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8/10/2019 Basic Fantasy RPG Rules r79[1]
http://slidepdf.com/reader/full/basic-fantasy-rpg-rules-r791 1/259
Copyright © 2006-2013 Chris Gonnerman – All Rights Reserved
Distribted nder the terms o! the "pen Game #i$ense version 1%0a
3rd Edition(Release 79)
Dedi$ated to Gary Gyga&' Dave Arneson' (om )oldvay' David Coo*' and +teve )arsh
and to my daghter (aylor' my primary inspiration
www.basicfantasy.org
Credits
Contribtors, Ray Allen' illiam D% +mith' .r%' /i$* ogan' van )oore' +tart )arshall'
miliano )ar$hetti' Antonio leteri' #igi Castellani' )i$hael ensley'
/aim /% 4ara$a' Arthr Reyes' (odd Roe' .im obb' R% 4evin +moot'
Ra$hel Ghol' and (om oyt
Cover Art, ri* ilson
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Art5or*, ri* ilson' +teve ieser' )att 7in$h' Dan Dalton' #igi Castellani' /i$* ogan'
)i*e ill' 4evin Coo*' +ean +tone' rian 8Glad9 (homas' (omas Ar!ert'
Andy 8A(")9 (aylor' .ason ran' )artin 8l!garn9 +iesto' rian DeCler$:' and
)artin +erena
;roo!reading, (onya Allen' Daryl rns' .ames Roberts' +erge ;etit$ler$' enedi$t ol!'
"nno (asler' ;eter Coo*' Derri$* <"mote< #and5ehr' es ro5n' (roy Gravil'
Garrett Rooney' 4% David #adage' and .ames #emon
;laytesters, (aylor Gonnerman' Alan .ett' +teve ieser' Allan ieser' .onathon 7oster'
Adam =ong' )i$hael =ong' .ason +$hmidt' Dog ilson' .essi$a Abramson'
(onya Allen' ryan Christian' Ch$* +$hoonover' +avannah +$hoonover'
and rianna +$hoonover
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TABLE OF CONTENTS
PART 1: INTRO!CTION""""""""""""""""""""""""""""""""1
hat >s (his?%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%1
hat >s a Role-;laying Game?%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%1
hat Do > /eed to ;lay?%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%2
@sing the Di$e%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%2
PART #: PLA$ER C%ARACTERS"""""""""""""""""""""3
o5 to Create a ;layer Chara$ter%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
Chara$ter Abilities%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
it ;oints and it Di$e%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
#angages%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Chara$ter Ra$es%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B
D5ar! and l!%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B
al!ling and man%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
Combination Classes%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
Chara$ter Classes%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Cleri$ and 7ighter%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
)agi$-@ser and (hie!%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Cost o! eapons and :ipment%%%%%%%%%%%%%%%%%%%%%%%%%%%%10
)oney%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%10
:ipment%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%10
eapon +ie%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%11
)issile eapon Ranges%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%11
&planation o! :ipment%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%12
Eehi$les%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%13
+iege ngines%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%1
PART 3: SPELLS"""""""""""""""""""""""""""""""""""""""""""1&
PART ': T%E AENT!RE"""""""""""""""""""""""""""3
(ime and +$ale%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%36
Dngeon Adventres%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%36
Carrying Capa$ity%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%36
)ovement and n$mbran$e%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%36
)apping%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%36
#ight%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%36
Dar*vision%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
Doors%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
(raps%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
+e$ret Doors%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
Dngeon +rvival%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
ilderness Adventres%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
ilderness )ovement Rates%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
"verland (ravel%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
aterborne (ravel%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
(raveling by Air%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3F
e$oming #ost%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3F
Retainers' +pe$ialists and )er$enaries%%%%%%%%%%%%%%%%%%3F
Chara$ter Advan$ement%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%2
&perien$e ;oints%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%2
PART &: T%E ENCO!NTER"""""""""""""""""""""""""""'3
"rder o! ;lay%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
+rprise%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
)onster Rea$tions%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%3
>nitiative%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Combat%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Rnning%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
)aneverability%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Climbing and Diving%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B
Charging%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B
vasion and ;rsit%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B
De!ensive )ovement%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B
o5 to Atta$*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
Atta$*ing !rom ehind%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
/ormal )en%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
)onster Atta$* ons%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
)elee Combat%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
)issile 7ire%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
Cover and Con$ealment%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%6
Atta$* ons (able%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
)issile eapon Rate o! 7ire%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Grenade-#i*e )issiles%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
)issiles (hat )iss%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Damage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+bding Damage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
ra5ling%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%restling%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
"il%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%F
oly ater%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%F
)orale%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%F
(rning the @ndead%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B0
Cleri$s vs% @ndead (able%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B0
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nergy Drain%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B1
ealing and Rest%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B1
Constittion ;oint #osses%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B1
7alling Damage%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B2
Dea!ness and lindness%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B2
Atta$*ing a Eehi$le%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B2
Repairing a Eehi$le%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B2
+aving (hro5s%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B2
>tem +aving (hro5s%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%B3
PART : *ONSTERS"""""""""""""""""""""""""""""""""""""&'
PART 7: TREAS!RE""""""""""""""""""""""""""""""""""""11+
(reasre (ypes%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%11F
)agi$ >tem Generation%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%121
&planation o! )agi$ >tems%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%12
PART +: ,A*E *ASTER INFOR*ATION""""133
andering )onsters%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%133
Creating an /;C ;arty%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%13
Dealing 5ith ;layers%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%13F
Chara$ter Creation "ptions%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%13F
opeless Chara$ters%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%13F
A$:isition o! +pells%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%13F
eapon and Armor Restri$tions%%%%%%%%%%%%%%%%%%%%%%%%%%%%13F
.dging ishes%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%10
"ptional Rles%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%10
Death and Dying%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%10
“+ave or Die9 ;oison%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%11
A5arding &perien$e ;oints !or (reasre Gained 11
Ability Rolls%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%11
;reparing +pells !rom )emory%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%11
(hie! Abilities%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%12
)agi$al Resear$h%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%12
Creating a Dngeon Adventre%%%%%%%%%%%%%%%%%%%%%%%%%%%%%16
Designing a ilderness Adventre%%%%%%%%%%%%%%%%%%%%%%%1+trongholds%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%1F
ALP%ABETICAL INE-""""""""""""""""""""""""""""""""1&#
OPEN ,A*E LICENSE"""""""""""""""""""""""""""""""""1&3
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BASIC FANTAS$ RP, INTRO!CTION
PART 1: INTRO!CTION
It was our third foray into the dungeons beneath the ancient fortress in the middle of the river. We were onthe second level down from the ruins, standing before the great bronze doors beyond which we believed laythe tomb of an ancient barbarian chieftain. I hadn't believed the tales of the old drunk at the tavern back at
Morgansfort, but for some reason Apoulis the !leric believed him. "urned out his stories were true#mostly, anyway.
I held a torch for $arthal the "hief as he tried briefly to pick the lock. %e turned around and said, &It must beheld by magic. "he lock won't even wiggle.
Morningstar the (lf smiled. &I have )ust the thing, she said, drawing from her backpack the scroll we tookfrom the goblins. *he unrolled it and began to read, and though I couldn't understand her words I could seethe characters burning away as she read them, little wisps of smoke as from a candle rising up from each inturn. *eeing that she was nearly through, I turned my attention to the lock. I'm not sure what I wase+pecting, but the little puff of dust that came from it as she finished didn't seem like much. *he turned to$arthal and said, &"ry again.
I'm tempted to say that $arthal bent to his work, but he's a %alfling at )ust over three feet tall he could lookstraight into the lock without stooping a bit. I must have looked impatient, as Apoulis leaned over to me and
said, &$e still, -arion, he'll be through in a moment or two.
"hen I heard a loud click, and $arthal turned to me with a smile. &It's open, my friend. After you I handedhim the torch, then stepped to the doors, sword drawn, and Morningstar )oined me, likewise ready. I steeledmyself and opened the doors#
$eyond lay a stone sarcophagus, resting atop a raised platform. *trewn about the floor were many humanskeletons. Apoulis made a sign with his hand that I didn't recognize then we walked in carefully, trying notto trip over the bones. I noticed among the bones several bronze swords, covered in verdigris. I stepped tothe sarcophagus. &"he lid is likely very heavy, I said. &!ome, Morningstar, rather than lift it, let's turn it aboutso we can see what treasures lie inside.
Morningstar called &Wait but it was too late# I had already laid hands upon the sarcophagus. "he bones onthe floor began to rattle, then rose up and assembled themselves in a mockery of life. Without delay they
picked up their swords from the floor and began to attack us. I would have to wait until later to kick myself, Imused, as I put my back against the sarcophagus and began to fight the monsters#
./at Is T/is0
(he Basi Fantas2 RolePla2in4 ,a5e is a
rles-light game system based on the d20 +RD v3%B'
bt heavily re5ritten 5ith inspiration !rom early role-
playing game systems% >t is intended !or those 5ho are
!ans o! 8old-s$hool9 game me$hani$s% asi$ 7antasy
R;G is simple enogh !or $hildren in perhaps se$ond or
third grade to play' yet still has enogh depth !or adlts
as 5ell%
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INTRO!CTION BASIC FANTAS$ RP,
./at Is a RolePla2in4 ,a5e0
>n the more than 30 years sin$e the !irst role-playing
game appeared' m$h has $hanged% )ost people have
at least heard the names o! one or t5o s$h games'and many' many people have played% +till' there are
those 5ho have not tried R;Gs i! yo are one o! those
people' this part is !or yo%
Role-playing games are played by a nmber o! players'
$ommonly t5o to eight' and a Game )aster' or G)
Ho!ten $alled something else' bt the Iob remains the
same regardlessJ% a$h player generally plays one
$hara$ter' $alled a player $hara$ter or ;C' 5hile the
Game )aster is responsible !or rnning the 5orld'$reating and managing the to5ns' nations' rins' non-
player $hara$ters Hor /;CsJ' monsters' treasre' and all
other things that aid or $hallenge the players% Di$e are
o!ten sed to determine the s$$ess or !ailre o! most
a$tions that ta*e pla$e in the game asi$ 7antasy R;G
ses polyhedral di$e' des$ribed belo5' !or this prpose%
>n e!!e$t' role-playing games are Ist gro5n-p games
o! pretend% >! yo remember playing pretend as a $hild'
yo may re$all having some di!!i$lty de$iding 5hose
idea shold have pre$eden$eK i! one $hild plays a
*night and the other a dragon' 5ho 5ill 5in? +rely the
*night doesnLt 5in every time% Role-playing games
have rles to determine s$h things% (hese rles $an
range !rom the very !ree-!orm and simple to the very
$omple& and detailed%
(his game attempts to 5al* the line bet5een simple
and $omple&' !ree-!orm and detailed% (oo m$h detail
and $omple&ity slo5s the game do5n as players and
G) spend m$h time lea!ing throgh the rles and little
time a$tally playing% 7ree-!orm games 5ith simple
resoltion systems demand more mental agility !rom the
parti$ipants' and are m$h more dependent on the
good Idgment o! the Game )aster to maintain
balan$e% asi$ 7antasy Role-;laying Game !alls
bet5een these t5o e&tremes' having rles !or the most
$ommon a$tivities and gidelines to help the Game
)aster Idge the ne&pe$ted%
./at o I Need to Pla20
>! yo are to be a player' yo shold have a pen$il'
some noteboo* paper' and a set o! di$e% +omeone in
yor player grop probably needs to have some graph
paper H or B s:ares per in$h is bestJ !or dra5ing
maps% =o $an se preprinted $hara$ter re$ords Hs$h
as those available on the asi$ 7antasy R;G 5ebsiteJ
i! yo 5ish' bt noteboo* paper 5or*s !ine%
>! yo are the Game )aster' yo need all o! the above%
>! this is yor !irst time as G)' or yo have limited
preparation time' yo might 5ish to se a pre-5ritten
adventre H$alled a modleJ rather than to $reate one
yorsel!% +everal modles are distribted on the
6asiantas2"or4 5ebsite the *or4ansort
modle' available !or !ree on the 5ebsite' is spe$i!i$ally
designed !or se 5ith a party o! ne5 players%
Adventre modles 5ritten !or other game systems may
also be sed' bt the Game )aster may need to spend
some time 8$onverting9 s$h a modle be!ore beginning
play%
!sin4 t/e ie
(he 20 sided die' or d20' is one o! the most
important di$e in the game, it is sed to
resolve atta$* rolls and saving thro5s
H$on$epts that 5ill be e&plained laterJ% >n general' the
die is rolled' modi!iers added or sbtra$ted' and i! the
total reslt e:als or e&$eeds a target nmber' the roll
is a s$$ess other5ise it has !ailed%
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BASIC FANTAS$ RP, INTRO!CTION
(he 10 sided die' or d10' is sed to generate
nmbers !rom 1 to 10 it is nmbered 0 to F'
bt a roll o! 0 is $onted as 10% A pair o!
d10Ls are also sed together to generate nmbers !rom
1 to 100' 5here a roll o! 00 is $onted as 100%
(he t5o di$e shold be di!!erent $olors' and
the player mst de$lare 5hi$h is the tens die
and 5hi$h is the ones die be!ore rolling themM
H"r' the player may have a die mar*ed 5ith doble
digits' as sho5n%J Rolling t5o d10Ls this 5ay is $alled a
per$entile roll' or dN% (hese rolls are generally against
target nmbers' bt !or the roll to be a s$$ess' the
reslt mst be e:al to or less than the target nmber%
+o !or e&le' a $hara$ter sing a (hie! ability
Hdes$ribed laterJ 5ith a 30N $han$e o! s$$ess rolls the
di$e, i! the reslt is 01 to 30' the roll is a s$$ess%
(he sided die' or d' is a spe$ial
$ase% >t is not so m$h rolled as
8!lipped'9 and the nmber 5hi$h is
pright is the reslt o! the roll% /ote that dLs
are made in t5o di!!erent styles' as sho5n%
(he other di$e normally sed have
6' ' and 12 sides' and are $alled
d6' d' and d12% d6Ls may be
made 5ith either nmbers or pips it ma*es
no di!!eren$e 5hi$h sort yo $hoose%
hen mltiple di$e are to be rolled and
added together' itLs noted in the te&t li*e this,
2d6 Hroll t5o d6 di$e and add them togetherJ'or 3d Hroll three d di$e and add them togetherJ% A
modi!ier may be noted as a 8pls9 vale' s$h as 2dO2
Hroll t5o d di$e and add them together' then add 2 to
the totalJ%
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
PART #: PLA$ER C%ARACTERS
%o8 to Create a Pla2er C/arater
7irst' yo 5ill need a pie$e o! paper to 5rite do5n the
$hara$terLs statisti$s on% =o may se a $hara$ter
re$ord sheet !orm i! one is available' or yo may simply
se a pie$e o! noteboo* paper% An e&le $hara$ter
is sho5n belo5% =o shold se a pen$il to 5rite do5n
all in!ormation' as any statisti$ may $hange dring
game play%
Roll 3d6 !or ea$h ability s$ore' as des$ribed in the
C/arater A6ilities se$tion' and 5rite the reslts
a!ter the names o! the abilities% rite do5n the s$ores
in the order yo roll them i! yo are nhappy 5ith the
s$ores yo have rolled' as* yor Game )aster !or
advi$e' as he or she may allo5 some !orm o! point or
s$ore e&$hanging%
rite do5n the ability s$ore bons Hor penaltyJ !or ea$h
s$ore beside the s$ore itsel!' as sho5n on the table on
the ne&t page%
Choose a ra$e and $lass !or yor $hara$ter%
Remember that yo mst meet the ;rime Re:isite
minimm !or a $lass' as des$ribed in the C/arater
Classes se$tion' in order to be a member o! that
$lass% Also note that there are minimm Hand
ma&immJ ability re:irements !or the varios ra$es
5hi$h mst be met' as des$ribed in the C/arater
Raes se$tion%
rite do5n the spe$ial abilities o! yor ra$e and $lass
$hoi$es' as des$ribed belo5% >! yo have $hosen to
play a )agi$-@ser' as* yor Game )aster 5hat spell or
spells yor $hara$ter *no5s itLs p to the Game )aster
to de$ide this' bt he or she may allo5 yo to $hoose
one or more spells yorsel!%
/ote on yor $hara$ter sheet that yor $hara$ter has
ero H0J e&perien$e points Hor P;J also yo may 5ant
to note the nmber needed to advan$e to se$ond level'
as sho5n in the table !or yor $lass%
Roll the hit die appropriate !or yor $lass' adding yor
Constittion bons or penalty' and note the reslt asyor hit points on yor $hara$ter sheet% /ote that'
shold yor $hara$ter have a Constittion penalty' the
penalty 5ill not lo5er any hit die roll belo5 1 Hso i! yor
Chara$ter has a -2 penalty !or Constittion' and yo roll
a 2' the total is adIsted to 1J%
Roll !or yor starting money% Generally yor $hara$ter
5ill start 5ith 3d6 times 10 gold pie$es' bt as* the
Game )aster be!ore rolling%
/o5' pr$hase e:ipment !or yor $hara$ter' as sho5n
in the Cost o .eaons and E;i5ent se$tion'
belo5% rite yor pr$hases on yor $hara$ter sheet'
and note ho5 m$h money remains a!ter5ard% )a*e
sre yo nderstand the 5eapon and armor restri$tions
!or yor $lass and ra$e be!ore ma*ing yor pr$hases%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
+in$e yo no5 *no5 5hat sort o! armor yor $hara$ter
is 5earing' yo shold note yor Armor Class on yor
$hara$ter sheet% DonLt !orget to add yor De&terity
bons or penalty to the !igre%
#oo* p yor $hara$terLs atta$* bons H!rom the table in
the Eno;nter se$tionJ and note it on yor $hara$ter
sheet% DonLt add yor ability bonses Hor penaltiesJ to
this !igre' as yo 5ill add a di!!erent bons H+trength or
De&terityJ depending on the sort o! 5eapon yo se in
$ombat Hi%e% melee or missile 5eaponJ%
Also loo* p yor saving thro5s H!rom the tables near
the end o! the Eno;nter se$tionJ and note them on
yor $hara$ter sheet% AdIst the saving thro5 !igres
based on yor ra$e' i! yor $hara$ter is a demi-hman
Hsee C/arater Raes' belo5J% /lease note that the
saving thro5 bonses !or demi-hmans are presented
as <pls< vales' to be added to the die roll !or
$onvenien$e' yo may simply sbtra$t them !rom the
saving thro5 nmbers on the $hara$ter sheet instead%
7inally' i! yo havenLt done so already' name yor
$hara$ter% (his o!ten ta*es longer than all the other
steps $ombined%
C/arater A6ilities
a$h $hara$ter 5ill have a s$ore ranging !rom 3 to 1 in
ea$h o! the !ollo5ing abilities% A bons or penalty is
asso$iated 5ith ea$h s$ore' as sho5n on the table
belo5% a$h $lass has a Pri5e Re;isite ability
s$ore' 5hi$h mst be at least F in order !or the
$hara$ter to be$ome a member o! that $lass also' there
are re:ired minimm and ma&imm s$ores !or ea$h
$hara$ter ra$e other than mans' as des$ribed nder
C/arater Raes' belo5%
A6ilit2 Sore Bon;s<Penalt2
3 -3
-B -2
6- -1
F-12 0
13-1B O1
16-1 O2
1 O3
Stren4t/: As the name implies' this ability measres
the $hara$terLs ra5 physi$al po5er% +trength is the
;rime Re:isite !or 7ighters% Apply the ability bons or
penalty !or +trength to all atta$* and damage rolls in
melee Hhand to handJ $ombat% /ote that a penalty here
5ill not red$e damage !rom a s$$ess!l atta$* belo5
one point in any $ase Hsee the Co56at se$tion !or
detailsJ%
Intelli4ene: (his is the ability to learn and apply
*no5ledge% >ntelligen$e is the ;rime Re:isite !or
)agi$-@sers% (he ability bons !or >ntelligen$e is
added to the nmber o! langages the $hara$ter is able
to learn to read and 5rite i! the $hara$ter has an
>ntelligen$e penalty' he or she $annot read more than a
5ord or t5o' and 5ill only *no5 his or her native
langage%
.isdo5: A $ombination o! intition' 5illpo5er and
$ommon sense% isdom is the ;rime Re:isite !or
Cleri$s% (he isdom bons or penalty may apply to
some saving thro5s vs% magi$al atta$*s' parti$larly
those a!!e$ting the targetLs 5ill%
e=terit2: (his ability measres the $hara$terLs
:i$*ness and balan$e as 5ell as aptitde 5ith tools%
De&terity is the ;rime Re:isite !or (hieves% (he
De&terity bons or penalty is applied to all atta$* rolls
5ith missile HrangedJ 5eapons' to the $hara$terLs Armor
Class vale' and to the $hara$terLs >nitiative die roll%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
C/arater Raes
8ar>es
esrition: D5arves are a short' sto$*y ra$e both
male and !emale D5arves stand arond !or !eet tall
and typi$ally 5eigh arond 120 ponds% (heir long hair
and thi$* beards are dar* bro5n' gray or bla$*% (hey
ta*e great pride in their beards' sometimes braiding or
!or*ing them% (hey have a !air to rddy $omple&ion%
D5arves have stot !rames and a strong' ms$lar
bild% (hey are rgged and resilient' 5ith the $apa$ity
to endre great hardships% D5arves are typi$ally
pra$ti$al' stbborn and $orageos% (hey $an also be
introspe$tive' sspi$ios and possessive% (hey have a
li!espan o! three to !or $entries%
Restritions: D5arves may be$ome Cleri$s'
7ighters' or (hieves% (hey are re:ired to have a
minimm Constittion o! F% De to their generally dor
dispositions' they may not have a Charisma higher than
1% (hey may not employ #arge 5eapons more than
!or !eet in length Hspe$i!i$ally' t5o-handed s5ords'
polearms' and longbo5sJ%
Seial A6ilities: All D5arves have Dar*vision 5ith
a 60L range' and are able to dete$t slanting passages'
traps' shi!ting 5alls and ne5 $onstr$tion on a roll o! 1-
2 on 1d6 a sear$h mst be per!ormed be!ore this roll
may be made%
Sa>in4 T/ro8s: D5arves save at O vs% Death Ray
or ;oison' )agi$ ands' ;aralysis or ;etri!y' and
+pells' and at O3 vs% Dragon reath%
El>es
esrition: lves are a slender ra$e' 5ith both
genders standing arond !ive !eet tall and 5eighing
arond 130 ponds% )ost have dar* hair' 5ith little or
no body or !a$ial hair% (heir s*in is pale' and they have
pointed ears and deli$ate !eatres% lves are lithe and
gra$e!l% (hey have *een eyesight and hearing% lves
are typi$ally in:isitive' passionate' sel!-assred' and
sometimes haghty% (heir typi$al li!espan is a doen
$entries or more%
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
Restritions: lves may be$ome Cleri$s' 7ighters'
)agi$-@sers or (hieves they are also allo5ed to
$ombine the $lasses o! 7ighter and )agi$-@ser Hsee
Co56ination Classes' belo5J% (hey are re:ired
to have a minimm >ntelligen$e o! F% De to their
generally deli$ate natre' they may not have a
Constittion higher than 1% lves never roll larger than
si&-sided di$e Hd6J !or hit points%
Seial A6ilities: All lves have Dar*vision 5ith a
60L range% (hey are able to !ind se$ret doors more
o!ten than normal H1-2 on 1d6 rather than the sal 1
on 1d6J% An l! is so observant that one has a 1 on 1d6
$han$e to !ind a se$ret door 5ith a $rsory loo*% lves
are immne to the paralying atta$* o! ghols% Also'
they are less li*ely to be srprised in $ombat' red$ing
the $han$e o! srprise by 1 in 1d6%
Sa>in4 T/ro8s: lves save at O1 vs% ;aralysis or
;etri!y and O2 vs% )agi$ ands and +pells%
%allin4s
esrition: al!lings are small' slightly sto$*y !ol*
5ho stand arond three !eet tall and 5eigh abot 60
ponds% (hey have $rly bro5n hair on their heads and
!eet' bt rarely have !a$ial hair% (hey are sally !air
s*inned' o!ten 5ith rddy $hee*s% al!lings are
remar*ably rgged !or their small sie% (hey are
de&teros and nimble' $apable o! moving :ietly and
remaining very still% (hey sally go bare!oot% al!lings
are typi$ally otgoing' nassming and good-natred%
(hey live abot a hndred years%
Restritions: al!lings may be$ome Cleri$s'
7ighters or (hieves% (hey are re:ired to have a
minimm De&terity o! F% De to their small statre' they
may not have a +trength higher than 1% al!lings
never roll larger than si&-sided di$e Hd6J !or hit points
regardless o! $lass% al!lings may not se #arge
5eapons' and mst 5ield )edim 5eapons 5ith both
hands%
Seial A6ilities: al!lings are nsally a$$rate
5ith all sorts o! ranged 5eapons' gaining a O1 atta$*
bons 5hen employing them% hen atta$*ed in melee
by $reatres larger than man-sied' al!lings gain a O2
bons to their Armor Class% al!lings are :i$*-5itted'
ths adding O1 to >nitiative die rolls% "tdoors in their
pre!erred !orest terrain' they are able to hide very
e!!e$tively so long as they remain still there is only a
10N $han$e they 5ill be dete$ted% ven indoors' in
dngeons or in non-pre!erred terrain they are able to
hide s$h that there is only a 30N $han$e o! dete$tion%
/ote that a al!ling (hie! 5ill roll only on$e' sing either
the (hie! ability or the al!ling ability' 5hi$hever is
better%
Sa>in4 T/ro8s: al!lings save at O vs% Death Ray
or ;oison' )agi$ ands' ;aralysis or ;etri!y' and
+pells' and at O3 vs% Dragon reath%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
%;5ans
esrition: mans $ome in a broad variety o!
