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Creating A Modified-BECMI Character

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Introduction

This is a modified version of Dungeons & Dragons (from the Rules Cyclopedia, compiled by
Aaron Allston), incorporating ideas from the Revised d20 Star Wars RPG core rulebook (by Bill
Slavicsek, Andy Collins and Jo Wiker), 2nd Edition Advanced Dungeons & Dragons (by David
"Zeb" Cook), Dungeon Crawl Classics RPG (by Joseph Goodman), Shadowdark RPG (by Kelsey
Dionne) and ideas suggested by the YouTube channel, Dungeon Craft, as well as some of my
own ideas. Where possible, I have used footnotes to credit those elements I’ve cherry-picked.
If an element of this system doesn’t have a footnote, consider it taken from either the D&D Rules
Cyclopedia or the D&D BECMI (Basic/Expert/Companion/Master/Immortal) ruleset since, at
heart, this system still relies on that and, as such, a copy of this ruleset is still needed.

Some Things to Get Used to


Unlike Dungeons & Dragons, 5th Edition, this system has no bonus actions; no reactions; no
death saving throws; no short or long rests after which all health is restored; no skill system and
only scoundrels can pick locks and disarm traps; and no attunement to magic items (what such
items do must be figured out through trial and error, engaging the services of a sage or
successfully casting the analyse enchantment spell… once per item).

Character Creation
Step 1: Roll Ability Scores.
Roll 3d6 for each ability in order: Strength, Intelligence, Wisdom, Dexterity, Constitution and
Charisma. There are no rerolls because even a 3 in an ability score is playable.

Step 2: Choose a Character Class.


All characters will be humans and the classes available are the mage, the scoundrel, the
templar and the warrior [see Classes below].

Step 3: Adjust Ability Scores.


Your Class has a Prime Requisite ability score—a means by which you can measure your
character's prowess in that Class and also gain extra experience points (it is possible, however,
to have such a low Prime Requisite that your character loses experience points). The mage's

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Prime Requisite is Intelligence; the scoundrel's Prime Requisite is Dexterity; the templar's Prime
Requisite is Wisdom; and the warrior's Prime Requisite is Strength.

At this point in character creation—and only at this point—you can trade two points from an
ability score you don't want to raise your Prime Requisite by one point; for example, if you are
playing a scoundrel with a Dexterity score of 15, you could take two points of Intelligence and
raise your scoundrel's Dexterity score to 16 (2:1).

Step 4: Roll for Health1


Health is split into Vigour and Wounds. Vigour represents your character’s ability to turn deadly
attacks into glancing blows and near misses while Wounds represent how much physical
damage your character can suffer before dying. When your character suffers damage, their
Vigour is reduced first, representing a loss of energy as rolling with the punches wears them
down but doesn’t cause actual physical damage. When your character’s Vigour is depleted,
further damage reduces their Wounds total. Damage reduces Wounds only after your character
has exhausted their Vigour or when they are struck by a critical hit.

Your character’s class and level determine their number of Vigour points and that number
increases with each level gained, plus or minus any bonus or penalty from Constitution (see
Note Adjustments for Ability Scores below). Your character’s Wound points are equal to their
Constitution score and do not increase with level advancement unless specified by a class
feature, spell or magic item.

⚫ Mage (d4)—a 1st-level mage begins with 4 Vigour points, plus or minus any bonus or penalty
from Constitution. They also begin with a number of Wound points equal to their Constitution
score. At 2nd level, the mage rolls 1d4 and the result is added to their Vigour points total, again
plus or minus any bonus or penalty from Constitution.
⚫ Scoundrel (d4)—a 1st-level scoundrel begins with 4 Vigour points, plus or minus any bonus
or penalty from Constitution. They also begin with a number of Wound points equal to their
Constitution score. At 2nd level, the scoundrel rolls 1d4 and the result is added to their Vigour
points total, again plus or minus any bonus or penalty from Constitution.
⚫ Templar (d6)—a 1st-level templar begins with 6 Vigour points, plus or minus any bonus or

1
Based on the Vitality and Wound Points system from the Revised d20 Star Wars RPG core rulebook (by Bill
Slavicsek, Andy Collins and Jo Wiker).

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penalty from Constitution. They also begin with a number of Wound points equal to their
Constitution score. At 2nd level, the templar rolls 1d6 and the result is added to their Vigour
points total, again plus or minus any bonus or penalty from Constitution.
⚫ Warrior (d8)—a 1st-level warrior begins with 8 Vigour points, plus or minus any bonus or
penalty from Constitution. They also begin with a number of Wound points equal to their
Constitution score. At 2nd level, the warrior rolls 1d8 and the result is added to their Vigour
points total, again plus or minus any bonus or penalty from Constitution.

The death of your character occurs when their Wounds total hits zero or lower. Monsters and
minor NPCs will just have a Wounds total; major NPCs (e.g., the BBEGs) will have Vigour as well.

Step 5: Roll for Money


Your character's starting money is 3d6 x 100 gold pieces; this represents the amount of money
saved up over the years by your character and/or their family.

Step 6: Buy Starting Equipment


This is where you spend your character's starting money on equipment, keeping in mind any
restrictions due to the class you've chosen; for example, mages can't wear armour of any kind.

The mage gets their first spellbook for free; the scoundrel gets their first set of lock picks for free;
the templar gets their first holy symbol for free; and the warrior gets their first set of armour
(leather), a shield and a spear for free. If the warrior wants more effective armour, they must buy
it using their starting money.

Step 6a: Inheritance


Faced with the possibility of character death, you may wish to create a will for your character,
to leave their hard-earned wealth behind for an heir. This can be done but the following
stipulations apply: Any treasure left as an inheritance will be taxed at 10%; your character's heir
must be a new 1st level character; and you may only leave an inheritance once per character.
The heir could, for example, be a child, a sibling, a cousin or a friend of the character preparing
the will.

Step 7: Determine Other Numbers and Rolls


This is where we determine your character's Defence, movement rate and encumbrance.
⚫ Your character’s Defence is equal to the Defence rating of the armour your character is

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wearing, plus or minus any bonus or penalty from Dexterity. (see the Equipment Lists later in
this document). If no armour is being worn, your character’s Defence is 10, again plus or minus
any bonus or penalty from Dexterity.
⚫ Your character’s movement rate is shown in the Class section (presented later in this
document) and can be affected by encumbrance. The rate given assumes your character is
walking very cautiously.
⚫ Your character’s encumbrance is determined by adding up the weight of all their gear.

Step 8: Note Adjustments for Ability Scores


This is where we find out what your ability score bonuses and penalties are.
⚫ Strength affects the attack rolls for melee weapons and unarmed combat, melee and thrown
weapon damage rolls, the chance of opening stuck doors, and saving throws against paralysis
and petrification.
⚫ Intelligence affects the number of languages your character can speak, how well they can
read and write, and saving throws against mind attacks (such as charm, confusion, sleep, etc.).
⚫ Wisdom affects your character’s saving throw against spells.
⚫ Dexterity affects the attack rolls for thrown and missile weapons as well as modifying your
character’s Defence, and saving throws against wands and breath attacks.
⚫ Constitution affects how much extra Vigour your character gains at 1st level and subsequent
levels, and saving throws against poison (but not death).
⚫ Charisma affects how NPCs and monsters react to your character, along with how many
retainers they can have and the morale of those retainers.

Note that any Intelligence and Wisdom bonuses to saving throws do not stack.

Bonuses and Penalties for Ability Scores and What it Means for Intelligence
Ability Score Bonus/Penalty Intelligence Consequences
2–3 –3 Has trouble speaking; can't read or write
4–5 –2 Can't read or write Common
6–8 –1 Can write simple words in Common
9–12 0 Reads and writes native languages
13–15 +1 Reads and writes native languages, +1 additional language
16–17 +2 Reads and writes native languages, +2 additional languages
18 +3 Reads and writes native languages, +3 additional languages

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Charisma
Charisma Score Reaction Adj. Max. No. Retainers Retainer Morale
3 –3 1 4
4–5 –2 2 5
6–8 –1 3 6
9–12 0 4 7
13–15 +1 5 8
16–17 +2 6 9
18 +3 7 10

Reaction Adjustment. This number affects how others—characters and monsters—react to


your character when that character is talking to them.
Max. No. of Retainers. This number represents the number of retainers (bodyguards,
assistants, etc.) that your character can hire.
Retainer Morale. This number represents how loyal those retainers will be.

Step 9: Character's Alignment2


This is where I'm trying something new: a Morality Tracker. The Morality Tracker is a bar with
Good at one end and Evil at the other, with Neutrality in the middle.

Good Neutral Evil


+3 +2 +1 0 –1 –2 –3
        

For every act performed that I consider to be Good, your character will advance a point towards
Good and for every act that I consider to be Evil, your character will advance a point towards
Evil. Each plus or minus is broken down into five smaller points, represented by boxes. To gain
the plus or minus, all boxes must be ticked. Upon reaching +3, your character will be considered
saintly, recognised for their good deeds wherever they go. Upon reaching –3, your character will
be considered irredeemably evil and becomes an NPC under my control. Everyone, except
templars, start at 0. Templars start with a +1 as they are—or at least they start out—good. Evil
templars are considered monsters to be defeated. Also, for every plus a templar has, they are

2
Based on ideas in the AD&D 1E Dragonlance Adventures supplement and presented by Professor Dungeon Master
from the YouTube Channel, Dungeon Craft.

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able to restore an additional 2 points of lost Vigour or 1 Wound.

Good acts might include defending the weak, not seeking reward, sparing enemies, helping
NPCs, donating to charity, etc., while evil acts might include not protecting the weak,
demanding rewards, killing prisoners, murdering NPCs, threatening people, etc.

Step 10: Select a Name, Personality and Background


This is where, like it says, you decided on your character's name, personality and background.

Step 11: Determine the Character's Height and Weight.


Humans range between 4 feet 10 inches and 6 feet 4 inches with an average weight for every 2
inches between, as follows:

Weight (lb.) Weight (lb.)


