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PDF BX Essentials Core Rules Plain Text Edition - Compress
PDF BX Essentials Core Rules Plain Text Edition - Compress
PDF BX Essentials Core Rules Plain Text Edition - Compress
Beautifull& illustrated
illustrated and presented )*+ and print editions are availale at
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B!X !E
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entitial
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!Cor
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!Rul
ules
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Than2s to 3listair Caunt, 4tuart 3. Roe, Eric ieudan, 5ichael 6ulius, 4ophia Brandt, and Chad Ro for
ost excellent rules pedantr& and proofreadin-.
This product is released under the ters of the #pen $ae %icense 7ersi
7ersion
on 1.0a, Cop&ri-ht 000,
8i9ards of the Coast, nc. Based on the #$C text of Labyrinth Lord &
& *an )roctor and Lamentations of
the Flame Princess &
Princess & 6aes Ra--i. 5an& than2s to oth.
+oreword
5& love for Basic/Expert!st&le fantas& adventurin- was rei-nited with the pulication of Labyrinth Lord
and the rise of the old!school renaissance;/;whatever!&ou!li2e!to!call!it.
renaissance;/;whatever!&ou!li2e!to!call!it. #ver the &ears, <ve run all sorts of
capai-ns with the Basic/Expert rules=ever&thin- fro classic dun-eon hac2s, to d&in- Earth science
fantas&,, to %ovecraft!inspired, 7ictorian a-e horror. #f course, all these capai-ns have added their own
fantas&
twists to the rules: alternate classes, new spells, onsters, e>uipent, treasures, and so on.
onetheless, the core rules of the -ae reained constant. 3nd thin2 that<s the real treasure of the
Basic/Expert rules: their tieless ele-ance, concision, and ver& wide " wouldn<t -o >uite so far as to sa&
universal( applicailit&.
reference rendition of the core rules of the -ae separated fro the associated ?accoutreents@=the
classes, spells, onsters, a-ic ites, etc. either the ori-inal Basic/Expert oo2s nor the various
odern clones exactl& satisf& this re>uireent.
8e are ver& fortunate that the ori-inal Basic/Expert rules are now availale to purchase a-ain "aleit in
)*+ for onl&( and, while the& are inspirin- in their revit& and the ele-ance of their la&out, the& are uilt
around the assued presence of the traditional set of classes, thus not exactl& what was loo2in- for.
+urtherore, one has to contend with the nature of the presentation: the Basic rules are separated fro
the Expert rules. o coined edition was ever created.
4oe provide a ver& clean presentation of the rules, with a focus on usailit&
usailit&,, ut deviate in too an&
wa&s fro the traditional rule set to a2e the useful.
Eventuall&, not findin- & hol& -rail Basic/Expert reference an&where, was inspired to create this oo2.
Eventuall&,
4o, what &ou will find in these pa-es is a rules reference for the coined Basic/Expert -ae, split into
seven sections:
1. Ability scores. #ne
scores. #ne pa-e descriin-
d escriin- the ailit& scores and their odifiersA another pa-e
containin-
. Sequencethe related
play.charts.
of play. 3
3 reference
reference for the asic se>uence of events in an encounter, a dun-eon
turn, and a wilderness da&, on a sin-le pa-e.
p a-e.
. Adventuring rules. The
rules. The procedures for various non!coat -ae rules, collated into short
sections, arran-ed alphaeticall&
alphaeticall&..
. Basic combat procedure.
procedure. 3 3 two!pa-e
two!pa-e reference for the asics of coat, includin- the
se>uence of pla& in a coat round and details on oveent, attac2in-, initiative, and spell
castin- in attle.
D. Other combat issues. Two
issues. Two further pa-es of rules for other coat!related situations,
ordered alphaeticall&.
. Standard combat charts. The
charts. The attac2 and savin- throw charts for onsters, noral huans,
and the standard character classes, presented on a two!pa-e spread.
. Magic.
Magic. Rules
Rules relatin- to spells and spell castin-, spell oo2s, a-ical research, and a-ic
ites.
t is & hope that this oo2 will pla& soe sall part in the furtherance of this tieless and eloved -ae
and prove useful as a reference for those alread& failiar with its chars.
3ilit& 4cores
4tandard 3dustents
Ability Standard Adjustment
!
!D !
!F !1
G!1 one
1!1D H1
1!1 H
1F H
Charisa
Charisa "CI3( easures a character<s force of personalit&,
personalit&, persuasiveness, personal a-netis,
ph&sical attractiveness, and ailit& to lead. This ailit& is iportant for how )Cs or onsters will respond
to a character in an encounter. Charisa also deterines the nuer of retainers a character a& have
and their orale.
● Reaction adjustment applies
applies when hirin- Retainers and when interactin- with onsters "see
Encounters(.
Encounters (.
● Max # of retainers and
retainers and retainer morale deterine
morale deterine the nuer of Retainers
Retainers a
a character a&
have in his or her pa& at an& one tie and their lo&alt& to the character.
! 1
!D !1 D
!F !1
G!1 one
1!1D H1 D F
1!1 H1 G
1F H 10
Constitution
Constitution "C#( represents a character<s health and staina. 3 Constituti
Constitution
on onus increases a
character<s hit points, a2in- this ailit& iportant for all classes.
● Standard adjustment applies
applies when rollin- a character<s hit points "i.e. at 1st level and ever&
tie a level is -ained thereafter(. 3 character alwa&s -ains at least 1 hit point per Iit *ie,
re-ardless of C# odifier.
*exterit&
*exterit& "*EX( easures hand!e&e coordination, a-ilit&, reflexes, and alance. This ailit& is iportant
for coat!oriented classes, as it affects 3rour Class, and for characters who focus on issile coat.
● Standard adjustment is is applied to attac2 rolls "ut not daa-e rolls( ade with a ran-ed
weapon and odifies the character<s 3rour Class "a onus lowers 3C 3C,, a penalt& raises it(.
● Initiative adjustment odifies
odifies the character<s initiative roll, if the optional
o ptional rule for individual
initiative is ein- used "see Basic Comat !rocedure(.
!rocedure(.
!
!D !1
!F !1
G!1 one
1!1D H1
1!1 H1
1F H
ntelli-ence
ntelli-ence "T( deterines how well a character learns, reeers, and reasons.
● "anuae ailit$ denotes
denotes the character<s ailit& to spea2, read, and write in his or her native
ton-ue and other lan-ua-es.
● Bonus lanuaes deterines
lanuaes deterines the nuer of additional lan-ua-es the character can choose
durin- character creation.
4tren-th
4tren-th "4TR( rates a character<s rawn, uscle, and ph&sical power. This ailit& is especiall& iportant
for characters who focus on elee coat.
● Standard adjustment is is applied to attac2 and daa-e rolls with elee weapons and to
attepts to force open a stuc2 door "see %oors
%oors(.(.
8isdo
8isdo "84( encopasses a character<s willpower
willpower,, coon sense, perception, and intuition. 8hile
ntelli-ence represents one<s ailit& to anal&se inforation, 8isdo represents ein- in tune with and
aware of one<s surroundin-s.