shapes and sies the Game )aster mst de$ide 5hat
sorts o! mans live in the game 5orld% An average
man male in good health stands arond si& !eet tall
and 5eighs abot 1B ponds% )ost mans live
arond B years%
Restritions: mans may be any single $lass%
(hey have no minimm or ma&imm ability s$ore
re:irements%
Seial A6ilities: mans learn nsally :i$*ly'
gaining a bons o! 10N to all e&perien$e points earned%
Sa>in4 T/ro8s: mans are the 8standard'9 and
ths have no saving thro5 bonses%
Co56ination Classes
(o be$ome a member o! a $ombination $lass' a
$hara$ter mst meet the re:irements o! both $lasses%
Combination $lass $hara$ters se the best atta$* bons
and the best saving thro5 vales o! their original t5o
$lasses% >n the Core Rles' lves are the only
$hara$ters eligible to be a member o! a $ombination
$lass' the 7ighterQ)agi$-@ser,
Fi4/ter<*a4i!ser: (hese $hara$ters may both
!ight and $ast magi$ spells !rther' they are allo5ed to
$ast magi$ spells 5hile 5earing armor% A
7ighterQ)agi$-@ser mst gain e&perien$e e:al to the
$ombined re:irements o! both base $lasses% lven
7ighterQ)agi$-@sers roll si&-sided di$e Hd6J !or hit
points%
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
C/arater Classes
Cleri
E=" Sells
Le>el Points %it ie 1 # 3 ' &
1 0 1d6 - - - - - -
2 1'B00 2d6 1 - - - - -
3 3'000 3d6 2 - - - - -
6'000 d6 2 1 - - - -
B 12'000 Bd6 2 2 - - - -
6 2'000 6d6 2 2 1 - - -
'000 d6 3 2 2 - - -
F0'000 d6 3 2 2 1 - -
F 10'000 Fd6 3 3 2 2 - -
10 20'000 Fd6O1 3 3 2 2 1 -
11 360'000 Fd6O2 3 3 2 2 -
12 B0'000 Fd6O3 3 2 2 1
13 B0'000 Fd6O 3 3 2 2
1 630'000 Fd6OB 3 2 2
1B 20'000 Fd6O6 3 3 2
16 10'000 Fd6O B 3 3 2
1 F00'000 Fd6O B B 3 3 2
1 FF0'000 Fd6OF B B 3 3
1F 1'00'000 Fd6O10 6 B 3 3
20 1'10'000 Fd6O11 6 B B 3 3
Cleri$s are those 5ho have devoted themselves to the
servi$e o! a deity' pantheon or other belie! system% )ost
Cleri$s spend their time in mndane !orms o! servi$e
s$h as prea$hing and ministering in a temple bt
there are those 5ho are $alled to go abroad !rom the
temple and serve their deity in a more dire$t 5ay'
smiting ndead monsters and aiding in the battle
against evil and $haos% ;layer $hara$ter Cleri$s are
assmed to be among the latter grop%
Cleri$s !ight abot as 5ell as (hieves' bt not as 5ell as
7ighters% (hey are hardier than (hieves' at least at
lo5er levels' as they are a$$stomed to physi$al labor
that the (hie! 5old de!tly avoid% Cleri$s $an $ast spells
o! divine natre starting at 2nd
level' and they have the
po5er to (rn the @ndead' that is' to drive a5ay
ndead monsters by means o! !aith alone Hsee the
Eno;nter se$tion !or detailsJ%
(he ;rime Re:isite !or Cleri$s is isdom a $hara$ter
mst have a isdom s$ore o! F or higher to be$ome a
Cleri$% (hey may 5ear any armor' bt may only se
blnt 5eapons Hspe$i!i$ally in$lding 5arhammer'
ma$e' mal' $lb' :artersta!!' and slingJ%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
Fi4/ter
E="
Le>el Points %it ie
1 0 1d
2 2'000 2d
3 '000 3d
'000 d
B 16'000 Bd
6 32'000 6d
6'000 d
120'000 d
F 20'000 Fd
10 360'000 FdO211 0'000 FdO
12 600'000 FdO6
13 20'000 FdO
1 0'000 FdO10
1B F60'000 FdO12
16 1'00'000 FdO1
1 1'200'000 FdO16
1 1'320'000 FdO1
1F 1'0'000 FdO20
20 1'B60'000 FdO22
7ighters in$lde soldiers' gardsmen' barbarian
5arriors' and anyone else !or 5hom !ighting is a 5ay o!
li!e% (hey train in $ombat' and they generally approa$h
problems head on' 5eapon dra5n%
/ot srprisingly' 7ighters are best at !ighting o! all the
$lasses% (hey are also the hardiest' able to ta*e more
pnishment than any other $lass% Althogh they are nots*illed in the 5ays o! magi$' 7ighters $an nonetheless
se many magi$ items' in$lding bt not limited to
magi$al 5eapons and armor%
(he ;rime Re:isite !or 7ighters is +trength a
$hara$ter mst have a +trength s$ore o! F or higher to
be$ome a 7ighter% )embers o! this $lass may 5ear any
armor and se any 5eapon%
*a4i!ser
E=" Sells
Le>el Points %it ie 1 # 3 ' &
1 0 1d 1 - - - - -
2 2'B00 2d 2 - - - - -
3 B'000 3d 2 1 - - - -
10'000 d 2 2 - - - -
B 20'000 Bd 2 2 1 - - -
6 0'000 6d 3 2 2 - - -
0'000 d 3 2 2 1 - -
1B0'000 d 3 3 2 2 - -
F 300'000 Fd 3 3 2 2 1 -
10 B0'000 FdO1 3 3 2 2 -
11 600'000 FdO2 3 2 2 1
12 B0'000 FdO3 3 3 2 2
13 F00'000 FdO 3 2 2
1 1'0B0'000 FdOB 3 3 2
1B 1'200'000 FdO6 B 3 3 2
16 1'3B0'000 FdO B B 3 3 2
1 1'B00'000 FdO B B 3 3
1 1'6B0'000 FdOF 6 B 3 3
1F 1'00'000 FdO10 6 B B 3 3
20 1'FB0'000 FdO11 6 B B 3
)agi$-@sers are those 5ho see* and se *no5ledge o!
the ar$ane% (hey do magi$ not as the Cleri$ does' by
!aith in a greater po5er' bt rather throgh insight and
nderstanding%
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
)agi$-@sers are the 5orst o! all the $lasses at !ighting
hors spent stdying massive tomes o! magi$ do not
lead a $hara$ter to be$ome strong or adept 5ith
5eapons% (hey are the least hardy' e:al to (hieves at
lo5er levels bt :i$*ly !alling behind%
(he ;rime Re:isite !or )agi$-@sers is >ntelligen$e a
$hara$ter mst have an >ntelligen$e s$ore o! F or higher
to be$ome a )agi$-@ser% (he only 5eapons they
be$ome pro!i$ient 5ith are the dagger and the 5al*ing
sta!! Hor $dgelJ% )agi$-@sers may not 5ear armor o!
any sort nor se a shield as s$h things inter!ere 5ith
spell$asting%
A !irst level )agi$-@ser begins play *no5ing read
5a4i and one other spell o! !irst level% (hese spells
are 5ritten in a spellboo* provided by his or her master%
(he G) may roll !or the spell' assign it as he or she
sees !it' or allo5 the player to $hoose it' at his or her
option% +ee the Sells se$tion !or more details%
T/ie
E="
Le>el Points %it ie
1 0 1d
2 1'2B0 2d
3 2'B00 3d
B'000 d
B 10'000 Bd
6 20'000 6d
0'000 d
B'000 d
F 1B0'000 Fd
10 22B'000 FdO211 300'000 FdO
12 3B'000 FdO6
13 B0'000 FdO
1 B2B'000 FdO10
1B 600'000 FdO12
16 6B'000 FdO1
1 B0'000 FdO16
1 2B'000 FdO1
1F F00'000 FdO20
20 FB'000 FdO22
(hieves are those 5ho ta*e 5hat they 5ant or need by
stealth' disarming traps and pi$*ing lo$*s to get to the
gold they $rave or 8borro5ing9 money !rom po$*ets'
beltpo$hes' et$% right nder the nose o! the 8mar*9
5ithot the vi$tim ever *no5ing%
(hieves !ight better than )agi$-@sers bt not as 5ell as
7ighters% Avoidan$e o! honest 5or* leads (hieves tobe less hardy than the other $lasses' thogh they do
pll ahead o! the )agi$-@sers at higher levels%
(he ;rime Re:isite !or (hieves is De&terity a
$hara$ter mst have a De&terity s$ore o! F or higher to
be$ome a (hie!% (hey may se any 5eapon' bt may
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
not 5ear metal armor as it inter!eres 5ith stealthy
a$tivities' nor may they se shields o! any sort% #eather
armor is a$$eptable' ho5ever%
(hieves have a nmber o! spe$ial abilities' des$ribedbelo5% "ne (rn mst generally be spent to se any o!
these abilities' thogh the G) may amend this as he or
she sees !it% (he G) may $hoose to ma*e any o! these
rolls on behal! o! the player' at his or her option' to help
maintain the proper state o! n$ertainty% Also note that
the G) may apply sitational adIstments Hpls or
mins per$entage pointsJ as he or she sees !it !or
instan$e' itLs obviosly harder to $limb a 5all sli$* 5ith
slime than one that is dry' so the G) might apply a
penalty o! 20N !or the slimy 5all%
T/ie A6ilities
T/ie Le>el Oen Lo?s
Re5o>e
Tras
Pi?
Po?ets
*o>e
Silentl2 Cli56 .alls %ide Listen
1 2B 20 30 2B 0 10 30
2 30 2B 3B 30 1 1B 3
3 3B 30 0 3B 2 20 3
0 3B B 0 3 2B 2
B B 0 B0 B 30 6
6 B0 B BB B0 B 3B B0
BB B0 60 BB 6 0 B
60 BB 6B 60 B B
F 6B 60 0 6B B0 62
10 6 63 6 F B3 6B
11 1 66 1 F0 B6 6
12 6F 2 F1 BF 1
13 2 6 F2 62
1 0 B F0 0 F3 6B
1B 3 F 3 F 6 0
16 F FB B FB 6F 3
1 B 0 F6 F6 0 6
1 6 1 F F F 1 F
1F 2 F F1 F 2 F2
20 3 FF F3 FF 3 FB
Oen Lo?s allo5s the (hie! to nlo$* a lo$* 5ithot
a proper *ey% >t may only be tried on$e per lo$*% >! the
attempt !ails' the (hie! mst 5ait ntil he or she has
gained another level o! e&perien$e be!ore trying again%
Re5o>e Tras is generally rolled t5i$e, !irst to dete$t
the trap' and se$ond to disarm it% (he G) 5ill ma*e
these rolls as the player 5onLt *no5 !or sre i! the
$hara$ter is s$$ess!l or not ntil someone a$tally
tests the trapped Hor sspe$tedJ area%
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
Pi? Po?ets allo5s the (hie! to li!t the 5allet' $t
the prse' et$% o! a vi$tim 5ithot the vi$tim noti$ing%
"bviosly' i! the roll is !ailed' the (hie! didnLt get 5hat
he or she 5anted bt !rther' the intended vi$tim Hor an
onloo*er' at the G)Ls optionJ 5ill noti$e the attempt i!
the die roll is more than t5o times the target nmber Hor
i! the die roll is 00J%
*o>e Silentl2' li*e Remove (raps' is al5ays rolled
by the G)% (he (hie! 5ill sally believe he or she is
moving silently regardless o! the die roll' bt those he or
she is trying to avoid 5ill hear the (hie! i! the roll is
!ailed%
Cli56 .alls permits the (hie! to $limb sheer sr!a$es5ith !e5 or no visible handholds% (his ability shold
normally be rolled by the player% >! the roll !ails' the
(hie! !alls !rom abot hal!5ay p the 5all or other
verti$al sr!a$e% (he G) may re:ire mltiple rolls i!
the distan$e $limbed is more than 100 !eet%
%ide permits the (hie! to hide in any shado5ed area
large enogh to $ontain his or her body% #i*e )ove
+ilently' the (hie! al5ays believes he or she is being
s$$ess!l' so the G) ma*es the roll% A (hie! hiding inshado5s mst remain still !or this ability to 5or*%
Listen is generally sed to listen at a door' or to try to
listen !or distant sonds in a dngeon% (he G) mst
de$ide 5hat noises the (hie! might hear a s$$ess!l
roll means only that a noise could have been heard%
(he G) shold al5ays ma*e this roll !or the player%
/ote that the (hie! and his or her party mst try to be
:iet in order !or the (hie! to se this ability%
7inally' (hieves $an per!orm a Snea? Atta? any
time they are behind an opponent in melee and it is
reasonably li*ely the opponent doesnLt *no5 the (hie! is
there% (he G) may re:ire a )ove +ilently or ide roll
to determine this% (he +nea* Atta$* is made 5ith a O
atta$* bons and does doble damage i! it is
s$$ess!l% A (hie! sally $anLt ma*e a +nea* Atta$*
on the same opponent t5i$e in any given $ombat%
(he +nea* Atta$* $an be per!ormed 5ith any melee
Hbt not missileJ 5eapon' or may be per!ormed bare-
handed Hin 5hi$h $ase sbding damage is done see
the Eno;nter se$tion !or detailsJ% Also' the +nea*
Atta$* $an be per!ormed 5ith the 8!lat o! the blade9 the
bonses and penalties $an$el ot' so the atta$* has a
O0 atta$* bons and does normal damage the damage
done in this $ase is sbding damage%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
Cost o .eaons and E;i5ent
*one2
)onetary vales are sally e&pressed in gold pie$es%
>n addition to gold $oins' there are $oins made o!
platinm' silver' ele$trm Han alloy o! gold and silverJ'
and $opper% (hey are valed as !ollo5s,
1 platinm pie$e HppJ B gold pie$es HgpJ
1 gold pie$e HgpJ 10 silver pie$es HspJ
1 ele$trm pie$e HepJ B silver pie$es HspJ
1 silver pie$e HspJ 10 $opper pie$es H$pJ
7or game prposes' assme that one gold pie$e
5eighs 1Q10
th
o! a pond' and that !ive $oins 5ill 8!it9 in a$bi$ in$h o! storage spa$e Hthis isnLt literally a$$rate'
bt 5or*s 5ell enogh 5hen applied to a bo& or $hestJ%
7irst level $hara$ters generally begin the game 5ith 3d6
& 10 gp Hnless the G) de$ides other5iseJ%
E;i5ent
(he list belo5 represents $ommon adventring
e:ipment' at average pri$es% ;ri$es and availability
may vary at the G)Ls dis$retion% eights o! items on
the !ollo5ing list are e&pressed in ponds%
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
Ite5 Prie .ei4/t
a$*pa$* gp S
elt ;o$h 1 gp S
Candles' 12 1 gp S
Chal*' small bag o! pie$es 2 gp S
Cloa* 2 gp 1
Clothing' $ommon ot!it gp 1
Glass bottle or vial 1 gp S
Grappling oo* 2 gp
oly +ymbol 2B gp S
oly ater' per vial 10 gp S
>n*' per Iar gp T
>ron +pi*es' 12 1 gp 1#adder' 10 !t% 1 gp 20
#antern' ooded gp 2
)ap or s$roll $ase 1 gp T
)irror' small metal gp S
"il Hper !las*J 1 gp 1
;aper Hper sheetJ 1 gp SS
;ole' 10L 5ooden 1 gp 10
Uill 1 sp SS
Uill 4ni!e 1 gp S
Uiver or olt $ase 1 gp 1
Rations' Dry' one 5ee* 10 gp 1
Rope' emp Hper B0 !t%J 1 gp B
Rope' +il* Hper B0 !t%J 10 gp 2
+a$*' #arge 1 gp S
+a$*' +mall B sp S
+pellboo* H12 pagesJ 2B gp 1
(ent' #arge Hten menJ 2B gp 20
(ent' +mall Hone manJ B gp 10
(hievesL pi$*s and tools 2B gp 1
(inderbo&' !lint and steel 3 gp 1
(or$hes' 6 1 gp 1
hetstone 1 gp 1
Ite5 Prie .ei4/t
ines*inQaters*in 1 gp 2
inter blan*et 1 gp 3
S (hese items 5eigh little individally% (en o! these items
5eigh one pond%
SS (hese items have no appre$iable 5eight and shold not
be $onsidered !or en$mbran$e nless hndreds are
$arried%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
.eaons .eaon Prie Si@e .ei4/
t
54"
A=es
and A&e gp + B 1d6
attle A&e gp ) 1d
Great A&e 1 gp # 1B 1d10
Bo8s
+hortbo5 2B gp ) 2
+hortbo5 Arro5 1 sp S 1d6
+ilverV +hortbo5 Arro5 2 gp S 1d6
#ongbo5 60 gp # 3
#ongbo5 Arro5 2 sp S 1d
+ilverV #ongbo5 Arro5 gp S 1d
#ight Crossbo5 30 gp )
#ight Uarrel 2 sp S 1d6
+ilverV #ight Uarrel B gp S 1d6
eavy Crossbo5 B0 gp # 1
eavy Uarrel sp S 1d
+ilverV eavy Uarrel 10 gp S 1d
a44ers
Dagger 2 gp + 1 1d
+ilverV Dagger 2B gp + 1 1dS8ords
+horts5ord 6 gp + 3 1d6
#ongs5ordQ+$imitar 10 gp ) 1d
(5o-anded +5ord 1 gp # 10 1d10
%a55ers and *aes
arhammer gp + 6 1d6
)a$e 6 gp ) 10 1d
)al 10 gp # 16 1d10
Ot/er .eaons
ClbQCdgelQal*ing +ta!! 2 sp ) 1 1d
Uartersta!! 2 gp # 1d6
;ole Arm F gp # 1B 1d10
+ling 1 gp + S
llet 1 sp S 1d
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
+tone nQa S 1d3
+pear B gp ) B
(hro5n Hone handedJ 1d6
)elee Hone handedJ 1d6
)elee Ht5o handedJ 1d
S (hese items 5eigh little individally% (en o! these items
5eigh one pond%
V +ilver tip or blade' !or se against ly$anthropes%
.eaon Si@e
mans and lves mst 5ield #arge 5eapons 5ith both
hands' bt may se +mall or )edim 5eapons in one
hand% al!lings may not se #arge 5eapons at all' and
mst se )edim 5eapons 5ith both hands% D5arves'
de to their sto$*y' po5er!l bilds' are able to se
)edim 5eapons one-handed and some #arge
5eapons in t5o hands' bt #arge 5eapons more than
!or !eet in length are prohibited Hspe$i!i$ally' t5o-
handed s5ords' polearms' and longbo5sJ% +ome
5eapons mst be sed 5ith both hands by design
Hs$h as bo5s and $rossbo5sJ bt the ma&imm sie
limits still apply%
(he G) shold apply similar limitations to 5eapon-
armed monsters !or instan$e' *obolds and goblins are
similar in sie to al!lings' and ths shold have similar
5eapon limits%
*issile .eaon Ran4es
.eaon
S/ort
(1)
*edi;
5 ()
Lon4
(#)
#ongbo5 0 10 210
+hortbo5 B0 100 1B0
eavy Crossbo5 0 160 20
#ight Crossbo5 60 120 10
Dagger 10 20 30
ammer 10 20 30
and A&e 10 20 30
"il or oly ater 10 30 B0
+ling 30 60 F0
+pear 10 20 30
)issile 5eapon ranges are given in !eet% >n the
5ilderness' sbstitte yards !or !eet% >! the target is as
$lose as or $loser than the +hort range !igre' the
atta$*er gets a O1 atta$* bons% >! the target is !rther
a5ay than the )edim range !igre' bt not beyond the
#ong range !igre' the atta$*er re$eives a -2 atta$*
penalty%
Ar5or and S/ields
Ar5or T2e Prie .ei4/t AC
/o Armor 0 gp 0 11
#eather Armor 20 gp 1B 13
Chain )ail 60 gp 0 1B
;late )ail 300 gp B0 1
+hield gp B O1
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
E=lanation o E;i5ent
A Ba?a? 5ill hold a ma&imm 0 ponds or 3
$bi$ !eet o! goods% +ome items may be lashed to the
otside s$h 5ill $ont to5ard the 5eight limit bt not
the volme limit% A al!lingLs ba$*pa$* holds at most
30 ponds andQor 1T $bi$ !eet' bt $osts the same as
a !ll-sied item%
A Candle 5ill shed light over a BL radis' 5ith dim light
e&tending BL !rther% A normal $andle 5ill brn abot 3
trns per in$h o! height%
C/al? is se!l !or 8blaing a trail9 throgh a dngeon
or rin' to ensre that the adventrers $an !ind their 5ay
ba$* ot again%
%ol2 .ater is e&plained in the Eno;nter se$tion%
Iron Si?es are se!l !or spi*ing doors $losed Hor
spi*ing them openJ and may be sed as $rde pitons in
appropriate sitations%
A Lantern 5ill provide light $overing a 30L radis dim
light 5ill e&tend abot 20L !rther% A lantern 5ill
$onsme a !las* o! oil in 1O1d6 trns%
A *a or Sroll Case is a tblar oiled leather $ase
sed to $arry maps' s$rolls' or other paper items% (he
$ase 5ill have a 5ater-resistant Hbt not 5aterproo!J $ap
5hi$h slides over the end' and a loop to allo5 the $ase
to be hng !rom a belt or bandolier% A standard s$roll
$ase $an hold p to 10 sheets o! paper' or a single
s$roll o! p to seven spells%
A *irror is se!l in a dngeon environment !or many
reasons !or instan$e' it is the only 5ay to loo* at a
)edsa 5ithot being trned to stone% )irrors are also
se!l !or loo*ing arond $orners' and $an be sed
otdoors to send signals sing re!le$ted snlight%
A ;i>er is an open $ontainer sed to hold arro5s% A
Bolt Case is a similar sort o! $ontainer !or $rossbo5
bolts% >n either $ase' the standard $apa$ity is 20
missiles% (he length o! a :iver or bolt $ase mst
mat$h the length o! the ammnition !or it to be se!l
there!ore' there are longbo5 and shortbo5 :ivers and
light and heavy $rossbo5 bolt $ases% (he pri$e is the
same regardless o! the type%
r2 Rations may $onsist o! dry bread' hard $heese'
dried !rit' nts' beans' Ier*y' or any other !ood 5hi$h
5ill not 8go bad9 in less than abot a month Hi! not
longerJ% Dry rations are generally sold in :antities
s!!i$ient !or one $hara$ter !or a 5ee*' and are
pa$*aged in 5a&ed or oiled $loth to prote$t them%
%e5 Roe is T in$h in diameter and has a brea*ing
strength o! 1'600 ponds% +a!e 5or*ing load !or a rope
is normally one-:arter o! the brea*ing strength% "ne
or more *nots in a rope $t the brea*ing strength in hal!%
(his does not a!!e$t the sa!e 5or*ing load' be$ase
*nots are !igred into the listed one-:arter ratio%
Sil? Roe is abot 3Q in$h in diameter and has a
brea*ing strength o! 1'600 ponds' althogh it 5eighs
$onsiderably less than hemp rope% (he notes regarding
rope strength given !or hemp rope' above' apply here
also%
A Lar4e Sa? 5ill hold at most 0 ponds or $bi$
!eet o! goods%
A S5all Sa? 5ill hold at most 20 ponds or 2 $bi$
!eet o! goods%
A pair o! Saddle6a4s 5ill hold at most 10 ponds or 1
$bi$ !oot o! goods Hdivided evenly bet5een both bagsJ%
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
T/ie>esD Pi?s and Tools are re:ired !or the se
o! (hie! abilities s$h as opening lo$*s and removing
traps% (hese abilities may not be sable 5ithot
appropriate tools' or may be sed at a penalty at the
option o! the Game )aster%
A Tinder6o= is generally pr$hased 5ith a lint and
steel the !lint' a pie$e o! hard ro$*' is str$*
vigorosly against a C-shaped pie$e o! high-$arbon
steel% hen done $orre$tly' hot spar*s 5ill !ly !rom the
!lint and steel into the tinder' hope!lly starting a !ire%
(he best tinder is a dried pie$e o! prepared tinder
!ngs' $arried in the tinderbo& to *eep it dry $har
$loth' hemp rope' or even very dry grass $an sbstitte
i! prepared tinder !ngs is not available% (he time
re:ired to start a !ire shold be determined by the G)
a$$ording to the prevailing $onditions nder ideal
$onditions' starting a !ire 5ith a !lint' steel and tinder
ta*es abot a trn%
A Tor/ sheds light over a 30L radis' 5ith dim light
e&tending abot 20L !rther' and brns !or 1dO trns%
"! $orse' a tor$h is also se!l !or setting !lammable
materials Hs$h as $ob5ebs or oilJ alight%
A ./etstone is sed to sharpen and maintain edged
5eapons s$h as s5ords' daggers' and a&es%
.ines?in<.aters?in is a $ontainer !or drin*ing
5ater or 5ine thogh generally 5ater is ta*en into a
dngeon or 5ilderness environment% (he standard
5aters*in holds one :art o! li:id' 5hi$h is the
minimm amont re:ired by a normal $hara$ter in a
single day% >! adventring in the desert or other hot' dry
areas' a $hara$ter may need as m$h as ten times this
amont% /ote that the given 2 pond 5eight is !or a !ll
s*in an empty s*in has negligible 5eight%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
Beasts o B;rden
/ote, +tatisti$s !or the animals belo5 are on page BB%
Ite5 Prie .ei4/t
orse' Dra!t 120 gp
orse' ar 200 gp
orse' Riding B gp
;onyS 0 gp
;ony' arS 0 gp
S De to their small statre' D5arves and al!lings mst
ride ponies rather than horses%
Ta? and %arness
Ite5 Prie .ei4/t
it and bridle 1B sp 3
orseshoes W shoeing 1 gp 10
+addle' ;a$* B gp 1B
+addle' Riding 10 gp 3B
+addlebags' pair gp
e/iles
(he !ollo5ing tables give details o! varios land and sea vehi$les% Game )asters shold !eel !ree to $reate their
o5n vehi$les' in 5hi$h $ase the table $an be sed !or gidan$e% +ome o! the statisti$s given belo5 are e&plained in
detail later%
Land Transortation
e/ile Len4t/ =
8idt/
.ei4/t Car4o *o>e5ent %ardness < %P Cost (4)
Chariot 1BL & 6L 300 B0 lbs 120L H10LJ 10 Q 10 00
Coa$h 30L & L 1'000 2'000 lbs 60L H1BLJ 6 Q 12 1'B00
agon 3BL & L 2'000 '000 lbs 0L H20LJ 6 Q 16 B00
S>n$ldes hit$hed horses or mles%
.ater Transortation
e/ile Len4t/ = .idt/ Car4o Cre8 *o>e5ent *iles<a2 %ardness < %P Cost (4)
Canoe 1BL & L T ton 1 0L HBLJ 30 Q B0
Caravel BBL & 1BL B tons 10 20L H20LJ B Q B 10'000
Carra$* 60L & 20L 13B tons 20 30L H30LJ B0 10 Q 120 20'000
Galley' +mall 100L & 1BL 210 tons F0 20L H20LJ 0 Q 2B Q B 1B'000
Galley' #arge 120L & 20L 3B tons 160 30L H2BLJ B Q 2B 10 Q 120 30'000#ongship 110L & 1BL 10 tons 0 30L H2BLJ B Q 2B F Q 110 2B'000
Ra!tQarge per 10L & 10L 1 ton 2 0L H10LJ 20 6 Q 12 100
Riverboat B0L & 20L B0 tons 10 20L H20LJ 30 Q 30 3'B00
Ro5boat 1BL & 6L 1 ton 1 30L H10LJ 2B 6 Q 600
+ailboat 0L & L B tons 1 0L H1BLJ 0 Q 20 2'000
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PLA$ER C%ARACTERS BASIC FANTAS$ RP,
Notes Re4ardin4 e/iles
(he Cre8 !igre given re!le$ts the minimm nmber o!
