is not formed into a shape that gives an idea of the and wizards)
mechanism or type of traps revealed. If one makes ●​ Dispel Magic: 5MP. You cancel any magical effect
a TS check, such understanding may be had. This that would have lasted ten rounds, but it is
spell will also cause the caster to sense if any allowed a resist check as per its caster.
magical power is within ten meters.
●​ Tinder: 3MP. You target an appropriate material
for kindling and cause it to light up with flame.
The magic is instantaneous, but the flame should
have enough of a jump-start to continue now. This
spell will not work on living things, rocks, &c.
17

Clerical Magic
Priests can learn these.

Level 1 Clerical Magic spells (lvl 1 priests) ●​ Maily’s Battle Song: 5MP. The caster sings a song
●​ Healing. 1MP. One target is healed and of bravery for up to ten rounds, granting up to six
comforted, regaining 1d10+lvl LP. targets +20FS and +5dmg. The caster cannot cast
●​ Transfer Mental Power: 10MP. The caster gives 10 other spells while singing, and the singing of
of their own MP to a target, which can revive course ceases if they fall asleep or become
characters that have fainted from hitting MP 0. paralyzed, &c.
●​ Turn Undead: 5MP. Those undead within 3 ●​ Cha Za’s Luck: 5MP. For three hours, up to six
meters who do not make a resist roll are ripped targets’ Luck is doubled. This can make it harder
apart and away. for things such as traps to affect them. The Resist
Level one God-specific spells skill will reflect your increased luck for the
●​ Falis’s Sense Evil: 5MP. Choose one target. If they duration too.
don’t make a successful RE roll, the caster will ●​ Rauder’s Alertness: 5MP. For three hours, the
sense if they are a more or less evil or amoral caster will be able to sense beings of inimical
person. This spell won’t tell the caster the intent within 30 meters, knowing which direction
relationship between the target and the caster’s and how many offensive foes there are.
god. ●​ Marfa’s Restoration: 10MP. This can restore
●​ Marfa’s Peace: 10MP. 1 hour. Creatures within 10 someone who has lost levels to undead or similar
meters of the caster have to make a RE roll or lose attacks to their original level. However, their XP
the attitude of conflict and want to quit fighting. will become exactly the number they need to have
They are under no obligation to cooperate with that level, no more.
the caster, and they will take up arms again to
Level 3 Clerical Magic spells (lvl 5 priests)
defend themself. This spell cannot affect mindless
●​ Heal Injury: 5MP. Through strong healing magic
beings (things like golems or simple undead), nor
you restore 3d10+lvl LP to one target.
will it have much effect on a creature that wants to
●​ Sunshine: 6MP. The light of the sun shines out
eat you due to starvation.
from you for 10 rounds, causing undead that get
Level 2 Clerical Magic spells (lvl 3 priests) within 20 meters of you to become slowed, which
●​ Wound: 5MP. The caster reverses the forces of life makes them move at half speed and penalizes
upon one target, who needs to make a resist roll them with -20FS.
or take 1d10+lvl dmg. Priests of Martha cannot ●​ Feign Death: 10MP. For one hour, you appear to
use this spell. be dead, which might trick enemies or some
●​ Brace: 4MP. Up to six targets are endowed with animals. If an observer is suspicious, they might
the favor of the gods, raising their fighting ability. be granted a resist roll to disbelieve and sense
For ten rounds, they have +20FS. things as they are.
●​ Cure Blindness: 5MP. Will restore sight to one ●​ Holy Light: 10MP. From your palm shoots a holy
target who lost it to Demonic Scream magics. ball of light. Beings within 20 meters of where it
●​ Cure Deafness: 5MP. Will restore hearing to one lands take damage if they are undead (2d10+lvl
target who lost it to Demonic Scream magics. dmg, RE roll allowed for half) or, if they can see it
●​ Holy Force: 5MP. The caster sense out an attack and cannot make a RE roll, non-undead will take
wave from their hand at one target who takes a -20 penalty to their FS, TS, and DE for 10
d10+lvl damage, but may make a RE roll to take rounds.
only half. Even clerics of Marfa can use this spell. ●​ Sanity: 5MP. You calm the mind of one person
●​ Holy Weapon: 4MP. For ten rounds, one target affected by confusion such as that caused by
weapon is empowered with purifying authority certain spells, ending those spells.
that is especially puissant against undead. For the level 3 deity-specific Clerical Magic spells
duration, it gets +10FS and +3 damage, but ●​ Rauder’s Inspiration: 5MP. 24 hours. You may