● Standard adjustment is is applied to savin- throws versus a-ical effects. This norall& does
not include saves a-ainst reath attac2s, ut a& appl& to an& other savin- throw cate-or&.
)rie Re>uisite
Each character class has one or ore prie re>uisites, that is, an ailit& score or scores that are of
especial iportance to characters of that class. 3 character<s score in his or her class< prie re>uisite"s(
affects how >uic2l& the character is ale to -ain experience points.
● X! &djustmen
&djustment t is
is applied to all experience points awarded to the character,
character, unless otherwise
noted in the description of the class.
Score %* Adjustment
!D !0K
!F !10K
G!1 one
1!1D HDK
1!1F H10K
4e>uence of )la&
. The rrefere
eferee
e det
deterin
erines
es whether
whether the ppart&
art& -ets llost
ost ""see
see "osin %irection(
%irection( and, if the part& is
travellin- at sea, deterines the weather conditions "see 'ater (ravel (. (.
. ThThee ref
refer
eree
ee ch
chec
ec2s
2s fo
forr 'anderin Monsters,
Monsters, if applicale.
. The refreferee
eree des
descrie
cries
s the terrain
terrain pass
passed
ed throu-h
throu-h and an& sitsites
es of inter
interest
est that tthe
he part&
coes across, as2in- pla&ers for their actions, as re>uired.
D. f no encoun
encounters
ters occu
occurr, the da& is over,
over, continu
continue
e to step . f onster
onsters s are encountered,
encountered, fi first
rst
follow the encounter se>uence, elow.
elow.
Encounters
1. The ref
referee
eree rol
rolls
ls for surprise
surprise,, if applicale
applicale,, and deter deterines
ines how
how far awa& the
the onst
onsters
ers are.
. 3n& ssides
ides that a are
re not
not sur
surpris
prised
ed roll
roll initiat
initiative
ive ""see
see Basic Comat !rocedure(
!rocedure( to deterine
who acts first.
. The referee
referee deterines the onsters< reaction to the part&. part&. The
The pla&ers decide how the& will
act:
a. f ot
oth si
sides
des wi
wish to tal
tal2,
2, the ne-one-ottiat
atiion a& e rol
ole!
e!pl
pla&
a&ed
ed.. T
The
he refer
eferee
ee
a& a2e reaction rolls, as applicale.
. f the pl
pla&
a&er
erssddec
ecid
idee to
to flflee,
ee, tth
he ref
refer
eree
ee deter
eter
ines
nes wwhe
hetthe
herr th
the on
onstster
ers
s
pursue.
c. f coat rea2s out, follow the steps listed in Basic Comat !rocedure.
!rocedure.
4ee Encounters
Encounters for
for a full description on all eleents of runnin- an encounter, includin- encounter
distance, surprise, and onster reactions.
3dventurin- Rules
The pla&er rolls 1d0 and, if the result is less than or e>ual to the ailit&
ailit&,, the chec2 succeeds. f the roll is
-reater than the ailit&, the chec2 fails.
Bonuses or penalties to the roll a& e applied, with a odifier of ! ein- a relativel& eas& ailit& chec2
and H ein- ver& difficult. #f course, an& odifier etween these extrees can e applied.
3n unodified roll
roll of 1 should e treated as a success and a 0 treated as a failure.
3ir Travel
Travel
8hen travellin- & air,
air, the total nuer of iles a character can travel in a da& is twice the distance he or
This rate i-ht e reduced if there are adverse conditions such as ver& hi-h ountains, stors, or thic2
fo-. There are an& a-ical ites that -rant characters the ailit& to fl&, as well as spells and win-ed
ounts.
5ounts
n -eneral, a win-ed east a& carr& riders or other urdens ased on its Iit *ice:
●
●
I*
I* creatures
creatures a&
a& carr&
carr& a
anein-
adultaout half the si9e of an adult huan.
huan.
● 1 I* creatures a& carr& a lar-e anial li2e a horse or four adult huans.
● I* creatures a& carr& a ver& a lar-e anial, or four horses, or ei-ht adult huans.
Chases
8hen the part& encounters onsters and one side decides to flee, the other a& wish to pursue the.
$enerall&,, this is possile in two situations:
$enerall&
● Coat has not coenced.
● #ne side rea2s awa& fro coat.
"4ee Encounters
Encounters for
for details.(
4urprise
f one side is surprised, the other side a& e ale to flee without the possiilit& of ein- chased=the
surprised side a& not even e aware that the encounter occurred. n the wilderness, where -reater
distances are involved, this is alwa&s possile.
f the onsters eno& treasure, there is a !in! proailit& that the& will stop pursuit to collect an&
treasure the characters drop. Iun-r& or less intelli-ent onsters a& do the sae if the characters drop
food. Burnin- oil or other ostacles a& also slow or stop a pursuit.
The asic chance of escape is deterined & consultin- the tale opposite. The referee a& odif& the
proailities ased on the conditions and environent. +or exaple, if one side has tie to flee within a
densel& wooded area, the referee a& -ive a onus of DK to escape. f one side<s oveent rate is
doule that of the other
o ther,, the chance to escape a& e odified & DK in its favour
favour.. There is alwa&s at
least a DK chance of escape, except when surprise is involved.
The followin- procedure is followed, da& & da&, da&, until the chase is over:
1. Roll fo
forr escape "s "see
ee tale,
tale, elow(.
elow(. f the roll
roll succeeds,
succeeds, the fl fleein-
eein- par
part&
t& has escapedA
escapedA the
chase is over.
. f the rol
rolll fails
fails,, the fleein-
fleein- part& ust
ust choose
choose either to to e cau-ht "endin-
"endin- th
the e chase( or to flee
flee
in a rando direction,
d irection, deterined & the referee "no appin- is possile(.
. f the c
chase
hase continue
continues, s, copare
copare the
the speeds of of the fl
fleein-
eein- an
and d pursuin-
pursuin- sisides:
des:
a. f the fl
flee
eeiin- si
side
de is a
att lle
east
ast as
as ffa
ast as the
the p
pur
ursu
suiin- side
side,, iitt h
has
as ano
another
ther
chance to escapeA return to step 1.
. f the pur
pursui
uin-
n- si
side
de is ffas
astter,
er, tthe
herre iis
s a D0K
D0K chan
chance
ce of the
he c
cat
atc
chi
hin-
n- up. f
the roll succeeds, the fleein- side has een cau-htA the chase is over. f the roll fails, the
fleein- part& has another chance to escapeA return to step 1.
Chance of
$scape by
'umber of
*ursuers
8aterorne Chases
8hen two waterorne sides "ships or swiin- onsters( encounter one another, one side a& choose
to flee.
+irst, the initial distance etween each side is deterined as noral for an encounter
encounter.. ext, the fleein-
part& rolls on the chart elow.
elow. 4uccess depends on luc2 and the difference
d ifference etween the two -roups<
oveent rates.
f the roll to escape succeeds, the pursuers cannot attept to catch up with the fleein- side until the next
da&=and then onl& if a rando encounter roll indicates an encounter.
f the roll to escape fails, the distance etween the two sides will decrease & the pursuer<s oveent
rate each round "or a iniu of 0< per round, if the pursuer has a slower oveent rate than the
fleein- side(.