sailors andQor ro5ers needed to operate the ship%
"!!i$ers are not $onted among these nmbers' and o!
$orse it is al5ays a good idea to hire e&tra sailors
andQor ro5ers to ensre that any $asalties 5ill not slo5
do5n the ship%
Car4o !or 5agons is given in ponds' 5hile !or ships it
is given in tons% >! the ship sails night and day' ea$h
passenger re:ires living spa$e e:ivalent to one ton o!
$argo in addition' provisions !or one man !or one month
o$$py 1Q10 o! a ton o! spa$e%
*o>e5ent is given separately here in !eet Hyards'
a$tally see Ti5e and Sale in Part ': T/e
Ad>ent;re !or an e&planationJ as 5ell as miles per
day% (he en$onter movement o! ships is not dire$tly
related to the long-distan$e travel rate' sin$e the $re5
mst 5or* hard to ma*e the ship move :i$*ly in
$ombat' and this level o! e!!ort $annot be maintained
day and night%
+ee Atta?in4 a e/ile in the Eno;nter
se$tion !or details on the %ardness and %P statisti$s%
A /ariot re:ires a single horse' generally a
5arhorse' to pll it% oth oa/es and 8a4ons
re:ire at least a pair o! dra!t horses to pll them%
A ara>el is a highly maneverable sailing ship 5ith
t5o or three masts% (hogh sper!i$ially similar to the
larger $arra$*' $aravels are $apable o! sailing p rivers'
a tas* !or 5hi$h the larger ship is ill sited%
A arra? is a large' o$ean-going sailing ship 5ith
three or !or masts%
,alle2s are e:ipped 5ith both sails and oars the
se$ond listed movement rate !or galleys is the ro5ing
speed% A small galley 5ill have arond 20 ro5s o! oars'
5ith ea$h oar plled by t5o men H!or a total o! 0
ro5ersJ 5hile a large galley 5ill have arond 3B ro5s o!
oars H!or a total o! 10 ro5ersJ% Galleys are generally
m$h more maneverable than sailing ships s$h as
the $arra$* or $aravel' and may be ot!itted 5ith rams%
(he lon4s/i $ommonly sed by northern raiders is
very similar to the large galley% o5ever' 5here more
$ivilied nations have spe$ialist ro5ers' sailors' andmarines' the $re5 o! a longship is more generalied
most $re5men 5ill be :ali!ied !or all o! these tas*s%
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BASIC FANTAS$ RP, PLA$ER C%ARACTERS
Sie4e En4ines
(hese are 5eapons sed to atta$* strongholds' or sometimes ships% (heir $ost may be p to t5i$e as high in a
remote lo$ation% A siege engine that thro5s missiles Ha ballista' onager or treb$hetJ mst have a trained artillerist
to !ire it this is the $hara$ter 5ho ma*es the atta$* rolls !or the 5eapon% )issile-thro5ing engines have atta$*
penalties' detailed belo5% /ote, siege engines are not generally sable against individals or monsters the G)
may ma*e e&$eptions !or very large monsters li*e giants or dragons%
.eaon Cost
Rate
o Fire
Atta?
Penalt2 a5a4e
S/ort
Ran4e
(1)
*edi;5
Ran4e
()
Lon4
Ran4e
(#)
allista 100 gp 1Q -3 2d B0L 100L 1B0L
attering Ram 200 gp 1Q3 O0 2d /QA /QA /QA
"nager 300 gp 1Q6 -6 2d12 100L 200L 300L
(reb$het 00 gp 1Q10 - 3d10 /QA 300L 00L
Ballista: (his is e!!e$tively a very large $rossbo5 that may !ire a spear-li*e bolt or a large stone% >t is sally
monted on a tripod or 5agon' bt may also be monted on a ship% hen !iring bolts' a ballista $annot damage
bri$* or stone% A ballista re:ires a $re5 o! three to operate%
Batterin4 Ra5: (hese are sally operated nder a so5 Ha sort o! portable roo!J% (hey re:ire a $re5 o! eight
or more%
Ona4er: (his 5eapon thro5s a stone 5ith a !airly !lat traIe$tory% An onager re:ires a $re5 o! !or to operate%
Tre6;/et: (his mighty 5eapon ses a $onter5eight to !ling a stone on a high' ar$ing path% >t $annot !ire at
targets 5ithin 200 yards% >! it is aimed at a target that is more than 20X higher than the 5eapon' there is anadditional –2 atta$* penalty% A treb$het re:ires a $re5 o! eight to operate%
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BASIC FANTAS$ RP, SPELLS
Forth Level Clerical Spells
1 Animate Dead
2 Create ater
3 Cre +erios ondsS
Dispel )agi$
B /etralie ;oisonS
6 ;rote$tion !rom vil 10L radisS
+pea* 5ith ;lants
+ti$*s to +na*es
Fi!th Level Clerical Spells
1 Commne
2 Create 7ood
3 Dispel vil
>nse$t ;lage
B UestS
6 Raise DeadS
(re +eeing
all o! 7ire
Si"th Level Clerical Spells
1 Animate "bIe$ts
2 lade arrier
3 7ind the ;ath
ealS
B Regenerate
6 Restoration
+pea* 5ith )onsters
ord o! Re$all
*a4i!ser Sells
)agi$-@sers $ast spells throgh the e&er$ise o!
*no5ledge and 5ill% (hey prepare spells by stdy o!their spellboo*s ea$h )agi$-@ser has his or her o5n
spellboo*' $ontaining the magi$al !ormlae !or ea$h
spell the )agi$-@ser has learned' 5ritten in a magi$al
s$ript that $an only be read by the one 5ho 5rote it' or
throgh the se o! a spe$ial !irst-level spell, read
5a4i% All )agi$-@sers begin play 5ith read 5a4i
as their !irst spell' and it is so ingrained that it $an be
prepared 5ithot a spellboo*% Read 5a4i has a
range o! 8to$h9 and is permanent 5ith respe$t to any
given magi$al 5or* Hspellboo* or s$rollJ%
)agi$-@sers may learn spells by being taght dire$tly
by another )agi$-@ser' or by stdying another )agi$-
@serLs spellboo*% >! being taght' a spell $an be learned
in a single day resear$hing another )agi$-@serLs
spellboo* ta*es one day per spell level% ither 5ay' the
spell learned mst be trans$ribed into the )agi$-@serLs
o5n spellboo*' at a $ost o! B00 gp per spell level
trans$ribed' and re:iring one page per spell level% A
beginning )agi$-@ser starts 5ith a spellboo* $ontaining
read 5a4i and at least one other !irst-level spell' as
determined by the G)' at no $ost%
First Level #a$ic%&ser Spells
1 Charm ;erson
2 Dete$t )agi$
3 7loating Dis$
old ;ortal
B #ightS6 )agi$ )issile
)agi$ )oth
;rote$tion !rom vilS
F Read #angages
10 +hield
11 +leep
12 Eentrilo:ism
Second Level #a$ic%&ser Spells
1 Continal #ightS
2 Dete$t vilS
3 Dete$t >nvisible
+;
B >nvisibility
6 4no$*
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SPELLS BASIC FANTAS$ RP,
#evitate
#o$ate "bIe$t
F )irror >mage
10 ;hantasmal 7or$e
11 eb
12 iard #o$*
Third Level #a$ic%&ser Spells
1 Clairvoyan$e
2 Dar*vision
3 Dispel )agi$
7ireball
B 7ly
6 asteS
old ;erson
>nvisibility 10Y radis
F #ightning olt
10 ;rote$tion !rom vil 10X radisS
11 ;rote$tion !rom /ormal )issiles
12 ater reathing
Forth Level #a$ic%&ser Spells
1 Charm )onster
2 Con!sion
3 Dimension Door
Gro5th o! ;lantsS
B all$inatory (errain
6 >$e +torm
)assmorph
;olymorph "ther
F ;olymorph +el!
10 Remove CrseS
11 all o! 7ire
12 iard ye
Fi!th Level #a$ic%&ser Spells
1 Animate Dead
2 Clod*ill
3 ConIre lemental
7eeblemind
B old )onster
6 )agi$ .ar
;ass5all
(ele*inesis
F (eleport
10 all o! +tone
Si"th Level #a$ic%&ser Spells
1 Anti-)agi$ +hell
2 Death +pell
3 Disintegrate
7lesh to +toneS
B GeasS
6 >nvisible +tal*er
#o5er ater
;roIe$ted >mage
F Rein$arnate
10 all o! >ron
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SPELLS BASIC FANTAS$ RP,
A blade barrier provides $over HO bons to Armor
ClassJ against atta$*s made throgh it%
Bless Range, B0L radis
Cleri$ 2 Dration, 1 minteQlevel
(his spell gives the $aster and his or her allies H5ithin a
B0L radis o! the $asterJ a bons o! O1 on atta$* rolls'
morale $he$*s H!or monsters or /;Cs allied 5ith the
$asterJ' and saving thro5s against magi$al ear %
(he reverse o! 6less is $alled 6ane% >t !ills the
$asterLs enemies H5ithin a B0L radisJ 5ith !ear and
dobt' $asing ea$h a!!e$ted $reatre to s!!er a –1
penalty on atta$* rolls' morale $he$*s' and saving
thro5s against magi$al ear %
C/ar5 Ani5al Range, 60L
Cleri$ 2 Dration, levelO1d ronds
(his spell allo5s the $aster to $harm one or more
animals' in m$h the same !ashion as /ar5 erson'
at a rate o! 1 hit die per $aster level% (he $aster may
de$ide 5hi$h individal animals ot o! a mi&ed grop
are to be a!!e$ted !irst e&$ess hit di$e o! e!!e$t are
ignored% /o saving thro5 is allo5ed' either !or normal
or giant-sied animals' bt $reatres o! more !antasti$
natre Has determined by the G)J are allo5ed a save
vs% +pells to resist% hen the dration e&pires' the
animals 5ill resme normal a$tivity immediately%
(his spell does not grant the $aster any spe$ial means
o! $ommni$ation 5ith the a!!e$ted animals i! $ombined
5ith sea? 8it/ ani5als' this spell be$omes
signi!i$antly more se!l%
C/ar5 *onster Range, 30L
)agi$-@ser Dration, spe$ial
(his spell !n$tions li*e /ar5 erson' e&$ept that
the e!!e$t is not restri$ted by $reatre type or sie%
@ndead monsters are na!!e$ted% (his spell $an a!!e$t
3d6 hit di$e o! $reatres o! 3 or !e5er hit di$e' or one
$reatre o! more than 3 hit di$e% +aving thro5s are
made Ist as !or /ar5 erson%
C/ar5 Person Range, 30L
)agi$-@ser 1 Dration, spe$ial
(his spell ma*es a hmanoid $reatre o! hit di$e or
less regard the $aster as its trsted !riend and ally%
mans and demi-hmans may be a!!e$ted' regardless
o! level o! ability% A save vs% +pells 5ill negate the
e!!e$t% >! the $reatre is $rrently being threatened or
atta$*ed by the $aster or his or her allies' it re$eives a
OB bons on its saving thro5% (he spell does not
enable the $aster to $ontrol the $harmed person as i! it
5ere an atomaton rather' it per$eives his or her 5ords
and a$tions in the most !avorable 5ay% (he $aster $an
try to give the sbIe$t orders' bt it 5ill not do anythingit 5oldnXt ordinarily do' and !rther may re$eive an
additional saving thro5 to over$ome the magi$ Hat the
G)Ls dis$retionJ% (he $aster mst spea* the targetLs
langage to $ommni$ate any $ommands' or else be
good at pantomiming o! $orse' i! the $aster is
atta$*ed' the $harmed $reatre 5ill a$t to prote$t its
8!riend9 Hthogh that $old mean atta$*ing the $asterLs
enemies' or attempting to $arry o!! the $aster to a 8sa!e9
pla$eJ% (he target re$eives a ne5 saving thro5 ea$h
day i! it is has an >ntelligen$e o! 13 or greater' every
5ee* i! its >ntelligen$e is F-12' or every month it its
>ntelligen$e is or less%
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BASIC FANTAS$ RP, SPELLS
Clair>o2ane Range, 60L
)agi$-@ser 3 Dration, 12 trns
(his spell enables the $aster to see into another area
throgh the eyes o! a living $reatre in that area% (he
$aster mst spe$i!y the dire$tion and appro&imate
distan$e' p to a ma&imm o! 60L a5ay% >! there is no
appropriate $reatre in that area' the spell !ails% /o
saving thro5 is allo5ed' and the target $reatre is
na5are that it is being so sed% (he $aster may
$hoose another sbIe$t $reatre a!ter at least a trn has
passed' enabling mltiple lo$ations to be vie5ed% >! the
sbIe$t $reatre moves ot o! range' $onta$t is lost'
thogh the $aster may be able to $hoose another target
in this $ase%
Clo;d?ill Range, 100LO10LQlevel
)agi$-@ser B Dration, 6 rondsQlevel
(his spell $reates a 20L&20L&20L $lod o! poison gas
5hi$h moves at a rate o! 10L per rond nder the $ontrol
o! the $aster Hso long as he or she $on$entrates on itJ%
(he gas *ills otright any $reatres o! 3 or !e5er hit di$e
or levels it $omes in $onta$t 5ith $reatres having ormore hit di$e or levels mst save vs% ;oison or die% (he
$lod persists !or the entire dration even i! the $aster
$eases to $on$entrate pon it%
Co55;ne Range, sel!
Cleri$ B Dration, 1 rondQlevel
(his spell pts the $aster in $onta$t 5ith his patron deity
or an e&traplanar servant thereo!' 5ho ans5ers one
yes-or-no :estion per $aster level% (he rital to $ast
this spell ta*es 1 trn to $omplete% (he being $onta$ted
may or may not be omnis$ient' and !rther' thogh the
being is te$hni$ally allied 5ith the $aster' it may still not
ans5er :estions $learly or $ompletely% (hese details
are le!t to the G)Ls dis$retion%
Con;sion Range, 360L
)agi$-@ser Dration, 2 rondsO1Qlevel
(his spell $ases p to 3d6 living $reatres 5ithin a 30L
radis $ir$le arond the target point to be$ome
$on!sed, ma*ing them nable to independently
determine 5hat they 5ill do% A saving thro5 vs% +pells
is allo5ed to resist the e!!e$t% Roll on the !ollo5ing table
on ea$h sbIe$tXs >nitiative nmber ea$h rond to see
5hat the sbIe$t does%
d# Be/a>ior
1H# Atta$* $aster 5ith melee or ranged 5eapons
Hor $lose 5ith $aster i! atta$* is not possibleJ%
3H' A$t normally%&H1 Do nothing bt babble in$oherently%
11H1' 7lee a5ay !rom $aster at top possible speed%
1&H# Atta$* nearest $reatre%
A $on!sed $hara$ter 5ho $anXt $arry ot the indi$ated
a$tion does nothing bt babble in$oherently% Atta$*ers
are not at any spe$ial advantage 5hen atta$*ing a
$on!sed $hara$ter% Any $on!sed $hara$ter 5ho is
atta$*ed atomati$ally retaliates on its ne&t trn' as
long as it is still $on!sed 5hen its trn $omes%
ConG;re Ele5entalRange, 20L
)agi$-@ser B Dration, spe$ial
A portal to one o! the lemental ;lanes o! Air' arth'
7ire' or ater is opened' allo5ing the )agi$-@ser to
smmon an elemental !rom that plane% At most one
elemental o! ea$h type may be smmoned by the
$aster in a given day% "n$e the elemental appears' it
serves the $onIrer inde!initely' provided the $aster
$on$entrates on nothing bt $ontrolling the $reatre
spell $asting' $ombat' or movement over hal! the
normal rate reslts in loss o! $on$entration% (he
$onIrer' 5hile in $ontrol o! an elemental' $an dismiss it
to its native plane at 5ill Hdoing so on his or her >nitiative
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SPELLS BASIC FANTAS$ RP,
i! in $ombatJ% >! the )agi$-@ser loses $on$entration'
$ontrol o! the smmoned lemental is lost and $annot
be regained% (he $reatre then see*s to atta$* the
$onIrer and all others in its path% "nly disel 5a4i
or disel e>il 5ill banish the elemental on$e $ontrol
has been lost% An elemental may' o! $orse' $hoose to
retrn to its home plane on its o5n s$h $reatres 5ill
not $hoose to remain on the material plane !or long%
Contin;al Li4/t Range, 360L
Cleri$ 3' )agi$-@ser 2 Dration, 1 yearQlevel
(his spell $reates a spheri$al region o! light' as bright
as !ll daylight p to a 30L radis' 5ith light o! lesser
intensity to a radis o! 60L% Continal light $an be $ast
on an obIe$t' into the air' or at a $reatre' Ist as 5ith
the li4/t spell' p to a ma&imm range o! 360L !rom the
$aster% (he spell remains in e!!e$t !or one year per
level o! the $aster%
As 5ith li4/t' this spell $an be sed to blind a $reatre
i! $ast on its visal organs% Creatres targeted by this
spell are allo5ed a save vs% Death Ray i! the save is
made' the spell is $ast into the air Ist behind the target$reatre% A penalty o! - is applied to the blinded
$reatreLs atta$* rolls i! the saving thro5 !ails%
(he reversed spell' ontin;al dar?ness' $ases
$omplete absen$e o! light in the area o! e!!e$t'
overpo5ering normal light sor$es% Continal dar*ness
may be sed to blind in the same 5ay as $ontinal light%
Create Food Range, 10L
Cleri$ B Dration, permanent
(he !ood that this spell $reates is simple !are o! the
$asterLs $hoi$e' highly norishing' bt rather bland% @p
to 3 men or one horse per $aster level $an be !ed !or
one day 5ith this spell% 7ood so $reated de$ays and
be$omes inedible 5ithin 2 hors' althogh it $an be
*ept !resh !or another 2 hors by $asting ;ri2 ood
and 8ater on it%
Create .ater Range, 10L
Cleri$ Dration, permanent
(his spell $reates one gallon o! 5ater per $aster level%
/ote that one or more vessels to $ontain the 5ater mst
be available at the time o! $asting% (he 5ater $reated
by this spell is Ist li*e $lean rain 5ater% /ote, ater
5eighs abot ponds per gallon' and one $bi$ !oot o!