against undead the bonuses become +50FS and declare a missed or unrolled MS check to be an
+10 dmg instead. automatic success. Once you have cast this spell,
you cannot use it again for the duration.
Deity-specific level 2 Clerical Magic spells
●​ Falis’s Command: 4MP. One target is forced to
Level 4 Clerical Magic spells (lvl 7 priests)
freeze for three rounds, but may try to make a
●​ Neutralize Poison: 4MP. Expels a poison from one
resist roll to only be unaffected.
18
target’s system. This has no effect on poisons that restore souls that have been outright destroyed.
already did their damage in an instantaneous ●​ Resurrection: 30MP. The target body makes a RE
fashion. roll (Counter Magic or Resist Magic type effects
●​ Cure Paralyzation: 4MP. One target is freed of a will not be applicable). If successful, they return
paralytic state. to life. This spell only works on corpses of those
●​ Cure Disease: 4MP. One target is cured of all that died within the last five days. A character can
illness. only be resurrected a number of times equal to
●​ Preservation: 5. You can either designate one their level (so in Lodoss, 13 is the limit).
object to be hereafter unyielding to time and rot ●​ Summon Servants: 20MP. Uses summoning
or you can also target something being affected by restrictions. You summon all beasts of a type
the Demon Scream spell Rot if cast before Rot’s --determined by which god you worship--to your
duration ends. The object will be restored if so, presence so that they can carry out a task. They
but otherwise Preservation cannot restore can carry out an exceedingly simple order, such as
something already rotten. attacking a target or carrying something.
Falis: Sends dogs, hawks, horses, or other things
Level 5 Clerical Magic spells (lvl 9 priests)
that man can tame.
●​ Holy Explosion: 15MP. All within 10 meters of the
Mailey: Sends eagles, hawks, falcons, tigers,
caster take damage from this sacred wave of
wolves, or other predators.
energy equal to 3d10+lvl, but a RE check halves
Cha Za: Sends small birds, wolves, hares, or other
the damage.
animals that chirp or howl or are lucky, but not
●​ Remove Curse: 20MP. Cancels any Demon
bigger birds (who are unlucky).
Scream curse currently affecting one target.
Rauder: Sends mice, foxes, owls, or other
●​ Refresh: 20MP. Heals one target of all LP
sagacious and clever animals
damage, poisons and venoms, stoned condition,
Marfa: sends cows, horses, rabbits, chickens, or
paralysis, and mundane diseases.
other livestock.
●​ Regeneration: 10 MP. 10 rnds. One target gets to
regain 10 LP each round for the duration. This Lvl 6 Deity-specific Clerical Magic spells:
spell can also be used to kickstart the regeneration ●​ Falis’s Barrier: 10MP. 10rnds. One target is
of a lost limb, but the regrowth takes one week granted RE at 90% and receives +3 to AV.
and limbs lost longer than 5 days previous cannot ●​ Ralda’s Weak Point Finder: 10MP. 10 rnds. A
be restored. target is granted double normal chances to make
●​ Resist: 10MP. 10 rnds. For the duration, one critical hits.
target has RE at 90%. ●​ Mailey’s Weapontrance: 10MP. 10 rnds. A target
is granted maximum damage each time they hit.
lvl 6 Clerical Magic spells (lvl 11 priests)
This spell cannot work at the same time as similar
●​ Banish: 10MP. You command one summoned
weapon-enhancing magics; whichever was cast
monster back to its home. It can make a RE roll to
most recently will cancel the others.
ignore this banishment.
●​ Marfa’s Return Home: 10MP. The caster and up
●​ Divination: 20MP. For the space of one round (30
to 5 targets are transported to the nearest temple
seconds), the caster can ask their god yes/no
of Marfa.
questions, if the god feels like answering.
●​ Cha Za’s Trading Guard: 10MP. 10 rnds. You can
●​ Quest: 30MP. You command one target to carry
see through any sneaky sales tactics or scams. If
out a task. If they cannot cancel this spell with a
anyone has an intention to rob you , you will sense
RE roll, they will be compelled to do the act lest
it.
they take d10 dmg each time they try to
undermine it. If the rebelliousness continues, they
will take d10 dmg each round for up to ten
rounds. Such damage will not heal until the
mission is complete. This spell cannot be canceled
by Dispel Magic, but Dispel Quest will do the
trick.
●​ Recall Spirit: 25MP. You offer up your soul to
your god so that another may inhabit your body to
live again. To take your final journey to your god
while they come back in your flesh. This spell only
works if you knew them well and they have not
been dead more than a few days. This spell cannot
19