5ore
ore ttha
han
n110
0<< per
per rrou
ound
nd sl
slow
ower
er than
han p
pur
ursu
suer
er 10K
10K
Cliin-
8hen characters are cliin- in a difficult or tense situation, the referee a& specif& a chance of failure
"as a percenta-e or an x!in! chance( or a& re>uire an ailit&
a ilit& chec2 versus *EX "if the optional &ilit$
optional &ilit$
C)ec*s rule
C)ec*s rule is ein- used(.
ote that ver& steep or sheer surfaces are norall& ipossile to cli without specialised e>uipent.
4oe characters a& have class ailities
a ilities which allow the to attept to cli such surfaces unaided.
*oors
*un-eons often have an& doors, soe secret and others ovious. 5an& are loc2ed and an& are
stuc2.
%oc2ed *oors
%oc2s ust e pic2ed & a character proficient with loc2 pic2s or opened & a-ic.
4tuc2 *oors
There is a ase !in! chance of ein- ale to force open a stuc2 door. 4tren-th adustents appl&
appl&,, ut
cannot ta2e the success ran-e aove D!in! or elow 1!in!.
ote that onsters resident to the dun-eon are often ale to pass throu-h stuc2 doors unhindered.
4ecret *oors
4ecret doors can onl& e spotted if characters are specificall& loo2in- for the.
4ee Searching
Searching..
8ed-in- *oors
*oors opened & adventurers "& whatever eans( are li2el& to swin- shut after the& pass. To
To prevent
this, doors a& e held open usin- iron spi2es or other wed-es.
%i2ewise, pla&ers a& wish to wed-e doors shut, to hinder onsters< oveent.
%istenin- at *oors
)Cs have a 1!in! chance of detectin- sutle sounds e&ond a door. "4oe t&pes of adventurer a&
have an increased chance of success.(
The referee should alwa&s roll for the character listenin- so that the pla&er never 2nows if the roll failed or
if there sipl& is no sound ehind the door.
This attept a& onl& e ade one tie at an& door & a character.
character. ote that soe creatures, such as
undead, do not an& a2e noise.
Encounters
3n encounter e-ins when the characters stule onto a onster,
onster, either ecause the referee
referee has
planned an encounter in the area the )Cs are explorin- or ecause a rando die roll indicates an
encounter "see 'anderin Monsters(.
Monsters(.
Tie in Encounters
8hen an encounter e-ins, action is easured in rounds "see (ime
(ime(. (. Rolls for surprise "see elow( and
initiative "Basic
"Basic Comat !rocedure(
!rocedure( deterine which side acts first.
4urprise
Chec2s for surprise are ade whenever an encounter is unexpected & at least one side. +or instance, if
the pla&er characters are a2in- a lot of noise, a onster a& not have a chance to e surprised, ut the
characters i-ht e, if the onster was waitin- >uietl&
>uietl&..
Each side that is not alread& aware of the other<s presence rolls 1d. The referee rolls for onsters and
one pla&er rolls for the adventurin- part& as a whole. 3 result of 1 or eans the side is surprised and
cannot act for one round. f oth sides are surprised, there is sipl& a oentar& confusion=neither side
has an& advanta-e. f one side is surprised ut the other is not, then the side that is not surprised -ains a
one round advanta-e.
ote that a>uatic onsters are usuall& not surprised & ships. 4pecial circustances "e.-. thic2 fo-( a&
alter this.
Encounter *istance
The situation in which the encounter occurs often deterines how far awa& the onster is. f there is
uncertaint& "for exaple, in the case of 'anderin Monsters(:
Monsters(:
● &n a dungeon,
dungeon, the onster encountered is d L 10 feet awa&,
awa&, ovin- in the direction of the
part&.
● &n the 6ilderness,
6ilderness, the onster is d L 10 &ards awa&.
awa&. f either side is surprised, this is
reduced to 1d L 10 &ards.
● At sea,
sea, onsters are encountered at the sae distance as in the wilderness "see aove(.
4hips a& e si-hted and identified at 00 &ards on a clear da& or as little as 0 &ards in dense
fo-.
5onster Reactions
7er& often, circustances a2e it ovious how a onster will react when encountered. Iowever,
7er&
soeties the referee a& wish to roll on the tale elow to deterine how a onster reacts to
encounterin- the part&. f one specific character attepts to interact with onsters, that character<s CI3
score is used to odif& the reaction roll.
0d7 esult
Evasion
The characters
Characters a&a& decide
choose the& are
whether the&outatched and flee
chase a fleein- an encounter
onster. or a will
The referee onster i-ht
decide flee. chase
if onsters
Encounter *uration
3n encounter is assued
assued to ta2e at lleast
east one full turn
turn to coplete, includin- tie tto
o rest, re-roup, clean
weapons, ind wounds, and so on, afterwards.
$e 1
)otion 10
Rod 0
4croll 1
4taff 0
8and 10
Encurance
#ption 1: Encur ance & 3rour T&pe
This rule a& e used & -roups who want a siple s&ste for deterinin- the oveent rates of
different characters.
The axiu aount of treasure an& character can carr& is 1,00 coins or e>uivalent. +or this reason,
the wei-ht of treasure carried ust e trac2ed. The encurance of coon t&pes of treasure is shown
in the tale aove. The wei-ht of the character<s standard adventurin- -ear "includin- arour and
weapons( is not counted.
Movement ate
4hield 100
Battle axe D0
Bow H 0 arrows 0
Clu D0
Crossow H 0 >uarrels D0
*a--er 10
Iand axe 0
%on- sword 0
5ace 0
)olear 1D0
4hort sword 0
4pear 0
8arhaer 0
Experience )oints
3ll characters that
that a2e it throu-h
throu-h an adventure alive receive
receive experience points "X)(. X) is -ained fro
two sources: treasure recovered and onsters defeated.
Recovered Treasure
Characters -ain X) fro treasure at the rate of 1 X) per 1 -old piece "-p( value of the ite. The values of
all ites are added to-ether and converted to -old piece units. #nl& treasure of a non!a-ical nature
-rants X) in this wa&.
*efeated 5onsters
3ll onsters defeated & the partpart&
& "slain, outsarted,
outsarted, captured, scared awa&awa&,, etc.( -rant X) ased on
how powerful the& are. The X) value of a onster is deterined & its Iit *ice plus a onus for each
special ailit& it has "e.-. reath attac2s, spell!li2e ailities, etc.(. 4ee the chart elow. 3 onster defeated
under especiall& dan-erous circustances a& e treated as one Iit *ice cate-or& hi-her on the chart.