5ater is roghly gallons%
C;re Blindness Range, to$h
Cleri$ 3 Dration, instantaneos
ith this spell the $aster $an $re a $reatre s!!ering
blindness H5hether $ased by inIry or by magi$'
in$lding li4/t or ontin;al li4/tJ% lindness
$ased by a $rse $annot be $red by this spell%
C;re isease Range, to$h
Cleri$ 3 Dration, instantaneos
Cre disease $res all diseases that the sbIe$t is
s!!ering !rom% (he spell also *ills parasites a!!li$ting
the target $reatre% Certain spe$ial diseases may not
be $ontered by this spell or may be $ontered only by
a $aster o! a $ertain level or higher%
/ote, (his spell does not prevent rein!e$tion a!ter a ne5
e&posre to the same disease%
C;re Li4/t .o;nds
Cleri$ 1 Range, to$h
Dration, instantaneos
ith this spell the $aster heals 1d6O1 hit points o!
damage by laying his or her hand pon the inIred
$reatre%
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BASIC FANTAS$ RP, SPELLS
(he reverse !orm o! this spell' a;se li4/t 8o;nds'
$ases 1d6O1 damage to the $reatre a!!e$ted by it% A
s$$ess!l atta$* roll is re:ired in this $ase%
@ndead are a!!e$ted by this spell and its reverse inopposite !ashion they are inIred by ;re li4/t
8o;nds and healed by a;se li4/t 8o;nds%
C;re Serio;s .o;nds
Cleri$ Range, to$h
Dration, instantaneos
(his spell 5or*s e&a$tly li*e ;re li4/t 8o;nds
save that it heals 2d6 points o! damage' pls 1 point per
$aster level% (he reverse' a;se serio;s 8o;nds'also 5or*s e&a$tly li*e a;se li4/t 8o;nds' e&$ept
that it in!li$ts 2d6 O $aster level in damage%
ar?>ision Range, to$h
)agi$-@ser 3 Dration, 1 horQlevel
(he sbIe$t re$eives Dar*vision 5ith a range o! 60L !or
the dration o! the spell% H+ee page 3 !or details%J
eat/ Sell Range, 20L
)agi$-@ser 6 Dration, instantaneos
(his spell 5ill *ill 3d12 hit di$e or levels o! $reatres in a
30L radis sphere $entered 5herever the $aster 5ishes
H5ithin the range limitJ% &$ess levels o! e!!e$tiveness
are lost% a$h $reatre a!!e$ted is allo5ed to save vs%
Death Ray those that !ail the save die immediately%
Creatres o! or more hit di$e or levels are immne to
the spell' as are ndead monsters' golems' and any
other 8$reatre9 that is not trly alive%
etet E>il Range, 60L
Cleri$ 1' )agi$-@ser 2 Dration, 1 rondQlevel
(his spell allo5s the $aster to dete$t evil spe$i!i$ally'
the $aster $an dete$t $reatres 5ith evil intentions'
magi$ items 5ith evil en$hantments' and possibly
e&traplanar $reatres o! evil natre% /ormal $hara$ters'
even 8bad9 $hara$ters' $annot be dete$ted by this spell'
as only over5helming evil is dete$table% (he $aster
sees the 8evil9 $reatres or obIe$ts 5ith a de!inite glo5
arond them' bt the glo5 $annot be seen by anyone
else%
(he e&a$t de!inition o! evil is le!t !or the G) to de$ide%
/ote that items s$h as ordinary traps or poisons are
not 8evil'9 and ths not dete$table by this spell%
Reversed' this spell be$omes detet 4ood' 5hi$h
5or*s Ist as des$ribed above 5ith respe$t to dete$ting
8good9 en$hantments' angeli$ $reatres' and so on%
etet In>isi6le Range, 60L
)agi$-@ser 2 Dration, 1 trnQlevel
y means o! this spell the $aster is able to see invisible
$hara$ters' $reatres or obIe$ts 5ithin the given range'
seeing them as transl$ent shapes%
etet *a4i Range, 60L
Cleri$ 1' )agi$-@ser 1 Dration, 2 trns
(he $aster o! this spell is able to dete$t en$hanted or
enspelled obIe$ts or $reatres 5ithin the given range by
sight' seeing them srronded by a pale glo5ing light%
"nly the $aster sees the glo5% >nvisible $reatres or
obIe$ts are not dete$ted by this spell' bt the
emanations o! the invisibility magi$ 5ill be seen as an
amorphos glo5ing !og' possibly allo5ing the $aster
HonlyJ to atta$* the invisible $reatre at an atta$*
penalty o! only -2%
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SPELLS BASIC FANTAS$ RP,
i5ension oor Range, 10L
)agi$-@ser Dration, instantaneos
(he $aster o! this spell instantly trans!ers himsel! or
hersel!' or any single target $reatre 5ithin range' to
any spot 5ithin 200L pls 20L per $aster level% (he
$aster or target $reatre al5ays arrives at e&a$tly the
spot desired' 5hether the $aster visalies the area or
states dire$tion and distan$e% An n5illing target may
save vs% +pells to avoid being transported% Anything
5orn or $arried by the $aster or target $reatre 5ill be
transported also' in$lding another $hara$ter or
$reatre i! the transportee $an li!t it% >! the target area is
5ithin a solid obIe$t' the spell !ails atomati$ally%
isinte4rate Range, 60L
)agi$-@ser 6 Dration, instantaneos
(his spell $ases a thin' green ray to spring !rom the
$asterLs pointing !inger% Any single $reatre or obIe$t
Hp to a 10&10&10 !oot $be o! materialJ is entirely
disintegrated' leaving behind only a tra$e o! !ine dst% A
disintegrated $reatreXs e:ipment is na!!e$ted%
A $reatre that ma*es a s$$ess!l save vs% +pells is
na!!e$ted% (he ray $an target only one $reatre per
$asting' i! that target saves' the spell is 5asted%
isel E>il Range, to$h
Cleri$ B Dration, 1 rondQlevel
(his po5er!l spell aids the $aster in dealing 5ith
$reatres !rom the nether planes' herea!ter $alled 8evil
$reatres%9
7irst' the $aster gains a O bons to Armor Class
against atta$*s by evil $reatres%
+e$ond' the $aster $an $hoose to drive an evil $reatre
ba$* to its home plane by to$h Hre:iring a s$$ess!l
atta$* rollJ% (he $reatre $an negate the e!!e$ts 5ith a
s$$ess!l save vs% +pells% (his se dis$harges and
ends the spell' even i! the saving thro5 s$$eeds%
(hird' 5ith a to$h the $aster $an atomati$ally dispel
any one spell $ast by an evil $reatre% &$eption,
+pells that $anXt be dispelled by disel 5a4i also
$anXt be dispelled by dispel evil% +aving thro5s do not
apply to this e!!e$t% (his se also ends the spell%
(he e&a$t de!inition o! evil is le!t !or the G) to de$ide
ho5ever' e&traplanar $reatres that oppose the $aster
shold almost al5ays :ali!y%
isel *a4i Range, 120L
Cleri$ ' )agi$-@ser 3 Dration, instantaneos
(he $aster $an se dispel magi$ to end ongoing spells
that have been $ast on a $reatre or obIe$t' or to end
ongoing spells Hor at least their e!!e$tsJ 5ithin a $bi$
area 20L on a side% (he $aster mst $hoose 5hether to
dispel magi$ on a $reatre or obIe$t' or to a!!e$t an
area%
>! dispel magi$ is targeted at a $reatre' all spell e!!e$ts
Hin$lding ongoing potion e!!e$tsJ may be $an$eled% >!
$ast pon an area' all s$h e!!e$ts 5ithin the area may
be $an$eled% Any spell or e!!e$t having a $aster level
e:al to or less than the disel 5a4i $asterLs level
is ended atomati$ally% (hose $reated by higher level
$asters might not be $an$eled there is a BN $han$e
the dispel magi$ 5ill !ail !or ea$h level the spell e!!e$t
e&$eeds the $aster level% 7or e&le' a 10th level
$aster dispelling magi$ $reated by a 1th level $aster
has a 20N $han$e o! !ailre%
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BASIC FANTAS$ RP, SPELLS
+ome spells $annot be ended by dispel magi$ this
spe$i!i$ally in$ldes any $rse' in$lding those $reated
by 6esto8 ;rse Hthe reverse o! re5o>e ;rseJ
as 5ell as by $rsed items%
ESP Range, 60L
)agi$-@ser 2 Dration, 1 trnQlevel
(his spell permits the $aster to dete$t the sr!a$e
thoghts o! one or more targets 5ithin range% (he
$aster mst designate a dire$tion' and then $on$entrate
!or a trn in order to 8hear9 the thoghts% a$h trn the
$aster may $hoose to 8listen9 in a di!!erent dire$tion%
(he $aster may stop listening' then resme again later'
so long as the dration has not e&pired% (he target
$reatre is not normally a5are o! being spied pon in
this 5ay%
Ro$* more than 2 in$hes thi$* or a thin $oating o! lead
or gold 5ill blo$* the spell% All ndead $reatres are
immne to this e!!e$t' as are mindless $reatres s$h
as golems%
Fee6le5ind Range, 10L
)agi$-@ser B Dration, permanent
>! the target $reatre !ails a saving thro5 vs% +pells' its
>ntelligen$e and Charisma s$ores ea$h drop to 1% (he
a!!e$ted $reatre is nable to $ast spells' nderstand
langage' or $ommni$ate $oherently% (he vi$tim does
remember 5ho its !riends are and $an !ollo5 and
prote$t them !rom harm% (he sbIe$t remains in this
state ntil a /eal spell is sed to $an$el the e!!e$t% A
target $reatre that $an $ast )agi$-@ser spells s!!ers apenalty o! - on its saving thro5 against this spell%
Find Tras Range, 30L
Cleri$ 2 Dration, 3 trns
(his spell permits the $aster to dete$t a variety o! traps'
both me$hani$al and magi$al% hen the $aster moves
5ithin 30X o! a trap' he or she 5ill see it glo5 5ith a !aint
greenish-ble ara% (he $aster is not' ho5ever' able to
dete$t $ertain natral haards s$h as :i$*sand' a
sin*hole' or nsa!e 5alls o! natral ro$*% (he spell also
does not besto5 the $aster 5ith the *no5ledge needed
to disarm the trap' nor any details abot its type or
natre%
Find t/e Pat/ Range, to$h
Cleri$ 6 Dration, 1 trnQlevel
(he re$ipient o! this spell $an !ind the shortest' most
dire$t physi$al rote to a spe$i!ied destination% (he
$aster mst have some *no5ledge abot the lo$ation
any lo$ation the $aster has ever visited $an be so
lo$ated' as 5ell as lo$ations des$ribed to the $aster%
ven *no5ing the name o! a lo$ation Hi! it has a nameJ
is enogh !or this spell to !n$tion%
(he lo$ale $an be otdoors or ndergrond% Find t/e
at/ 5or*s 5ith respe$t to lo$ations' not obIe$ts or
$reatres% (he lo$ation mst be on the same plane as
the $aster at the time o! $asting%
(he spell enables the sbIe$t to sense the $orre$t
dire$tion that 5ill eventally lead it to its destination'
indi$ating at appropriate times the e&a$t path to !ollo5
or physi$al a$tions to ta*e% 7or e&le' the spell
enables the sbIe$t to dete$t se$ret doors and to *no5
any pass5ords re:ired% (he spell ends 5hen the
destination is rea$hed or the dration e&pires'
5hi$hever $omes !irst%
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SPELLS BASIC FANTAS$ RP,
Fire6all Range, 100LO10LQlevel
)agi$-@ser 3 Dration, instantaneos
A !ireball spell $reates an e&plosion o! !lame that
detonates 5ith a lo5 roar and deals 1d6 points o! !ire
damage per $aster level to every $reatre 5ithin a
spheri$al volme having a 20L radis% A save vs% +pells
!or hal! damage is allo5ed% (he e&plosion $reates
almost no pressre%
(he $aster points a !inger and determines the range
Hdistan$e and heightJ at 5hi$h the !ireball is to brst% A
glo5ing' pea-sied bead strea*s !rom the pointing digit
and' nless it impa$ts pon a material body or solid
barrier prior to attaining the pres$ribed range' blossoms
into the !ireball at that point% HAn early impa$t reslts in
an early detonation%J >! the $aster attempts to send the
bead throgh a narro5 passage' s$h as throgh an
arro5 slit' he or she mst roll a missile atta$* H5ithot
range adIstmentsJ to hit the opening' or else the bead
stri*es the barrier and detonates prematrely%
(he !ireball sets !ire to $ombstibles and damages
obIe$ts in the area% >t $an melt metals 5ith lo5 melting
points' s$h as lead' gold' $opper' silver' and brone% >!
the damage $ased to an interposing barrier shatters or
brea*s throgh it' the !ireball may $ontine beyond the
barrier in order to attain its !ll volme%
Fles/ to Stone Range, 30LQlevel
)agi$-@ser 6 Dration, permanent
(his spell $ases the sbIe$t' along 5ith all its $arried
gear' to trn into a mindless' inert state% A saving
thro5 vs% ;etri!i$ation is allo5ed to resist the spell% >!
the state reslting !rom this spell is bro*en or
damaged' the sbIe$t Hi! ever retrned to its original
stateJ s!!ers e:ivalent damage or de!ormities% "nly
$reatres made o! !lesh are a!!e$ted by this spell%
(he reverse spell' stone to les/' a$ts as a
$onterspell !or les/ to stone' restoring the $reatre
Ist as it 5as 5hen it 5as petri!ied% >t does nothing i!
applied to stone that is not the reslt o! les/ to
stone or similar petri!i$ation e!!e$ts Hs$h as a
medsaLs gaeJ%
Floatin4 is Range, 0
)agi$-@ser 1 Dration, B trns O1Qlevel
(his spell $reates an invisible' slightly $on$ave $ir$lar
plane o! !or$e !or $arrying loads% >t is abot the sie o!
a shield' being 3 !eet in diameter and 1 in$h deep at its
$enter% >t $an hold a ma&imm o! B00 ponds o!
5eight% H/ote that 5ater 5eighs abot ponds per
gallon%J (he dis$ mst be loaded so that the items
pla$ed pon it are properly spported' or they 5ill Ho!
$orseJ !all o!!% 7or e&le' the dis$ $an spport Ist
over 62 gallons o! 5ater' bt the 5ater mst be in a
barrel or other reasonable $ontainer that $an be pla$ed
pon the dis$% +imilarly' a pile o! loose $oins 5ill tend
to slip and slide abot' and some 5ill !all o!! 5ith every
step the $aster ta*es bt a large sa$* !ll o! $oins'
properly tied' 5ill remain stable%
(he dis$ !loats level to the grond' at abot the height
o! the $asterLs 5aist% >t remains still 5hen 5ithin 10L o!
the $aster' and !ollo5s at the $asterLs movement rate i!
he or she moves a5ay !rom it% (he !loating dis$ $an be
pshed as needed to position it bt 5ill be dispelled i!
someho5 moved more than 10L !rom the $aster% hen
the spell dration e&pires' the dis$ disappears !rom
e&isten$e and drops 5hatever 5as spported to the
sr!a$e beneath%
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BASIC FANTAS$ RP, SPELLS
Fl2 Range, to$h
)agi$-@ser 3 Dration, 1 trnQlevel
(he sbIe$t o! this spell $an !ly at a speed e:al to his
or her normal grond movement rate Has adIsted by
en$mbran$eJ% (he sbIe$t $an as$end at hal! speed
and des$end at doble speed' 5ith the same
maneverability as the sbIe$t has 5hen moving on the
grond% 7lying nder the e!!e$t o! this spell re:ires
only as m$h $on$entration as 5al*ing' so the sbIe$t
$an atta$* or $ast spells normally% (he sbIe$t o! a !ly
spell $an neither $harge nor rn' nor $arry alo!t more
5eight than his or her ma&imm load%
+hold the spell dration e&pire 5hile the sbIe$t is still
alo!t' the magi$ !ails slo5ly% (he sbIe$t !loats
do5n5ard 120L per rond !or 1d10 ronds% >! the
sbIe$t rea$hes the grond in that amont o! time' he or
she lands sa!ely% >! not' the sbIe$t !alls the rest o! the
distan$e' ta*ing normal !alling damage% +in$e
dispelling a spell e!!e$tively ends it' the sbIe$t also
des$ends in this 5ay i! the !ly spell is dispelled%
,eas Range, BL per level)agi$-@ser 6 Dration, spe$ial
Geas pla$es a magi$al $ommand on a $reatre to $arry
ot some servi$e or to re!rain !rom some a$tion or
$orse o! a$tivity' as desired by the $aster% (he target
$reatre mst be able to nderstand the $aster !or this
spell to ta*e e!!e$t% hile a geas $annot $ompel a
$reatre to *ill itsel! or per!orm a$ts that 5old reslt in
$ertain death' it $an $ase almost any other $orse o!
a$tivity%
A saving thro5 vs% +pells 5ill allo5 an n5illing target to
resist a geas 5hen it is !irst $ast% o5ever' the target
may $hoose to a$$ept the geas' typi$ally as part o! a
bargain 5ith the $aster to per!orm some servi$e%
(he geased $reatre mst !ollo5 the given instr$tions
ntil the geas is $ompleted' no matter ho5 long it ta*es%
>! the instr$tions involve some open-ended tas* that
the re$ipient $annot $omplete throgh his or her o5na$tions' the spell remains in e!!e$t !or a ma&imm o!
one day per $aster level% A $lever re$ipient $an sbvert
some instr$tions' at the G)Ls dis$retion%
7or every 2 hors that the sbIe$t $hooses not to obey
the geas Hor is prevented !rom obeying itJ' it s!!ers a –2
penalty to ea$h o! its ability s$ores' p to a total o! –%
/o ability s$ore $an be red$ed to less than 3 by this
e!!e$t% (he ability s$ore penalties are removed 2
hors a!ter the sbIe$t resmes obeying the geas%
A geas Hand all e!!e$ts thereo!J $an be ended by a
re5o>e ;rse spell' or by a 8is/' or by the reverse
o! this spell% isel 5a4i does not a!!e$t a geas%
,ro8t/ o Ani5als
Cleri$ 3 Range, 60LO10LQlevel
Dration, 1 trnQlevel
(his spell $ases an animal to gro5 to t5i$e its normal
sie and eight times its normal 5eight% (he a!!e$ted
$reatre 5ill do doble normal damage 5ith all physi$al
atta$*s' and its e&isting natral Armor Class in$reases
by 2% (he animalLs $arrying $apa$ity is also dobled%
@n!riendly animals may save vs% +pells to resist this
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BASIC FANTAS$ RP, SPELLS
%eal Range, to$h
Cleri$ 6 Dration, permanent
eal enables the $aster to 5ipe a5ay inIry and
a!!li$tions% >t immediately ends any and all o! the
!ollo5ing adverse $onditions a!!e$ting the target, ability
damage' blindness' $on!sion' dea!ness' disease'
e&hastion or !atige' ee6le5ind' insanity' nasea'
and poison% >t also restores all bt 1d o! the targetLs
hit points% eal does not remove negative levels or
restore permanently drained ability s$ore points%
(he reversed spell' /ar5' inIres the $reatre to$hed
so horribly that it is le!t 5ith only 1d hit points% (he
$aster mst s$$eed at a normal atta$* roll in this $ase
!ailre means the spell is 5asted% /ote that' i! the
vi$tim has !e5er hit points remaining than the nmber
rolled' he or she 5ill ta*e at least one point o! damage
Hand this is the only $ase in 5hi$h /ar5 may *ill a
$reatreJ%
Generally' both /eal and /ar5 only a!!e$t living
$reatres% >! sed against an ndead $reatre' heal
instead a$ts li*e harm li*e5ise' harm a!!e$ts ndead
li*e heal% Constr$ts s$h as golems are na!!e$ted by
either spell%
%old *onster Range, 10L
)agi$-@ser B Dration, 2d trns
(his spell !n$tions li*e /old erson' e&$ept that it
a!!e$ts any living $reatre that !ails its save vs% +pells%
%old Person Range, 10L
Cleri$ 2' )agi$-@ser 3 Dration, 2d trns
(his spell 5ill render any living Hnot ndeadJ hman'
demi-hman or hmanoid $reatre paralyed%
Creatres larger than ogres 5ill not be a!!e$ted by this
spell% (argets o! the spell are a5are' and breathe
normally' bt $annot ta*e any a$tions' in$lding spee$h%
A s$$ess!l save vs% +pells 5ill negate the e!!e$t% (he
spell may be $ast at a single person' 5ho ma*es his or
her save at -2' or at a grop' in 5hi$h $ase 1d o! the
$reatres in the grop may be a!!e$ted%
A 5inged $reatre 5hi$h is paralyed $annot !lap its
5ings and !alls Hi! in !light at the timeJ% A paralyed
s5immer $anXt s5im and may dro5n%
%old Portal Range, 100LO10LQlevel
)agi$-@ser 1 Dration, 1 rondQlevel
(his spell magi$ally holds sht a door' gate' 5indo5' or
shtter o! 5ood' metal' or stone% (he magi$ a!!e$ts theportal Ist as i! it 5ere se$rely $losed and normally
lo$*ed% A ?no? spell or a s$$ess!l disel 5a4i
spell $an negate a hold portal spell%
Ie Stor5 Range, 300LO30LQlevel
)agi$-@ser Dration, 1 rond
(his spell $ases great magi$al hailstones to pond
do5n !or 1 !ll rond' dealing Bd6 points o! damage to
every $reatre in a 20L radis arond the target spot a
s$$ess!l save vs% +pells 5ill red$e damage by hal!%
(he i$e storm !ills a verti$al volme o! 0L' so $reatres
higher than that distan$e above the target spot are
na!!e$ted% A –20N penalty applies to ea$h #isten roll
made 5ithin the i$e stormXs e!!e$t' and all land
movement 5ithin its area is at hal! speed% At the end o!