Lvl 7 Clerical Magic spells (lvl 13 priests) Special Clerical Magic spells (not leveled)
●​ Dispel Quest: 30MP. This spell gives a target a RE ●​ Call Forth God: 50MP. 10 minutes. This spell can
roll which, if successful, undoes a Quest that is be cast by any level priest, but only if they meet
currently on them. If your target’s RE roll fails, conditions the GM specifies. The god you worship
they will have to get help from another priest as comes forth with their full might for the duration
you can only cast this once per any given Quest. and their awesome power destroys your vessel in
●​ Reincarnation: 50MP. If cast right after someone the process, forever barring you from returning to
dies, and if the spirit is not already destroyed nor this world via spells such as Resurrection.
relocated, you can send their spirit off to be
reborn somewhere within the week. Once they In the Lodoss chronicles, one of the descendants
grow to a certain age, they will be able to use the of the Six Great Heroes, Neese, was actually able
abilities of their previous life’s class and level. to cast this spell and survive due to her great faith
Their memory most likely returns as well. Roll and other factors.
2d6: 2) their memory never returns on its own 3 ●​ Falis’s Jyhad: 30MP. One week duration. This
to 6) at age 30, they regain their memories; 7 to spell was once cast by the highest priest of Falis in
10) at age 20k-; 11) at age 10; 12) at age 5. order to confront a great evil. They gathered all
However, if you rolled a 6 or less, they don’t gain the believers of Falis they could in the great
their former abilities until they pass age thirty. temple of Falis in the city of Loyd and had them
●​ Holy-port: 20MP. You and up to 5 targets can all into the spell together.
transport to a temple you have previously
designated. As this spell takes five minutes to cast, There were three effects on the
it’s not very useful in the midst of combat. participants. Firstly, they all had a +50 bonus to
their FS and RE, with a +5 bonus to their damage.
Secondly, their minds were inured to effects that
would be inimical. Third, they were under a
covenant to do whatever the high priest said. Even
a call to kill oneself should have been heeded.
However, those that did not intone the spell with
great fervor and do as the high priest ordered did
not enjoy the protections of the spell.
20
Warfare Rules in on the PCs and their circle of retainers, say about ten of
Lodoss is an isle of conflicts. For PCs to get involved in a them. The GM should prepare an appropriate portion of a
battle is something that they can expect to happen a similar group on the enemy side. Maybe fifteen guys the
couple times in their life if they are unfortunate. Here are ten PCs need to worry about seems good if we are using
the steps to creating a characteristically Lodossian battle. the 20 vs 30 examples.

First, determine if the fight is two armies clashing or just Conflicts without Heros
two champions. Champion fights are quite a popular If one side or both lacks level 5 or higher characters, select
choice on Lodoss (remember Fan vs Beld in the anime?). pseudo-heroes instead, but keep it proportionate. For
If one champion wins, the other’s army loses. instance, if a side with 200 troops can offer up 10
pseudo-heroes, a host of 100 will get 5 to oppose them.
If two armies are fought, conduct a battle within a battle
using the level five and up guys from each side. The PCs Using Monsters in battle
will fight against key players on the opposing side as the Monsters can be put forth by the GM in the place of
soldiers of both sides class around them. The mini-battle heroes if the circumstances are right. But it is best if at
will have an effect on the two armies; each round compare least one monster joining the heroes sub-group has some
the damage the PCs did vs the damage the PCs took. The leadership position. For instance, a dark elf or a goblin
larger armies may be dozens or hundreds of soldiers, but lord. So the GM can’t choose a monster like a manticore
each side will lose a certain percentage at the end of each on its own to be a hero.
round.
Other Factors
Damage dealt​ ​ PC side losses​ Enemy side Maily’s Protection
●​Only one side dealt damage​ 1% lost​ ​ d10%lost A seventh-lvl priest of Maily being on just one side in a
●​Dealt more than 4 times as much battle makes the other sides losses 2% worse. Both
damage as you took​ ​ 2%​ ​ d10+5% sides having such priest will cancel each other out, and
●​Dealt more than twice as much a loss of 0% stays 0%.
damage as you took, but
less than 4 times​ ​ ​ d6%​ ​ d10+3% Jyhad Effects
●​Dealt something more than equal If a side is benefitting from the Falis Priest spell Jyhad,
damage, but less than twice as they will take half the usual losses (1% can’t be reduced
much as you took​ ​ ​ d6%​ ​ d10%
any further) and fight until they lose 100% of their
●​Each side dealt equal damage​ d6%​ ​ d6%
●​Took more than 4 times as much host.
damage as you were dealt​ d10%​ ​ 1%
●​Took more than twice as much Environment and Stratagems
damage as you dealt, but less Depending on terrain and clever tactics, the GM will
than 4 times as much​ ​ d10+5%​ 2% have to ad hoc some loss percentages to reflect
●​Dealt more damage, but less than advantages.
twice as much as other side​ d10%​ ​ d6%
●​Neither side dealt the other
Damage​​ ​ ​ 0%​ ​ 0%