%ess than 1 D 1
1 10
1H 1D
0 D
H D 10
D 1D
H D0 D
D D0
H 1D D
D 1D 1D
DH D 1D
D D
H D0 00
D0 00
F D0 DD0
*ivision of Experience
The X) awards for treasures recovered and onsters defeated are totalled and divided evenl& etween
all characters who survived the adventure. ote that total X) is divided evenl& etween all part& eers
"includin- Retainers
Retainers(,
(, irrespective of how the pla&ers decide to divide the treasure.
+allin-
+allin- fro a hei-ht onto a hard surface inflicts 1d daa-e per 10< fallen.
+ora-in-
+ora-in- for food is an activit& that can e accoplished without hinderin- travel speed & -atherin- fruit,
hers, nuts, or sall anials alon- the wa&
wa&.. +or each da& of travel while fora-in-, characters have a 1!in!
chance of ac>uirin- sufficient food for 1d huan!si9ed ein-s.
Iuntin-
Iuntin- ust e en-a-ed in as the sole activit& for a da&=no travellin- or restin- is possile. 8hen
huntin-, there is a 1!in! chance of encounterin- anials which a& e suitale for eatin- "if the& can e
cau-ht'(. This is in addition to the noral chance of rando encounters "see 'anderin Monsters(.
Monsters(.
Iealin-
+or each full da& of
o f coplete rest, a character or onster recovers 1d hit points. f the rest is interrupted,
the character or onster will not heal that da&.
Iealin- a& also occur throu-h a-ic, such as potions or spells. This 2ind of healin- is instantaneous.
5a-ical healin- and natural healin- can e coined.
Iirelin-s
Iirelin-s are )Cs hired & a character to perfor certain services. Iirelin-s differ fro Retainers
Retainers in
in that
the& do not accopan& characters on adventures. +or this reason, the& do not count toward a character<s
axiu nuer of retainers, since the& are not the sae 2ind of hired help.
%i2e hirin- retainers, ercenaries and specialists can e located & fre>uentin- pus or throu-h postin-
notices of help wanted. 3lso, in the case of professional specialists, these individuals a& have shops or
a reputation that the characters can follow
follow.. There a& also e -uilds of certain professions which can act
as a contact point for locatin- specialists.
4oe of the ost coon 2inds of hirelin-s that can e found are descried in the copanion oo2let,
B/X Essentials: Classes and Equipmen
Equipment t .
n the *un-eon
Characters will usuall& want to rin- a source of li-ht with the on under-round expeditions. T
T&pical
&pical li-ht
sources enale noral vision within a 0< radius.
The adventurin- e>uipent lists in the copanion oo2let, B/X Essentials: Classes and Equipment ,
provide full inforation.
n the 8ilderness
Characters can usuall& see for three iles around the, in open terrain. This ran-e a& soeties e
reduced "e.-. in over-rown terrain such as a forest( or increased "e.-. loo2in- out fro the top of a
ountain(.
3t 4ea
#n a clear da&, land can e spotted at a distance of iles. This a& e reduced ased on li-ht and
weather conditions.
&nfravision
3ll non!huan onsters
onsters and an& dei!huan
dei!huan races have iinfravision.
nfravision. Charact
Characters
ers who have infr
infravision
avision
can see the heat ener-& that radiates off of livin- thin-s. $enerall&,
$enerall&, livin- thin-s will e visile as ri-ht
tones, while cool ites are -re& and ver& cold oects are lac2. t is not possile to read in the dar2 with
infravision, ecause fine detail cannot e perceived.
nfravision wor2s within a liited ran-e "0< for onsters( and onl& functions in dar2ness. 7isile li-ht
"noral or a-ical( and lar-e heat sources will disrupt it.
%osin- *irection
3t 4ea
$ettin- lost at sea is a serious ris2. 8hen in si-ht of land, the chance of -ettin- lost is !in!. #nce out of
si-ht of land, the chance of -ettin- lost is 100K, unless a navi-ator is aoard=the chance of -ettin- lost
is then !in! per da&
d a&..
n the 8ilderness
Characters can confidentl& follow trails, roads, and other well!2nown landar2s without fear of ecoin-
lost. Iowever,
Iowever, when travellin- throu-h untrac2ed wilderness, it is eas& to lose direction. 3t the start of
each da& of travel, the referee will roll to deterine if the -roup loses direction. The proailit& depends
on the terrain ein- traversed:
● Clear
Clear,, -rasslands:
- rasslands: 1!in!.
● Barren lands, hills, ountains, woods: !in!.
● *esert, un-le, swap: !in!.
t a& ta2e soe tie for a lost part& to realise that it is ovin- in the wron- direction.
5oveent
4ee also: &ir
also: &ir (ravel
(ravel , Climin , S+immin , 'ater (ravel .
Each character has a ase oveent rate. The default is 10<, ut this a& e odified & a character<s
class or & the aount of -ear carried "if the optional Encumrance
Encumrance rules
rules are used(.
*un-eon Exploration
3 character can ove his or her oveent rate
rate in feet in on
one
e turn "see (ime
(ime(( when explorin- un2nown
areas of a dun-eon. This "ver& slow'(
slow'( rate of oveent ta2ta2es
es account for the fact that )Cs are explorin-,
watchin- their footin-, appin-, and ta2in- care to e >uiet and to avoid ostacles.
8hen ovin- throu-h dun-eon areas the& are failiar with, the referee a& allow characters to ove at
a faster rate. +or exaple, the referee a& allow characters to ove at three ties their ase oveent
rate, when ovin- throu-h failiar areas. Thus, a character whose ase oveent rate is 10< could
ove 0< in a turn.
5oveent in Encounters
*urin- encounters, a character can ove up to one third of his or her oveent rate per round in feet "in
the dun-eon( or &ards "in the wilderness(. +or exaple, a character whose ase oveent rate is 10<
could ove 0< per round durin- a dun-eon encounter. Characters a& ove at this rate for at ost 0
rounds "one turn(.
Runnin-
*urin- encounters, a character a& choose to run at up to his or her full oveent rate per round in feet
"in the dun-eon( or &ards "in the wilderness(. Characters a& onl& ove at this rate for 0 rounds efore
ecoin- exhausted: sufferin- a ! penalt& to attac2s, daa-e, and 3rour Class "3C is increased & (.
The penalties for exhaustion last until characters have rested for three full turns.
#verland Travel
8hen travellin- in the wilderness, the distance a character can travel in a noral da&<s arch is
deterined & dividin- his or her ase oveent rate & five. This is the nuer of iles travelled in a
da&.. +or exaple, a character whose ase oveent rate is 10< could travel up to iles in a da&.
da&
4oe t&pes of terrain odif& the speed at which characters can travel:
● Bro2en lands, desert, forest, hills:
h ills: K slower.
● 6un-le, ountains, swap: D0K slower.
● 5aintained roads: D0K faster
faster..
+orced 5arch
f the& need to travel further in one da&, characters a& en-a-e in a forced arch. 3 forced arch is a
da& of hard, tirin-, overland travel, ut increases travel speed & D0K. +or exaple, a character who can
norall& travel iles in a da& can travel iles on a forced arch. 3ft
3fter
er a forced arch, the
characters ust rest for a full da&
da&..