the dration' the hail disappears' leaving no a!tere!!e$ts
Hother than the damage dealtJ% Any $reatre natrally
resistant to $old ta*es hal! damage Hor one-:arterdamage i! it ma*es its saveJ%
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SPELLS BASIC FANTAS$ RP,
Inset Pla4;e Range, 300LO30LQlevel
Cleri$ B Dration, 1 rondQlevel
(his spell smmons one s5arm o! lo$sts per three
$aster levels' to a ma&imm o! si& s5arms at 1th
level%
+ee Insect *warm in the *onsters se$tion !or the
e!!e$ts o! a s5arm% (he s5arms mst be smmoned so
that ea$h one is adIa$ent to at least one other s5arm
Hthat is' the s5arms mst !ill one $ontigos areaJ% (he
$aster may smmon the lo$st s5arms so that they
share the area o! other $reatres% a$h s5arm atta$*s
any $reatres o$$pying its area% (he s5arms are
stationary a!ter being smmoned%
In>isi6ilit2 Range, to$h
)agi$-@ser 2 Dration, spe$ial
(he $reatre or obIe$t to$hed be$omes invisible'
vanishing !rom sight' in$lding Dar*vision% >! the
re$ipient is a $reatre $arrying gear' that vanishes' too%
>! the spell is $ast on someone else' neither the $aster
nor his or her allies $an see the sbIe$t' nless they
$an normally see invisible things or employ magi$ to do
so%
>tems dropped or pt do5n by an invisible $reatre
be$ome visible items pi$*ed p disappear i! t$*ed into
the $lothing or po$hes 5orn by the $reatre% #ight'
ho5ever' never be$omes invisible' althogh a sor$e o!
light $an be$ome so Hths' the e!!e$t is that o! a light
5ith no visible sor$eJ% Any part o! an item that the
sbIe$t $arries bt that e&tends more than 10 !eet !rom
it be$omes visible% "! $orse' the sbIe$t is not
magi$ally silen$ed' and $ertain other $onditions $an
render the re$ipient dete$table Hs$h as stepping in a
pddleJ%
(he spell ends i! the sbIe$t atta$*s any $reatre or
$asts any spell% A$tions Hother than spell$astingJ
dire$ted at nattended obIe$ts do not brea* the spell%
Casing harm indire$tly is not an atta$*% (he spell lasts
at most 2 hors%
In>isi6ilit2 1D Radi;s
)agi$-@ser 3 Range, to$h
Dration, 1 trnQlevel
(his spell !n$tions li*e invisibility' e&$ept that this spell
$on!ers invisibility pon all $reatres 5ithin 10 !eet o!
the re$ipient% (he $enter o! the e!!e$t is mobile 5ith the
re$ipient%
(hose a!!e$ted by this spell $an see ea$h other and
themselves as i! na!!e$ted by the spell% A!!e$ted
$reatres Hother than the re$ipientJ 5ho atta$* negate
the invisibility only !or themselves' bt i! the spell
re$ipient atta$*s' the invisibility ends !or all a!!e$ted
$reatres% Any a!!e$ted $reatre moving ot o! the area
be$omes visible' bt $reatres moving into the area
a!ter the spell is $ast do not be$ome invisible Hin$lding
any previosly a!!e$ted $reatres 5ho have be$ome
visible as des$ribed aboveJ%
In>isi6le Stal?er Range, 0
)agi$-@ser 6 Dration, spe$ial
(he $aster smmons an in>isi6le stal?er to do his
or her bidding Hsee the *onsters se$tion' belo5' !or
detailsJ% (he spell persists ntil disel e>il is $ast on
the $reatre' it is slain' or the tas* is !l!illed% (he G) is
advised to revie5 the monster entry !or the invisiblestal*er 5hen this spell is sed' as they may not al5ays
be reliable servants%
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BASIC FANTAS$ RP, SPELLS
no? Range, 30L
)agi$-@ser 2 Dration, spe$ial
(he *no$* spell opens st$*' barred' lo$*ed' /eld' or
8i@ard lo?ed doors% >t opens se$ret doors' as 5ell
as lo$*ed or tri$*-opening bo&es or $hests% >t also
loosens 5elds' sha$*les' or $hains Hprovided they serve
to hold sht something 5hi$h $an be openedJ% >! sed
to open a 8i@ard lo?ed door' the spell does not
remove the 8i@ard lo? bt simply sspends its
!n$tioning !or one trn% >n all other $ases' the door
does not relo$* itsel! or be$ome st$* again on its o5n%
4no$* 5ill not raise a port$llis or operate any other
similar me$hanism' nor 5ill it a!!e$t ropes' vines' andthe li*e% a$h spell $an ndo a single means o!
preventing a$$ess%
Le>itate Range, to$h
)agi$-@ser 2 Dration, 1 trnQlevel
#evitate allo5s the $aster to move himsel! or hersel!'
another $reatre' or an obIe$t p and do5n as desired%
A $reatre mst be 5illing to be levitated' and an obIe$t
mst be nattended or possessed by a 5illing $reatre%(he $aster $an mentally dire$t the re$ipient to move p
or do5n as m$h as 20 !eet ea$h rond' by
$on$entration% (he $aster $annot move the re$ipient
horiontally' bt the re$ipient $old $lamber along the
!a$e o! a $li!!' !or e&le' or psh against a $eiling to
move laterally Hgenerally at hal! its normal land speedJ%
A levitating $reatre that atta$*s 5ith a 5eapon !inds
itsel! in$reasingly nstable the !irst atta$* has a –1
atta$* penalty' the se$ond –2' and so on' to a ma&imm
penalty o! –B% A !ll rond spent stabiliing allo5s the
$reatre to begin again at –1%
Li4/t Range, 120L
Cleri$ 1' )agi$-@ser 1 Dration, 6 O level trns
(his spell $reates a light e:al to tor$hlight 5hi$h
illminates a 30L radis area Hand provides dim light !or
an additional 20LJ arond the target lo$ation or obIe$t%
(he e!!e$t is immobile i! $ast into an area' bt it $an be
$ast on a movable obIe$t% #ight ta*en into an area o!
magi$al dar*ness does not !n$tion%
Reversed' li4/t be$omes dar?ness' $reating an area
o! dar*ness Ist as des$ribed above% (his dar*ness
blo$*s ot Dar*vision and negates mndane light
sor$es%
A light spell may be $ast to $onter and dispel the
dar*ness spell o! an e:al or lo5er level $aster Hand
vi$e versaJ% Doing so $ases both spells to instantly
$ease' restoring the e&isting ambient light level%
ither version o! this spell may be sed to blind an
opponent by means o! $asting it on the targetLs o$lar
organs% (he target is allo5ed a saving thro5 vs% Death
Ray to avoid the e!!e$t' and i! the save is made' the
spell does not ta*e e!!e$t at all% A li4/t or dar?ness
spell $ast to blind does not have the given area o! e!!e$t
Hthat is' no light or dar*ness is shed arond the vi$timJ%
Li4/tnin4 Bolt Range, B0LO10LQlevel
)agi$-@ser 3 Dration, instantaneos
(his spell releases a po5er!l stro*e o! ele$tri$al
energy that deals 1d6 points o! ele$tri$ity damage per
$aster level to ea$h $reatre 5ithin its area% A save vs%
+pells !or hal! damage is allo5ed% (he bolt begins at
the $asterLs !ingertips and e&tends to the range given%
(he $aster may $hoose to limit the range o! the spell'
bt the minimm range is 60 !eet% (he lightning bolt
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SPELLS BASIC FANTAS$ RP,
passes throgh an area BL 5ide' ar$ing and Imping' so
that' 5hile it is not a$tally BL 5ide' !or game prposes
treat it as i! it is so%
(he lightning bolt sets !ire to $ombstibles anddamages obIe$ts in its path% >t $an melt metals 5ith a
lo5 melting point' s$h as lead' gold' $opper' silver' or
brone% >! the damage $ased to an interposing barrier
shatters or brea*s throgh it' the bolt may $ontine
beyond the barrier i! the spellXs range permits
other5ise' it may re!le$t !rom the barrier ba$* to5ard
the $aster' or in a random dire$tion at the G)Ls option%
Creatres already a!!e$ted by the lightning bolt do not
ta*e additional damage i! str$* by the re!le$tion o! the
same bolt%
Loate O6Get Range, 360L
Cleri$ 3' )agi$-@ser 2 Dration, 1 rondQlevel
(his spell allo5s the $aster to sense the dire$tion o! a
5ell-*no5n or $learly visalied obIe$t% e or she $an
sear$h !or general items' in 5hi$h $ase the nearest one
o! its *ind is lo$ated i! more than one is 5ithin range%
(he $aster $annot spe$i!y a ni:e item nless he or
she has observed that parti$lar item !irsthand Hnot
throgh divinationJ% (he spell is blo$*ed by even a thin
sheet o! lead or gold% Creatres $annot be !ond by
this spell%
Lo8er .ater Range, 360L
)agi$-@ser 6 Dration, 1 trnQlevel
(his spell $ases 5ater or similar li:id to red$e its
depth by as m$h as 2 !eet per $aster level Hto a
minimm depth o! 1 in$hJ% (he 5ater is lo5ered 5ithin
a more or less s:are-shaped depression 5hose sides
are p to 10 !eet long per $aster level% >n e&tremely
large and deep bodies o! 5ater' s$h as a deep o$ean'
the spell $reates a 5hirlpool that s5eeps ships and
similar $ra!t do5n5ard' ptting them at ris* and
rendering them nable to leave by normal movement
!or the dration o! the spell% hen $ast on 5ater
elementals and other 5ater-based $reatres' this spell
40
T2e o *erenar2 Cost E;i5ent *orale
#ight 7oot' man 2 #eather Armor' +hield' and #ongs5ord
#ight 7oot' l! #eather Armor' +hield' and #ongs5ord
#ight 7oot' "r$ 1 #eather Armor and +pear
eavy 7oot' man 3 Chainmail' +hield' and #ongs5ord
eavy 7oot' D5ar! 6 Chainmail' +hield' and +horts5ord F
eavy 7oot' "r$ 2 Chainmail' +hield' and +horts5ord
Ar$her' man B #eather Armor' +hortbo5' and +horts5ord
Ar$her' l! 1B Chainmail' +hortbo5' and +horts5ord
Ar$her' "r$ 3 #eather Armor' +hortbo5' and +horts5ord
Crossbo5man' man B Chainmail' Crossbo5' and +horts5ord
Crossbo5man' D5ar! 12 ;latemail' Crossbo5' and +horts5ord F
#ongbo5man' man F Chainmail' #ongbo5' and +horts5ord
#ongbo5man' l! 20 Chainmail' #ongbo5' and #ongs5ord
#ight orseman' man 10 #eather Armor' +hield' #an$e' and #ongs5ord
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BASIC FANTAS$ RP, SPELLS
a$ts as a slo8 spell Hthe reverse o! /asteJ a save vs%
+pells is allo5ed' 5ith s$$ess negating the e!!e$t% (he
spell has no e!!e$t on other $reatres%
*a4i Jar Range, 60L
)agi$-@ser B Dration, spe$ial
y $asting magi$ Iar' the $aster pla$es his or her sol in
a gem or large $rystal 5ithin spell range H*no5n as the
magi$ IarJ' leaving the body li!eless% (he $aster may
then attempt to ta*e $ontrol o! a nearby living $reatre
5ithin spell range' !or$ing its sol into the magi$ Iar%
(he $aster may move ba$* to the Iar Hthereby retrning
the trapped sol to its bodyJ and attempt to possess
another body% (he spell ends 5hen the $asterLs sol
retrns to his or her o5n body' leaving the re$epta$le
empty%
(o $ast the spell' the magi$ Iar mst be 5ithin spell
range and the $aster mst *no5 5here it is' thogh he
or she does not need to be able to see it% hen the
$aster trans!ers his or her sol pon $asting' the
$asterLs body is' as near as anyone $an tell' dead' bt
does not ndergo de$ay as a normal dead body 5old%
;ossession o! a $reatre by means o! this spell is
blo$*ed by rotetion ro5 e>il or a similar 5ard%
(he sbIe$t is allo5ed a save vs% +pells to resist%
7ailre to ta*e over the host leaves the $asterLs li!e
!or$e in the magi$ Iar' and that target $reatre is
immne to !rther attempts !or the dration o! the spell%
>! the $aster is s$$ess!l' his or her li!e !or$e o$$pies
the host body' and the hostXs li!e !or$e is imprisoned in
the magi$ Iar% (he $aster *eeps his or her >ntelligen$e'
isdom' Charisma' level' $lass' atta$* bons' saving
thro5s' and mental abilities Hin$lding spell$asting
abilityJ% (he body retains its +trength' De&terity'
Constittion' hit points' and natral abilities% A body
5ith e&tra limbs does not allo5 the $aster to ma*e more
atta$*s than normal% (he $aster does not have a$$ess
to any e&traordinary or spernatral abilities o! the
body%
>! the $asterLs spirit is in the magi$ Iar' and the Iar isbro*en H5hether by disel 5a4i or physi$al
damageJ, >! the Iar is in range o! the $asterLs body' the
$asterLs spirit retrns to its body% "ther5ise' the
$asterLs spirit departs Hthe $aster diesJ% >n either $ase'
the spell ends%
>! the $asterLs spirit is driven !rom the host body by
disel e>il, >! the magi$ Iar is in range o! the host
body' the $asterLs spirit retrns to the Iar' and the hostLs
spirit retrns to its body% (he $aster 5ill not be able to
possess the same host again !or the remaining dration
o! the spell% >! the magi$ Iar is not in range o! the host
body' the $asterLs spirit departs' the hostLs spirit is !reed
!rom the Iar Hand departsJ' and the hostLs body dies%
>! the hostLs spirit is in the magi$ Iar' and the Iar is
bro*en, >! the Iar is in range o! the hostLs body' the
$asterLs spirit departs' the hostLs spirit retrns to its
body' and the spell ends% "ther5ise' the hostLs spirit
departs' and the $asterLs spirit is stranded in the host
body% /ote here that the spell has not ended% isel
e>il $an still be sed to drive the $asterLs spirit !rom the
body' 5hi$h departs as noted' ending the spell%
>n any $ase 5here the spell ends 5ith the $asterLs body
no$$pied by a spirit' that body does trly die%
*a4i *issile Range, 100LO10LQlevel
)agi$-@ser 1 Dration, instantaneos
(his spell $ases a missile o! magi$al energy to dart
!orth !rom the $asterLs !ingertip and stri*e its target'
5hi$h mst be at least partially visible to the $aster'
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SPELLS BASIC FANTAS$ RP,
dealing 1d6O1 points o! damage% (he missile stri*es
nerringly% +pe$i!i$ parts o! a $reatre $anXt be singled
ot% >nanimate obIe$ts are not damaged by the spell%
7or every three $aster levels beyond 1
st
' an additionalmissile is !ired – t5o at
th level' three at
th' !or at 10
th'
and the ma&imm o! !ive missiles at 13th level or higher%
>! the $aster !ires mltiple missiles' he or she $an target
a single $reatre or several $reatres% A single missile
$an stri*e only one $reatre% (argets mst be
designated be!ore damage is rolled%
*a4i *o;t/ Range, 30L
)agi$-@ser 1 Dration, spe$ial
(his spell imbes the $hosen non-living obIe$t 5ith an
en$hanted moth that sddenly appears and spea*s its
message the ne&t time a spe$i!ied event o$$rs% (he
message' 5hi$h may be p to three 5ords per $aster
level long' $an be in any langage *no5n by the $aster
and $an be delivered over a period o! 10 mintes' at
any volme !rom a 5hisper to a yell% (he voi$e 5ill
resemble the $asterLs' bt 5ill not be identi$al% (he
moth $annot se $ommand 5ords or a$tivate magi$al
e!!e$ts% >t does' ho5ever' move a$$ording to the 5ords
arti$lated i! it 5ere pla$ed pon a state' the moth o!
the state 5old move and appear to spea*% "!
$orse' magi$ moth $an be pla$ed pon a tree' ro$*'
or any other obIe$t%
(he spell !n$tions 5hen spe$i!i$ $onditions are !l!illed
a$$ording to the $asterLs $ommand as set in the spell%
Commands $an be as general or as detailed as desired'
althogh only visal and adible triggers $an be sed%(riggers rea$t to 5hat appears to be the $ase%
Disgises and illsions $an !ool them% /ormal dar*ness
does not de!eat a visal trigger' bt magi$al dar*ness
or invisibility does% +ilent movement or magi$al silen$e
de!eats adible triggers% Adible triggers $an be *eyed
to general types o! noises or to a spe$i!i$ noise or
spo*en 5ord% A$tions $an serve as triggers i! they are
visible or adible% A magi$ moth $annot distingish
level' hit di$e' or $lass e&$ept by e&ternal garb%
(he range limit o! a trigger is 10 !eet per $aster level' so
a 6th-level $aster $an $ommand a magi$ moth to
respond to triggers as !ar as 60 !eet a5ay% Regardless
o! range' the moth $an respond only to visible or
adible triggers and a$tions in line o! sight or 5ithin
hearing distan$e%
*ass5or/ Range, 100LO10LQlevel
)agi$-@ser Dration, 1 horQlevel
ith this spell the $aster $ases 1dO1 man-sied Hor
smallerJ $reatres per !or $aster levels to appear as i!
they are natral e!!e$ts o! the terrain H!or e&le' trees
in a !orest' stalagmites in a $ave' $oral nder5ater'
bolders in a $avern' et$%J% All $reatres to be a!!e$ted
mst be 5ithin a 120L radis o! the $aster at the time the
spell is $ast% "nly those $reatres the $aster 5ishes to
hide are a!!e$ted' and then only i! they are 5illing to be
$on$ealed% (he $aster may in$lde himsel! or hersel!
among the a!!e$ted $reatres%
(hose a!!e$ted are ths $on$ealed !rom other $reatres
passing throgh the area !or so long as they remain
still% >! an a!!e$ted $reatre $hooses to move or atta$*'
the illsion is dispelled !or that $reatre' bt those 5ho
remain still $ontine to be hidden% (he $aster may end
the spell early i! he or she 5ishes by spea*ing a single
5ord% (he illsion $an also be ended by disel
5a4i%
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BASIC FANTAS$ RP, SPELLS
*irror I5a4e Range, sel!
)agi$-@ser 2 Dration, 1 trnQlevel
(his spell $reates several illsory dpli$ates o! the
$aster% (he images move throgh ea$h other as 5ell
as the real $aster more or less $onstantly' ma*ing it
impossible !or most $reatres to determine 5hi$h is
real% A total o! 1d images pls one image per three
$aster levels Hma&imm eight images totalJ are $reated%
(hese !igments separate !rom the $aster and remain in
a $lster arond him or her% (he !igments mimi$ the
$asterLs a$tions' pretending to $ast spells' drin* potions'
levitate' and so on' Ist as the $aster does% 7igments
al5ays loo* e&a$tly li*e the $aster%
nemies attempting to atta$* or $ast spells pon the
$aster 5ill al5ays hit a !igment instead% Any atta$*
against an image destroys it' 5hether the atta$* roll is
s$$ess!l or not li*e5ise' atta$* spells $ast dire$tly
pon a !igment 5ill destroy it' 5ith no saving thro5
allo5ed% Area-e!!e$t spells are not $ast dire$tly on the
$aster' and ths appear to a!!e$t all !igments e&a$tly as
they a!!e$t the $aster !or instan$e' i! the $aster is
sbIe$ted to a ire6all' all !igments 5ill appear to beinIred Ist as the $aster 5as%
Ne;trali@e Poison Range,
to$h
Cleri$ Dration, instantaneos
(his spell deto&i!ies any sort o! venom in the $reatre or
obIe$t to$hed% A poisoned $reatre s!!ers no
additional e!!e$ts !rom the poison i! $ast pon a
$reatre slain by poison in the last 10 ronds' the
$reatre is revived 5ith 1 hit point% >! $ast pon a
poisonos obIe$t H5eapon' trap' et$%J the poison is
rendered permanently ine!!e$tive%
Reversed' this spell be$omes oison% (he $aster
mst ma*e a s$$ess!l atta$* roll i! the atta$* is a
s$$ess' the target mst save vs% ;oison or die% (he
$asterLs to$h remains poisonos !or 1 rond per level
o! ability' or ntil dis$harged Hi%e% only one $reatre $an
be a!!e$ted by the reversed spellJ%
Pass8all Range, 30L
)agi$-@ser B Dration, 3 trns
;ass5all $reates a passage throgh 5ooden' plaster'
or stone 5alls' bt not throgh metal or other harder
materials% (he passage is p to 10 !eet deep pls an
additional 10 !eet deep per three $aster levels above Fth
H20 !eet at 12th' 30 !eet deep at 1B
th' 0 !eet deep at
1thJ% >! the 5allXs thi$*ness is more than the depth o!
the passage $reated' then a single pass5all simply
ma*es a ni$he or short tnnel% +everal pass5all spells
$an then !orm a $ontining passage to brea$h very thi$*
5alls% hen pass5all ends Hde to dration' disel
5a4i' or $asterLs $hoi$eJ' $reatres 5ithin the
passage are eIe$ted ot the nearest e&it%
P/antas5al Fore Range, 10L
)agi$-@ser 2 Dration, $on$entration
(his spell $reates the visal illsion o! an obIe$t'
$reatre' or !or$e' as visalied by the $aster' p to a
ma&imm sie o! 20L&20L&20L% (he illsion does not
$reate sond' smell' te&tre' or temperatre% (he
$aster $an move the image 5ithin the limits o! the sie
o! the e!!e$t% (he image persists so long as the $aster
$on$entrates pon it%
>! sed to $reate the illsion o! one or more $reatres'
they 5ill have an Armor Class o! 11 and 5ill disappear i!
hit in $ombat% >! sed to simlate an atta$* spell' a
s$$ess!l save vs% +pells 5ill allo5 vi$tims to avoid all
damage% Damage done by monsters' spells' et$%
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SPELLS BASIC FANTAS$ RP,
simlated by this spell is not real those 8*illed9 or
other5ise apparently disabled 5ill 5a*e p ninIred Hat
least !rom this spellJ a!ter 2d ronds% (he illsory
damage done 5ill be e:ivalent to the normal damage
!or any atta$* !orm simlated%
Pol25or/ Ot/er Range, 30L
)agi$-@ser Dration, permanent
(his spell allo5s the $aster to $hange one target into
another !orm o! living $reatre% (he assmed !orm
$anXt have more hit di$e than $asterXs level' or be
in$orporeal or gaseos% @nli*e ol25or/ sel ' the
trans!ormed target also gains the behavioral and mental
traits' any physi$al atta$*s' spe$ial' spernatral or
spell-li*e abilities o! the ne5 !orm' in addition to the
physi$al $apabilities and statisti$s o! s$h% >! the ne5
!orm is sbstantially less intelligent' the target may not
remember its !ormer li!e%
(he target $reatre 5ill have the same nmber o! hit
points it previosly had' regardless o! the hit di$e o! the
!orm assmed% >n$orporeal or gaseos $reatres are
immne to this spell' as noted above% A $reatre 5ith
shape $hanging abilities s$h as a doppleganger $an
revert to its natral !orm in one rond%
@n5illing targets that s$$ess!lly save against
;olymorph are not a!!e$ted% (he spell is permanent
ntil dispelled or the $reatre is slain' at 5hi$h time the
target reverts to his or her original !orm%
Pol25or/ Sel Range, sel!