Ending a battle
In a normal war, a side that loses 30% of its host loses the
battle, and losses of 50% or more are treated as being
completely routed, but Lodoss frequently has battles with
extraordinary factors such as monsters participating or
magical reinforcement. So unless a scenario indicates
otherwise, 50% losses will spell one side breaking up.
However, if the PCs lose their battle within a battle, their
side loses with them. In any case, a side sustaining 100%
losses is definitely out.

Determine Heroes
Count the level five or higher characters on both sides.
Usually, PCs work in small groups, but in a big fight, they
will be part of a larger group. A number of heroes that is
something like 20 vs 30 heroes might happen, but zoom
21

Game Master Stuff (Players, avert your


eyes)
Monster rules
These are words the DM will encounter in a stat block.

IV
IV means initiative value. If the GM rolls a d10 under that
value, the foe’s side will go first. Otherwise, the PCs do.
Use the highest Initiative Value among the foes in a group
of them with different numbers, rolling only once per
round.

Poison
If a monster with venom hits with an attack, the target will
have to make a DE check. If they fail, they will take poison
damage of either an immediate or extended variety. The
former damage is rolled right away and happens only
once, but the former type of damage happens every hour
hereafter until somehow neutralized by magic or
medicine. Instantaneous poisons deal d10 damage, but
protracted ones do d8.

Paralysis
Similar to the poison ability, someone hit with this attack
will have to roll DE, and if they fail their body becomes
paralyzed. Times go anywhere from ten minutes to
forever, but a Cure Paralysis spell will release one from the
condition.

Immune to Mundane
Creatures with this have to be hit by magical weapons, or
those enhanced with spells such as Enchanted Weapon.
Lycanthropes seem to be only affected my magical
weapons or silvered ones.

Mental Resistance
Monsters of this sort are immune to sleep, beserk, and
other mental effects. Even if their MP goes to zero, they
won't pass out.

Level Drain
Monsters with this ability will have a percentage chance of
using it as part of a successful attack that deals damage. If
it works, the struck target will lose one level. If one loses a
level, they have to roll their LP and MP dice and lose that
much LP and MP respectively. Their XP is knocked down
to halfway between the lower level and the lost one.

Demon

I have been compiling the monster stats and descriptions

here: MONSTERs DOC.


22

Magic Items
+1 to +3 items can be bought.
+𝑥 weapons grant +[𝑥×10]FS and +𝑥 dmg.
+𝑥 armors give their plus to AV.
+𝑥 shields give +[𝑥×10]DE. +1 items cost 10-fold as much as normal, +2 cost 100-fold, and +3 cost 1000-fold.