Height Male Female Height Male Female
4’ 10” 110 105 5’ 8” 155 140
5’ 0” 120 110 5’ 10” 165 150
5’ 2” 130 120 6’ 0” 175 155
5’ 4” 140 125 6’ 2” 185 165
5’ 6” 150 130 6’ 4” 200 175

Step 12: Earn Experience, aka Start Adventuring


This is where, like it says, your character’s life as an adventurer begins. The way I see it, your
character goes adventuring to gain experience—typically by finding treasure and defeating
enemies. Treasure is exchanged for money and money is used to buy more equipment and pay
for the training your character needs to advance in levels.

Combat
Combat runs as follows:

Step 1: Declare Actions (optional)


The DM secretly decides—in general terms—what each opponent will do: attack, flee, cast a
spell, pray for a miracle, and so on. He does not announce his decisions to the players but if a
spell is to be cast or a miracle prayed for, he picks this before the players announce their
characters' actions.
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Next, the players, in turn, give a general indication of what their characters are planning to do.
Again, this doesn't have to be perfectly precise and can be changed somewhat if the DM decides
circumstances warrant. Spells and miracles, however, must be announced at this time and
cannot be changed once the initiative die is rolled. For example, if the characters are battling
goblins, a player can say, "My fighter will attack" without having to specify which goblin they will
strike, but if the characters are battling a mixed group of goblins and ogres, the player has to
state whether their character is attacking goblins or ogres.

Before moving on, the DM should make sure they have a clear idea of not only what the player
characters are doing but also what actions any hirelings or henchmen are taking. Once the DM
has a clear view of everything that's likely to happen, they can overrule any announced action
that violates the rules (or, in the case of an NPC, is out of character). However, they are not
required to overrule an impossible action, allowing a character to attempt it anyway, despite
knowing full well that the character cannot succeed. It is not the DM's position to advise players
on the best strategies, most intelligent actions or optimum manoeuvres for their characters.
Party strategies, and so on, can and should be discussed by the players during this step so that
potential misteps can be avoided.

Step 2: Roll for Initiative


There still has to be a way of determining how actions proceed in the combat encounters so
initiative is rolled by each player and by the DM for their opponents. Each side rolls 1d20 and
adds or subtracts any Dexterity modifier. The highest result gets to act first, with initiative order
proceeding around the table, clockwise from the player who acts first.

Step 3: Resolve Actions


Actions are then resolved in initiative order with each player and the DM taking a turn within the
round. The round ends when each person at the table has had their turn.

On your turn, unless otherwise specified, your character can perform one action; for example,
swing a sword, cast a spell or perform some movement or other action. That said, a character
can move up to the movement rate listed under the Class and still make an attack (melee or
ranged). Casting a spell, however, takes up the whole turn due to the amount of concentration
involved. Retrieving something from a backpack (for example, a potion of healing) also takes

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up the whole turn; after all, there is generally quite a lot of stuff to rummage through in an
adventurer's backpack.

i. Combat is resolved as follows: When making an attack, you roll 1d20 and add any combat
modifiers. If the end result is equal to or greater than your target's Defence Rating, you
have scored a hit. Having glimpsed your dice roll, if the DM says your attack hits before you
give the total, just go with it. This cuts down on time wasted by doing maths at the table.

ii. Spellcasting is resolved as follows: When casting a spell or praying for a miracle, you roll
1d20 and add any appropriate modifiers. If the end result is equal to or greater than 10 +
the level of the spell being cast (or miracle being prayed for), you have successfully cast
your spell or your prayer has been answered.

Critical Hits and Fumbles


When you roll a natural 20 on an attack roll, you score a critical hit; in the event of this, you deal
the maximum amount of damage possible (so, if your sword deals 1d8 points of damage, your
critical hit deals 8 points of damage) plus any damage modifiers. This is because, as has been
said, most monsters and minor NPCs will only have a Wounds total.

If you are unfortunate enough to be on the receiving end of a critical hit (that is, if the DM rolls a
natural 20 when a monster is attacking you), the damage is rolled as normal and any damage
modifiers are applied; the total damage is then subtracted from the opponent’s Wounds total,
bypassing Vigour.

When you roll a natural 1 on an attack roll, you score a critical fumble and your character suffers
a penalty of –2 to all attack rolls, ability checks and saving throws for d20 rounds.

Spellcasting
Whether mage or templar, a roll must made to see if a spell or miracle is successfully cast or
prayed for.

Mages
With the mage, this represents the fact that your character is trying to control the energy of the
Weave. To successfully cast a spell, you must roll 1d20 and add (or subtract) your Intelligence

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modifier. The difficulty of the roll is set by the DM (typically 11 for a 1st-level spell, 12 for a 2nd-
level spell, and so on, but see below). The player must meet or beat this difficulty. A natural 20
on the original roll indicates that the spell performs above and beyond expectations. Failure
indicates that they stumble over some of the incantation or the somatic gestures, while a natural
1 indicates that they have severed their link to the Weave and are unable to cast spells for d20
rounds (and if a natural 20 is the result of this roll, the character is unable to cast spells until
they have repaired that link through a set amount of time spent in meditation).

Templars
With the templar, this represents your character’s relationship with their deity. To successfully
pray for a miracle, you must roll 1d20 and add (or subtract) your Wisdom modifier. The difficulty
of the roll is set by the DM (typically 11 for a 1st-level spell, 12 for a 2nd-level spell, and so on,
but see below). The player must meet or beat this difficulty. A natural 20 on the original roll
indicates that the miracle performs above and beyond expectations. Failure indicates that their
prayers aren’t strong enough, lost in the clamour of battle or something similar, while a natural
1 indicates that they have fallen out of favour with their deity and are unable to pray for miracles
for d20 rounds (and if a natural 20 is the result of this roll, the character is unable to pray for
miracles until they have repaired that relationship through a set amount of time spent in prayer
or some other kind of penance).

Changes to the Difficulty of the Roll


Changes to the difficulty of the roll will typically from the circumstances in which the attempt is
being made; for example, if the mage or templar is in the melee of hand-to-hand combat, the
attempt will be more difficult than if they were on the sidelines; likewise, if they are trying to
avoid hurting an ally who is next to an enemy, the attempt will be more difficult.

Time and Movement


Time is broken down into rounds and turns, with hours and days as normal.

Rounds
During encounters, especially combat, time is typically measured in rounds. A round is equal to
10 seconds of game time and there are 60 rounds in a turn.

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Turns
When exploring dungeons, time is typically measured in turns. A turn is equal to 10 minutes of
game time and there are 6 turns in an hour and 144 turns in a day.

Movement
Though the normal speed of 120 feet per turn (that is, per 10 minutes) seems very slow, this rate
includes many assumed actions, such as mapping, peeking around corners, resting and so
forth.

During encounters, movement is measured in encounter speed. Characters move at one-third


their normal speed in feet per round (that is, per 10 seconds); so, if a character’s normal speed
is 120 feet per turn, their encounter speed is 40 feet per round indoors.

If they are running at full speed (toward or away from an enemy), their rate is equal to their
normal speed in feet per round, rather than per turn, or three times their encounter speed. A
character can run at maximum speed for 30 rounds at most (that is, 5 minutes) before becoming
exhausted (see next section). In other words, if a character’s normal speed is 120 feet per turn
and his encounter speed is 40 feet per round, his running speed is 120 feet per round indoors.

Exhaustion
An exhausted character must rest for at least three turns (that is, 30 minutes) before running or
fighting again. If this doesn’t—or can’t—happen, the exhausted character suffers a penalty of –
2 to their Defence (reflecting the fact that the character can’t dodge their attacks as effectively)
and to all attack and damage rolls (reflecting the fact that the character is unable to muster the
strength to hit as effectively), though they will always cause a minimum of 1 point of damage.

Healing
Your character recovers 1 point of Vigour per character level per hour of rest, while 1 Wound is
recovered per day of rest. They may engage in light, non-strenuous travel or activity while healing
naturally but any combat prevents them from healing during that hour (or that day).

Potions of healing will restore Vigour at 1:1 or Wounds at 2:1 but not both.

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Skills
There is no skill system. Instead, you tell the DM what your character would like to do—look for
tracks, climb a (non-sheer) surface, swing from a chandelier, recall information about a
monster—and if the DM thinks it appropriate, they will assign it a difficulty. You then roll against
the appropriate ability score, plus or minus any bonus or penalty from that ability score. If the
difficulty is met or beaten, you are successful; if not, you have failed. An attempt may be made
again but, naturally, the difficulty will increase. Only a scoundrel can attempt to climb sheer
surfaces, find or remove traps, hide in shadows, move silently, open locks or pick pockets. All
characters have a chance to hear noise but the scoundrel has a higher chance of success.

Money
There are three main denominations of currency in circulation: the gold piece, the silver silver
and the copper piece. There are ten copper pieces to the silver piece and ten silver pieces to the
gold piece. For the purposes of encumbrance, 1 lb. equals 50 silver pieces or 25 gold pieces or
100 copper pieces.

Afterword
Obviously, this isn’t the full extent… what is written above merely represents those rules I’ve
added to or changed slightly.

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Appendix 1: Classes
The Mage
Mages are adventurers whose study of arcane secrets has taught them how to cast spells.

Requirements: None Prime Requisite: Intelligence


Vigour: 1d4 + Constitution modifier Wounds: Constitution ability score
Armour: None Weapons: Dagger, Staff
Languages: Common Movement Rate: 40 feet per round

Saving Throws
Level XP HD Attack D W P B S
1 0 1d4 +0 13+ 14+ 13+ 16+ 15+
2 2,500 2d4 +0 13+ 14+ 13+ 16+ 15+
3 5,000 3d4 +0 13+ 14+ 13+ 16+ 15+
4 10,000 4d4 +0 13+ 14+ 13+ 16+ 15+
5 20,000 5d4 +0 13+ 14+ 13+ 16+ 15+
6 40,000 6d4 +2 11+ 12+ 11+ 14+ 12+
7 80,000 7d4 +2 11+ 12+ 11+ 14+ 12+
8 150,000 8d4 +2 11+ 12+ 11+ 14+ 12+
9 300,000 9d4 +2 11+ 12+ 11+ 14+ 12+
10 450,000 9d4+1* +2 11+ 12+ 11+ 14+ 12+
* Constitution modifiers no longer apply
D: Death/poison; W: Wands; P: Paralysis/petrification; B: Breath attacks; S: Spells/rods/staves

The mage is unable to wear any kind of armour or use a shield; they are only able to receive
training with daggers and staves. This makes them very vulnerable in combat situations.