)agi$-@ser Dration, 1 horQlevel
(his spell allo5s the $aster to $hange into another !orm
o! living $reatre% (he assmed !orm $anXt have more
hit di$e than the $asterLs level% (he $aster $anXt assme
an in$orporeal or gaseos !orm% >! slain' the $aster
reverts to his or her original !orm%
(he $aster gains the physi$al $apabilities and statisti$s
o! the ne5 !orm bt retains his or her o5n mental
abilities% e or she also gains all physi$al atta$*s
possessed by the !orm bt does not gain any spe$ial'
spernatral or spell-li*e abilities% Dragon breath is a
spe$ial ability' !or instan$e' so 5ere the $aster to
assme the !orm o! a dragon he or she $old se the
dragonLs normal $la5' bite' and tail s5ipe atta$*s' bt
not the dragonLs breath%
(he $aster $an remain trans!ormed p to one hor per
level o! ability' or may $hoose to end the spell 5henever
he or she desires Hp to one hor per level' o! $orseJ%
ProGeted I5a4e Range, 20L
)agi$-@ser 6 Dration, 6 trns
(his spell $reates a :asi-real' illsory version o! the
$aster% (he intangible proIe$ted image loo*s' sonds'
and smells li*e the $aster' in addition to mimi$*ing
gestres and a$tions Hin$lding spee$hJ% Any !rther
spells $ast seem to originate !rom the illsion' not the
a$tal $aster% A line o! sight bet5een the $aster and his
or her illsory sel! mst be maintained or the spell ends%
i5ension door ' teleort' or any similar spell that
brea*s the line o! sight dispels the image' as does the
illsionary $aster being str$* in $ombat% /ote that this
spell grants no spe$ial sensory po5ers to the $aster !or
e&le' i! the illsory sel! is positioned so as to be
able to see something the $aster $anLt dire$tly see' the
$aster does not see it% Also' all spell ranges are still
!igred !rom the $asterLs a$tal position' not the illsory
sel!Ls position%
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BASIC FANTAS$ RP, SPELLS
Protetion ro5 E>il
Cleri$ 1' )agi$-@ser 1 Range, to$h
Dration, 1 trnQlevel
(his spell 5ards a $reatre !rom atta$*s by evil
$reatres' !rom mental $ontrol' and !rom smmoned
$reatres% >t $reates a magi$al barrier arond the
sbIe$t at a distan$e o! 1 !oot% (he barrier moves 5ith
the sbIe$t and has three maIor e!!e$ts%
7irst' the sbIe$t gains a O2 bons to AC and a O2
bons on saves% oth these bonses apply against
atta$*s made or e!!e$ts $reated by evil $reatres% /ote
that the de!inition o! 8evil9 is le!t to the individal G) to
de$ide%
+e$ond' the barrier blo$*s any attempt to possess the
5arded $reatre Hby a magi$ Iar atta$*' !or e&leJ or
to e&er$ise mental $ontrol over the $reatre Hin$lding
$harm spells or e!!e$tsJ% (he prote$tion does not
prevent s$h e!!e$ts !rom targeting the prote$ted
$reatre' bt it sppresses the e!!e$t !or the dration o!
the prote$tion !rom evil e!!e$t% >! the prote$tion !rom evil
e!!e$t ends be!ore the e!!e$t granting $ontrol does' the
5old-be $ontroller 5old then be able to $ommand the
$ontrolled $reatre% #i*e5ise' the barrier *eeps ot a
possessing li!e !or$e bt does not e&pel one i! it is in
pla$e be!ore the spell is $ast%
(hird' the spell prevents bodily $onta$t by smmoned
$reatres Hregardless o! 5hether they are 8evil9 or notJ%
(his $ases the natral 5eapon atta$*s o! s$h$reatres to !ail and the $reatres to re$oil i! s$h
atta$*s re:ire to$hing the 5arded $reatre% (he
prote$tion against $onta$t by smmoned $reatres
ends i! the 5arded $reatre ma*es an atta$* against or
tries to !or$e the barrier against the blo$*ed $reatre%
Reversed' this spell be$omes rotetion ro5
4ood% >t !n$tions in all 5ays as des$ribed above'
save that 8good9 $reatres are *ept a5ay' rather than
8evil9 $reatres%
45
Atta? Bon;s Ta6le
Fi4/ter Le>el Cleri or T/ie Le>el *a4i!ser Le>el *onster %it ie Atta? Bon;s
/) less than 1 O0
1 1-2 1-3 1 O12-3 3- -B 2 O2
B-6 6- 3 O3
B-6 - F-12 O
F-11 13-1B B OB
-10 12-1 16-1 6 O6
11-12 1B-1 1F-20 O
13-1B 1-20 -F O
16-1 10-11 OF
1-20 12-13 O10
1-1B O11
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BASIC FANTAS$ RP, SPELLS
$aster level% >n addition' the sbIe$tXs sol mst be !ree
and 5illing to retrn% >! the sbIe$tXs sol is not 5illing to
retrn' the spell does not 5or*%
Coming ba$* !rom the dead is an ordeal% (he sbIe$to! the spell loses one level Hor 1 hit dieJ 5hen it is
raised' permanently Hi%e% it does not a$$re a negative
level' bt rather loses an a$tal level' being red$ed to
the minimm nmber o! e&perien$e points re:ired !or
the previos levelJ% >! the sbIe$t is 1st level' it loses 1
point o! Constittion instead Hi! this 5old red$e its
Constittion to 0 or less' it $anXt be raisedJ% (his level'
hit di$e' or Constittion loss $annot be repaired by any
means' thogh o! $orse the $hara$ter may gain levels
and hit di$e in the normal !ashion%
Also note' a $hara$ter 5ho died 5ith spells prepared
has none prepared pon being raised%
A raised $reatre has a nmber o! hit points e:al to its
$rrent hit di$e% /ormal poison and normal disease are
$red in the pro$ess o! raising the sbIe$t' bt magi$al
diseases and $rses are not ndone% hile the spell
$loses mortal 5onds and repairs lethal damage o!
most *inds' the body o! the $reatre to be raised mst
be 5hole% "ther5ise' missing parts are still missing
5hen the $reatre is broght ba$* to li!e% /one o! the
dead $reatreXs e:ipment or possessions are a!!e$ted
in any 5ay by this spell%
A $reatre 5hi$h has be$ome ndead $anXt be raised
by this spell% Constr$ts and elementals $annot be
raised% (he spell $annot bring ba$* a $reatre that has
died o! old age%
(he reverse o! this spell' sla2 li>in4' 5ill *ill instantly
the $reatre to$hed H5hi$h may be o! any sort' not Ist
a hman' demi-hman or hmanoidJ nless a save vs%
+pells is made% >! the saving thro5 is s$$ess!l' 2d6
damage is dealt to the vi$tim instead% An atta$* roll is
re:ired to apply this spell in $ombat%
Read Lan4;a4es Range, 0
)agi$-@ser 1 Dration, spe$ial
(his spell grants the $aster the ability to read almost
any 5ritten langage% >t may be $ast in one o! three
modes,
>n the !irst mode' the spell allo5s the $aster to read any
nmber o! 5ritten 5or*s in a variety o! langages% (his
mode lasts !or 1 trn per $aster level%
>n the se$ond mode' the spell allo5s the $aster to read
any one boo* or tome this mode lasts 3 hors per
$aster level%
>n the third mode' the spell allo5s the $aster to read anyone s$roll Hother than a spell s$roll !or instan$e' a
prote$tion s$roll or a treasre mapJ this mode is
permanent%
(his spell does not 5or* on magi$al te&ts' s$h as
s$rolls or spellboo*s see Read *a4i' belo5' !or the
$orre$t spell to se in s$h $ases%
(he spell grants the ability to read the te&ts' bt does
not in any 5ay hasten the reading nor grant
nderstanding o! $on$epts the $aster doesnLt other5ise
have the ability to nderstand% Also' !or this spell to
!n$tion' there mst be at least one living $reatre that
$an read the given langage some5here on the same
plane% (he *no5ledge is not $opied !rom that $reatreLs
mind rather' it is the e&isten$e o! the *no5ledge that
enables the spell to !n$tion%
Read *a4i Range, 0
)agi$-@ser 1 Dration, permanent
hen $ast pon any magi$al te&t' s$h as a spellboo*
or magi$-ser spell s$roll' Read )agi$ enables the
$aster to read that te&t% Casting this spell on a $rsed
te&t 5ill generally trigger the $rse%
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SPELLS BASIC FANTAS$ RP,
Re4enerate Range, to$h
Cleri$ 6 Dration, permanent
(his spell $ases the sbIe$tXs severed body members
H!ingers' toes' hands' !eet' arms' legs' tails' or even
heads o! mltiheaded $reatresJ' bro*en bones' and
rined organs to gro5 ba$*% A!ter the spell is $ast' the
physi$al regeneration is $omplete in 1 rond i! the
severed members are present and to$hing the
$reatre% "ther5ise' a !ll trn is re:ired !or the
regeneration to $omplete%
(his spell also heals 3d points o! damage%
Regenerate has no e!!e$t on nonliving $reatres or
$onstr$ts Hin$lding ndeadJ%
Reinarnate Range, to$h
)agi$-@ser 6 Dration, instantaneos
ith this spell' the $aster brings ba$* a dead $hara$ter
Hor hmanoid $reatreJ in another body' provided that
its death o$$rred no more than one 5ee* be!ore the
$asting o! the spell and the sbIe$tXs sol is !ree and
5illing to retrn% >! the sbIe$tXs sol is not 5illing to
retrn' the spell does not 5or*%
Roll on the !ollo5ing table to determine 5hat sort o!
$reatre the $hara$ter be$omes,
dK Inarnation
01–02 gbear
03–1 D5ar!
1–2 l!
2F Gnoll
30–3F Gnome
0– Goblin
B–63 al!ling
6– man
F–F2 4obold
F3 #iard )an
F–F "r$
FF (roglodyte
100 "ther HG)Ls $hoi$eJ
+in$e the dead $hara$ter is retrning in a ne5 body' all
physi$al ills and a!!li$tions are repaired% (he $ondition
o! the remains is not a !a$tor% +o long as some small
portion o! the $hara$terXs body still e&ists' it $an be
rein$arnated' bt the portion re$eiving the spell mst
have been part o! the $hara$terXs body at the time o!
death% (he magi$ o! the spell $reates an entirely ne5
yong adlt body !or the sol to inhabit !rom the natralelements at hand% (his pro$ess ta*es one hor to
$omplete% hen the body is ready' the sbIe$t is
rein$arnated%
A rein$arnated $hara$ter re$alls the maIority o! its
!ormer li!e and !orm% >ts $lass is n$hanged' as are the
$hara$terLs >ntelligen$e' isdom' and Charisma%
+trength' De&terity' and Constittion s$ores shold be
rerolled% H>! the $hara$terLs ability s$ores are otside
the allo5able range !or the ne5 !orm' they shold be
adIsted p or do5n by the G) as needed%J (he
sbIe$tXs level Hor it Di$eJ is red$ed by 1 this is a real
red$tion' not a negative level' and is not sbIe$t to
magi$al restoration% Roll one hit die and sbtra$t the
total !rom the $hara$terLs original hit point total this is
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SPELLS BASIC FANTAS$ RP,
– de$rease to an ability s$ore Hminimm 1J%
– penalty on atta$* rolls and saves%
a$h rond o! $ombat' the target has a B0N
$han$e to a$t normally other5ise' it ta*es no
a$tion%
(he $aster may also invent his or her o5n $rse' bt it
shold be no more po5er!l than those des$ribed
above% (he $rse ths besto5ed $annot be dispelled'
bt it $an be removed 5ith a re5o>e ;rse spell%
Re5o>e Fear Range, to$h H120LJ
Cleri$ 1 Dration, instantaneos
H2 trnsJ
(his spell 5ill $alm the $reatre to$hed% >! the target
$reatre is $rrently sbIe$t to any sort o! magi$al !ear'
it is allo5ed a ne5 save vs% +pells to resist that !ear' at
a bons o! O1 per level o! the $aster%
(he reverse o! this spell' a;se ear ' $ases one
target $reatre 5ithin 120L to be$ome !rightened i! the
target !ails to save vs% +pells' it !lees !or 2 trns%
Creatres 5ith 6 or more hit di$e are immne to thise!!e$t%
Resist Cold Range, to$h
Cleri$ 1 Dration, 1 rondQlevel
(his abIration grants a $reatre temporary immnity to
$old% )inor $old Hs$h as e&posre to 5inter 5eather in
inade:ate $lothingJ is ignored by the a!!e$ted $reatre%
Against more signi!i$ant $old Hs$h as the breath o! a
hite DragonJ' the a!!e$ted $reatre gains a bons o!
O3 on saving thro5s' and all damage !rom s$h atta$*s
is red$ed by hal! Hrond pJ%
Resist Fire Range, to$h
Cleri$ 2 Dration, 1 rondQlevel
(his abIration grants a $reatre temporary immnity to
!ire and heat% )inor heat or !ire Hs$h as e&posre to
normal !lamesJ is ignored by the a!!e$ted $reatre%
Against more signi!i$ant heat or !ire Hs$h as a
ire6allJ' the a!!e$ted $reatre gains a bons o! O3 on
saving thro5s' and all damage !rom s$h atta$*s is
red$ed by hal! Hrond pJ%
Restoration Range, to$h
Cleri$ 6 Dration, permanent
a$h $asting o! the spell removes a single negative
level !rom a $reatre 5ho has s!!ered energy drain% At
16th level' t5o negative levels may be removed% +ee
the rles !or nergy Drain Hin the Eno;nter se$tionJ
!or more details%
Alternately' this spell $an be sed to restore drained
ability s$ore points% >! applied to a $hara$ter 5ho has
s!!ered temporary loss o! ability points' it 5ill restore
p to 1d lost points to any one drained ability
immediately% >! applied to a $hara$ter 5ho has s!!ered
permanent loss o! ability points' 1 point $an be restored%
Restoration does not restore levels lost de to death Has
des$ribed !or the spell raise deadJ%
S/ield Range, sel!
)agi$-@ser 1 Dration, B rondsO1Qlevel
+hield $reates an invisible' shield-li*e mobile dis* o!
!or$e that hovers in !ront o! the $aster% >t negates5a4i 5issile atta$*s dire$ted at the $aster' and
improves the $asterLs Armor Class by O3 vs% melee
atta$*s and O6 vs% missile 5eapons% (he Armor Class
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BASIC FANTAS$ RP, SPELLS
bene!its do not apply to atta$*s originating !rom behind
the $aster' bt 5a4i 5issiles are 5arded o!! !rom
all dire$tions%
Silene 1&D Radi;s
Cleri$ 2 Range, 360L
Dration, 2 rondsQlevel
@pon the $asting o! this spell' $omplete silen$e prevails
5ithin a 1BL radis arond the target% All sond is
stopped, Conversation is impossible' spells $annot be
$ast' and no noise 5hatsoever isses !rom' enters' or
passes throgh the area% (he spell $an be $ast on a
point in spa$e' ma*ing the e!!e$t stationary' or it may be
$ast on a mobile obIe$t% (he spell $an be $entered on a
$reatre' and the e!!e$t then radiates !rom the $reatre
and moves as it moves% An n5illing $reatre re$eives
a save vs% +pells to negate the spell% >! an item in
another $reatreXs possession is targeted' that $reatre
also re$eives a save vs% +pells to negate% (his spell
provides a de!ense against soni$ or langage-based
atta$*s or spells%
Slee Range, F0L
)agi$-@ser 1 Dration, B rondsQlevel
(his spell pts several $reatres o! 3 or !e5er hit di$e
into a magi$al slmber% Creatres o! or more hit di$e
are not a!!e$ted% (he $aster $hooses a point o! origin
!or the spell H5ithin the given range' o! $orseJ' and
those $reatres 5ithin 30L o! the $hosen point may be
a!!e$ted% a$h $reatre in the area o! e!!e$t is allo5ed
a save vs% +pells to resist the e!!e$t%
+leeping $reatres are helpless% +lapping or 5onding
a5a*ens an a!!e$ted $reatre' bt normal noise does
not% +leep does not a!!e$t n$ons$ios $reatres'
$onstr$ts' or ndead $reatres' and s$h $reatres in
the area o! e!!e$t are ignored%
hen the dration elapses' the sleeping $reatres
normally 5a*e p immediately ho5ever' i! they are
made very $om!ortable and the srrondings are :iet'
the a!!e$ted $reatres may $ontine sleeping normally'
at the G)Ls option%
Sea? 8it/ Ani5als
Cleri$ 2 Range, spe$ial
Dration, 1 trnQ levels
(he $aster $an $omprehend and $ommni$ate 5ith any
one animal Hnormal or giant sied' bt not magi$al or
monstrosJ that is in sight o! the $aster and able to hear
him or her% (he $aster may $hange 5hi$h animal he or
she is spea*ing 5ith at 5ill' on$e per rond% (he spell
doesnXt alter the animalXs rea$tion or attitde to5ards
the $aster a standard rea$tion roll shold be made to
determine this% 7rthermore' more intelligent animals
are li*ely to be terse and evasive' 5hile less intelligent
ones ma*e inane $omments% o5ever' i! an animal is
!riendly to5ard the $aster' it may be 5illing to grant
some !avor or servi$e%
Sea? 8it/ *onstersCleri$ 6 Range, spe$ial
Dration, 1 trnQB levels
(he $aster $an $omprehend and $ommni$ate 5ith any
one monster that is in sight o! the $aster and able to
hear him or her% (he $aster may $hange 5hi$h monster
he or she is spea*ing 5ith at 5ill' on$e per rond%
"thers able to nderstand the langage spo*en by the
target monster Hi! anyJ 5ill be able to nderstand the
$aster% (he spell doesnXt alter the monsterXs rea$tion or
attitde to5ards the $aster% 7rthermore' more
intelligent monsters are li*ely to be terse and evasive'
5hile less intelligent ones ma*e inane $omments% >! a
monster is !riendly to5ard the $aster' it may de$ide to
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SPELLS BASIC FANTAS$ RP,
do some !avor or servi$e !or him or her% )indless
monsters' plant $reatres and ndead are na!!e$ted
by this spell%
Sea? 8it/ Plants Range, 20L
Cleri$ Dration, 1 trn
(he $aster $an $omprehend and $ommni$ate 5ith
both normal plants and plant $reatres% A normal
plantXs sense o! its srrondings is limited' so it 5onXt
be able to give Hor re$ognieJ detailed des$riptions o!
$reatres or ans5er :estions abot events otside its
immediate vi$inity% (he spell doesnXt alter the plantXs
rea$tion or attitde to5ards the $aster ho5ever' normal
plants 5ill generally $ommni$ate !reely 5ith the $aster'
as they have nothing else o! importan$e to do%
>ntelligent plant $reatres are more li*ely to be terse
and evasive' behaving in m$h the same !ashion as
any other monster% >! a plant $reatre is !riendly to5ard
the $aster' it may de$ide to do some !avor or servi$e !or
him or her% /ormal plants are sally not animate' and
ths $annot generally per!orm 8servi$es9 other than to
ans5er :estions%
Sea? 8it/ ead Range, 10L
Cleri$ 3 Dration, 3 rondsQlevel
(his spell grants the semblan$e o! li!e and intelle$t to a
$orpse' allo5ing it to ans5er several :estions that the
$aster pts to it% (he $aster may as* one :estion per
t5o $aster levels% @nas*ed :estions are 5asted i! the
dration e&pires% (he $orpseXs *no5ledge is limited to
5hat the $reatre *ne5 dring li!e' in$lding the
langages it spo*e Hi! anyJ% Ans5ers are o!ten brie!'
$rypti$' or repetitive%
>! the $orpse has been sbIe$t to sea? 8it/ dead
5ithin the past 5ee*' the ne5 spell !ails% (he $aster
$an $ast this spell on a $orpse that has been de$eased
!or any amont o! time' bt the body mst be mostly
inta$t to be able to respond% A damaged $orpse may
be able to give partial ans5ers or partially $orre$t
ans5ers' bt it mst at least have a moth in order to
spea* at all%
(his spell does not let the $aster a$tally spea* to the
person H5hose sol has departedJ% >t instead dra5s on
the imprinted *no5ledge 8stored9 in the $orpse% (he
partially animated body retains the imprint o! the sol
that on$e inhabited it' and ths it $an spea* 5ith all the
*no5ledge that the $reatre had 5hile alive% (he
$orpse' ho5ever' $annot learn ne5 in!ormation%
>ndeed' it $anXt even remember being :estioned%
(his spell does not a!!e$t a $orpse that has been trned
into an ndead $reatre%
Sirit;al %a55er Range, 30L
Cleri$ 2 Dration, 1 rondQlevel
(his spell $ases a 5arhammer made o! pre !or$e to
spring into e&isten$e' atta$*ing any !oe $hosen by the
Cleri$ 5ithin range on$e per rond% >t deals 1d6 hit
points o! damage per stri*e' O1 point per three $aster
levels Hma&imm o! OBJ% >t ses the $asterXs normal
atta$* bons' stri*ing as a magi$al 5eapon' and ths
$an in!li$t damage pon $reatres that are only hit by
magi$ 5eapons% >! the hammer goes beyond the spell
range' the Cleri$ loses sight o! it' or the $aster $eases
to dire$t it' the hammer disappears% (he hammer
$annot be atta$*ed or harmed by physi$al atta$*s' bt
disel 5a4i' disinte4rate' or a rod o
anellation 5ill dispel it%
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BASIC FANTAS$ RP, SPELLS
Sti?s to Sna?es Range, 120L
Cleri$ Dration, 6 trns
(his spell trans!orms normal 5ooden sti$*s into 1d hit
di$e 5orth o! normal Hnot giantJ sna*es per every !or
$aster levels% H+ee the *onsters se$tion !or details
on types o! sna*es%J (he sna*es !ollo5 the $ommands
o! the $aster% hen slain' dispelled' or the spell
e&pires' the sna*es retrn to their original sti$* !orm%
)agi$al 8sti$*s9 s$h as en$hanted staves $annot be
a!!e$ted%
Stri?in4 Range, to$h
Cleri$ 3 Dration, 1 rondQlevel
(his spell besto5s pon one 5eapon the ability to deal
1d6 points o! additional damage% (his e&tra damage is
applied on ea$h s$$ess!l atta$* !or the dration o! the
spell% >t provides no atta$* bons' bt i! $ast on a
normal 5eapon' the spell allo5s monsters only hit by
magi$al 5eapons to be a!!e$ted only the 1d6 points o!
magi$al damage applies to s$h a monster' ho5ever%
Tele?inesis Range, sel! )agi$-@ser B Dration, 3 trns
(his spell permits the $aster to move obIe$ts or
$reatres by $on$entration alone% An obIe$t 5eighing
no more than B0 ponds per $aster level $an be moved
p to 20 !eet per rond% A $reatre $an negate the
e!!e$t on itsel! or an obIe$t it holds or has on its body
5ith a s$$ess!l save vs% Death Ray% >n order to se
this po5er' the $aster mst maintain $on$entration'
moving no more than normal movement Hno rnningJ'
ma*ing no atta$*s and $asting no spells% >!
$on$entration is lost H5hether intentional or notJ' the
po5er may be sed again on the ne&t rond' bt the
sbIe$t o! the e!!e$t is allo5ed a ne5 saving thro5%
Teleort Range, sel!
