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Character Creation:

Players roll 3d6 for each of the character’s ability scores, assigning these scores to
the character’s attributes in the order they are rolled. These ability scores may not be
adjusted or altered during character creation. No playable character has any form of
infravision, darkvision, or other ability to “see in the dark” unaided.
All player characters are assumed to begin play with the following personal
equipment: Dagger, eating knife and pick, whetstone, waterskin, tinderbox, mess kit,
sewing kit, a set of travelling clothes, a belt with a belt pouch, a shoulder satchel or
haversack, and 3d6 x 10 silver pieces. This initial “personal equipment” is not
counted towards the character’s encumbrance level.

Ability Score Modifier Reference:


Strength of 17 or 18 = + 1 “to hit” and + 1 damage with melee weapons.
Constitution of 17 or 18 = + 1 hit points added to the result of each hit die.
Dexterity of 17 or 18 = + 1 “to hit” with missile weapons.
Strength of 3 or 4 = - 1 “to hit” and - 1 damage with melee weapons.
Constitution of 3 or 4 = - 1 hit points subtracted from the result of each hit die.
Dexterity of 3 or 4 = - 1 “to hit” with missile weapons.

Prime Requisite Experience Adjustment Reference:


Prime Requisite of 15 or 16 = Add 10% to earned experience.
Prime Requisite of 13 or 14 = Add 5% to earned experience.
Prime Requisite of 7 or 8 = Subtract 5% from earned experience.
Prime Requisite of 5 or 6 = Subtract 10% from earned experience.