The mage must have a spellbook of some kind in which to record their spells; this spellbook
initially contains three spells: read lingua arcana, plus two other 1st-level spells of the player's
choice.

A mage of any level may spend time and money on magical research. This allows them to add
new spells to their spellbook and to research other magical effects. When they reach 9th level,
mages are also able to create magic items.

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The mage must commit their spells to memory each morning. At 1st level, mages can memorise
one 1st-level spell; at 2nd level, they can memorise two 1st-level spells and one 2nd-level spell.
Once memorised for the day, a spell can be cast as many times during that day as desired but a
spellcasting roll must be made each time [see Spellcasting below].

A mage can use enchanted scrolls that have spells inscribed on them. They can also use
enchanted items but only those that may be used by arcane spellcasters. When a mage casts a
spell from a scroll, a spellcasting roll must be made; success or failure, the spell disappears
from the scroll and the scroll crumbles to dust.

Mage—Spell Progression
Level 1 2 3 4 5 6
1 1 — — — — —
2 2 1 — — — —
3 3 2 1 — — —
4 4 3 2 1 — —
5 5 4 3 2 1 —
6 6 5 4 3 2 1
7 7 6 5 4 3 2
8 8 7 6 5 4 3
9 9 8 7 6 5 4
10 10 9 8 7 6 5

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The Scoundrel
Scoundrels are adventurers who live by their skills of deception and stealth. Their range of
unique skills makes them very handy companions in adventures. However, scoundrels are not
always to be trusted.

Requirements: None Prime Requisite: Dexterity


Vigour: 1d4 + Constitution modifier Wounds: Constitution ability score
Armour: Leather; no shields Weapons: Any ranged; only one-handed melee
Languages: Common Movement Rate: 40 feet per round

Saving Throws
Level XP HD Attack D W P B S
1 0 1d4 +0 13+ 14+ 13+ 16+ 15+
2 1,200 2d4 +0 13+ 14+ 13+ 16+ 15+
3 2,400 3d4 +0 13+ 14+ 13+ 16+ 15+
4 4,800 4d4 +0 13+ 14+ 13+ 16+ 15+
5 9,600 5d4 +2 12+ 13+ 11+ 14+ 13+
6 20,000 6d4 +2 12+ 13+ 11+ 14+ 13+
7 40,000 7d4 +2 12+ 13+ 11+ 14+ 13+
8 80,000 8d4 +2 12+ 13+ 11+ 14+ 13+
9 160,000 9d4 +5 10+ 11+ 9+ 12+ 10+
10 280,000 9d4+2* +5 10+ 11+ 9+ 12+ 10+
* CONSTITUTION modifiers no longer apply
D: Death/poison; W: Wands; P: Paralysis/petrification; B: Breath attacks; S: Spells/rods/staves

Because of their need for stealth and free movement, a scoundrel is unable to wear any armour
heavier than leather and cannot use shields; they can, however, use any ranged weapon and
one-handed melee weapons.

When attacking an unaware opponent from behind, a scoundrel receives a +4 bonus to hit and
any damage dealt is doubled.

A scoundrel of 4th level or higher can read nonmagical text in any language (including dead
languages and basic codes) with an 80% probability. If the roll doesn’t succeed, however, they
may not try to read that particular text until they reach a higher level of experience.

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A 10th-level scoundrel can cast arcane spells from magic scrolls. There is, however, a 10%
chance of error where the spell does not function as expected and creates an unusual or
potentially harmful effect. Like the mage, there is also a spellcasting roll involved [see
Spellcasting below].

A scoundrel, and only a scoundrel, can use the skills below with a certain chance of success
that improves as they gain higher levels of experience. All skills, except hear noise, are rolled on
d% with a result of less than or equal to the listed percentage indicating success. Hear noise is
rolled on a d6 and if the result is within the listed range, the skill attempt succeeds. The DM will
roll for hide in shadows and move silently on the player’s behalf, as the scoundrel always
believes the attempt to be successful.

Scoundrel Skills—Chance of Success


Level CS TR HN HS MS OL PP
1 87% 10% 1–2 10% 20% 15% 20%
2 88% 15% 1–2 15% 25% 20% 25%
3 89% 20% 1–3 20% 30% 25% 30%
4 90% 25% 1–3 25% 35% 30% 35%
5 91% 30% 1–3 30% 40% 35% 40%
6 92% 40% 1–3 35% 45% 45% 45%
7 93% 50% 1–4 45% 55% 55% 55%
8 94% 60% 1–4 55% 65% 65% 65%
9 95% 70% 1–4 65% 75% 75% 75%
10 96% 80% 1–4 75% 85% 85% 85%

Climb sheer surfaces (CS). A roll is required for each 100 feet to be climbed. If the roll fails, the
scoundrel falls at the halfway point, suffering falling damage.
Find or remove traps (TR). A roll is required to find a trap and then another to remove it (also
requiring a set of lock picks). This may be attempted only once per trap.
Hear noise (HN). In a quiet environment (e.g., not in combat), a scoundrel may attempt to listen
at a door or to hear the sounds of something (e.g., a wandering monster) approaching.
Hide in shadows (HS). This requires the scoundrel to be motionless—attacking or moving while
hiding is not possible.
Move silently (MS). A scoundrel may attempt to sneak past enemies unnoticed.

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Open locks (OL). This requires a set of lock picks. A scoundrel can only try this skill once per
lock. If the roll fails, the scoundrel may not try the same lock again before gaining a higher level
of experience.
Pick pockets (PP). If the victim is above 5th level, the scoundrel’s roll is penalised by 5% for
every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice
the percentage required for success means that the attempt is noticed. The DM will determine
the reaction of the victim.

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The Templar
Templars are adventuring priests who have sworn to serve a particular deity. They are trained for
battle and are able to channel the power of the deity they serve.

Requirements: None Prime Requisite: Wisdom


Vigour: 1d6 + Constitution modifier Wounds: Constitution ability score
Armour: Any, including shields Weapons: Any weapons
Languages: Common Movement Rate: 40 feet per round

Saving Throws
Level XP HD Attack D W P B S
1 0 1d6 +0 11+ 12+ 14+ 16+ 15+
2 1,500 2d6 +0 11+ 12+ 14+ 16+ 15+
3 3,000 3d6 +0 11+ 12+ 14+ 16+ 15+
4 6,000 4d6 +0 11+ 12+ 14+ 16+ 15+
5 12,000 5d6 +2 9+ 10+ 12+ 14+ 12+
6 25,000 6d6 +2 9+ 10+ 12+ 14+ 12+
7 50,000 7d6 +2 9+ 10+ 12+ 14+ 12+
8 100,000 8d6 +2 9+ 10+ 12+ 14+ 12+
9 200,000 9d6 +5 6+ 7+ 9+ 11+ 9+
10 300,000 9d6+1* +5 6+ 7+ 9+ 11+ 9+
* CONSTITUTION modifiers no longer apply
D: Death/poison; W: Wands; P: Paralysis/petrification; B: Breath attacks; S: Spells/rods/staves

A templar must carry a holy symbol; not only is it a symbol of their faith but it is a key component
in their miracle-working.

A templar must be faithful to the tenets of their chosen deity. Falling out of favour with either will
incur penalties.

A templar may pray for miracles. At 1st level, they can pray for one 1st-level miracle; at 2nd level,
they can pray for two 1st-level miracles and one 2nd-level miracle; and so on. The process of
praying for a miracle involves a spellcasting roll [see Spellcasting below]. A templar has access
to all the miracles of the level available to them. Instead of having to memorise or choose
specific miracles—like the mage does—the templar can be considered to have slots that are

Page 17 of 45
open until a miracle is prayed for.

A templar may also pray for the power to heal. This is done by, first, rolling a d20 and adding their
Wisdom modifier. The result must meet or beat a Difficulty of 11. This determines whether their
deity is listening to their prayer. If the templar is successful, 1d6+1 lost Vigour or half as many
Wounds can be restored. The templar may use this power to heal their own damage and it may
be used as many times a day as desired but a prayer roll must be made each time. A creature’s
Vigour or Wounds cannot be raised above their original total through the use of this miracle.

A templar can use enchanted scrolls that have the prayers for miracles inscribed on them. They
can also use enchanted items that may only be used by divine spellcasters. When a templar
casts a spell from a scroll, a spellcasting roll must be made; success or failure, the spell
disappears from the scroll and the scroll crumbles to dust.

A templar can invoke the power of their deity to repel creatures of an undead nature. This is done
by, first, rolling a d20 and adding their Wisdom modifier. The result must meet or beat a Difficulty
of 11, plus the target creature’s total Hit Dice. This determines whether their deity is listening to
their prayer. Where mixed groups of undead creatures are encountered, the roll is made against
the creature with the highest total Hit Dice. If the attempt succeeds, 2d6 is then rolled to
determine the number of Hit Dice turned (or destroyed if the original d20 roll produces a natural
20). Rolled Hit Dice that aren’t sufficient to affect a creature are wasted. However, at least one
undead creature will always be affected by a successful turning attempt. In this case, where
mixed groups of undead creatures are encountered, those with the lowest total Hit Dice are
affected first. Turned creatures will leave the area, if possible, and will not harm or make contact
with the templar. Creatures that are destroyed are instantly and permanently annihilated.

At 9th level, a templar decides whether or not to build a stronghold sanctioned by their order. If
they decide not to build a stronghold, they become a travelling friar.

All templars below 9th level are referred to as Brothers or Sisters; those of 9th level and above
are referred to as Fathers and Mothers.

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Templar—Spell Progression
Level 1 2 3 4 5
1 1 — — — —
2 2 1 — — —
3 3 2 1 — —
4 4 3 2 1 —
5 5 4 3 2 1
6 6 5 4 3 2
7 7 6 5 4 3
8 8 7 6 5 4
9 9 8 7 6 5
10 10 9 8 7 6

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The Warrior
Warriors are adventurers dedicated to mastering the arts of combat and war. In a group of
adventurers, the role of warrior is to battle monsters and to defend other characters.

Requirements: None Prime Requisite: Strength


Vigour: 1d8 + Constitution modifier Wounds: Constitution ability score
Armour: Any, including shields Weapons: Any weapons
Languages: Common Movement Rate: 40 feet per round

Anytime a warrior wishes (and has sufficient money), they can build a castle or other stronghold
and control the surrounding lands.