)agi$-@ser B Dration, instantaneos
(his spell instantly transports the $aster to a designated
destination' 5hi$h may be as distant as 100 miles per
$aster level% >nterplanar travel is not possible% (he
$aster $an bring along obIe$ts or $reatres' not to
e&$eed 300 ponds pls 100 ponds per level above
10th% (he $aster mst be in $onta$t 5ith all obIe$ts
andQor $reatres to be transported Halthogh $reatres
to be transported may be in $onta$t 5ith one another'
5ith at least one o! those $reatres in $onta$t 5ith the
$asterJ% @n5illing $reatres are allo5ed a saving thro5
vs% +pells to resist the spell' and the $aster may need to
ma*e an atta$* roll to ma*e $onta$t 5ith s$h a
$reatre% #i*e5ise' a $reatreXs save vs% +pells
prevents items in its possession !rom being teleported%
(he $aster mst have
some $lear idea o! the
lo$ation and layot o!
the destination% (he
$learer the mental
image' the more li*ely itis that the teleportation
5ill 5or*% Areas o!
strong magi$al energy may ma*e teleportation more
haardos or even impossible%
(o see ho5 5ell the teleportation 5or*s' roll dN and
$onslt the table belo5% Re!er to the !ollo5ing
in!ormation !or de!initions o! the terms on the table%
Fa5iliarit2
On
Tar4et
O
Tar4et
Si5ilar
Area *is/aEery !amiliar 01–F F–FF 100 Z
+tdied $are!lly 01–F FB–F F–FF 100
+een $asally 01– F–F FB–F FF–100
Eie5ed on$e 01–6 – F–F6 F–100
7alse destination Z Z 1–F2 F3–100
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SPELLS BASIC FANTAS$ RP,
7amiliarity, 8Eery !amiliar9 is a pla$e 5here the $aster
has been very o!ten and !eels at home% 8+tdied
$are!lly9 is a pla$e the $aster *no5s 5ell' either
be$ase it $an $rrently be seen' the $aster has been
there o!ten' or other means Hs$h as s$ryingJ have
been sed to stdy the pla$e !or at least one hor%
8+een $asally9 is a pla$e that the $aster has seen
more than on$e bt 5ith 5hi$h he or she is not very
!amiliar% 8Eie5ed on$e9 is a pla$e that the $aster has
seen on$e' possibly sing magi$%
87alse destination9 is a pla$e that does not trly e&ist or
i! the $aster is teleporting to an other5ise !amiliar
lo$ation that no longer e&ists as s$h or has been so
$ompletely altered as to no longer be !amiliar% hen
rolling on this ro5' se 1d20O0%
"n (arget, (he $aster appears e&a$tly 5here desired%
"!! (arget, (he $aster appears sa!ely a random
distan$e a5ay !rom the destination in a random
dire$tion% Distan$e o!! target is 1d10&1d10N o! the
distan$e that 5as to be traveled% (he dire$tion o!!
target is determined randomly%
+imilar Area, (he $aster 5inds p in an area thatXs
visally or themati$ally similar to the target area% (his
means that the $aster appears in the $losest similar
pla$e 5ithin range% >! no s$h area e&ists 5ithin the
spellXs range' the spell simply !ails instead%
)ishap, (he $aster and anyone else teleporting 5ith
the $aster have gotten 8s$rambled%9 a$h ta*es 1d10
points o! damage then reroll on the $hart to see 5here
they 5ind p% 7or these rerolls' roll 1d20O0% a$h
time 8)ishap9 $omes p' the $hara$ters ta*e more
damage and mst reroll%
Tr;e Seein4 Range, to$h
Cleri$ B Dration, 1 rondQlevel
(his spell $on!ers on the target the ability to see all
things as they a$tally are% (he sbIe$t sees throgh
normal and magi$al dar*ness' noti$es se$ret doors'
sees the e&a$t lo$ations o! displa$ed $reatres or
obIe$ts' sees throgh normal or magi$al disgises'
sees invisible $reatres or obIe$ts normally' sees
throgh illsions' and sees the tre !orm o!
polymorphed' $hanged' or transmted things% (he
range o! tre seeing $on!erred is 120 !eet%
(re seeing' ho5ever' does not penetrate solid obIe$ts%
>t in no 5ay $on!ers P-ray vision or its e:ivalent% >t
does not negate $on$ealment' in$lding that $ased by
!og and the li*e% >n addition' the spell e!!e$ts $annot be
!rther enhan$ed 5ith *no5n magi$' so one $annot se
tre seeing throgh a r2stal 6all or in $onIn$tion
5ith lair>o2ane%
entrilo;is5 Range, 60L
)agi$-@ser 1 Dration, 1 trnQlevel
(his spell allo5s the $aster to $ase his or her voi$e to
sond !rom somepla$e else 5ithin range' !or e&le'
!rom a dar* al$ove or state%
.all o Fire Range, 10L
Cleri$ B' )agi$-@ser Dration, 1 rondQlevel
Hor spe$ialJ
An immobile' blaing $rtain o! shimmering violet !ire
springs into e&isten$e% "ne side o! the 5all' sele$ted
by the $aster' sends !orth 5aves o! heat' dealing 2d
points o! !ire damage to $reatres 5ithin 10 !eet and
1d points o! !ire damage to those beyond 10 !eet bt
5ithin 20 !eet% (he 5all deals this damage 5hen it
appears and on the $asterLs trn ea$h rond to all
$reatres in the area% >n addition' the 5all deals 2d6
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BASIC FANTAS$ RP, SPELLS
points O1 point per $aster level o! !ire damage to any
$reatre passing throgh it% (he 5all deals doble
damage to ndead $reatres%
(he 5all is either a sheet o! !lame p to 20L in length per$aster level' or a ring 5ith a radis p to BL per $aster
level% (he $aster may $hoose to ma*e the 5all smaller
i! desired% (he 5all may be p to 20L tall Has desired by
the $aster andQor $onstrained by the $eilingJ%
>! the $aster evo*es the 5all so that it appears 5here
$reatres are' ea$h $reatre ta*es damage as i!
passing throgh the 5all a save vs% +pells is allo5ed'
5ith s$$ess indi$ating that damage is rolled as i! the
$reatre is 5ithin 10L o! the 5all%
(he $aster may $hoose to maintain the spell inde!initely
H5ithin reasonable limits o! endran$eJ by
$on$entration' or may $ast it 5ith the standard dration
o! 1 rond per level' at his or her option%
.all o Iron Range, F0L
)agi$-@ser 6 Dration, permanent
(his spell $ases a !lat' verti$al iron 5all to spring into
being% (he 5all is $omposed o! p to one 10L&10L
s:are se$tion' one in$h thi$*' per $aster level% >! the
$aster so desires' the 5all $an bond itsel! into any
srronding nonliving material i! its area is s!!i$ient to
do so% (he 5all $annot be $onIred so that it o$$pies
the same spa$e as a $reatre or another obIe$t% (he
5all mst al5ays be a !lat plane' thogh the edges $an
be shaped to !it the available spa$e' and it mst al5ays
be $onIred in $onta$t 5ith the grond%
(he $aster $an in$rease the thi$*ness o! the 5all 5ith a
proportionate red$tion in the area !or e&le'
dobling the thi$*ness halved the area% (he 5all may
not be made less than one in$h thi$*% (he $aster $an
$reate the 5all verti$ally resting on a !lat sr!a$e bt not
atta$hed to the sr!a$e' so that it $an be tipped over to
!all on and $rsh $reatres beneath it% (he 5all is B0N
li*ely to tip in either dire$tion i! le!t n-pshed%
Creatres $an psh the 5all in one dire$tion rather than
letting it !all randomly% A $reatre 5ith 13 +trength Hor
or more it Di$eJ $an psh the 5all over or several
$reatres $an 5or* together to do so% H>! the optional
Ability Roll rle is being sed' a +trength roll at -3 is
s!!i$ient to topple the 5all%J Creatres 5ith room to
!lee the !alling 5all may do so by ma*ing s$$ess!l
saves vs% Death Ray H5ith De&terity bons addedJ% Any
$reatre o! "gre-sie or smaller that !ails the save ta*es
10d6 points o! damage% (he 5all $annot $rsh larger
$reatres%
#i*e any iron 5all' this 5all is sbIe$t to rst'
per!oration' and other natral phenomena%
.all o Stone Range, 1BL per level
)agi$-@ser B Dration, permanent
(his spell $reates a 5all o! ro$* that merges into
adIoining ro$* sr!a$es% (he 5all is $omposed o! p to
one 10L&10L s:are se$tion' 1L thi$*' per $aster level%
(he $aster $an doble the 5allXs area by halving its
thi$*ness% (he 5all $annot be $onIred so that it
o$$pies the same spa$e as a $reatre or another
obIe$t%
(he $aster $an $reate a 5all o! stone in almost any
shape he or she desires% (he 5all $reated need not be
verti$al' nor rest pon any !irm !ondation ho5ever' it
mst merge 5ith and be solidly spported by e&isting
stone% >t $an be sed to bridge a $hasm' !or instan$e'
or as a ramp% 7or this se' i! the span is more than 20!eet' the 5all mst be ar$hed and bttressed' red$ing
the spellXs area by hal!% (he 5all $an also be $rdely
shaped to $reate $renelations' battlements' and so !orth
by similarly red$ing the area%
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SPELLS BASIC FANTAS$ RP,
#i*e any other stone 5all' this one $an be destroyed by
a disinte4rate spell or by normal means s$h as
brea*ing and $hipping%
>t is possible' bt di!!i$lt' to trap mobile opponents5ithin or nder a 5all o! stone' provided the 5all is
shaped so it $an hold the $reatres% Creatres $an
avoid entrapment 5ith s$$ess!l saves vs% Death Ray%
.ater Breat/in4 Range, to$h
)agi$-@ser 3 Dration, 2 horsQlevel
(he a!!e$ted $reatres $an breathe 5ater !reely% Divide
the dration evenly among all the $reatres the $aster
to$hes% (he spell does not ma*e $reatres nable to
breathe air%
.e6 Range, 10L per level
)agi$-@ser 2 Dration, 2 trnsQlevel
eb $reates a many-layered mass o! strong' sti$*y
strands' !illing a volme o! '000 $bi$ !eet He:ivalent
to eight 10L&10L&10L $besJ% (he strands are similar to
spider 5ebs bt !ar larger and togher% (hese masses
mst be an$hored to t5o or more solid and diametri$ally
opposed points or else the 5eb $ollapses pon itsel!
and disappears 5ithin this limitation' the $aster may
$hoose any arrangement o! 5ebs he or she 5ishes' p
to the limit o! range and the given '000 $bi$ !oot
volme% (he $aster may $hoose to $reate a smaller
volme i! he or she 5ishes% Creatres $aght 5ithin a
5eb be$ome entangled among the gley !ibers%
Atta$*ing a $reatre in a 5eb 5onXt $ase the atta$*er
to be$ome entangled' bt moving throgh the a!!e$tedarea 5ill%
Anyone in the area o! e!!e$t 5hen the spell is $ast mst
ma*e a save vs% Death Ray% >! this save s$$eeds' the
$reatre is entangled' bt not prevented !rom moving'
thogh moving is red$ed to one-hal! normal movement
rate% +$h entangled $reatres may not $ast spells or
per!orm normal atta$*s 5hether other a$tions are
possible is le!t to the G) to de$ide% "n$e an entangled
$reatre leaves the area o! e!!e$t o! the 5eb' it 5ill be
able to a$t normally again%
>! the save !ails' the $reatre is entangled and $anXt
move or per!orm any other physi$al a$tion% +pee$h
remains possible' ho5ever% Creatres 5ith +trength o!
13 or higher Hor or more hit di$eJ may be able to brea*
loose' ho5ever ea$h rond' s$h $reatres are allo5ed
another save vs% Death Ray 5ith reslts as given
above% Creatres !ailing the initial save and having
+trength o! 12 or less Hor !e5er than hit di$eJ are
trapped ntil the dration e&pires or the 5ebs are
other5ise removed%
(he strands o! a 5eb spell are !lammable% Any !ire $an
set the 5ebs alight and brn a5ay a 10L $be in 1
rond the !ire 5ill spread to adIa$ent 10L $bes ea$h
rond ntil all the 5ebbing is $onsmed Hor the !ire is
pt ot by some meansJ% All $reatres 5ithin !laming
5ebs ta*e 2d points o! !ire damage !rom the !lames'
bt i! they srvive they are $ompletely !ree a!ter5ards%
.i@ard E2e Range, 20L
)agi$-@ser Dration, 6 trns
ith this spell the $aster $reates an invisible magi$al
8eye9 throgh 5hi$h he or she $an see% (he eye has
Dar*vision' bt other5ise sees e&a$tly as the $aster
5old% >t $an be $reated in any pla$e the $aster $an
see' p to a range o! 20L a5ay' and therea!ter $an
move at a rate o! 0L per rond as dire$ted by the$aster% (he eye 5ill not move more than 20L !eet a5ay
!rom the $aster nder any $ir$mstan$es% (he eye
$annot pass throgh solid obIe$ts' bt as it is e&a$tly
the sie o! a normal hmanLs eye' it $an pass throgh
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BASIC FANTAS$ RP, SPELLS
holes as small as 1 in$h in diameter% (he $aster mst
$on$entrate to se the eye%
.i@ard Lo? Range, 20L
)agi$-@ser 2 Dration, permanent
A 8i@ard lo? spell $ast pon a door' $hest' or portal
magi$ally lo$*s it% (he $aster $an !reely pass his or her
o5n 5iard lo$* 5ithot a!!e$ting it' as $an any )agi$-
@ser 3 or more levels higher than the $aster o! the
5iard lo$* other5ise' a door or obIe$t se$red 5ith
this spell $an be opened only by brea*ing in or 5ith a
s$$ess!l disel 5a4i or ?no? spell%
.ord o Reall Range, sel! Hspe$ialJ
Cleri$ 6 Dration, instantaneos
ord o! re$all teleports the $aster instantly ba$* to his
or her san$tary 5hen a single 5ord is ttered% (he
$aster mst designate the san$tary 5hen he or she
prepares the spell' and it mst be a very !amiliar pla$e%
(he a$tal point o! arrival is a designated area no larger
than 10 !eet by 10 !eet% (he $aster $an be transported
any distan$e 5ithin a plane bt $annot travel bet5een
planes% (he $aster $an bring along obIe$ts or
$reatres' not to e&$eed 300 ponds pls 100 ponds
per level above 10th% (he $aster mst be in $onta$t 5ith
all obIe$ts andQor $reatres to be transported Halthogh
$reatres to be transported may be in $onta$t 5ith one
another' 5ith at least one o! those $reatres in $onta$t
5ith the $asterJ%
An n5illing $reatre $anXt be teleported by 5ord o!
re$all% #i*e5ise' a $reatreXs save vs% +pells prevents
items in its possession !rom being teleported%
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AENT!RE BASIC FANTAS$ RP,
PART ': T%E AENT!RE
Ti5e and Sale
(ime in the dngeon is measred in 4a5e t;rns' 5hi$h are Happro&imatelyJ 10 mintes long% hen $ombat
begins' the time s$ale $hanges to o56at ro;nds' 5hi$h are Happro&imatelyJ 10 se$onds long% (hs' there are
60 $ombat ronds per game trn%
Distan$es in the dngeon are measred in !eet% "tdoors' $hange all distan$e measrements Hmovement' range'
et$%J to yards Hso 100L be$omes 100 yardsJ bt area o! e!!e$t measrements H!or spells' !or instan$eJ normally
remain in !eet%
;n4eon Ad>ent;res
Carr2in4 Caait2
/ormal man' lven and D5arvish player $hara$ters
are able to $arry p to 60 ponds and sti ll be
$onsidered lightly loaded' or p to 1B0 ponds and be
$onsidered heavily loaded% al!lings may $arry p to B0
ponds and be $onsidered lightly loaded' or p to 100
ponds and be heavily loaded% /ote that armor !or
al!ling $hara$ters is abot one-:arter as heavy as
armor !or the other ra$es%
(hese !igres are a!!e$ted by +trength ea$h O1 o!
+trength bons adds 10N to the $apa$ity o! the
$hara$ter' 5hile ea$h -1 ded$ts 20N% (hs' $arrying
$apa$ities !or normal $hara$ters are as sho5n belo5
Hronded to the nearest B ponds !or $onvenien$eJ,
8ar El %;5an %allin4
Stren4t/ Li4/t
Load
%ea>2
Load
Li4/t
Load
%ea>2
Load
3 2B 60 20 0
'& 3B F0 30 60
+ B0 120 0 0
91# 60 1B0 B0 100
131& 6B 16B BB 110
117 0 10 60 120
1+ 0 1FB 6B 130
(he $arrying $apa$ities o! varios domesti$ated
animals are given in the *onsters se$tion' in the
entry !or ea$h type o! animal%
*o>e5ent and En;56rane
(he movement rate o! a $hara$ter or $reatre is
e&pressed as the nmber o! !eet it $an move per
$ombat rond% (he normal player $hara$ter ra$es $an
all move 0L per rond% hen e&ploring a dngeon'
time is e&pressed in trns' as e&plained above normal
movement per trn is 3 times the movement rate per
rond%
(his may seem slo5' bt this rate o! movement
in$ldes s$h things as dra5ing maps' 5at$hing ot !or
traps and monsters Hthogh they may still srprise the
partyJ' et$% >n a $ombat sitation' on the other hand'
everyone is moving arond s5i!tly' and s$h things as
dra5ing maps are not important%
A $hara$terLs movement rate is adIsted by his or her
n$mbran$e Hthe load he or she is $arryingJ as
!ollo5s,
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BASIC FANTAS$ RP, AENT!RE
Ar5or T2e Li4/tl2
Loaded
%ea>il2
Loaded
/o Armor or )agi$ #eather 0L 30L
#eather Armor or )agi$ )etal 30L 20L
)etal Armor 20L 10L
Cont the 5eight o! armor 5orn 5hen $al$lating
en$mbran$e' be$ase armor $onts both !or bl* and
restri$tiveness as 5ell as !or 5eight% )agi$ armor
$onts !or its !ll 5eight bt is not as bl*y and
restri$tive as normal armor' ths granting an improved
movement rate%
*ain4
>n any dngeon e&pedition' ma*ing maps is important%
Generally one player 5ill do this' dra5ing a map on
graph paper as the Game )aster des$ribes ea$h room
or $orridor% Absolte a$$ra$y is sally not possible
the main thing is to ensre that the party $an !ind its
5ay ba$* ot o! the dngeon%
Li4/t
A tor$h or lantern 5ill provide light $overing a 30L radisdim light 5ill e&tend abot 20L !rther% /ormal tor$hes
brn !or 1dO trns' 5hile a !las* o! oil in a lantern 5ill
brn !or 1O1d6 trns% A $andle 5ill shed light over a BL
radis' 5ith dim light e&tending BL !rther% >n general'
taper $andles s$h as are sed !or illmination 5ill brn
abot 3 trns per in$h o! height%
ar?>ision
+ome $hara$ter ra$es' and almost all monsters' have
Dar*vision% (his gives them the ability to see even in
total dar*ness% Dar*vision is bla$* and 5hite only bt
other5ise li*e normal sight% Dar*vision does not grant
one the ability to see in magi$al dar*ness% (he range o!
Dar*vision is typi$ally either 30L or 60L i! not given !or a
parti$lar $reatre' assme the 60L range%
Dar*vision is totally ine!!e$tive in any light greater thanmoonlight%
oors
A st$* door $an be opened on a roll o! 1 on 1d6 add
the $hara$terLs +trength bons to the range' so that a
$hara$ter 5ith a bons o! O2 $an open a st$* door on
a roll o! 1-3 on 1d6%
#o$*ed doors $an be !or$ed by rolling the same range'
bt on 1d10% )etal bars $an sometimes be bent on a
roll o! this range on 1d20%
A $are!l $hara$ter might $hoose to listen at a door
be!ore opening it% (hieves have a spe$ial ability' #isten'
5hi$h shold be applied i! the listener is a (hie!% 7or
other $hara$ters' the G) rolls 1d6' 5ith 1 indi$ating
s$$ess% +onds heard might in$lde voi$es'
!ootsteps' or any other sond the G) $onsiders
appropriate% "! $orse' the room beyond the door
might really be silent ths' the Game )aster mst
ma*e the roll' so that a roll o! 1 in s$h a $ase 5ill not
give anything a5ay to the players%
Tras
Dngeons and rins !re:ently $ontain traps' in$lding
spear-thro5ers' $overed pits' et$% (he G) 5ill de$ide
5hat is re:ired to trigger a trap' and 5hat happens
5hen the trap is triggered% H+ome gidan$e on this is
provided in the Game )aster se$tion later in this boo*%J
>n general' there 5ill be some 5ay to avoid or red$e
the e!!e$t o! the trap being sprng% 7or instan$e' a save
vs% Death Ray is o!ten sed to avoid !alling into a
$overed pit H5ith De&terity bons addedJ' 5hile spear-
thro5ers' atomated $rossbo5s' and the li*e are
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AENT!RE BASIC FANTAS$ RP,
sometimes treated as i! they 5ere monsters Hatta$*ing
vs% the vi$timLs Armor Class at some given atta$*
bonsJ%
/ormal $hara$ters have a $han$e e:al to a roll o! 1 on1d6 to dete$t a trap i! a sear$h !or one is made% /ote
that this is abot a 16%N $han$e (hieves have a
spe$ial ability to !ind and remove traps' 5hi$h
spersedes this roll' as does the stone5or* trap-!inding
ability o! D5arves% A D5arven (hie! is a spe$ial $ase
apply 5hi$hever trap-dete$tion ability is higher% >n all
$ases' a sear$h !or traps ta*es at least a trn per 10L
s:are area% A single $hara$ter may only e!!e$tively
sear$h a given area !or traps on$e' even i! the $hara$ter
has more than one trap-dete$tion roll 8type9 allo5ed
Hs$h as the D5arven (hie! aboveJ%
(rap dete$tion may not be allo5ed i! the trap is prely
magi$al in natre on the other hand' in s$h $ases
)agi$-@sers andQor Cleri$s may be able to dete$t
magi$al traps at the given 1 in 1d6 $han$e' at the Game
)asterLs option%
Seret oors
@nder normal $onditions' sear$hing !or se$ret doors
ta*es one trn per $hara$ter per 10L o! 5all sear$hed% A
se$ret door is !ond on a roll o! 1 on 1d6 $hara$ters
5ith 1B or higher >ntelligen$e s$$eed on a roll o! 1-2%
Also' as noted previosly' lves add 1 to the range
atomati$ally' s$h that an l! dis$overs se$ret doors
on a 1-2 on 1d6' or 1-3 i! the l! has an >ntelligen$e o!