Funerary Expenses:
If a player character dies, the surviving player characters can contribute any amount
of their own money towards the dead character’s “funeral fund”, with this money
being assumed to finance the appropriate funerary ceremonies and associated
celebrations for the deceased player character. Any monetary contribution to this
“funeral fund” is converted into experience points on a one-for-one basis. This
accumulated total of experience points is then assigned to the next player character
created by the player whose previous character has died.
Encumbrance & Movement:
Carriage of weapons, armour, and personal equipment is managed through a slot-
based inventory system. Every character has ten “inventory slots” available by
default. To determine how many slots are occupied by each piece of equipment
carried, refer to the Weapons and Equipment lists.
An inventory slot can contain up to 100 coins. Equipment labelled with the “Small”
tag may be carried “three to a slot”. Some weapons, such as spears, polearms, and
two-handed swords cannot be “stowed” in a character’s inventory, and as such, they
must be carried in the character’s hands or on their shoulder. When carried in this
fashion, such items do not occupy any of the character’s inventory slots.
Wearing a backpack grants an additional five “inventory slots”, for a total of fifteen.
However, a character cannot run, crawl, climb or fight effectively while wearing a
backpack or similar load-carriage equipment. With this in mind, characters should
cache their excess equipment, and proceed with only a minimalist “fighting load”
when entering any environment where combat is expected.
All characters can carry two large sacks of treasure in total, in addition to the
contents of their backpack, haversack, or other load-carriage equipment (if worn).
Each large sack of treasure being carried will generally require the use of one hand,
but particularly heavy or unwieldy forms of treasure may require two hands to carry.
A large sack can contain up to 500 coins, whereas a small sack can contain up to
250 coins. Consult the following table to determine how a character’s level of
encumbrance effects their movement rate (MV).
The movement rates provided assume that a character is on foot, and is not wearing
a backpack, or similar load-carriage equipment. If a backpack is worn, subtract 50’
from the character’s turn movement rate, and 5’ from the character’s round
movement rate. If a character is mounted on an otherwise-unencumbered riding
horse, then they are considered to have a turn movement rate of 600’, and a round
movement rate of 60’.
The movement rates provided are suitable for an indoor or “dungeon” environment.
In an outdoor or “wilderness” environment, use the same numbers, but replace “feet”
with “yards” as the unit of measurement.
Encumbrance & Movement Reference Table:
No Treasure One Sack of Treasure Two Sacks of Treasure
(Unencumbered) (Partially Encumbered) (Fully Encumbered)
No Armour Turn MV: 400’ Turn MV: 300’ Turn MV: 200’
(uses zero slots) Round MV: 40’ Round MV: 30’ Round MV: 20’
Light Armour Turn MV: 300’ Turn MV: 200’ Turn MV: 100’
(uses two slots) Round MV: 30’ Round MV: 20’ Round MV: 10’
Medium Armour Turn MV: 300’ Turn MV: 200’ Turn MV: 100’
(uses four slots) Round MV: 30’ Round MV: 20’ Round MV: 10’
Heavy Armour Turn MV: 300’ Turn MV: 200’ Turn MV: 100’
(uses six slots) Round MV: 30’ Round MV: 20’ Round MV: 10’
Light Sources:
In order to be used effectively while adventuring, candles are typically held in
lanterns. Some lanterns can be “shuttered” to hide the candlelight, without
extinguishing the candle.
Oil lamps are ill-suited to adventuring, and are likely to break or spill if carried during
any vigorous activity, such as running, fighting, crawling, or climbing. Standard lamp
oil, consisting of vegetable oil or similar organic oil, cannot be ignited “in the open”,
such as in the form of a pool of oil poured on the floor. Flasks of standard lamp oil
cannot be used as makeshift incendiary grenades.
Pitch torches provide a 40’ radius of light in total. The “near half” of this radius is
considered to be “bright light”, whereas the “far half” of this radius is considered to be
“dim light”.
Light Source Radius & Duration Reference Table:
Light Source: Duration Light Radius (Bright) Light Radius (Dim)
Tallow Candle 12 turns 0’ 5’
Beeswax Candle 24 turns 0’ 10’
Oil Lamp 24 turns 0’ 10’
Pitch Torch 6 turns 20’ 20’
Combat Procedure Reference:
1: Declare Spells. If engaged in Melee, Declare Fighting Retreats and Full Retreats.
2: Roll Side Initiative! The side with the higher score may elect to go first or last.
3: Resolve first half of Movement for Side A (the side going first).
4: Resolve any Pass-Through Missile Fire from Side B (the side going last).
5: Resolve second half of Movement for Side A.
6: Resolve first half of Movement for Side B.
7: Resolve any Pass-Through Missile Fire from Side A.
8: Resolve second half of Movement for Side B.
9: Resolve all Other Missile Fire from Side A.
10: Resolve all Other Missile Fire from Side B.
11: Resolve Melee simultaneously, determining resolution order by Weapon Priority.
12: Resolve Magic for Side A.
13: Resolve Magic for Side B.
14: Resolve Morale, return to Declaration Phase.

Weapon Priority Reference:


1: Spear (Used Two-Handed), Quarterstaff
2: Polearm, Two-Handed Sword
3: Sword, Spear (Used One-Handed)
4: Dagger, Cudgel, Axe, Mace
5: Unarmed
Number of Attack Rolls By Level:
1 2 3 4 5 6 7 8 9
Fighting-Man 1 1 2 2 2 3 3 3 4
Warrior-Priest 1 1 1 2 2 2 2 3 3
Magic-User 1 1 1 1 2 2 2 2 2

Man-to-Man Combat Table:


U U+S L L+S M M+S H H+S
Unarmed 8 9 8 9 10 11 12 12
Cudgel 7 8 7 8 9 10 11 12
Dagger 6 7 7 8 9 10 11 12
Axe 5 6 5 6 7 8 9 10
Mace 6 7 6 7 6 7 8 9
Sword 5 6 6 7 8 9 10 11
Spear 6 6 6 7 8 9 9 10
Quarterstaff 7 8 7 8 9 10 11 12
Polearm 6 6 6 6 6 7 7 8
Two-Handed Sword 5 6 5 6 6 7 8 9
Sling 7 8 7 8 9 10 11 12
Shortbow 6 7 7 8 9 10 11 12
Longbow 6 7 6 7 8 9 10 11
Crossbow 6 7 6 7 7 8 9 10
Arbalest 6 7 6 7 7 8 8 9