Saving Throws
Level XP HD Attack D W P B S
1 0 1d8 +0 12+ 13+ 14+ 15+ 16+
2 2,000 2d8 +0 12+ 13+ 14+ 15+ 16+
3 4,000 3d8 +0 12+ 13+ 14+ 15+ 16+
4 8,000 4d8 +2 10+ 11+ 12+ 13+ 14+
5 16,000 5d8 +2 10+ 11+ 12+ 13+ 14+
6 32,000 6d8 +2 10+ 11+ 12+ 13+ 14+
7 64,000 7d8 +5 8+ 9+ 10+ 10+ 12+
8 120,000 8d8 +5 8+ 9+ 10+ 10+ 12+
9 240,000 9d8 +5 8+ 9+ 10+ 10+ 12+
10 360,000 9d8+2* +7 6+ 7+ 8+ 8+ 10+
* CONSTITUTION modifiers no longer apply
D: Death/poison; W: Wands; P: Paralysis/petrification; B: Breath attacks; S: Spells/rods/staves

Page 20 of 45
Appendix 2: Equipment Lists
Armour

Armour Type Defence Rating Cost (GP) Weight (lb.)


Leather Light 12 20 20
Mail Heavy 14 40 40
Plate Heavy 16 60 50
Shield — +1 bonus 10 10

Notes
Leather. The breastplate, pauldrons (shoulder guards), greaves (lower-leg guards) and bracers (lower-arm guards)
of this armour are made of leather stiffened by boiling in oil. The rest is made of softer and more flexible leather.
Mail. This armour is a hauberk—a sleeved shirt that reaches at least to the mid-thigh—and leggings made of
interlocking metal rings. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the
impact of blow.
Plate. This armour is a combination of mail armour with metal plates covering the vital areas. Typically, it consists
of a breastplate and backplate, pauldrons (shoulder guards), greaves (lower-leg guards) and gauntlets
Shield. There are several types of shield from the buckler to the tower. For the sake of simplicity, they all confer the
same bonus to Defence.

Weapons

Weapon Type Dmg Range (ft.) Qualities Cost Wgt


Axe, battle [2h] Slashing 1d8 — Slow 7 gp 5 lb.
Axe, hand Slashing 1d6 5–10/20/30 4 gp 3 lb.
Bow, hunting [2h] Piercing 1d6 5–50/100/150 40 gp 3 lb.
Bow, long [2h] Piercing 1d6 5–70/140/210 25 gp 3 lb.
Club Blunt 1d4 — 3 gp 5 lb.
Crossbow [2h] Piercing 1d6 5–80/160/240 Slow 30 gp 5 lb.
Dagger Piercing 1d4 5–10/20/30 3 gp 1 lb.
Javelin Piercing 1d4 5–30/60/90 1 gp 2 lb.
Mace Blunt 1d6 — 5 gp 3 lb.
Polearm [2h] Slashing 1d10 — Brace, Slow 7 gp 15 lb.
Sling Blunt 1d4 5–40/80/160 2 gp 2 lb.
Spear Piercing 1d6 5–20/40/60 4 gp 3 lb.
Staff Blunt 1d4 — Brace, Slow 2 gp 4 lb.
Sword Slashing 1d8 — 10 gp 6 lb.
Sword, long [2h] Slashing 1d10 — Slow 15 gp 15 lb.

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Weapon (cont.) Type Dmg Range (ft.) Qualities Cost Wgt (lb.)
Sword, sword Piercing 1d6 — 7 gp 3 lb.
Warhammer Blunt 1d6 — 5 gp 3 lb.

Notes
[2h]. This indicates that the weapons is to be used with two hands; therefore, a shield can’t be used as well.
Polearm. This is a catch-all name for weapons like the halberd.
Ranges—General. These are given in short, medium and long distance. When used at short distance, there is a +1
bonus to the attack roll; when used at medium distance, there is no modifier; and when used at long distance, there
is a –1 penalty to the attack roll. The minimum short-range distance is 5 feet.
Ranges—Melee Weapons. Melee weapons with a set of ranges can be thrown.
Quality—Brace. If using a weapon with this quality, a character can inflict double damage against charging
monsters.
Quality—Slow. If using a weapon with this quality, a character will always act last in the combat round, regardless
of which side won the initiative.

Equipment

Item Cost Wgt


Arrowhead 1 sp 0.1 lb.
Arrows, sheaf of 20 5 gp 2 lb.

Backpack [40-lb. capacity] 5 gp 2** lb.


Backpack, explorer’s [80-lb. capacity] 10 gp 8** lb.
Backpack, waterproof [30-lb. capacity] 30 gp 6** lb.

Barding for animal [leather and metal, Def 14] 150 gp 60 lb.

Bedroll 1 gp 5 lb.
Belt 2 sp 0.5* lb.
Block and tackle [effective wgt –25% w/4x rope] 5 gp 10 lb.

Boots, riding/swash-topped 5 gp 1.5* lb.


Boots, plain 1 gp 1* lb.
Bow strings, 10 1 gp 0.1 lb.

Candle [1-hour burn; 10’ radius] 1 sp 0.1 lb.

Chisel 2 gp 1 lb.
Climbing hook, hand-held [supports up to 250 lb.] 5 gp 4 lb.
Cloak, long 1 gp 1.5* lb.

Cloak, short 5 gp 1* lb.


Clothes, extravagant 50+ gp 3* lb.

Page 22 of 45
Item (continued) Cost Wgt
Clothes, fine 20 gp 2* lb.

Clothes, middle-class 5 gp 2* lb.

Clothes, normal 5 sp 2* lb.


Crossbow bolts, sheaf of 30 10 gp 3 lb.
Disguise kit [includes wigs, hair dye, makeup, etc.] 20 gp 5 lb.
Drill, hand 10 gp 3 lb.

Garlic, one clove 5 sp 0.1 lb.


Grappling hook [supports up to 500 lb.] 25 gp 8 lb.

Gloves, heavy1 5 sp 1* lb.

Gloves, soft2 1 gp 0.5* lb.


Hammer, utility [1d3 damage if used as weapon] 2 gp 1 lb.
Hat or cap 2 sp 0.3* lb.
Holy symbol 25 gp 0.1 lb.

Holy symbol, inexpensive3 5 gp 0.1 lb.


Holy water [breakable glass vial; 1d8 dmg; range 5–10/30/50]4 25 gp 0.1 lb.
Ink, bottle of [50-page capacity] 1 gp 2 lb.

Iron spike [1 spike per 5’ of surface being climbed] 1 sp 0.5 lb.


Iron spikes, 12 1 gp 6 lb.
Journal, blank [fifty 6” x 9” pages] 20 gp 3 lb.

Knapsack [25-lb. capacity] 3 gp 1** lb.


Knife, utility [1d3 damage if used as weapon] 1 gp 0.5 lb.
Lantern [4-hour burn; 30’ radius] 10 gp 3 lb.
Lantern, bullseye [4-hour burn; 100’ cone, 20’ base] 20 gp 3 lb.

Lasso, leather 5 gp 3 lb.


Leather, bulk [1 square foot] 1 sp 0.5 lb.
Lockpicks 15 gp 0.5 lb.

Magnifying glass 3 gp 0.5 lb.


Map, explorer’s [speculative map, unexplored land] 50 gp 1 lb.
Map, detailed [highly-detailed map, explored land] 30 gp 1 lb.
Map, general [general trail map, explored land] 10 gp 1 lb.

Mirror, hand 5 gp 0.5 lb.


Oil, ceramic flask [breakable; 1d8 damage; range 5–10/30/50]4 2 gp 1 lb.

Oil, metal flask [unbreakable] 1 gp 2 lb.


Parchment [10” x 10” leaf] 1 gp 0.5 lb.

Page 23 of 45
Item (continued) Cost Wgt
Parka 5 gp 4* lb.

Pole, wooden [10-foot length] 1 gp 10 lb.

Pot, cooking [2-quart capacity] 1 gp 5 lb.


Pouch, belt [5-lb. capacity] 5 sp 0.2** lb.
Quill pen 5 sp 0.1 lb.
Quiver [20-arrow capacity] 1 gp 0.5** lb.

Quiver, back [50-arrow capacity; can’t wear pack] 5 gp 2** lb.


Quiver, belt [10-bolt capacity] 1 gp 0.3** lb.

Rations, iron [7 days; preserved; fresh for 2 mnths] 15 gp 7 lb.

Rations, standard [7 days; unpreserved] 5 gp 20 lb.


Rope, 50-foot length [supports up to 750 lb.] 1 gp 5 lb.
Sack, small [20-lb. capacity] 1 gp 0.1** lb.
Sack, large [60-lb. capacity] 2 gp 0.5** lb.

Saddle and tack 25 gp 20 lb.


Saddlebags [30-lb. capacity] 5 gp 2** lb.
Salt, 1 lb. 10 gp 1 lb.

Scabbard for sword 1 gp 1** lb.


Scroll case, waterproof [10-leaf capacity] 5 gp 2** lb.
Sewing kit 1 gp 1 lb.

Sheath for dagger 5 sp 0.5** lb.


Shoes 5 sp 0.8* lb.
Sling bullets, bag of 30 1 gp 6 lb.
Spellbook, blank [24” x 24” x 6”; holds 24 spells] 100 gp 20 lb.

Spellbook cover [waterproof] 10 gp 3 lb.


Stake, wooden 1 sp 0.1 lb.
Tent, 2-man [6’ x 4’ x 4’; watertight] 20 gp 20 lb.

Tent, 4-man [6’ x 6’ x 5’; watertight] 25 gp 50 lb.


Tinderbox [flint, steel, kindling] 3 gp 0.5 lb.
Torch [1-hour burn; 30’ radius; 1d4 damage if used as weapon] 2 sp 2 lb.
Twine, 100’ ball of [supports up to 30 lb.] 2 sp 1 lb.

Vial/bottle, empty glass [1-pint capacity] 1 gp 1** lb.


Water/wineskin [1-quart capacity] 1 gp 0.5** lb.

Wax, 1 lb. 3 sp 1 lb.


Whistle 1 sp 0.5 lb.