Restin-
n the *un-eon
Characters can explore, fi-ht, or otherwise reain active for five turns efore needin- to rest for one turn.
n the 8ilderness
*urin- wilderness travel, characters ust rest one da& per six da&s of travel.
3fter Runnin-
Characters who have een runnin- for ore than 0 rounds ust rest for three full turns to recover.
Retainers
Retainers are )Cs that are hired & characters for extra hands durin- an adventure. Each character is
liited to a finite nuer of retainers, which is indicated & the character<s Charisa score "see &ilit$
"see &ilit$
Scores(.
Scores (. Retainers are not indless slaves and, althou-h the& will usuall& share the part&<s ris2s, the&
will not willin-l& act as attle fodder. f aused in an& wa&,
wa&, retainers will t&picall& warn others of this and
the )Cs will soon find it difficult to hire other retainers.
%ocatin-
3 )C who wants to hire a retai
retainer
ner ust first locate possile candi
candidates.
dates. The )
)CC i-ht si
sipl&
pl& wal2 up to
stran-ers in taverns, i-ht contact adventurers< -uilds, or i-ht advertise & puttin- up fliers or & other
eans.
Iirin-
Retainers are recruited throu-h ne-otiation, with the referee pla&in- the roles of the )Cs a character
attepts to hire. The )C should explain what the o entails and the rates of pa&: for exaple, a
percenta-e of an& treasure recovered or o r a flat rate of pa&.
pa&. The hirin- )C ust also t&picall& pa& for the
retainer<s dail& up2eep "food and lod-in-s( and for an& new adventurin- -ear, weapons, or ounts the
retainer will re>uire for the adventure.
Reactions
3fter an offer
offer is ade, tthe
he referee rolls d on the tale elow
elow to decide the p
potential
otential retainer<s reaction.
The roll is odified & the hirin- character<s CI3 and the referee a& appl& a onus or penalt&,
dependin- on the attractiveness of the deal "H1 or H for -enerous offers, !1 or ! for poor offers(.
0d7 esult
M The potential retainer reacts so ne-ativel& to the offer that he or she spreads ne-ative ruours aout
the )C, which results in a !1 penalt& on an& further hirin- reaction rolls while recruitin- in the sae town
or area.
MM The offer is accepted in ver& -ood spirits and the retainer<s orale is increased & one.
5orale
Retainers have a orale ratin-, deterined & the hirin- character<s CI3 "see 3ilit&
3ilit& 4cores, p(. This
ratin- a& e adusted at the referee<s discretion: it a& e increased if the )C has een particularl&
-ood to the retainer "e.-. repeatedl& -iven additional treasure( or reduced if the )C has een cruel or
contrar& to his or her word.
To a2e a oral chec2, the referee rolls d and, if the result is lower than or e>ual to the retainer<s
orale ratin-, accountin- for an& adustents, the roll has succeeded.
Experience
3lthou-h retainers
retainers are ?pla&ed@ & tthe
he referee, the& ac>
ac>uire
uire experience in the
the sae wa& )C)Css do, can
advance in level, and are
a re affected & all of the sae class rules. Because retainers follow instructions
when on an adventure, thus not directl& en-a-in- in prole solvin-, the& suffer a penalt& of !D0K to X) X)..
4avin- Throws
3ll characters and
and onsters can a2e savin- throws to avoid the full effects of spells
spells or certain attac2s.
attac2s.
Characters and onsters have a ratin- for each savin- throw cate-or& "death ra& or poisonA a-ic
wandsA paral&sis or turn to stoneA dra-on reathA rods, staves, or spells(. 4avin- throw tales for the
standard classes "also used & onsters( are -iven in Standard Comat C)arts.C)arts.
The appropriate savin- throw to a2e and the effects of a success or failure will e indicated in the
description of the spell, onster attac2, or adventure scenario.
4uccessful 4aves
3 successful savin- thr
throw
ow a-ainst an effect
effect that causes d
daa-e
aa-e eans that the
the daa-e is halved. 3
successful savin- throw a-ainst an effect that does not cause daa-e eans the effect has een entirel&
avoided or ne-ated.
4aves vs )oison
3 failed save a-ainst poison is usuall& fatal. f a poisonous
poisonous attac2 also iinflicts
nflicts daa-e, tthe
he daa-e is not
affected & the success or failure of the savin- throw.
4earchin-
*un-eons often include hidden features and echaniss such as secret doors and traps. 3dventurers
can spot these & searchin-. The pla&er ust declare the particular oect or 10< L 10< area to e
searched. 4earchin- ta2es one turn.
f a character is searchin- in the ri-ht location, there is a ase 1!in! chance of findin- a secret door or
trap. "4oe t&pes of adventurer a& haveh ave an increased chance.( The referee should alwa&s roll for the
character searchin-, so that the pla&er never 2nows if the roll failed or if there sipl& are no hidden
features in the area searched.
Each character can onl& a2e one attept to search an& -iven oect or 10< L 10< area.
4tarvation
f characters
attac2 -o oveent
rolls and for a full da& or ore
rate, without
re>uire ore food or water,
fre>uent rests,the referee
or even a&toe-in
e-in to appl&
deduct penalties
hit points, to
in extree
cases.
4wiin-
Characters ove at half their noral oveent rate when swiin-.
t is assued that ever& character 2nows how to swi, unless there is soe ovious reason wh& a
character could not have learned.
*rownin-
Characters that are encuered or in treacherous water conditions have a proailit& of drownin-, at the
referee<s discretion. Ieavil& encuered characters=wearin- plate ail arour and/or carr&in- a lar-e
aount of treasure=will li2el& have aove G0K chance of drownin-. Characters carr&in- less treasure or
wearin- li-hter arour a& have as little as 10K chance of drownin-.
Tie
3side fro noral
noral tie increents
increents "inutes, hours,
hours, da&s, and so on(,
on(, the followin-
followin- special units are used
in the -ae. n all atters of tie and oveent, the referee is the final authorit& on what a& e
accoplished in a -iven period of tie.
Turns
8hen in the dun-eon, characters ta2e actions in tie increents called turns. #ne turn is e>ual to 10
inutes. Character actions that ta2e one turn include loo2in- for secret doors or traps in a 10< L 10< area
"see Searc)in ( or ovin- up to the part&<s full oveent rate "see Movement (. (.
Rounds
Rounds are ten seconds of -ae tie each, so there are 0 rounds in a turn. Ti
Tie
e is onl& easured in
rounds durin- encounters, especiall& in coat "see Encounters
Encounters and
and Basic Comat !rocedure(.
!rocedure(.
Traps
Tri--erin-
Each trap is tri--ered & a specific action "e.-. openin- a door or wal2in- over a particular area(. Ever&
tie a character a2es an action that could tri--er a trap, there is a !in! chance of the trap ein-
sprun-. 4oe traps a& e ore or less li2el& to tri--er
tri--er,, if the referee wishes.
8anderin- 5onsters
Besides the onsters specificall& placed in certain re-ions of a dun-eon or wilderness, the part& a&
randol& encounter onsters on the ove etween areas. These are 2nown as ?wanderin- onsters@.