Key:
Unarmoured
Light Armour
Medium Armour
Heavy Armour
Shield

Man-to-Man Combat Procedure:


Determine the weapon being used to attack, and determine the target’s armour type.
Identify where the weapon row and armour column converge on the provided table.
This corresponding “target number” is the minimum result required to score a hit.
Determine how many attack rolls will be made by the attacker in this combat round.
For player characters, refer to the table above to determine number of attack rolls.
When determining the number of attack rolls, monsters are treated as Fighting-Men.
Once the correct number of attack rolls has been determined, roll 2d6 for each one.
If the result is equal to or greater than the target number, a hit has been scored.
Each successful hit deals 1d6 points of damage to the opponent struck by the attack.
Certain powerful monsters may deal more damage, as detailed in their description.
Missile Weapon Range Reference Table:
Weapon Range (Individual Aimed Fire) Range (Massed Volley Fire)
Sling 60 yards 270 yards
Shortbow 90 yards 240 yards
Longbow 90 yards 210 yards
Crossbow 90 yards 150 yards
Arbalest 120 yards 180 yards
Javelin 10 yards 30 yards

Missile Weapon Rate of Fire Table:


Weapon Rate of Fire (Stationary) Rate of Fire (With Movement)
Sling 2 1
Shortbow 2 1
Longbow 2 1
Crossbow 1 1
Arbalest 1 1
Javelin 2 1
Additional Combat Rules:
Flanking:
If a character is attacked from behind or from the sides, disregard any defensive
bonus that would be afforded by a shield. In addition, when resolving attacks from
behind or from the sides against a character, treat the character’s “armour class” as
being one level lower.
Missile Fire into Melee:
When missile weapons are fired into a melee engagement, or into a densely-packed
mass of targets, the actual target of the missile attack is determined randomly, after
the attack has been rolled.
Movement and Missile Fire:
In the course of one combat round, characters can move up to half of their encounter
movement distance, and subsequently make a single missile attack, with this missile
attack occurring during their side’s Other Missile Phase.
Pass-Through Fire:
If a character remains stationary for the duration of the round, they can make up to
two separate missile attacks in the course of one combat round, with the first of
these occurring during their side’s Pass-Through Missile Fire Phase, and the second
during their side’s Other Missile Phase. The character may only make these two
separate missile attacks only if they are using a weapon that has a Stationary Rate
of Fire of 2, and provided they are not engaged in Melee. If the character remains
stationary, but is using a weapon that has a Stationary Rate of Fire of 1, then they
may make one missile attack in the course of the combat round, with this missile
attack occurring on either their side’s Pass-Through Missile Fire Phase, or their
side’s Other Missile Phase.
Missile Weapon Range:
No range modifiers for missile weapons are used. Consult the Missile Weapon
Range Reference Table for information regarding the effective range of various
missile weapons when used in “individual aimed fire” and “massed volley fire” roles.
For “man-to-man” scale combat, refer to the “individual aimed fire” section of the
Missile Weapon Range Reference Table. The “massed volley fire” section is only
used in “mass battle” scenarios, in conjunction with the “mass battle” rules.
Reload:
If a weapon has the “Reload 2” property, the user must spend two full rounds
reloading the weapon before it can be fired again. If a weapon has the “Reload 3”
property, the user must spend three full rounds reloading the weapon before it can
be fired again. While reloading a weapon, the user cannot move or carry out any
other action.
Critical Damage:
If a character or monster rolls an unmodified result of twelve for their attack roll, then
that attack has the potential to inflict “critical damage”. For such attacks, the D6
damage die is rolled as normal, however, if the result of the damage die is an
unmodified six, then the damage die “explodes”, and may be rolled again, with the
new result being added to the previous total.
In the event that a second unmodified six is rolled, then the die may be rolled for a