Page 24 of 45
Item (continued) Cost Wgt
Wolfsbane, one bunch 10 gp 0.1 lb.

Notes
* If worn, the item’s encumbrance is 0.
** The number shown is the item’s encumbrance when empty. For the sake of argument, 1 pint equals 1 lb.;
additionally, 1 quart equals 2 pints and 1 gallon equals 8 pints.
1 Heavy gloves prevent rope burns, assure better grip on slippery items, protect against contact poisons and things
that harm exposed skin (e.g., needle traps); impossible to pick pockets or remove traps while being worn.
2 Soft gloves protect against contact poisons and other things that harm exposed skin; useless against needle traps.
3 An inexpensive holy symbol grants a penalty of –2 to casting rolls and rolls made to turn undead creatures.
4 Holy water and oil are both splash weapons; the listed damage is inflicted over two rounds.

Hirelings

Type Defence Morale Cost to Retain


Mercenary archer, human 13 8 5 gp/month
Mercenary archer, mounted, human 10 9 15 gp/month
Mercenary crossbowman, human 14 8 4 gp/month
Mercenary footman, light, human 13 8 2 gp/month
Mercenary footman, heavy, human 15 8 3 gp/month
Mercenary horseman, light, human 12 9 10 gp/month
Mercenary horseman, medium, human 14 9 15 gp/month
Mercenary horseman, heavy, human 16 9 20 gp/month
Mercenary longbowman, human 14 8 10 gp/month
Mercenary peasant, human 10 6 1 gp/month
Alchemist [non-combatant] 1,000 gp/month
Animal trainer [non-combatant] 500 gp/month
Armourer [non-combatant] 100 gp/month
Armourer’s assistant [non-combatant] 15 gp/month
Blacksmith [non-combatant] 25 gp/month
Engineer [non-combatant] 750 gp/month
Sage [non-combatant] 2,000 gp/month
Spy [non-combatant] 500+ gp/month

Page 25 of 45
Animals

Animal Def Morale HD Cost Notes


Draft horse 12 6 3 40 gp Will flee if attacked
Mule 12 8 2 30 gp May attack if threatened
Pony 12 7 2 35 gp
Riding horse 12 7 2 75 gp
War horse 12 9 3 250 gp In melee, both horse and rider can attack

Notes
Draft horse. Unencumbered (up to 450 lb.) movement per day: 18 miles. Encumbered movement per day: 9
miles. Draft horses are noncombatants and will flee if attacked.
Mule. Unencumbered (up to 200 lb.) movement per day: 24 miles. Encumbered movement per day: 12 miles.
Mules are tenacious and may be taken underground. While they cannot be trained to attack on command, mules
may attack if threatened.
Riding horse. Unencumbered (up to 300 lb.) movement per day: 48 miles. Encumbered movement per day: 24
miles.
War horse. Unencumbered (up to 400 lb.) movement per day: 24 miles. Encumbered movement per day: 12
miles. When not in melee, a war horse can charge, requiring a clear run of at least 20 yards (60 feet); the rider’s
spear inflicts double damage but the horse can’t attack. In melee, however, both horse and rider can attack.

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Appendix 3: Arcane Magic or Spells
While mages themselves are not especially rare, the list of ways in which they can manifest their
power is limited, much knowledge having been lost over time. All spells and enchantments are
inscribed in the lingua arcana, a language of formulae and symbols, and the spellbook of each
mage is written in their own variation of this original language.

Spells and Enchantments, Grade 1

Analyse Enchantment. Range: Touch. Duration: 1 round. This spell, when successfully cast,
allows you to learn one enchantment affecting an item you are handling. For this spell to work,
helms must be placed on your head, swords must be held in your hand, bracelets must be
placed on your wrist, and so on. Any consequences of this action (from cursed or trapped
objects, for example) fall upon you, though the usual saving throws still apply. When
successfully cast, the spell allows a 15% chance of determining one enchantment (plus 5% for
every experience level you have above 1st). If the item isn't enchanted, the chance is to
determine that fact. The spell doesn't reveal much in the way of precise information, either; for
example, it will characterise a weapon's pluses as "many" or "few"; estimate the number of
charges an item has within 25% of the actual number, and so on.

Charm Person. Range: 120 feet. Duration: Special. This spell, when cast, forces a single living
human, demihuman, or humanoid creatures (but no undead creatures, animals, enchanted
creatures or creatures larger than an ogre) to succeed on a saving throw vs. spells or become
charmed, believing that you are their “best friend” and trying to defend their new “best friend”
against any threat, real or imagined. If you can speak a language the charmed creature
understands, you may give them orders. These orders should sound like suggestions, as if “just
between friends.” The charmed victim will usually obey but may resist orders that are contrary
to their nature (morality and habits)—they don’t need to roll anything to resist. A victim will
refuse to obey if ordered to kill itself. A charm may last for months. The victim may make another
saving throw every so often, depending on its Intelligence score. Generally speaking 3, if the
victim has a High Intelligence (a score between 13 and 18), they repeat the saving throw every
day; if the victim has an Average Intelligence (a score between 9 and 12), they repeat the saving

3
The Dungeon Master does have a more complex system for determining the duration of a charm.

Page 27 of 45
throw every week; and if the victim has a Low Intelligence (a score between 3 and 8), they repeat
the saving throw every month. A victim who is given conflicting orders and impressions by their
old adventuring friends and their new “best friend” should react as any person would in real life:
with confusion. They will not automatically assume that one party or the other is lying... even if
the player wants them to. The charm is automatically broken if you attack the victim, whether
by spell or by weapon, and the victim will fight normally if attacked by your allies.

Conjure Missile. Range: 150 feet. Duration: 1 round. This spell, when cast, creates a glowing
arrow that appears next to you and hovers there, moving with you, until you launch it. When this
happens, the missile automatically hits any one visible target specified by the mage and deals
1d6+1 points of damage. The missile has no solid form and cannot be touched, it never misses
its target and the target is not allowed a saving throw. For every five levels of experience, you can
create two more missiles using the same spell; so, at 6th level, you may create three missiles.
Multiple missiles may be launched at a single target or at different targets.

Detect Enchantment. Range: Self. Duration: 2 turns. This spell, when cast, causes a glow to
appear around enchanted objects, creatures and places within 60 feet of you. The glow will
usually only last for a round, so mages normally use this spell only when they want to know if
particular objects already within sight are, in fact, enchanted. For example, a door may be held
shut through an enchantment, a stranger might actually be an enchanted monster, or a treasure
might be enchanted.

Floating Disc. Range: Self. Duration: 6 turns. This spell, when cast, creates an invisible
horizontal platform about the size and shape of a round shield that can carry up to 500 lbs. it
cannot be created in a place occupied by a creature or an object. It is created at the height of
your waist and will always remain at that height, automatically following you at your current
movement rate and remaining within 6 feet of you at all times. It can never be used as a weapon
because it has no solid existence and veers away from anything it might run into. When the
duration of the spell ends, the disc will disappear, suddenly dropping anything on it.

Hold Portal. Range: 10 feet. Duration: 2d6 turns. This spell, when cast, holds shut any portal—
for example, a door or a gate—for its duration. A knock spell will open the held portal and it can
be broken open in one round by any creature possessing three or more Hit Dice more than you
(or characters that are three or more levels higher) but the portal will relock itself if allowed to

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close within the duration of the spell.

Light [reversed: Darkness]. Range: 120 feet. Duration: 6 turns + 1 turn/level. This spell, when
cast, creates a 15-foot-radius ball of light to appear. The light created is as bright as torchlight.
If directed at an object, the light will move with the object. If directed at the eyes of a creature,
that creature must succeed on a saving throw vs. spells or be blinded for the duration of the
effect, or until the effect is cancelled. When reversed, a 15-foot-radius area of darkness is
created that will block all normal sight and cancel light if directed at it (the darkness effect can
itself be cancelled by the light effect). Again, if directed at the eyes of a creature, that creature
must succeed on a saving throw vs. spells or be blinded for the duration of the effect, or until
the effect is cancelled.

Protection from Evil. Range: Self. Duration: 6 turns. This spell, when cast, creates an invisible
barrier around you (out to less than an inch away). While the effect persists, characters and
monsters attacking you suffer a penalty of –1 to their attack rolls, while you gain a bonus of +1
to all your saving throws. Additionally, enchanted creatures cannot even touch you4. The barrier
thus completely protects you from all melee attacks from such creatures; however, it cannot
prevent attacks from missile weapons. Enchanted creatures using missile weapons still suffer
the penalty of –1 to their attack rolls but they can attempt to hit you. This effect does not affect
the missile created by the conjure missile spell. Should you attack an enchanted creature
within the duration of the effect, the effect changes slightly as follows: enchanted creatures are
then able to touch you but still suffer the attack roll penalty. The attack roll penalty and your
saving throw bonus apply until the end of the spell’s effect.

Read Languages. Range: Self. Duration: 2 turns. This spell, when cast, allows you to read, but
not speak, any unknown languages or codes, including treasure maps, secret symbols and so
forth, until the spell ends.

Read Lingua Arcana. Range: Self. Duration: 1 turn. This spell, when cast, allows you to read,
but not speak, any words or runes written in the lingua arcana, such as those found on scrolls
and other items. You cannot understand unfamiliar writings without using this spell. However,

4
An enchanted creature is one that normal weapons will not affect, one which only enchanted weapons can hit. A
creature that may only be hit by a silver weapon—a werewolf, for example—is not an enchanted creature. Any
creature that is summoned or controlled, such as a charmed character, is also considered to be enchanted.

Page 29 of 45
once you have read a scroll or runes with this spell, you can read or speak it later without using
the spell. All spell books are written in the lingua arcana, and only their owners may read them
without using this spell.

Shield. Range: Self. Duration: 2 turns. This spell, when cast, creates a barrier all around you (out
to less than an inch away) that moves with you and grants you a Defence of 17 against missile
attacks and a Defence of 15 against all other attacks. If someone launches a missile created by
the conjure missile spell at you while protected by this spell, you may make a saving throw vs.
spells (one saving throw per missile). If the saving throw succeeds, the conjured missile has no
effect, instead hitting the barrier and evaporating.