The chance of a rando encounter occurrin- depends on the t&pe of area a rea ein- explored "e.-. dun-eon
re-ion or level, t&pe of wilderness terrain(. Each t&pe of area should have
h ave its own tale of wanderin-
onsters, which the referee rolls on when an encounter ta2es place.
n the *un-eon
The t&pical chance of encounterin- a wanderin- onster is 1!in!, rolled ever& two turns. The chance of
wanderin- onsters a& e hi-her or lower in certain parts of the dun-eon and the actions of the part&
can also affect this. +or exaple, a2in- a lot of noise or li-ht should increase the chance, while restin-
>uietl& in an out!of!the!wa& location should decrease the chance.
n the 8ilderness
t is usual to chec2 for rando encounters once per da&, thou-h the referee a& a2e ore chec2s: up
to three or four per da&. The chance of encounters depends on the terrain ein- explored:
● Cit&, clear, -rasslands, settled lands: 1!in!.
● 3erial, arren,
arren, desert, forest, hills, ocean, river: !in!.
● 6un-le, ountains, swap: !in!.
8ater Travel
The distance travelled in a da& is deterined & the t&pe of vessel ein- used and & the prevailin- wind
and water conditions.
At sea,
sea, there are an& possile conditions that i-ht ipact a vessel<s oveent rate. The referee
should chec2 conditions at the start of each da& & rollin- d:
● 3 result of eans that the da& is ccopletel&
opletel& devoid of wind and a ship that is incapale of
rowin- cannot ove all da&.
● 3 result of 1 indi
indicates
cates a -ale "see elow(.
elow(.
$ales
*urin- a -ale, an& vessel with sails can attept to ove with the wind to avoid daa-e. The vessel
travels at three ties its noral speed in a randol& deterined direction. "The referee a& roll 1d, with
1 indicatin- the intended direction of travel, indicatin- 0N to the ri-ht, indicatin- 10N to the ri-ht, and
so on.(
f the ship encounters land durin- this travel, there is a DK chance of it wrec2in- a-ainst the shore.
11 ear -ale 5oveent rate douled. 10K chance of ta2in- on water "speed
reduced & one third until repaired at a doc2(.
4e>uence of Events
The se>uence of actions in each round is ro2en down as follows:
1. Chara
Charactercters
s who wish to ca cast
st a spell or perfor
perfor a full
full retr
retreat
eat fro elee
elee ust
ust declar
declare
e it.
. nit
nitiati
iative:
ve: 1d is rolled
rolled & each opposin-
opposin- side.
side.
. The wiwinner
nner of iinit
nitia
iativ
tive
e acts
acts fi
first
rst::
a. The referee a& chec2 Morale
Morale for
for onsters.
. 5oveents are ade.
c. 5iss
5issiile att
attac2s
ac2s are
are ad
ade,
e, acco
accou unti
ntin- fo
forr *
*E
EX oodi
diffie
ierrs, cov
cover,
er, rran
an-e
-e,, and
and
a-ic adustents.
d. 4pells are cast and apapplicale savin- th throws arare ade.
e. 5el
5elee coco
at
at an
and
d ot
othe
herr act
actio
ions
ns occu
occurrA att
attac2s
ac2s are
are adade,
e, acc
account
ountiin- for
for
4TR odifiers and a-ic adustents.
. #the
#therr sid
sides
es act throu-h
throu-h ststep
ep , in order
order of init
initiati
iative.
ve.
D. 8hen all sisides
des of a confl
conflict
ict have
have acted, the
the round is over.
over. f the co
coat
at has not coe
coe to an
end, the se>uence e-ins a-ain at step 1.
nitiative
3t the start of each round, each side
side rolls 1d to det
deterine
erine initiative.
initiative. The side
side with the hi-hes
hi-hestt result on
1d acts first for that round. #ther sides in a conflict will react in order fro hi-hest to lowest roll.
Tied nitiative
f initiative is a tie, each side in the tie acts at the sae tie. 3ll actions are copleted, unaffected &
opposed actions. +or exaple, two opponents in elee a& oth inflict enou-h daa-e to 2ill the other.
3s the initiative
initiative is tied, oth attac2s occur siultaneousl&
siultaneousl&,, resultin- in oth
oth characters ein- 2
2illed.
illed.
Two!Ianded 8eapons
Characters wieldin- two!handed elee weapons "and soe issile weapons=as indicated in the
e>uipent description( alwa&s act last in the round, as if the& had lost initiative.
5oveent in Coat
3 fighting retreat allows
retreat allows a character to ove ac2wards at up to half his or her encounter oveent rate
"i.e. one sixth of his or her ase oveent rate(. Iowever
Iowever,, there ust e a clear path for this oveent.
3 full retreat occurs
retreat occurs when a character oves ac2wards at a rate faster than half of his or o r her encounter
oveent rate. The character a2in- the oveent forfeits attac2in- this round and the opponent -ains
a H onus to all attac2s a-ainst the character this round. n addition, if the retreatin- character is carr&in-
a shield, it does not appl& to the character<s 3rour
3rour Class durin- the retreat.
3ttac2in-
3 character a& attac2 if there is an ene& within stri2in-
stri2in- ran-e. )la&er
)la&er characters can norall&
norall& onl&
attac2 once per round, ut soe onsters have ultiple attac2s.
3ttac2 Rolls
The pla&er or referee rolls 1d0, odified & 4TR for elee attac2s or *EX for issile attac2s. The result
is copared to the appropriate
a ppropriate attac2 tale "see 4tandard Coat Charts, p(. 3 result that is e>ual to
or aove the attac2 value correspondin- to the attac2er<s level or Iit *ice and the opponent<s 3rour
3rour
Class results in a hit.
*aa-e Rolls
Jpon a successful attac2, daa-e is inflicted, ta2in- into account an& onuses or penalties. )la&er
character attac2s inflict 1d daa-eA onster attac2s deal the daa-e indicated in the onster<s
description.
Castin- a 4pell
Re>uireents
1. The cascaster
ter ust
ust e ale
ale to spea2 a and
nd to ov
ovee his or her h
hands,
ands, iin
n order to
to rin- a a-ic
a-ic
effect into ein-. 3s a result, a spell caster cannot cast spells if -a--ed, ound, or in an area of
a-ical silence.
. 4pel
4pelll caster
casters
s a& ta2e no oth
other
er acti
actions
ons "inc
"includin
ludin-
- ove
oveent'(
ent'( du
durin-
rin- the
the sae round
round the&
intend to cast a spell.
. Jnle
Jnless
ss otherwise
otherwise noted
noted in a spell<s
spell<s desc
descript
ription,
ion, a spell
spell caster
ust
ust have the
the intend
intended
ed tar-et
tar-et
"a specific onster, character,
character, or area of effect( within visual ran-e.
*isruptin- 4pells
f a spell caster loses initiative and is successfull& attac2ed or fails a savin- throw efore his or her turn,
the spell ein- cast is disrupted and fails. The spell is reoved fro the caster<s eor& as if it had een
cast.