third time, with the new result being added to the accumulated total. This process
may be repeated indefinitely, ending only when the result of the damage die is not
another consecutive unmodified six.
Sneak Attacks:
If an opponent is not aware of a character’s presence, and neither the opponent or
the character are already engaged in combat, then the character may make a
“Sneak Attack” against the unaware opponent. When resolving a “Sneak Attack”
against an opponent, treat the opponent’s “armour class” as being two levels lower,
and disregard any defensive bonus that would be afforded by a shield. If the
opponent is entirely Unarmoured, then the attacker scores a hit on a roll of 4 or
higher. Any damage dealt to an opponent in the course of a “Sneak Attack” is
doubled.
If an opponent who has successfully been struck with a “Sneak Attack” falls into a
lesser or equal size category when compared to the character making the attack, or
is up to one size category larger, then the opponent must also make a Save vs
Death. If the opponent fails this saving throw, then they are instantly killed,
regardless of how many hit points they have remaining.
Grappling:
A character may initiate a grapple instead of making a standard melee attack. If a
character attempts to grapple an opponent, they may not make any standard melee
attacks in that same combat round. For the purposes of Weapon Priority, any
attempt to grapple is treated as an Unarmed attack.
In order to resolve the outcome of a grapple, all participating characters must roll a
number of D6 equal to the character’s number of hit dice, and apply their Strength
modifier to the result. The character who ends up with the greatest overall final total
is the winner of the grappling exchange, and is able to grapple their opponent. In the
event of a tied result, the character initiating the grapple is successful. While
grappled, a character cannot move or attack. Alternatively, the winner may choose to
disengage from the grapple, ending the grappling exchange.
A character who is grappled may attempt to escape the grapple during the Unarmed
segment of the next Melee phase, using the method described above to determine if
they are successful. If both participants in the grapple are Unarmed, then the
character who has their opponent “Grappled” resolves their actions first, as they are
assumed to be in an advantageous position.
If a character has successfully grappled an opponent, they may strike them during
the next Melee phase, during the appropriate Weapon Priority segment. If a
character wishes to strike an opponent that they have grappled, the attacker must
resolve their Melee attack as if they were using a Cudgel, regardless of the weapon
they are actually using. There are some exceptions to this rule, which will be outlined
below.
If the attacker is using a particularly long weapon, such as a Spear, Quarterstaff,
Two-Handed Sword or Polearm, then they are not permitted to make any weapon
attack against an opponent they are grappling. If the attacker is using a Dagger, they
score a hit on an opponent they are grappling on a roll of 7 or higher, regardless of
the armour worn by the opponent. If the opponent is entirely Unarmoured, and the
attacker is using a Dagger, then a hit is scored on a roll of 5 or higher.
Multiple attackers can combine their efforts to grapple a single opponent. If all of the
grapplers are in the same size category, then each of the grapplers can roll a
number of D6 equal to their standard number of hit dice, with the combined total for
all co-operating grapplers being used to determine the outcome of the grappling
exchange. Three or more grapplers of a smaller size can combine their efforts to
grapple an opponent who is up to one size category greater than they are. If the
opponent is in a greater size category, then each grappler may only roll a single D6
to represent their efforts.
These grappling rules can also be used to resolve the outcome of attempted throws,
shoves, trips, and other means of “overbearing” an opponent. The application of
other techniques, such as chokeholds and submission holds, may also be resolved
using these rules, but such techniques may only be applied to an opponent who is
currently “Grappled”.
Mercenaries:
Mercenaries are generally available for hire at the base cost of 6 silver coins per day.
This rate of pay is sufficient to recompense mercenaries who are engaged in
activities of a “low risk” nature, such as patrolling mostly-settled territory and
guarding established fortifications. For activities of a “high risk” nature, such as
engaging in open warfare, the base cost of hiring mercenaries is doubled. Especially
dangerous tasks are likely to be associated with further increased costs. Generally
speaking, mercenaries must be hired on a monthly basis, although shorter and
longer contracts may be available.
The aforementioned prices and conditions of service would be suitable for the hiring
of first-level Fighting-Men, equipped in one of the following configurations:
Foot Soldier: Medium Armour, Shield, Spear, Sword
Archer: Light Armour, Longbow, Sword
Crossbowman: Medium Armour, Pavise Shield, Crossbow, Sword
The type of mercenaries available for hire is not limited to those listed above.
Dependent on the region of play and the availability of local mercenary forces, it may
be possible to hire additional types of mercenaries, such as fully-armoured heavy
cavalry, sling-wielding skirmishers, agile horse archers, and many more.
At the discretion of the referee, more unusual or exotic types of mercenary forces
such as war elephants or camel-mounted cavalry may also be available in some
regions. The exact cost and nature of these mercenary forces is left up to the
discretion of the referee. Naturally, hiring the services of more elite or experienced
mercenaries will incur greater fees.
Hirelings:
Hirelings are generally available for hire at the base cost of 2 silver coins per day.
Hirelings are intended to act as porters, labourers, teamsters and the like, carrying
out mundane non-combatant roles so that the player characters can concern
themselves with the business of dungeon exploration and wilderness expedition
without unnecessary impediment.
It should be stressed that hirelings will not “take the lead” in dangerous
environments, or engage in activities they perceive as unnecessarily risky, such as
entering a dungeon. Hirelings operate in a strictly non-combatant capacity. They will
fight in self-defence, if absolutely necessary, but this will lead to the termination of
their employment at the earliest available opportunity.
Retainers:
Retainers are the only type of “hired help” that will enter a dungeon alongside the
player characters. Retainers may have a character class, or may be non-classed
characters, but in any case, any retainer being hired must be of equal or lower level
to the player character that is hiring them.
Every retainer must be in the employ of a specific player character, and player
characters may only have a finite number of retainers at any one time.
The base cost for the hiring of retainers is highly variable, and is dependent on the
skill of the retainer, the perceived risk of the endeavour they are being asked to
undertake, and the availability of potential retainers in the region.
In addition to their initial hiring fee, their daily upkeep cost, and their regular wage,
most retainers will also require a full share of any treasure recovered in order to
provide their services. Some retainers, typically those who do not have a character
class, or who do not have a specialist skillset, will provide their services for a half
share of any treasure recovered, in addition to the aforementioned costs for hiring
and continually employing retainers.
In reference to experience gained, retainers advance at half the rate of player
characters, regardless of the source of the earned experience. For example, a
retainer will receive one point of experience for every two silver pieces gained,
instead of gaining experience at the standard “one-for-one” rate used by player
characters.
Weapons:
Melee Weapons:
Cudgel - 1 silver piece - One Slot
Dagger - 3 silver pieces - One Slot
Axe - 12 silver pieces - Two Slots
Mace - 10 silver pieces - Two Slots
Sword - 25 silver pieces - Two Slots
Spear - 4 silver pieces - Must be carried
Quarterstaff - Two-Handed - 3 silver pieces - Must be carried
Polearm - Two-Handed - 15 silver pieces - Must be carried
Two-Handed Sword - Two-Handed - 40 silver pieces - Must be carried