Sleep. Range: 240 feet. Duration: 4d4 turns. This spell, when cast, will put creatures to sleep for
the duration. It will only affect creatures with 4+1 Hit Dice or less (generally small or man-sized
creatures) and it only affects those within a 40-foot-by-40-foot area chosen by the mage as the
spell is completed. Additionally, the spell will not affect undead creatures or very large
creatures, such as dragons. When a character is first hit with a sleep spell, falling or sagging to
the ground will not wake them. However, characters affected by a sleep spell are not in a deep
sleep. Any sleeping character or creature will awaken if slapped, kicked or shaken. A sleeping
victim can be killed with a single blow of any edged weapon, regardless of the creature’s health.
When the spell is cast, the Dungeon Master rolls 2d8 to find the total Hit Dice or experience
levels of monsters affected by the spell. The victims get no saving throw against this spell.

Throw Voice. Range: 60 feet. Duration: 2 turns. This spell, when cast, allows you to make the
sound of your voice come from somewhere else, such as a nearby statue, animal, dark corner,
and so forth. The “somewhere else” must be within 60 feet of you.

Spells and Enchantments, Grade 2

Continual Light [reversed: Continual Darkness]. Range: 120 feet. Duration: Permanent. This
spell, when cast, creates a 30-foot-radius ball of light to appear. The light created is as bright as
daylight. It lasts until dispel enchantment or continual darkness is cast upon it. Creatures
penalised in bright daylight suffer the same penalties while within this effect. If directed at an
object, the light will move with the object. If directed at the eyes of a creature, that creature must
succeed on a saving throw vs. spells or be blinded until the effect is removed. When reversed, a

Page 30 of 45
30-foot-radius area of darkness is created that will block all normal sight and cancel continual
light if directed at it. Again, if directed at the eyes of a creature, that creature must succeed on
a saving throw vs. spells or be blinded for the duration of the effect, or until the effect is
cancelled.

Detect Evil. Range: 60 feet. Duration: 2 turns. This spell, when cast, causes a glow to appear
around evilly enchanted objects within 60 feet of you. Additionally, it will cause creatures that
want to harm you to glow when they are within range. The actual thoughts of the creature cannot
be heard; you simply know that the creature means to harm you. Traps and poisons are neither
good nor evil, merely dangerous, and this spell will not reveal their presence.

Detect Invisibility. Range: 10 feet/level. Duration: 6 turns. This spell, when cast, allows you to
see all invisible creatures and objects within range.

Detect Thoughts [reversed: Mask the Mind]. Range: 60 feet. Duration: 12 turns. This spell,
when cast, allows you to “hear” thoughts. You must concentrate in one direction for six rounds
(one minute) to hear the thoughts (if any) of a creature within range. The spell allows you to
understand the thoughts of any single living creature, regardless of the language. The spell does
not allow you to hear the thoughts of undead creatures. If more than one creature is within range
and in the direction you are concentrating, you will “hear” a confused jumble of thoughts. You
can sort out the jumble only by concentrating for an extra six rounds to find a single creature.
The spell will not be hampered by any amount of wood or liquid, and will penetrate as much as
two feet of rock, but a thin coating of lead will block the spell. Targets can make a saving throw
vs. spell to avoid the spell effects. When reversed, the receipient—who must be touched by
you—is is completely immune to detect thoughts and all other forms of mind-reading for the
spell duration.

Enchanted Lock. Range: 10 feet. Duration: Permanent. This spell, when cast, works on any lock,
not merely doors, and will last forever (or until dispelled). However, a knock spell can open the
enchanted lock. Having cast the enchanted lock, you can easily open the door you have
enchanted, as can any magic-using character or creature of three or more levels (or Hit Dice)
greater than you. This sort of door-opening does not remove the enchantment, and the
enchantment will relock the door when allowed to close (just as with the hold portal spell).

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Entangle. Range 30 feet. Duration: 1 round per level. This spell, when cast, allows you to use
any rope-like object of living or once-living material (roots, vines, leather ropes, plant-fibre
ropes, etc.) to behave as ordered. About 50 feet of normal half-inch-diameter vine can be
affected, plus 5 feet per level of experience you have. The commands which can be given during
an entangle spell include: coil (form a neat stack), coil and knot, loop, loop and knot, tie and
knot, and the reverses of all the above. The vine or rope must be within 1 foot of any object it is
to coil around or tie up, so it must often be thrown at the target. This spell is very useful in
climbing situations; you could toss a rope up the side of a wall or cliff and command it to loop
and knot itself around a projection at the height of the throw. Coil and knot effectively ties up a
victim. A person or monster attacked by any use of the spell may make a saving throw vs. spells
to avoid the effects.

Invisibility. Range: 240 feet. Duration: Permanent. This spell, when cast, will render any one
creature or object invisible. When a creature becomes invisible, all items that they carry and
wear also become invisible. Any invisible item becomes visible again when it leaves the
creature’s possession (dropped, set down, etc.). A light source (such as a torch) may be made
invisible but the light given off will always remain visible. If the mage makes an object invisible
that is not being carried or worn, it will become visible again when touched by any living creature.
An invisible creature will remain invisible until they attack or cast any spell.

Knock. Range: 60 feet. Duration: Special. This spell, when cast, will open any type of lock. This
spell will open any normal door or one affected by a hold portal or enchanted lock spell, and
any secret door (but a secret door must be found before it can be knocked open). Any locking
enchantment will remain, however, and will take effect once again when the door is closed. This
spell will also unlock a gate, or unstick it if it is stuck, and will cause any treasure chest to open
easily. It will also cause a barred door to open, forcing the bar to fall to the floor. If a door is
locked and barred, only one type of lock will be opened.

Levitate. Range: Self. Duration: 6 turns + 1 turn/level. This spell, when cast, allows you to move
up or down in the air without support. This spell does not, however, allow you to move from side
to side. For example, you could levitate to a ceiling, and then could slowly move sideways by
pushing and pulling. Your movement up or down is at the rate of 20 feet per round. The spell
cannot be cast on another person or object; however, you may carry a normal amount of weight

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while levitating, up to 200 lbs. in weight, possibly another man-sized creature (if it isn’t wearing
metal armor). Any creature smaller than man-sized can be carried, unless heavily laden. No
saving throw is allowed.

Locate Object. Range: 60 feet + 10 feet/level. Duration: 2 turns. This spell, when cast, allows
you to sense the direction of one known object. It gives no information about distance. It can
detect a common object with only a partial description (such as “stairs leading up”) but will only
reveal the direction of the closest such object. To find a specific object, you must know exactly
what the object looks like (size, shape, colour, etc.).

Mirror Image. Range: Self. Duration: 6 turns. This spell, when cast, allows you to create 1d4+1
additional images which look and act exactly like you. The images appear and remain next to
(that is, within 3 feet of) you, moving if you move, talking if you talk, and so forth. You need not
concentrate; the images will remain until for the duration of the spell or until they hit. The images
are not real, and cannot actually do anything. Any successful attack on you will strike an image
instead, which will merely cause that image to disappear (regardless of the actual damage); this
continues until all the images are dispelled. If you are caught in the effect of an area-type attack,
such as a fireball spell, all images will disappear and you will be affected by the spell.

Phantasmal Force. Range: 240 feet. Duration: Concentration. This spell, when cast, creates or
changes appearances of everything within a 20-foot-by-20-foot-20-foot area. You can create the
illusion of something they have seen. If not, the DM will give a bonus to the saving throws of
those trying to ignore the spell’s effects. If you do not use this spell to attack, the illusion created
by this spell will disappear when touched. If used to create the illusion of a monster, it will
appear in every way to be the monster in question. However, the monster is AC 10 and will
disappear when hit. If you use the spell to create an attack (a phantasmal conjured missile,
collapsing wall, etc.), the victim may make a saving throw vs. spells; if successful, the victim is
not affected, and realises that the attack is an illusion. The phantasmal force will remain as long
as you concentrate. If you move, take any damage or fail any saving throw, your concentration
is broken and the phantasm disappears. This spell never inflicts any real damage. Those “killed”
by it will merely fall unconscious, those “turned to stone” will be paralysed, and so forth. The
effects wear off in 1d4 turns. If the character does make his saving throw to realise that the
attack is an illusion, the damage sustained disappears immediately.

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Web. Range: 10 feet. Duration: 48 turns. This spell, when cast, creates a mass of sticky strands
which are difficult to destroy except with flame. It usually blocks the area affected. Giants and
other creatures with great strength can break through a web in 2 rounds. A human of Average
Strength (a score of 9-12) will take 2d4 turns to break through the web. Flames (from a torch, for
example) will destroy the web in 2 rounds but all creatures within the web will be burned for 1d6
points of damage. Anyone wearing gauntlets of ogre power (an enchanted treasure) can break
free of a web in 4 rounds.

Spells and Enchantments, Grade 3

Clairvoyance. Range: 60 feet. Duration: 12 turns. This spell, when cast, allows you to see
through the eyes of any single creature within 60 feet. “Seeing” through a creature's eyes takes
one full turn, after which you can change to another creature, even one in another direction; you
do not have to cast the spell again to do so. Two feet of rock or a thin coating of lead blocks the
effects of this spell. No saving throw is allowed.

Create Air. Range: Special. Duration: 1 hour/level. This spell, when cast, creates an area of
breathable air with a volume of 8,000 cubic feet (such as a 20-foot-by-20-foot-20-foot room) in
your immediate vicinity. While it is in effect, everyone in the area has good air to breathe.
Customarily, it is used when dungeon explorers are trapped where air is running out. When cast
in this fashion, the spell effect stays in one place and does not move with you. However, it
doesn’t have to be cast in only that way; it can be cast on enclosed vehicle interiors (such as the
below-deck areas of ships), living creatures, or pieces of equipment. When it is so cast, it will
provide pressurized air for the duration of the spell effect, and the spell will travel with the
vehicle on which it is cast. The spell may be cast upon one person, whereupon they can breathe
normally. It is not the same as water breathing, though—if the recipient dives underwater, they
can still breathe, but great quantities of air are always bubbling up from them, making stealthy
travel an impossibility. The spell may be cast upon a specific piece of equipment like a helmet,
and whichever one person wears it may breathe normally. If the helmet is not fully enclosed (i.e.,
airtight), air will leak out from it under pressure; underwater this, again, makes stealthy
movement impossible. A flying creature on which this spell is cast can not only breathe in hostile
environments, it can fly through airless void. This means that a pegasus-rider could cast one
spell on themselves and one on his pegasus, and then the two of them could fly into the ether of

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outer space. The spell does not protect people from the effects of poison gasses unless the gas
in question is a normal component of the atmosphere.