●​ Spider sword: Of the Arianian royal line. As a +2 transport is ten people.


short-sword. Can cast Spider-web 5 times per day. ●​ Unicorn Horn: The protuberance of a rare beast that
●​ Rofl-blade: King Fern of Varis's +4 longsword. lives on Lodoss. Rubbing one on an afflicted person
●​ Reflect Shield: Fern's +1 large shield. Has a 20% will cure them completely of wounds, poison, or
chance of catching any hit. disease. Due to this fact, unicorns are dying out and
●​ Rune-staff: A +3 staff of the kings of eld. Can cast these horns fetch exorbitant prices.
Meteor Strike twice a day. ●​ Magic Boots: A few varieties are known:
●​ Protect Rings: Raise AV by 10 per plus. +1~+3 are ○​ Boots of long strides: have from +1 to +3
known. enchantment, granting the wearer a speed
●​ Resist Rings: As protect rings, but raise RE. increase of 1.5, 2, or 3 times normal respectively.
●​ Defense Rings: Raise DE by 5 per plus they have. ○​ Boots of teleportation: Give one the ability to use
●​ Classy Masks: These masks of ancient Lodossian origin the Teleportation spell.
allow one to temporarily take on the properties of a ○​ Boots of Binding: These boots are cursed, and
class. Masks of the warrior, sorcerer, scout, shaman, halve the wearer’s speed.
and priest are known to exist. One does not know
which of these shining silver masks they are handling
until it is worn. If one puts on a mask, the items not
associated with the mask’s class fall off, and only
class-appropriate items can be equipped. A mask can
only be worn once a day, and it falls off after an hour.
While wearing a mask, you have skills recalculated as
per that class and can memorize spells if the mask’s
class could, but your HP and LP are unchanged.
●​ Dragon Mask: If one dons this draconic mask, they
gain the ability to breathe fire. The mask can only be
worn for 5 minutes (10 rounds) a day. The breath
attack affects all within 10 meters, doing damage equal
to the wearer’s LP halved, but a resist roll to take half
damage is allowed.
●​ Amulet: Just as with the masks of class change,
amulets were made by the ancients of Lodoss and there
are very few left in the world. There are a few varieties:
○​ Amulet of toughness: Raises CON by 1.
○​ Amulet of knowledge: Raises INT by 1.
○​ Amulet of beauty: Raises PB by 1.
○​ Amulet of might: Raises ST by 1.
These amulets are priceless and practically unknown, being
taken for simple charms by the unenlightened. The key
to unlocking their power needs to be found through
studying tomes of the ancient kingdoms. After
sufficient research, an MS check at a -30% penalty is
allowed to try and solve one.
●​ Teleport Stone: Ordinarily, one can only teleport from
one magical guild’s transporter to another, but one of
these stones will allow the holder to cast Teleport from
anywhere, taking them to the guild of their choice.
Stones shrink a little each time they are used, and have
about 10 uses maximum. If anyone is desired to travel
with the caster, the stone will shrink one usage per
traveler, so the most one of these stones could ever
23
ができない。
負の生命の精霊
名も姿も定かでない。アンデッドに宿る。その力を借りた精霊
魔法は知られていない。
The spirits of Forceria (the Sword World continent)
勇気の精霊 バルキリー(戦乙女)
女性の精霊使いはその力を借りる事ができない。西の果て
To be translated soon. This is not Comp/anion stuff tho.
「混沌の地」では「女王」(戦神マイリーの別顕現と考えられる神
格)の使いとされる。マーマンなど精霊魔法を使うモンスターに
Fire Spirits
も、この精霊を友とする者がいる。クリスタニアでは女性も行使可
The lowest rank are the salamanders (fiery lizards)
能。
The upper ranks include the efreets (fire demons, masters
怒りの上位精霊 フューリー
of destruction) and phoenixes (lords of rebirth and
取り憑かれた者は狂戦士となり、その魂は消滅する。
revivification)
悲しみの上位精霊 バンシー
取り憑かれた者は悲しみの果て死に至り、その魂は消滅す
Wind spirits
る。
The lowest rank are the Sylphs (wind maidens).
悪戯の精霊 レプラコーン
The upper ranks are the Djinn (wind kings, whose domain
困惑と共に寂しさも司る(その事を知らない精霊使いも多い)。
is freedom).
恐怖によりレプラコーンが狂うとその生物は朱頭病という伝染病
にかかってやがてレッドキャップというモンスターになってしまう。
Water spirits
夢の精霊
The lower ranked are the undines (water maidens).
The higher are the Kracken (sea devils).
眠りの下位精霊 サンドマン:眠りの呪文の際に用いられる。
夢(性)の中位精霊 インキュバス(夢魔)
Earth spirits
夢(性)の中位精霊 サッキュバス(夢魔)
The lower are the gnomes (children of earth).
The higher are the behemoths (kaiju of the land).
建物の精霊 ブラウニー
数十年にわたり人が居住した大きな家屋に宿る。建物の精霊
Ice spirits
界は存在せず、物質界に留まっている。
The frauen (ice fairies)
色の精霊 ビフロスト
The higher rank is Fenril (the ice-wolf)
色を司る。色を失ったものは水晶のような物質になり、それ以
上変化することがなくなる。通常の精霊使いには使役不能。
光の精霊 ウィル・オー・ウィスプ
静電気の球体として顕現し、ぶつけると崩壊してダメージを与
複合精霊編集
える為、戦闘にも使用される
闇の精霊 シェイド
上記の他、複数の精霊力が融合した複合精霊の存在が知られ
恐怖も司る。生物にぶつけると精神にダメージを与える為、戦
ている。現在までに、作品中に登場しているのは次の通り。
闘にも使用される
植物の精霊
火と土の複合精霊ラーヴァ
植物の精霊界は世界樹自身。
炎と氷の複合精霊フロストサラマンダー - クリスタニアRPGの
『封印伝説クリスタニア』にて登場。ただし、精霊力が未分化な混
草の下位精霊 スプライト(小さき精霊):恥じらいも司る。姿
沌界においてのみ存在可能。
隠しの際に用いられる。
樹木の中位精霊 ドライアード:魅了・誘惑も司る
ほとんどの精霊使いは複合精霊を混沌の存在として忌み嫌う。
森の上位精霊 エント
ソード・ワールドRPGリプレイ第3部ではスイフリーがこれを公言
している。
生命の精霊
名が定かでない(姿は混沌の大地4巻を参照)。「知られざる
生命の精霊」とも呼ばれる。男性の精霊使いはその力を借りる事
24