Ranged Weapons:
Sling - 3 silver pieces - One Slot
Shortbow - Two-Handed - 15 silver pieces - Two Slots
Longbow - Two-Handed - 20 silver pieces - Must be carried
Crossbow - Two-Handed - Reload 2 - 35 silver pieces - Must be carried
Arbalest - Two-Handed - Reload 3 - 45 silver pieces - Must be carried

Armour:
Light Armour - 40 silver pieces - Two Slots
Medium Armour - 120 silver pieces - Four Slots
Heavy Armour - 360 silver pieces - Six Slots
Shield - 10 silver pieces - Two Slots

Ammunition:
24 x Arrows - 5 silver pieces - One Slot
12 x Crossbow Bolts - 7 silver pieces - One Slot
20 x Lead Sling Bullets - 3 silver pieces - One Slot
Equipment:
Backpack - 5 silver pieces
Bag of flour - 1 silver piece - One Slot
Bag of iron caltrops - 2 silver pieces - One Slot
Bag of iron nails - 2 silver pieces - One Slot
Bandages - 2 silver pieces - Small
Ball of twine (375’ length) - 1 silver piece - Small
Bar of soap - 3 silver pieces - Small
Bedroll - 3 silver pieces - Two Slots
Beeswax candles (5) - 4 silver pieces - One Slot
Bellows - 3 silver pieces - Two Slots
Block and tackle - 4 silver pieces - Two Slots
Bottle of black ink - 4 silver pieces - Small
Bulb of garlic - 2 silver pieces - Small
Bunch of belladonna - 2 silver pieces - Small
Bunch of wolvesbane - 2 silver pieces - Small
Chisel - 1 silver piece - Small
Collapsible fishing rod - 2 silver pieces - One Slot
Claw hammer - 2 silver pieces - One Slot
Crowbar - 4 silver pieces - Two Slots
File - 2 silver pieces - One Slot
Fishing net - 3 silver pieces - One Slot
Flask of lamp oil - 3 silver pieces - One Slot
Flask of naptha - 10 silver pieces - One Slot
Grappling hook - 3 silver pieces - One Slot
Hand bell - 2 silver pieces - One Slot
Hand mirror - 5 silver pieces - One Slot
Hand saw - 2 silver pieces - One Slot
Heavy padlock - 4 silver pieces - One Slot
Hempen rope (50’ length) - 4 silver pieces - Two Slots
Holy water ampulla - 3 silver pieces - One Slot
Iron chain (10’ length) - 4 silver pieces - Two Slots
Iron fishhooks (3) - 1 silver piece - Small
Iron piton - 2 silver pieces - Small
Iron tongs - 2 silver pieces - One Slot
Jar of salt - 3 silver pieces - Small
Lantern - 4 silver pieces - One Slot
Large cloth sack - 2 silver pieces - Small
Mallet - 2 silver pieces - One Slot
Manacles - 4 silver pieces - One Slot
Maul - 3 silver pieces - Two Slots
Mining candleholder - 3 silver pieces - Small
Mortar and pestle - 3 silver pieces - One Slot
One days’ worth of fresh rations - 2 silver pieces - One Slot
One days’ worth of trail rations - 4 silver pieces - One Slot
Pickaxe - 3 silver pieces - Two Slots
Pitch torch - 3 silver pieces - Small
Pouch of clay marbles - 1 silver piece - Small
Pouch of iron filings - 3 silver pieces
Pouch of resin incense - 4 silver pieces – Small
Scroll case - 4 silver pieces - One Slot
Segmented ten foot pole - 3 silver pieces - Two Slots
Set of travelling clothes - 2 silver pieces - One Slot
Sheet of parchment - 4 silver pieces - Small
Shovel - 3 silver pieces - Two Slots
Sieve - 3 silver pieces - One Slot
Small cloth sack - 1 silver piece - Small
Small lodestone - 4 silver pieces - Small
Sticks of chalk (5) - 1 silver piece - Small
Sticks of charcoal (5) - 1 silver piece - Small
Stick of sealing wax - 2 silver pieces - Small
String of firecrackers - 5 silver pieces - One Slot
Tallow candles (5) - 2 silver pieces - One Slot
Thurible - 5 silver pieces - One Slot
Waterskin - 2 silver pieces - One Slot
Whistle - 2 silver pieces - Small
Wooden bucket - 2 silver pieces - One Slot
Wooden door wedges (5) - 1 silver piece - One Slot
Wooden holy symbol - 1 silver piece - Small
Wooden stakes (5) - 1 silver piece - One Slot
Woollen blanket - 2 silver pieces - Two Slots
Writing quill - 2 silver pieces - Small

Pack Animals & Transport:


Cart - 80 silver pieces
Donkey - 60 silver pieces (Monthly upkeep - 3 SP)
Draught horse - 90 silver pieces (Monthly upkeep - 4 SP)
Mule - 60 silver pieces (Monthly upkeep - 3 SP)
Riding horse - 175 silver pieces (Monthly upkeep - 5 SP)
Wagon - 200 silver pieces
War horse - 300 silver pieces (Monthly upkeep - 7 SP)
Magic:
Magic-Users are considered to have acquired the ability to “Read Magic” as part of
their arcane training. As such, Magic-Users can decipher the contents of an acquired
spellbook during downtime, adding the acquired spells to their own spellbook at the
rate of one spell per week, and at the cost of 500 silver pieces per spell. In order for
a Magic-User to cast a spell, it must first be copied into the Magic-User’s own
spellbook by the Magic-User themselves.
In order to determine their starting spell, the Magic-User should roll 1d20 and refer to
the Magic-User spell list below. There are no spell levels, all spells may be cast from
first level, if known. Preparing or memorising spells requires a full night’s
uninterrupted rest beforehand, followed by one hour in the morning to select and
memorise the selected spells for the day. The Magic-User must be in possession of
their own spellbook in order to memorise their chosen spells.
A Magic-User’s spellbook can contain a number of spells equal to the Magic-User’s
current level. Once a spell has been transcribed to a spellbook, it is “locked in” and
cannot be removed or exchanged with another spell. Magic-Users may have multiple
spellbooks, with each separate spellbook being able to contain a number of spells
equal to the Magic-User’s current level. A blank spellbook can be acquired at the
cost of 1000 silver pieces. Each spellbook occupies two inventory slots.
Magic-Users may freely choose which of their known spells they prepare, but they
cannot cast reversed spells under any circumstances. Once a spell has been cast,
the caster may not cast that particular spell again until the next day.
Magic-Users can create a magic scroll over a week of downtime, at the cost of 500
silver pieces. Only known spells from the Magic-User’s own spellbook may be
transcribed onto a magic scroll. A spell cannot be transcribed from one scroll to
another, and a spell cannot be transcribed from a scroll to a spell book.
During play, Magic-Users can learn additional spells through the discovery of
spellbooks and other sources of magical knowledge. Spells can also be learned
through rigorous academic tutelage or dangerous magical experimentation,
conducted during downtime. Magic-Users do not automatically learn a new spell on
levelling up, but gain access to one additional spell slot each level.
In reference to learning and casting spells, Warrior-Priests function identically to
Magic-Users, aside from the following exceptions: Warrior-Priests begin play with a
wooden holy symbol of their faith, which they must present strongly in order to cast a
spell. Warrior-Priests cannot create or use spell books, magic scrolls or magic
devices, unless these items are specifically intended for use by Warrior-Priests.
Warrior-Priests do not receive their initial spell until second level, but afterwards gain
access to additional spell slots as Magic-Users do. Upon reaching second level,
Warrior-Priests should roll 1d12 and refer to the Warrior-Priest spell list below to
determine their starting spell. Warrior-Priests must be Lawful in alignment, and
engaging in Chaotic actions will result in their ability to cast spells being revoked.
The referee may invent additional penalties at their own discretion.
Magic-User Spell List:
1- Charm Person
2- Detect Magic
3- Dispel Magic
4- Fire Ball
5- Hold Portal
6- Infravision
7- Invisibility
8- Knock
9- Levitate
10 - Light
11 - Lightning Bolt
12 - Magic Missile
13 - Pyrotechnics
14 - Remove Curse
15 - Shield
16 - Sleep
17 - Telekinesis
18 - Water Breathing
19 - Web
20 - Wizard Eye

Warrior-Priest Spell List:


1- Bless
2- Cure Disease
3- Cure Light Wounds
4- Detect Evil
5- Detect Magic
6- Dispel Magic
7- Light
8- Neutralise Poison
9- Purify Food and Water
10 - Protection from Evil
11 - Protection from Normal Missiles
12 - Remove Curse

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