Dispel Enchantment. Range: 120 feet. Duration: Permanent. This spell, when cast, destroys
other spell effects in a cubic volume of 20-foot-by-20-foot-20-foot. It does not affect enchanted
items, however. Effects created by a cleric or a mage of a level equal to or lower than you are
automatically and immediately destroyed. Those created by higher-level characters might not
be affected and the chance of dispel enchantment failing is 5% per level of difference between
you and the creator of the effect. As has been said, dispel enchantment will not affect an
enchanted item (such as a scroll or a weapon). It can, however, dispel the effects of the
enchanted item when that item is being used; for example, you could cast dispel enchantment
on the victim of a ring of human control and snap them out of that control.

Fireball. Range: 240 feet. Duration: Instantaneous. This spell, when cast, creates a missile of
fire that bursts into a 20-foot-radius ball of fire when it strikes a target. The fireball will cause
1d6 points of fire damage per caster level to every creature in the area of effect. Each victim
succeeding on a saving throw vs. spells will take only half the damage.

Fly. Range: Touch. Duration: 1d6 turns + 1 turn/level. This spell, when cast, allows its recipient
to fly in any direction and at any speed up to 360 feet (120 feet) by mere concentration. The
recipient may also stop and hover at any point (as per the levitate spell); this doesn’t require
concentration.

Haste [reversed: Slow]. Range: 240 feet. Duration: 3 turns. This spell, when cast, allows up to
24 creatures in a 30-foot-radius circle within range to perform actions at double speed for half-
an-hour (3 turns). Those affected may move at twice their normal speed and make twice their
normal number of missile or melee attacks. The spell doesn’t affect the rate at which spells and
miracles work, however, so a hasted mage can still cast no more than one spell per round;
likewise, the use of enchanted items such as wands cannot be speeded up. When reversed, the
effects of haste are removed or its victims will be forced to move and attack at half their normal
speed should they each fail a saving throw vs. spells. As with haste, casting spells and praying
for miracles, as well as the use of enchanted items, remains unaffected.

Hold Person [reversed: Free Person]. Range: 120 feet. Duration: 1 turn/level. This spell, when

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cast, forces up to four humans, demihumans, or humanoid creatures (but no undead creatures
or creatures larger than an ogre) to succeed on a saving throw vs. spells or become paralysed
for the duration of the effect. If directed at a single person, the victim suffers a penalty of –2 to
their saving throw. If directed at a group, it will affect up to four persons (of your choice), but with
no penalty to their rolls. The paralysis may only be removed by the spell’s reversed form or by
dispel enchantment. When reversed, the spell removes paralysis suffered by up to four victims
of the normal form of the spell or miracle. However, it has no other effect; it doesn’t, for
instance, remove the effects of a ghoul’s paralysis ability.

Infravision. Range: Touch. Duration: 24 hours. This spell, when cast, enables its recipient to see
up to 60 feet in the dark. Infravision is the ability to see heat, along with the lack of heat.
Infravision does not work in normal and conjured light. Fire and other heat sources can interfere
with infravision, just as a bright flash of light can make normal vision go black for a short time.
With infravision, warm things appear red and cold things appear blue. For example, an
approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool
of water would seem a deep blue colour. Characters with infravision can even see items or
creatures which are the same temperature as the surrounding air (such as a table or a skeleton),
since air flow will inevitably show the viewer their borders, outlining them in a faint lighter-blue
tone. Until they move, they will be very faint to the eye; once they start moving, they become
blurry but very obvious light-blue figures. Infravision isn't good enough to read by. A character
can use his infravision to recognize an individual only if they are within 10 feet unless the
individual is very, very distinctive (for example, 8 feet tall or walking with a crutch).

Invisibility, 10-foot radius. Range: 120 feet. Duration: Permanent. This spell, when cast,
renders its recipient invisible, along with all others within 10 feet of them at the time of casting.
This is an area effect and those who move further than 10 feet from the recipient will become
visible and unable to regain invisibility should they return to the area. When a creature becomes
invisible, all items that they carry and wear also become invisible. Any invisible item becomes
visible again when it leaves the creature’s possession (dropped, set down, etc.). A light source
(such as a torch) may be made invisible but the light given off will always remain visible. If the
mage makes an object invisible that is not being carried or worn, it will become visible again
when touched by any living creature. An invisible creature will remain invisible until they attack
or cast any spell.

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Lightning Bolt. Range: 180 feet. Duration: Instantaneous. This spell, when cast, creates a bolt
of lightning that extends 60 feet in a straight line beyond the range chosen. The bolt is 5 feet
wide. All creatures within the area of effect 1d6 points of damage per caster level. Each victim
succeeding on a saving throw vs. spells will take only half the damage. If the lightning bolt strikes
a solid surface, such as a wall, it will bounce back toward you until the total length of the bolt is
60 feet.

Protection from Evil, 10-foot radius. Range: Self. Duration: 12 turns. This spell, when cast,
creates an invisible barrier around you that extends out to 10 feet in all directions. While the
effect persists, characters and monsters attacking you or anyone in the area suffer a penalty of
–1 to their attack rolls, while you and anyone in the area gain a bonus of +1 to all your saving
throws. Additionally, enchanted creatures cannot even touch you5. The barrier thus completely
protects you from all melee attacks from such creatures; however, it cannot prevent attacks
from missile weapons. Enchanted creatures using missile weapons still suffer the penalty of –1
to their attack rolls but they can attempt to hit you. This effect does not affect the missile created
by the conjure missile spell. Should you or anyone in the area attack an enchanted creature
within the duration of the effect, the effect changes slightly as follows: enchanted creatures are
then able to touch you or anyone in the area but still suffer the attack roll penalty. The attack roll
penalty and the saving throw bonus apply until the end of the spell’s effect.

Protection from Normal Missiles. Range: 30 feet. Duration: 12 turns. This spell, when cast,
gives its recipient complete protection from all small non-enchanted missiles, like arrows,
bolts, thrown spears, and the like; such ranged attacks simply miss. Large attacks, such as a
stone loosed from a catapult, or attacks from enchanted missiles are not affected. You can cast
this spell on any one creature within 30 feet of you.

Water Breathing. Range: 30 feet. Duration: 24 hours. This spell, when cast, allows its recipient
to breathe while underwater. It does not affect their movement in any way, nor does it interfere
with the breathing of air if the recipient emerges from the water.

5
An enchanted creature is one that normal weapons will not affect, one which only enchanted weapons can hit. A
creature that may only be hit by a silver weapon—a werewolf, for example—is not an enchanted creature. Any
creature that is summoned or controlled, such as a charmed character, is also considered to be enchanted.

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Appendix 4: Divine Magic or Miracles
Miracles are how templars manifest the powers of their deities.

Miracles, Rank 1

Detect Enchantment. Range: Self. Duration: 2 turns. This miracle, when prayed for, causes a
glow to appear around enchanted objects, creatures and places within 60 feet of you. The glow
will usually only last for a round, so templars normally use this miracle only when they want to
know if particular objects already within sight are, in fact, enchanted. For example, a door may
be held shut through an enchantment, a stranger might actually be an enchanted monster, or a
treasure might be enchanted.

Detect Evil. Range: 120 feet. Duration: 6 turns. This miracle, when prayed for, causes a glow to
appear around evilly enchanted objects within 120 feet of you. Additionally, it will cause
creatures that want to harm you to glow when they are within range. The actual thoughts of the
creature cannot be heard; you simply know that the creature means to harm you. Traps and
poisons are neither good nor evil, merely dangerous, and this miracle will not reveal their
presence.

Light [reversed: Darkness]. Range: 120 feet. Duration: 12 turns. This miracle, when prayed for,
creates a 15-foot-radius ball of light to appear. The light created is as bright as torchlight. If
directed at an object, the light will move with the object. If directed at the eyes of a creature, that
creature must succeed on a saving throw vs. spells or be blinded for the duration of the effect,
or until the effect is cancelled. When reversed, a 15-foot-radius area of darkness is created that
will block all normal sight and cancel light if directed at it (the darkness effect can itself be
cancelled by the light effect). Again, if directed at the eyes of a creature, that creature must
succeed on a saving throw vs. spells or be blinded for the duration of the effect, or until the effect
is cancelled.

Protection from Evil. Range: Self. Duration: 12 turns. This miracle, when prayed for, creates an
invisible barrier around you (out to less than an inch away). While the effect persists, characters
and monsters attacking you suffer a penalty of –1 to their attack rolls, while you gain a bonus of

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+1 to all their saving throws. Additionally, enchanted creatures cannot even touch you 6. The
barrier thus completely protects you from all melee attacks from such creatures; however, it
cannot prevent attacks from missile weapons. Enchanted creatures using missile weapons still
suffer the penalty of –1 to their attack rolls but they can attempt to hit you. This effect does not
affect the missile created by the conjure missile spell. Should you attack an enchanted
creature within the duration of the effect, the effect changes slightly as follows: enchanted
creatures are then able to touch you but still suffer the attack roll penalty. The attack roll penalty
and your saving throw bonus apply until the end of the miracle’s effect.

Purify Food and Water. Range: 10 feet. Duration: Permanent. This miracle, when prayed for,
will make spoiled or poisoned food and water safe and usable. It will purify one ration of
preserved food (either iron or standard rations) or six skins of water, or enough unpreserved food
to feed a dozen people. If cast on mud, the miracle causes the dirt to settle, leaving a pool of
pure, clear water. The miracle will not affect any living creature.

Remove Fear [reversed: Cause Fear]. Range: Touch. Duration: 2 turns. This miracle, when
prayed for, allows you to calm a single living creature you touch and remove any fear. If the
creature has been effected by a fear enchantment that doesn’t normally allow a saving throw,
that creature receives a saving throw vs. spells with a bonus equal to your experience level (to a
maximum bonus of +6). If the saving throw is a success, the victim’s fear is negated. Regardless
of your level or any bonuses, a roll of natural 1 will always fail. When reversed, you targets a
single living creature within 120 feet of them and that creature must succeed on a saving throw
vs. spells or be forced to flee for two turns.