Demon Scream Magic

●​ Blindness: 15MP. One hour. One target rolls a RE neutralized somehow, it will do a further 1
check to avoid being blinded by this spell. While damage each round.
blinded, a character has -20 to FS, DE, and TS. ●​ Death (castable only by believers of Kardis, the
●​ Call God: 50MP. 10 minutes. Pretty much as per destroyer goddess): 45MP. One target must make
the priest spell of the same name, but the dark a RE check or die immediately.
gods have some provisos. The caster will need a ●​ Disease: 10MP. Those within three meters that
sacrifice for the god to inhabit, and not just save are unaffected, but for others it is bad news,
anyone will do. A pious believer is needed, and as the caster spreads alien virions from unknown
pure young women are prefered. The spell spheres. Affected foes will be forever debilitated
requires a day long ritual, chanting, magic by a strange malady and lose half of all ability
diagrams and circles. The victim will make a RE scores. Only the spell Cure Disease can restore
roll. If they succeed, the god still comes, but only victims.
for a single minute. Either way, the sacrifice will ●​ Steal Life: 15MP. One target is chosen. If they
be destroyed, body and soul. don’t make a RE check, they take damage
●​ Control Imp: 20MP. Permanent summoning. amounting to d10+lvl LP and you absorb the lost
Works essentially the same as Summon Familiar. number as LP, healing an equal amount of dmg
Imp stats: FS20 DE10 TS20 MS10 RE15 Dmg1d6 you may have.
8LP 6MP ●​ Summon Insects: 20MP. Those within five meters
●​ Create Zombie: 15MP or more. A zombie will will have to make a save against a swarm of
follow simple commands like “fight” or “fetch me noxious insects. The cloud disperses quickly, but
a…” The larger a zombie you want to create, the deals 3d10 damage, though those that saved take
more MP is needed. Human sized: 15MP; ogre only half.
sized (2 to 2.8m): 20MP; griffon sized (3 to ●​ Gate: 30MP. This spell follows summoning rules.
4.6m): 20MP; giant (5 to 8m): 30MP; dragon The caster opens a hell-maw and a demon
(10m and up): 45MP. Zombies cannot cast spells emerges to fight on their behalf for the next ten
or use special abilities, but otherwise use the stats rounds.
from before they died. Lesser Demon stats: 4d8+50LP (95), 30MP,
●​ Deafness: 8MP. One hour. The target of this must RE60, IV6, AV6, 100FS, 2d8+6dmg, DE40, SP
make a RE test or lose their hearing for the hour. Plague spell, flight, mundane immunity, XP150
This will probably penalize them in certain Greater Demon stats: 10d10+50 LP (105), 50MP,
situations. RE80, IV7, AV8, 120FS, 2d10+5dmg, 60DE, SP
●​ Insanity: 8MP. 10 rnds. One target must make a Demon Scream spells, flight, mundane immunity,
RE check or be driven mad for the duration. XP250
People that are not sane cannot attack or cast ●​ Recall Spirit: 40MP. To use this spell, the caster
spells. needs someone to sacrifice. Through the sacrifice,
●​ Mind Blast: 15MP. All targets within three meters a deceased being is returned to life, but the soul of
are hit with a mental wave of exhaustion dealing the sacrifice is destroyed. The being that is to be
2d10 damage, but a RE roll for half is allowed. brought back must have died within the last 5
●​ Poison: 20MP. The caster chooses a poison to days.
manifest in the body of one target, who gets a RE ●​ Rot: 10MP. You target one item and curse it to rot
roll to cancel this spell’s effects. and wither at advanced speed. For instance, a
○​ Paralytic poison: For the next hour (or thing that would usually rot after a few days will
until dispelled), the target cannot move. be rotten within half an hour. The priest spell
○​ Killer poison: The target takes 10 dmg. As Preservation can dispel this effect.
long as this poison isn’t removed or
25