Boardin- 7essels
8hen the occupants of a vessel wish to oard another vessel, there is a !in! chance of ein- ale to
successfull& anoeuvre the vessel into a oardin- position and clap onto the other vessel with
-rapplin- hoo2s. f the occupants of oth vessels wish to oard one another, their utual intent a2es the
action succeed with no chance of failure. #nce crew!eers coe into contact with one another,
another,
coat ensues followin- the standard coat rules. Characters who are in the act of oardin- another
vessel suffer a penalt& of O to attac2 rolls and 3rour Class for one round.
Cover
Cover is an iportant factor that can influence issile attac2s. 3n attac2er cannot hit an opponent that is
entirel& ehind a arrier. f the tar-et is onl& partl& ehind
ehind cover, the referee a& appl& attac2 penalties of
etween !1 and !. +or exaple, if a character were atteptin- to stri2e an opponent throu-h a sall
window,, the referee i-ht call for a penalt& of !. f the opponent were onl& partl& covered, such as &
window
sall furniture, the penalt& i-ht onl& e !1.
Ielpless #pponents
Ielpless opponents, such as those sleepin-, ound,
ound, a-icall& fro9en, etc., are autoaticall& hit & an&
elee attac2s in coat. #nl& a roll for daa-e is re>uired.
5a-ical 5onsters
4oe onsters a& onl& e daa-ed & a-ical or silver weapons. The referee a&, optionall&,
optionall&, allow
such onsters to also e hared & attac2s fro:
●
●
3nother such
3 onster withonster.
onst
D I*er.
or -reater.
-reater.
5onsters have a listin- for orale, rated fro to 1, which represents how li2el& the& are to fi-ht or flee
when in an encounter
encounter.. 3 score of eans the onster never fi-hts "unless asolutel& cornered( and a
score of 1 eans the onster will fi-ht until 2illed, with no orale chec2 necessar& in either case.
5orale Chec2s
The referee rolls d and, if the roll is hi-her than the orale of the onster, the chec2 is a failure and the
onster will either surrender or attept a full retreat or
o r a fi-htin- retreat. f the result is e>ual to or lower
than the orale score, a onster will continue to fi-ht.
3dustents to 5orale
The referee a& decide to appl& onuses or penalties to orale, with a ran-e of O to H, dependin- on
the circustances. +or exaple, if one side of an encounter is losin- or winnin-, the& i-ht receive a
penalt& or onus to orale of O1 or H1, respectivel&
respectivel&..
Retainer 5orale
Retainers si-ned up to wor2 as
a s adventurers, so are not fri-htened off at the first si-n of dan-er.
d an-er. The&
The& onl&
chec2 orale in coat when confronted with extraordinar& dan-er.
dan-er. 4ee Retainers
Retainers for
for details.
5ultiple 3ttac2ers
The referee should use discretion in deterinin- how an& attac2ers can stri2e at one opponent. Jsuall&
onl& two characters a& fi-ht side!&!side in a 10< wide hallwa&,
hallwa&, unless all of the attac2ers are sall.
on!%ethal Coat
3n& characters that
that wish to sudue an
an opponent ust announce tthat
hat the& are attac2in-
attac2in- without intent
intent to
2ill. 3ll
3ll hand weapons with a lade a& e eplo&ed to deal lunt lows with the flat of the lade.
Coat
3 andor
character daa-e are
onster calculated
that reaches norall&, notin-
0 hit points how
due to uch daa-e
sudual
sudual daa-e is
is non!lethal, ?sudual@ daa-e.
2noc2ed unconscious.
unconscious.
Jnared 3ttac2s
Jnared coat is the sae as elee coat, ut all daa-e is 1 to H 4TR odifiers.
Jnstale 4urfaces
Characters on an unstale surface, such as a ship in rou-h seas or ridin- a fl&in- anial such as a
-riffon, are affected as follows:
● 4pells cannot e cast ecause the intricate hand -estures are not possile in that sha2&
environent.
● 5issile attac2s suffer a penalt& of O to hit.
● 5a-ic ites do not re>uire the sae concentration and -estures, and can e used as noral.
no ral.
ote that a-ical eans of fli-ht "e.-. a a-ic roo, carpet, or the fl& spell( -enerall& provide a sooth
ride and do not count as unstale.
8ater
Characters fi-htin- in or eneath water should have a penalt& applied to their attac2 rolls. *aa-e fro
successful hits should also e reduced. 5ost issile weapons do not wor2 underwater
underwater..
Jp to 1 0 0 0 1G 1F 1 1 1D 1 1 1 11 10
1H to 0 0 1G 1F 1 1 1D 1 1 1 11 10 G
H to 0 1G 1F 1 1 1D 1 1 1 11 10 G F
H to 1G 1F 1 1 1D 1 1 1 11 10 G F
H to D 1F 1 1 1D 1 1 1 11 10 G F
DH to 1 1
1 1D
1D 1
1 1
1 1
1 11
11 10 G F D
H to 1 1
1D
D 1
1 1
1 1
1 11
11 1
100 G F D
H to G 1D 1 1 1 11 10
10 G F D
GH to 11 1 1 1 11 10
10 G F D
11H to 1 1 1 11 1
10
0 G F D
1H to 1D 1 11 10 G F D
1DH to 1 11 10 G F D
1H to 1G 10 G F D
1GH to 1 G F D
1H or ore F D
0 0 0 0 1G 1F 1 1 1D 1 1 1 11
1! 11 1 1 1 1D
D!F G 10 1 1 1
G!1 G 11 G
1!1 D F
1! F G 10 1 1
! F 10 10
!G D F
10!1
1! 1 1 1 1D 1D
! 10 11 11 1 1
!G F G G 10 10
10 F F F
1! 1 1 1 1D 1
! 10 11 1 1 1
!G F G 10 10 1
10!1 F F 10
1!1D D D F
1!D 1 1 1 1 1D
!10 11
11 1 11 1 1
11!1D F G F 11 F
1! 1 1 1 1 1D
D!F 1 1 11 1 1
G!1 10 11 G 1 10
1!1 F G 10 F
1 1D 1 1 1F
5a-ic
4pells
4oe character classes have the ailit&
a ilit& to eori9e and cast a-ical spells. There are two t&pes of
a-ic: divine magic,
magic, which a deit& or hi-her power -rants, and arcane magic,
magic, which is learned &
esoteric stud&.
5eori9in- 4pells
3 spell consists of a pattern of a
a-ical
-ical ener-& stored in
in a character<s ind. 3 spell caster is al
ale
e to
eori9e a certain nuer of spells of different spell levels, dependin- on his or her experience level. 3
character can eori9e the sae spell ore than once if he or she is capale of o f eori9in- ore than
one spell of the -iven level.
*ivine spell casters do not stud& fro oo2s, ut instead receive the 2nowled-e of how to cast spells
throu-h pra&er to their -ods. 8hen pra&in- for spells, divine spell casters have access to all spells in their
class< spell list that the& are of hi-h enou-h level to cast.