Resist Cold. Range: Self. Duration: 6 turns. This miracle, when prayed for, affects all creatures
within 30 feet of you, allowing them to withstand freezing temperatures without harm.
Additionally, those affected gain a bonus of +2 to all saving throws against cold attacks;
furthermore, any cold-based damage they receive is reduced by 1 point per die of damage (with
a minimum of 1 point of damage per die). The effect moves with you.

6
An enchanted creature is one that normal weapons will not affect, one which only enchanted weapons can hit. A
creature that may only be hit by a silver weapon—a werewolf, for example—is not an enchanted creature. Any
creature that is summoned or controlled, such as a charmed character, is also considered to be enchanted.

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Miracles, Rank 2

Bless [reversed: Blight]. Range: 60 feet. Duration: 6 turns. This miracle, when prayed for, affects
all friendly creatures in a 20-foot-by-20-foot area within range, boosting their morale and making
their attack rolls and damage rolls more effective. As long as those affected are not yet in melee,
they receive a bonus of +1 to both attack and damage rolls, and their morale is improved by 1
point. When reversed, all enemies within a like area of effect must succeed on a saving throw
vs. spells or suffer a penalty of –1 to both attack and damage rolls, and their morale is reduced
by 1 point.

Find Traps. Range: Self. Duration: 2 turns. This miracle, when prayed for, causes a glow to
appear around all mechanical and magical traps when you approach within 30 feet of them. It
does not reveal the types of traps, nor any method of removing them. Note that an ambush is
not a trap, nor is a natural hazard, such as quicksand.

Gauge Morality [reversed: Conceal Morality]. Range: Self. Duration: 1 round. This miracle,
when prayed for, allows you to determine just how good or evil a single creature within 10 feet
of them is. When reversed, the effect of concealing how good or evil a creature is lasts for 1 turn
per level of experience you have, may be directed at a single creature; you must be able to touch
the creature and no saving throw is allowed. For as long as the effect lasts, anyone trying to
determine the morality of the recipient by using the normal gauge morality will get a false
answer. That same false answer will be the result of any further attempts.

Hold Person [reversed: Free Person]. Range: 180 feet. Duration: 9 turns. This miracle, when
prayed for, forces up to four humans, demihumans, or humanoid creatures (but no undead
creatures or creatures larger than an ogre) to succeed on a saving throw vs. spells or become
paralysed for the duration of the effect. If directed at a single person, the victim suffers a penalty
of –2 to their saving throw. If directed at a group, it will affect up to four persons (of your choice),
but with no penalty to their rolls. The paralysis may only be removed by the miracle’s reversed
form or by dispel enchantment. When reversed, the miracle removes paralysis suffered by up
to four victims of the normal form of the miracle or spell. However, it has no other effect; it
doesn’t, for instance, remove the effects of a ghoul’s paralysis ability.

Resist Fire. Range: 30 feet. Duration: 2 turns. This miracle, when prayed for, affects a single

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living creature, allowing them to withstand normal fire and heat without harm. Additionally, the
recipient gains a bonus of +2 to all saving throws against fire attacks (such as dragon’s breath,
the effects of a fireball, etc.); furthermore, any fire-based damage they receive is reduced by 1
point per die of damage (with a minimum of 1 point of damage per die). The breath of a red
dragon is reduced by 1 point per Hit Die of the creature (again, with a minimum of 1 point of
damage per Hit Die).

Silence, 15-foot radius. Range: 180 feet. Duration: 12 turns. This miracle, when prayed for,
renders a 15-foot-radius area totally silent. Conversation, spellcasting and praying in this area
are impossible for the duration of the effect. The effect does not prevent a person within the area
from hearing noises outside the area. If directed at a creature, the victim must make a saving
throw vs. spells or the effects will move with the creature. If the saving throw is successful, the
effect remains in the area in which it was originally created, and the victim may move out of the
area.

Snake Charm. Range: 60 feet. Duration: either 1d4+1 rounds or 1d4+1 turns. This miracle, when
prayed for, allows you to charm 1 Hit Die of snakes for each level of experience you have, and
no saving throw is allowed. A 5th level templar could charm one 5 HD snake, five 1 HD snakes,
or any combination totalling 5 Hit Dice or less. The snakes affected will rise up and sway, but
will not attack unless attacked themselves. If you direct the effect on snakes attacking them,
the duration is 1d4+1 rounds; otherwise, it lasts 1d4+1 turns. When the effect wears off, the
snakes return to normal (but with normal reactions; they will not be automatically hostile).

Speak with Animals. Range: Self. Duration: 6 turns. This miracle, when prayed for, must be
directed at one type of animal, such as wolves. For the duration, you may speak with all animals
of that type if they are within 30 feet of you; the effect moves with you. You can speak to any
normal or giant forms of the specific animal type named, but only to one type at a time.
Intelligent animals and fantastic creatures cannot be spoken to in this manner. The creatures
spoken to usually have favourable reactions (a bonus of +2 to the reaction roll), and they can be
talked into doing you a favour if the reaction roll is high enough. The animal must be able to
understand the request and must be able to perform it.

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Miracles, Rank 3

Continual Light [reversed: Continual Darkness]. Range: 120 feet. Duration: Permanent. This
miracle, when prayed for, creates a 30-foot-radius ball of light to appear. The light created is as
bright as daylight. It lasts until dispel enchantment or continual darkness is cast upon it.
Creatures penalised in bright daylight suffer the same penalties while within this effect. If
directed at an object, the light will move with the object. If directed at the eyes of a creature, that
creature must succeed on a saving throw vs. spells or be blinded until the effect is removed.
When reversed, a 30-foot-radius area of darkness is created that will block all normal sight and
cancel continual light if directed at it. Again, if directed at the eyes of a creature, that creature
must succeed on a saving throw vs. spells or be blinded for the duration of the effect, or until
the effect is cancelled.

Cure Blindness. Range: Touch. Duration: Permanent. This miracle, when prayed for, will cure
nearly any form of blindness, including those blinded by light or darkness, continual light or
continual darkness. It will not, however, cure blindness caused by a curse.

Cure Disease [reversed: Cause Disease]. Range: 30 feet. Duration: Permanent. This miracle,
when prayed for, will cure any living creature of one disease, such as those caused by a mummy
or green slime. When reversed, the victim must succeed on a saving throw vs. spells or contract
a hideous wasting disease that is fatal in 2d12 days unless removed by the normal version of
this miracle. While diseased, the victim suffers a penalty of –2 to all attack rolls; in addition, their
wounds cannot be cured through potions or a templar’s healing touch, and natural healing takes
twice as long as normal.

Growth of Animal. Range: 120 feet. Duration: 12 turns. This miracle, when prayed for, doubles
the size of one unintelligent normal or giant animal. The animal then has twice its normal
strength and inflicts double its normal damage. It may also carry twice its normal encumbrance.
An animal’s behaviour, Defence or health remain unaffected.

Locate Object. Range: Self. Duration: 6 turns. This miracle, when prayed for, allows you to
sense the direction of one known object. It gives no information about distance. It can detect a
common object with only a partial description (such as “stairs leading up”) but will only reveal
the direction of the closest such object. To find a specific object, you must know exactly what

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the object looks like (size, shape, colour, etc.).

Remove Curse [reversed: Curse]. Range: Touch. Duration: Permanent. This miracle, when
prayed for, will remove one curse from a character, item or area. Some curses—especially those
on enchanted items—may only be removed for a short time and such curses would require the
use of dispel evil for permanent removal. When reversed, a misfortune or penalty affects the
victim if they fail a saving throw vs. spells. Curses are limited only by your imagination but if an
attempted curse is too powerful, it may backfire. Safe limits to curses may include a penalty of
–4 to attack rolls; a penalty of –2 to saving throws; a 50% reduction to a character’s prime
requisite ability; a penalty of –4 to reaction rolls made against a character.

Speak with Dead. Range: 10 feet. Duration: 1 round per level. This miracle, when prayed for,
allows you to ask three questions of a deceased spirit, provided the body is within 10 feet of you.
At 3rd or 4th level, you can contact recently deceased spirits (those dead up to 4 days). Between
5th and 10th level, you have slightly more power and can contact the spirits of those who have
been dead for up to 4 months. The spirit will always reply in a tongue known to you but can only
offer knowledge of things up to the time of its death. If the spirit’s general morality is in line with
yours, it will provide clear and brief answers; if not, the spirit may reply in riddles.

Striking. Range: 30 feet. Duration: 1 turn. This miracle, when prayed for, allows any one weapon
chosen by you within 30 feet to inflict an additional 1d6 points of damage per attack. The weapon
will inflict this extra damage with every successful blow for as long as the effect lasts. This bonus
does not apply to attack rolls, only to damage rolls. If you direct this at a normal weapon, the
weapon may then damage creatures which are normally affected only by enchanted weapons;
against such creatures, the weapon will do 1d6 points of damage per strike (regardless of the
normal damage of the weapon).

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Character Record Sheet
CHARACTER NAME CLASS/LEVEL
PLAYER NAME EXPERIENCE CURRENT NEXT LEVEL

Defence and Health


MAX. CURRENT MAX. CURRENT

DEFENCE VIGOUR WOUNDS

Ability Scores
SCORE MODIFIER SCORE MODIFIER SCORE MODIFIER

STRENGTH DEXTERITY CONSTITUTION


INTELLIGENCE WISDOM CHARISMA

Saving Throws
DEATH/POISON WANDS PARALYSIS/PETRIFY
BREATH ATTACKS RODS/STAVES SPELLS

Attacks (Melee and Ranged)


WEAPON ATK BONUS TYPE DAMAGE RANGE (FT.) NOTES

Gear
ITEM WGT. ITEM WGT. ITEM WGT.

Encumbrance and Movement


ENCUMBRANCE BASE MOVE COMBAT MOVE ENCUMBRANCE BASE MOVE COMBAT MOVE

40 lb. or less 120 feet 40 feet 61 lb. to 80 lb. 60 feet 20 feet


41 lb. to 60 lb. 90 feet 30 feet 81 lb. to 160 lb. 30 feet 10 feet

Money
GOLD PIECES SILVER PIECES COPPER PIECES

Morality
GOOD NEUTRAL EVIL
+3 +2 +1 0 –1 –2 –3
        

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