Scenarios
I’m putting these elsewhere to make the doc-loading smoother.

The Odd Love Philtre

The Magician’s Big Move

The Ebon Elf Statuette

Shrine of the Snowy Peaks

The Last Enchanter

Clash at Kanon

Minotaur’s Maze (not my translation. D&D stats)


26

To make a character​ 1
If you are a spellcaster, you’ll have a certain level of starting spells. I’ve folded that info into the
advancement section below.Skill Check considerations​ 1
Advancement​ 2
Advancement beyond level seven​ 3
Class and race details (commentary by​ 4
some dwarf)​ 4
Optional Rules​ 5
Optional Class abilities​ 6
Weapons and Armor​ 7
Combat rules and tactics​ 8
Who goes first​ 8
Movement​ 8
To-hit rolls​ 8
Damage​ 8
Health​ 8
Other Goods and Services​ 9
Magic​ 10
Spirit Magic​ 11
lvl one Spirit Magic spells (level 1 shamans, lvl 1 wizards)​ 11
lvl two Spirit Magic spells (Ivl 3 shamans, lvl 5 wizards)​ 11
lvl three Spirit Magic spells (Ivl 5 shamans, lvl 9 wizards)​ 11
lvl four Spirit Magic spells (Ivl 7 shamans, lvl 13 wizards)​ 12
lvl five Spirit Magic spells (Ivl 9 shamans)​ 12
lvl six Spirit Magic spells (lvl 11 shamans)​ 13
lvl seven Spirit Magic spells (lvl 13 shamans)​ 14
Esoteric Magic​ 15
lvl one Esoteric Magic spells (lvl 1 Sorcerers or Wizards) (Ivl 1 sorcerers, lvl 1 wizards)​ 15
lvl two Esoteric Magic spells (lvl 3 wizards) (level 3 sorcerers, lvl 3 wizards)​ 15
lvl three Esoteric Magic spells (lvl 7 wizards) (lvl 5 sorcerers, lvl 7 wizards)​ 15
lvl 4 Esoteric Magic spells (lvl 11 wizards) (lvl 7 sorcerers, lvl 11 wizards)​ 15
Level 5 Esoteric Magic spells (lvl 9 sorcerers)​ 16
Level 6 Esoteric Magic spells (lvl 11 sorcerers)​ 16
lvl 7 Esoteric Magic spells (lvl 13 sorcerers)​ 16
Common-tongue Magic​ 17
Clerical Magic​ 18
level 1 Clerical Magic spells (lvl 1 priests)​ 18
level 2 Clerical Magic spells (lvl 3 priests)​ 18
level 3 Clerical Magic spells (lvl 5 priests)​ 18
level 4 Clerical Magic spells (lvl 7 priests)​ 18
level 5 Clerical Magic spells (lvl 9 priests)​ 19
lvl 6 Clerical Magic spells (lvl 11 priests)​ 19
lvl 7 Clerical Magic spells (lvl 13 priests)​ 20
Special Clerical Magic spells (not leveled)​ 20
Game Master Stuff (Players, avert your eyes)​ 22
Magic Items​ 23
Demon Scream Magic​ 25
Scenarios​ 26
27

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