Castin- 4pells
3 eori9ed spell
a&
a& e cast & preci
precisel&
sel& replicatin- the
the re>uired set of hand -estures and &sti
&stical
cal
spo2en words. 8hen a spell is cast, 2nowled-e of the spell is erased fro the ind of the caster.
8hen castin- spells in coat, it is possile for spell castin- to e disrupted. 4ee Basic Comat
!rocedure..
!rocedure
Reversile 4pells
4oe spells are reversileA this is indicated in each spell<s description.
+or arcane spell casters, the noral or reversed for of a spell ust e selected when the spell is
eori9ed. 3n
3n arcane spell caster a& eori9e oth fors of a spell, if he or she is ale to eori9e
ore than one spell of the -iven level.
4pell Boo2s
3rcane spell casters
casters record the spell
spells
s that the& 2now in a spell oo2 "or
"or set of spell oo2s(. 3 character<s
spell oo2 contains exactl& the nuer of spells that the character is capale of eori9in-. +or
exaple, a character who is ale to eori9e two 1st level spells and one nd level spell would have
exactl& that nuer of spells in his or her spell oo2.
Be-innin- 4pells
3rcane spell casters
casters e-in pla& wi
with
th one 1st level s
spell
pell in their spell
spell oo2. T
The
he referee a& choose tthis
his
spell or a& allow the pla&er to select one.
3ddin- 4pells
8hen an arcane spell caster -ains a level, he or she a& consult a wi9ard<s -uild or entor to learn new
spells. n this wa&,
wa&, the character can add spells to his or her spell oo2s, so that the oo2s contain the
sae nuer of spells the characters is ale to cast. This process ta2es aout a wee2 of -ae tie.
"The spells a character learns in this wa& are deterined & the referee, who a& decide to let the pla&er
to choose.(
t is also possile to add spells to a spell oo2 & eans of Maical Researc).
Researc).
5a-ic tes
dentif&in-
5ost a-ic ites are not laelled, so characters ust discover their exact properties throu-h trial and
error.. )owerful wi9ards a& e ale to identif& a-ic ites, ut it can ta2e an& wee2s to do
error d o so.
3lcheists are also ale to iden
identif&
tif& soe ites,
ites, such as potions.
Jsin-
n order to use a a-ic ite, a character ust follow the procedures indicated in the ite<s description.
The ite ust e worn or held in the usual anner. 4oe a-ic ites "e.-. an enchanted suit of arour(
are alwa&s active, ut others ust e consciousl& activated=this re>uires a round of concentration,
durin- which the character a& do nothin- else. 4oe ites have special activation conditions, such as
coand words.
Char-es
4oe a-ic ites have liited uses, called ?char-es@. Each char-e can e spent to rin- aout one
instance of the ite<s a-ical effect. 3 character cannot 2now how an& char-es an ite has and, when
the char-es are all spent,
sp ent, the ite ecoes a noral, non!a-ical oect=it cannot e rechar-ed.
Cursed tes
Cursed ites, once possessed & a character, can onl& e disposed of if the curse is dispelled & a-ic.
The owner of a cursed ite will not elieve the ite is cursed and will resist efforts to -et
- et rid of the ite
until the curse is dispelled.
5a-ic 8eapons
5a-ic weapons follow the sae class restrictions as noral weapons. 3 a-ic weapon has a ?H@ value,
indicatin- the de-ree of its enchantent. This value is applied to attac2 and daa-e rolls usin- the
weapon.
Cursed 8eapons
Cursed weapons have the opposite effect, incurrin- penalties to attac2 and daa-e e>ual to the ?H@ value
specified. The possessor of a cursed weapon will prefer to use this weapon in coat aove an& other
weapon.
5a-ic 3rour
5a-ic arour follows the sae class restrictions as noral arour
arour.. 3 suit of a-ical arour has a ?H@
value indicatin- its de-ree of enchantent. The wearer<s 3C is iproved "i.e. reduced( & the ?H@ value.
5a-ic arour is also li-hter and less cuersoe than noral. 8hen usin- the optional rule for
encurance & wei-ht carried "see Encumrance
Encumrance(,
(, enchanted leather arour wei-hs D coins,
Cursed 3rour
Cursed arour appears to e arour H1, ut actuall& has an 3rour Class ratin- of G. t has the sae
wei-ht as noral, non!a-ical arour of the sae t&pe.
)otions
5ost potions are found as a sin-le dose that iues the potion<s effects on one individual. )otions usuall&
ear no lael and var& in their appearance, aroa, etc. Even two potions of the sae t&pe will differ
differ.. 3
potion a& e identified & saplin- a sall aount.
Jnless a potion<s description specifies otherwise, potions ta2e effect in the sae round as their
consuption and last for 1dH turns.
5ixin- )otions
f a potion is consued while the character is still under the effects of another potion, the effects of oth
potions are nullified and the character ecoes sic2, unale to do an&thin- for three turns.
4crolls
4crolls are pieces of parchent, iued with potent a-ical writin-s. 4ipl& pronouncin- the words
releases their power.
arcane spells can onl& e read & an arcane spell caster eplo&in- the spell read a-ic. 4crolls with
divine spells can e read without special decipherin-, ut are usale onl& & divine spell casters.
#nce a scroll is used, the a-ical writin- disappears. "n the case o
off scrolls containin- ultiple spells,
onl& the spell cast disappears.(
Rin-s
5a-ical rin-s are usale & an& character class. The& ust e worn on a fin-er or thu. t is onl&
possile to wear two a-ical rin-s: one on each hand. f ore than two are worn, none of the will
function.
Cursed Rin-s
Cursed rin-s are alwa&s active. Their effects are not nullified, no atter how an& other rin-s are worn.
These a-ic ites -enerall& have a liited nuer of ?char-es@ which are spent to tri--er the ite<s
a-ical effect. 8hen found, a rod has 1d10 char-es, a wand has d10 char-es, and a staff has d10
char-es.
5a-ical Research
5an& a-ic ites duplicate the effects of a spell, -enerall& costin- one wee2 of -ae tie and D00 -p
per level of the iic2ed spell. f the ite created can replicate the spell effect ultiple ties "for
exaple a wand with char-es(, the cost in tie and one& is ultiplied & the nuer of uses.
4oe a-ic ites do not iic spell effects precisel& and for these the referee will have to use
discretion. The ore powerful the ite, the ore difficult it should e to construct. 3s a -eneral rule, ites
should cost fro 10,000 to 100,000 -p and fro 1 onth to 1 &ear of -ae tie to coplete. 4oe
exaples are: a da--er H1 " onths, 10,000 -p(, chainail arour H1 " onths, 10,000 -p(, a
displacer cloa2 "100,000 -p, 1 &ear(.
Chance of +ailure
o attept to create a a-ic ite, spell, or other effect is -uaranteed to succeed. There is a iniu
proailit& of 1DK that an& such endeavour fails. This chance a& e raised dependin- on the
circustances. The referee rolls for failure after the character has spent the one& and tie on the
proect=these are lost re-ardless of the result.
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