1B or higher% (he G) may $reate se$ret doors that are
more di!!i$lt Hor easierJ to dete$t at his or her option%
)ltiple $hara$ters sear$hing !or se$ret doors ensres
that any s$h 5ill eventally be !ond ho5ever' i! the
!irst and se$ond sear$hers !ail' the ne&t sear$her mst
ta*e t5o trns to sear$h' and all sbse:ent sear$hes
o! the area re:ire an hor%
/ote that !inding a se$ret door does not grant
nderstanding o! ho5 it 5or*s% (he G) may re:ire
additional rolls or other a$tions to be ta*en be!ore the
door $an be opened%
;n4eon S;r>i>al
As des$ribed in the E;i5ent se$tion' above'
normal $hara$ters mst $onsme one dayLs 5orth o!
rations Hor e:ivalent !oodJ and a minimm o! one :art
o! 5ater per day%
7ailre to $onsme enogh !ood does not signi!i$antly
a!!e$t a $hara$ter !or the !irst t5o days' a!ter 5hi$h he
or she loses 1 hit point per day% 7rthermore' at that
point the $hara$ter loses the ability to heal 5onds
normally' thogh magi$ 5ill still 5or*% ating enogh
!ood !or a day Hover the $orse o! abot a day' not all at
on$eJ restores the ability to heal' and the $hara$ter 5illre$over lost hit points at the normal rate%
>nade:ate 5ater a!!e$ts $hara$ters more s5i!tly a!ter
a single day 5ithot 5ater' the $hara$ter loses 1d hit
points' and 5ill lose an additional 1d hit points per day
therea!ter healing ability is lost 5hen the !irst die o!
damage is rolled%
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BASIC FANTAS$ RP, AENT!RE
.ilderness Ad>ent;res
.ilderness *o>e5ent Rates
)ovement rates 5hen traveling in the 5ilderness are
related dire$tly to en$onter movement rates' as sho5n
on the table belo5,
Eno;nter *o>e5ent
(Feet er Ro;nd)
.ilderness *o>e5ent
(*iles er a2)
10L 6
20L 12
30L 1
0L 2
B0L 30
60L 36
0L 2
0L
F0L B
100L 60
110L 66
120L 2
/atrally' any grop traveling together moves at the
rate o! the slo5est member%
O>erland Tra>el
(he movement rates sho5n on the table above are
!igred based on an hor day o! travel throgh open'
$lear terrain% (he terrain type 5ill alter the rate
some5hat' as sho5n on this table,
Terrain AdG;st5ent
.ngle' )ontains' +5amp &1Q3
Desert' 7orest' ills &1Q2
Clear' ;lains' (rail &2Q3
Road H;avedJ &1
Chara$ters may $hoose to per!orm a forced march'
traveling 12 hors per day% >! this is done' add an
additional B0N to the distan$e traveled% a$h day o!
!or$ed mar$h per!ormed a!ter the !irst in!li$ts 1d6
damage on the $hara$ters Hand their animals' i! anyJ% A
save vs% Death Ray 5ith Constittion bons applied is
allo5ed to avoid this damage' bt a!ter this save is
!ailed on$e' it is not rolled again !or that $hara$ter or
$reatre% A day spent resting 8restarts9 the progression%
.ater6orne Tra>el
(ravel by 5ater may be done in a variety o! boats or
ships see the table in the e/iles se$tion !or details%
(ravel distan$es are based on a 12 hor day o! travel'
rather than the sal hors per day given above%
/ote that sailed ships may travel 2 hors per day Hi! a
:ali!ied navigator is aboardJ' and so may be able to
$over t5i$e the normal distan$e per day o! travel% (his
is in addition to the mltiplier given belo5% >! the ship
stops ea$h night' as is done by some vessels traveling
along a $oastline as 5ell as those vessels having lessthan the minimm nmber o! reglar $re5men on
board' the t5o-times mltiplier does not apply%
)ovement o! sailed ships varies depending on 5eather
$onditions' as sho5n on the !ollo5ing table% +ailing
movement modi!iers sho5n apply 5hen sailing 5ith the
5ind sailing against the 5ind involves ta?in4 H$alled
8igagging9 by landlbbersJ 5hi$h red$es movement
rates t5o ro5s on the table H!rom )oderate reee to
Eery #ight reee' !or instan$eJ%
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AENT!RE BASIC FANTAS$ RP,
d1# .ind iretion
1 /ortherly
2 /ortheasterly
3 asterly
+otheasterly
B +otherly
6 +oth5esterly
esterly
/orth5esterly
F-12 ;revailing 5ind dire$tion !or this lo$ale
dK .ind Conditions Sailin4
01-0B e$almed &0
06-13 Eery #ight reee &1Q3
1-2B #ight reee &1Q2
26-0 )oderate reee &2Q3
1-0 Average inds &1
1-B +trong inds &1 1Q3
6-F6 Eery +trong inds &1 1Q2
F-00 Gale &2
Notes:
Beal5ed: +ailing ships $annot move% "ared shipsmay move at the given ro5ing movement rate%
er2 Stron4 .inds: +ailing against the 5ind
Hta$*ingJ is not possible%
,ale: +ailing against the 5ind is not possible' and
ships e&posed to a gale may be damaged or sn*
apply 2d points o! damage to any s$h ship' per hor
sailed%
Tra>elin4 62 Air
hen traveling by air' overland movement rates are
dobled' and all terrain e!!e$ts are ignored% )ost
5inged $reatres mst maintain at least one-third
normal !or5ard movement in order to remain airborne
ho5ever' devi$es s$h as l2in4 arets generally
do not have to do this%
Beo5in4 Lost
Adventrers !ollo5ing roads' trails' rivers' streams' or
other obvios landmar*s are nli*ely to be$ome lost
ho5ever' 5hen the party stri*es ot into tra$*less
!orest' 5indblo5n desert' et$%' they may be$ome lost%
+e$retly roll a save vs% Death Ray' adIsted by the
isdom o! the party leader Hi%e%' 5hi$hever player
$hara$ter seems to be leadingJ% HAlternately' an Ability
Roll against isdom may be rolled' i! that optional rle
is in se%J (he G) mst determine the e!!e$ts o! a
!ailed roll%
Retainers Seialists and *erenaries
;layer $hara$ters 5ill sometimes 5ant or need to hire
/;Cs H/on-;layer Chara$tersJ to 5or* !or them% (here
are several $ategories o! /;Cs available !or hire' as
!ollo5s,
Retainers
A retainer is a $lose asso$iate o! his employer%
Retainers are hired !or a share o! treasre Htypi$ally at
least 1BN o! the employerLs in$omeJ pls spport $osts
H5eapons' armor' rations' and basi$ e:ipment
provided by the employerJ% Retainers are typi$ally very
loyal and are 5illing to ta*e reasonable ris*s in
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BASIC FANTAS$ RP, AENT!RE
parti$lar' they are the only sort o! hireling 5ho 5ill
generally a$$ompany a player $hara$ter into a
dngeon' lair' or rin%
iring a retainer is more involved than hiring other/;Cs% 7irst' the player $hara$ter mst advertise !or a
retainer' typi$ally by hiring a $rier' posting noti$es in
pbli$ pla$es' or as*ing Hand possibly payingJ /;Cs
s$h as inn*eepers or taverners to dire$t potential
retainers to the player $hara$ter% >t is p to the Game
)aster to rle on 5hat mst be done' and ho5
s$$ess!l these a$tivities are%
>! the player $hara$ter is s$$ess!l' one or more /;Cs
5ill present themselves to be intervie5ed% (he Game)aster shold play ot the intervie5 5ith the player'
and a!ter all o!!ers have been made and all :estions
as*ed' a rea$tion roll shold be made% (o $he$* the
potential retainerLs rea$tion' the Game )aster rolls 2d6
and adds the player $hara$terLs Charisma bons% >n
addition' the Game )aster may apply any adIstments
he or she !eels are appropriate Ha bons o! O1 !or
higher-than-average pay or the o!!er o! a magi$ item
s$h as a s8ord 1' or a penalty i! the player
$hara$ter o!!ers poor termsJ% (he roll is read as !ollo5s,
AdG;sted ie Roll Res;lt
2 or less Re!sal' -1 on !rther rolls
3-B Re!sal
6- (ry again
F-11 A$$eptan$e
12 or more A$$eptan$e' O1 to #oyalty
Re;sal 1 on ;rt/er rolls means that all !rther
rea$tion rolls made to5ard that player $hara$ter in the
given to5n or region 5ill be at a penalty o! -1 de to
n*ind 5ords said by the /;C to his !ello5s% >! the
player $hara$ter tries again in a di!!erent to5n' the
penalty does not apply%
>! a Tr2 a4ain reslt is rolled' the potential retainer is
rel$tant' and needs more $onvin$ing the player
$hara$ter mst 8s5eeten9 the deal in order to get an
additional roll' s$h as by o!!ering more pay' a magi$
item' et$% >! the player $hara$ter ma*es no better o!!er'
treat Tr2 a4ain as a Re;sal reslt%
Lo2alt2: All retainers have a #oyalty s$ore' 5hi$h is
generally pls the employerLs Charisma bons Hor
penaltyJ% (he #oyalty s$ore is sed Ist as the )orale
s$ore o! monsters or mer$enaries is sed%
>! a #oyalty $he$* roll made in $ombat is a natral 2' the
#oyalty o! the retainer in$reases by O1 point% /ote that
a #oyalty o! 12 is !anati$alK the retainer 5ill do virtally
anything the player $hara$ter as*s' and never !lee in
$ombat% o5ever' the Game )aster shold still apply
penalties 5hen the player $hara$ter instr$ts the
retainer to do something 5hi$h appears very ris*y'
ma*ing a !ailed $he$* possible%
>n addition' the Game )aster shold roll a #oyalty
$he$* !or ea$h retainer at the end o! ea$h adventre'
a!ter treasre is divided' to determine i! the retainer 5ill
remain 5ith the player $hara$ter% (he G) may apply
adIstments to this roll' probably no more than t5o
points pls or mins' i! the retainer is parti$larly 5ell or
poorly paid%
*a=i5;5 N;56er o Retainers: A player
$hara$ter may hire at most retainers' adIsted by the
$hara$terLs Charisma bons or penalty% Any attempts
to hire more than this nmber o! retainers 5ill be met
5ith atomati$ re!sals%
Le>el o Retainers: /ormally' potential retainers
5ill be one-hal! the level o! the employer Hor lessJ% +o'
a !irst level $hara$ter $annot hire retainers' se$ond level
;Cs $an only hire !irst level $hara$ters' and so on% "!
$orse' there is no 5ay !or the retainers to dire$tly *no5
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AENT!RE BASIC FANTAS$ RP,
the level o! the ;C employer' nor !or the employer to
*no5 the level o! the potential retainer bt the Game
)aster shold sally en!or$e this rle !or prposes o!
game balan$e% >t sholdnLt be srprising that !irst level
$hara$ters $anLt hire retainers' as they have no
reptation to spea* o! yet%
E=eriene or Retainers: @nli*e other hired
/;Cs' retainers do gain e&perien$e Ist as other
adventrers do ho5ever' as they are nder the
$ommand o! a player $hara$ter' only one-hal! o! a share
o! P; is allo$ated to ea$h retainer% +ee C/arater
Ad>ane5ent' belo5' !or an e&le%
Seialists
+pe$ialists are /;Cs 5ho may be hired by player
$hara$ters to per!orm varios tas*s% +pe$ialists do not
go on adventres or other5ise ris* their lives !ighting
monsters' disarming traps' or any o! the other
dangeros things player $hara$ters and retainers may
do% Rather' spe$ialists per!orm servi$es the player
$hara$ters sally $anLt per!orm !or themselves' li*e
designing and ere$ting $astles' training animals' or
operating ships%
A player $hara$ter is limited in the nmber o! spe$ialists
he or she $an hire only by the amont o! money they
$ost Charisma does not a!!e$t this%
Al/e5ist: 0,111 gp per month. (hese $hara$ters
are generally hired !or one o! t5o reasons, to ma*e
potions' or to assist a )agi$-@ser 5ith magi$al
resear$h%
An al$hemist $an prod$e a potion' given the re:ired
materials and a sample or a 5ritten !ormla !or the
potion' in the same time and !or the same $ost as a
)agi$-@ser% (hey may also resear$h ne5 potions' bt
at t5i$e the $ost in time and materials as a )agi$-@ser%
Alternately' a )agi$-@ser see*ing to $reate $ertain
magi$ items may employ an al$hemist as an assistant%
>n this $ase' the al$hemist adds 1BN to the )agi$-
@serLs $han$e o! s$$ess%
Ani5al Trainer: 231 to 431 gp per month.
Chara$ters 5ishing to ride hippogri!!s or employ
$arnivoros apes as gards 5ill need the assistan$e o!
an animal trainer% (he lo5est $ost above is !or an
average animal trainer' able to train one type o!
8normal9 animal s$h as $arnivoros apes those able
to train more than one sort o! animal' or to train
monstros $reatres s$h as hippogri!!s' are more
e&pensive to hire% (he Game )aster mst de$ide ho5
long it ta*es to train an animal in some $ases' animal
training may ta*e years' a !a$t the player $hara$ters
may !ind in$onvenient as 5ell as e&pensive% A single
animal trainer $an train and manage no more than B
animals at a time' thogh in most $ases on$e an animal
is !lly trained' i! it is pt into servi$e right a5ay the
animal trainer 5onLt be needed to handle it any longer%
Ar5orer (or .eaons5it/): 011 to 311 gp per
month. Chara$ters hiring mer$enaries' or having armed
and armored !ollo5ers to ta*e $are o!' 5ill need the
servi$es o! an armorer% >n general' !or every B0
7ighters employed' one armorer is re:ired to $are !or
their gear% (he armorerLs e:ipment is not in$lded in
the $osts given above' bt the $ost to maintain his
apprenti$es is in$lded most s$h $hara$ters 5ill have
1d apprenti$es assisting%
igher pri$ed armorers or 5eaponsmiths may be hired
to assist in ma*ing magi$ 5eapons or armor in this$ase' the $hara$ter hired 5ill be a spe$ialist' an e&pert
in ma*ing one parti$lar type o! armor or 5eapon' and
5ill $ommand a higher pri$e Has sho5n aboveJ% +$h
$hara$ters 5ill rarely agree to do the mndane 5or* o!
maintaining 5eapons and armor !or a military nit%
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BASIC FANTAS$ RP, AENT!RE
En4ineer: 431 gp per month. Any player $hara$ter
5ishing to bild a !ortress' a ship' or any other
mndane $onstr$tion 5ill need an engineer% #arge
proIe$ts may re:ire several engineers' at the G)Ls
option%
Sa>ant: 0,311 gp per month. +avants are e&perts in
an$ient and obs$re *no5ledge% )any savants have
parti$lar interests in very limited or !o$sed areas H!or
e&le' 8lven migrations o! the 2nd
age9J' bt even
these 5ill *no5 or have a$$ess to a lot o! !a$ts% (he
listed $ost is the minimm re:ired to maintain a savant
5ith his library' $olle$tions' et$% >! the savantLs patron
as*s a di!!i$lt :estion' there may be additional $osts
!or materials or resear$h to ans5er it%
S/iDs Cre8: *pecial. A $re5 !or a 5aterborne
vessel involves several types o! $hara$ters% At the very
least' a $omplement o! sailors and a Captain are
needed ro5ers 5ill be needed aboard galleys' and a
/avigator is re:ired aboard ships going ot o! sight o!
land%
Costs per month !or ea$h sort o! $hara$ter are given
belo5,
Sea5an T2e Cost
Captain 300 gp
/avigator 200 gp
+ailor 10 gp
Ro5er 3 gp
>n general' all s$h $hara$ters are normal men' and are
not armored they 5ill sally be armed 5ith $lbs'
daggers' or shorts5ords% ;layer $hara$ters 5ith
appropriate ba$*gronds may a$t as Captain' bt
nless e&perien$ed as a shipLs $aptain' they 5ill have
di!!i$lty $ommanding respe$t !rom the reglar sailors
Hlo5er the )orale o! s$h reglar sailors by -2 i! led by
an ine&perien$ed CaptainJ%
*erenaries
)er$enaries are hired 5arriors% (hey are generally
hired in nits as small as platoons, 32 to 7ighters'
divided into t5o to !or s:ads o! soldiers ea$h s:ad
is led by a $orporal' 5hile the platoon is led by a
lietenant pls a sergeant% ;latoons are Ioined together
into $ompanies' ea$h generally $onsisting o! t5o to !ive
platoons and led by a $aptain 5ith a sergeant as his
assistant H$alled a irst ser4eantJ%
As mer$enaries are almost al5ays veteran troops' the
average mer$enary is a 1st level 7ighter 10N o!
$orporals and B0N o! sergeants are 2nd
level% A
mer$enary lietenant 5ill generally be 2
nd
level' 5hile a$aptain 5ill be 2
nd to
th level and his !irst sergeant 5ill
be 2nd
or 3rd level% #arger mer$enary nits 5ill sally
be beyond the rea$h o! player $hara$ters ntil they
have rea$hed !airly high levels' and are le!t to the Game
)aster to detail%
)er$enaries 5ill virtally never go into a dngeon' lair'
or rin' at least ntil it has been !lly $leared% Rather'
they are sed in otdoor military engagements high
level player $hara$ters may hire mer$enaries to de!end
or help de!end their $astles or other holdings%
)er$enaries hosed in a player $hara$terLs stronghold
re:ire 200 s:are !eet ea$h bt $ost 2BN less per
month' as this is $overed by their room and board%
Hlven mer$enaries' ho5ever' re:ire B00 s:are !eet
o! spa$e ea$h in order to red$e their pay' as they
demand better living $onditions%J +ee the Stron4/old
se$tion !or more details%
+tatisti$s are given belo5 !or the most $ommon sorts o!
mer$enaries the statisti$s are !or !irst level $hara$ters'
and shold be adIsted 5hen higher level $hara$ters
are indi$ated Has given aboveJ% >n parti$lar' mltiply
the given $ost o! ea$h mer$enary by his or her level%
#isted $osts are in gold pie$es per month%
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AENT!RE BASIC FANTAS$ RP,
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BASIC FANTAS$ RP, AENT!RE
C/arater Ad>ane5ent
E=eriene Points (-P)
&perien$e points are given !or monsters de!eated' and
!or other $hallenges as the G) sees !it% (he !ollo5ing
table provides P; vales !or monsters% here a
monster has both a $hara$ter level and hit di$e given'
se the larger vale as the monsterLs level% /on-
$ombat $hallenges may be assigned a level' or a !lat
P; vale assigned' as the G) 5ishes%
>! asteris*s appear a!ter the hit di$e listing !or a
monster' ea$h asteris* adds the spe$ial ability bons
on$e !or e&le' a $reatre 5ith a hit di$e !igre o!
2SS is 5orth 12B P;%
7or monsters 5ith more than 1F hit di$e' add B0 P; to
the P; Eale and 2B P; to the +pe$ial Ability ons
per additional hit die%
A!ter tallying the P; earned in a given adventre' the
amont shold be divided by the nmber o!
adventrers% As des$ribed above' ea$h retainer shold
re$eive a one-hal! share so a grop 5ith !or player
$hara$ters and a retainer is $onted as having T
members% >! 2'000 P; are earned by this grop' one
share is P;' and the retainer re$eives 222 P;%
/o $hara$ter may advan$e more than one level de to
the e&perien$e points !rom a single adventre% 7or
e&le' arthal the (hie! is 1st level and has 1'000
P; be!ore going on an adventre dring the adventre'
he earns 2'000 more P; Han amaing !eatJ% (his 5old
ma*e his total 3'000 P;' and he 5old be a 3rd level
(hie!% (his is not allo5ed instead' he advan$es to
2'FF P;' one short o! the amont re:ired !or 3rd
level' and starts his ne&t adventre at 2nd level%
*onster %it ie -P al;e Seial A6ilit2
Bon;s
less than 1 10 3
1 2B 12
2 B 2B
3 1B 30
20 0
B 360 B
6 B00 BB
60 6B
B 0
F 1'0B B
10 1'300 F0
11 1'BB FB
12 1'B 100
13 2'1B 110
1 2'B00 11B
1B 2'B0 12B
16 3'2B0 13B
1 3'600 1B
1 '000 160
1F 'B00 1B
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AENT!RE BASIC FANTAS$ RP,
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BASIC FANTAS$ RP, ENCO!NTER
PART &: T%E ENCO!NTER
I raised my shield to fend off one of the monsters, and hewed at another with my sword, but I missed my firstswing. Morningstar swung at one of the monsters and struck it, but her sword did the bony thing little harm. Isaw that Apoulis still stood by the door of $arthal there was no sign. 5ortunately, Apoulis also had a torch.
Apoulis raised his holy symbol and called in a loud voice, &In the name of "ah, begone "o my surprise,several of the monsters turned as if afraid and ran out the door, disappearing into the gloom. 6nfortunatelythis left uite a few of them still in the room.
(ven as I saw all this I continued to hack at the monsters. It took two good blows to down the first one itappeared that Morningstar was having similar trouble with the monsters. "hen one of the skeletons hit her,
)ust a minor wound, but still I felt good that I had invested my part of the proceeds of our last e+cursion in asuit of plate mail armor I was shrugging off blows that would have harmed me were I still wearing chain mail.
"o my surprise, I saw Apoulis down one of the monsters in a single blow, then do the same to another in hisvery ne+t strike. %is mace seemed to be much more effective against the monsters than our swords. As Ifinally managed to down a second skeleton, I heard a high7pitched yell# it was $arthal, a little ways down thehallway, and he was throwing something.
"here was a sound of glass breaking, and I felt a splash of water on my face. *everal of the skeletons beganto smoke, and then one of them fell in a heap. %oly water, I decided, but I didn't have time to think about it. I )ust kept hacking at the skeletons.
$y the time they were all gone, I had taken a wound, and Morningstar had taken a second. We had one potion of healing left of those that Apoulis' temple had given us Morningstar told me to drink it, but I couldtell she was in worse shape than I, so I insisted she take it.
"hen we turned back to the sarcophagus#
Order o Pla2
hen the party o! adventrers $omes in $onta$t 5ith
potential enemies' time shi!ts to $ombat ronds H10
se$onds long' as des$ribed previoslyJ% e!ore
beginning $ombat' srprise is $he$*ed Hsee belo5J%
@nsrprised $hara$ters then roll !or >nitiative' and a$t in
order o! the rolls Hagain' as des$ribed belo5J%
S;rrise
hen srprise is possible' roll 1d6 !or ea$h side 5hi$h
might be srprised most normal $hara$ters are
srprised on a roll o! 1-2% +rprised $hara$ters are
nable to a$t !or one rond% Chara$ters or $reatres
5hi$h are 5ell hidden and prepared to per!orm an
ambsh srprise on a roll o! 1- on 1d6% +ome
$hara$ters or $reatres Hs$h as lvesJ are des$ribed
as being less li*ely to be srprised red$e the range by
1 !or s$h $reatres%
7or e&le, Darion the man 7ighter and
)orningstar the lven 7ighterQ)agi$-@ser open a door
and $ome !a$e-to-!a$e 5ith a party o! goblins% (he G)
rolls 1d6 !or the goblins on a 1-2 they are all srprised%
(hen the G) rolls 1d6 !or Darion and )orningstar% >!
the roll is a 1' both o! them are srprised i! the roll is a
2' only Darion is srprised% >! the roll is 3 or more'
neither o! them are srprised%
+rprised $hara$ters or $reatres stand !lat-!ooted !or
one rond% (hey still de!end themselves' so there is no
penalty to Armor Class' bt they $annot move nor
atta$* dring the rond o! srprise%
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ENCO!NTER BASIC FANTAS$ RP,
*onster Reations
hen a grop o! player $hara$ters meet one or more
monsters' itLs important to *no5 ho5 the monsters 5ill
rea$t to the party% >n many $ases' the rea$tion o! themonster or monsters is obviosK ombies garding a
tomb 5ill virtally al5ays atta$* intrders' !or e&le%
>n $ases 5here the rea$tion o! the monsters to the party
is not obvios' a reation roll may be made% (he
Game )aster rolls 2d6' adding the Charisma bons o!
the 8lead9 $hara$ter Hor applying his or her Charisma
penaltyJ along 5ith any other adIstments he or she
!eels are reasonable' and $onslts the table belo5,
Reation Roll Ta6le
AdG;sted ie Roll Res;lt
2 or less >mmediate Atta$*
3- @n!avorable
-11 7avorable
12 or more Eery 7avorable
A reslt o! 2 or less means that the player $hara$ters
have so o!!ended the monsters that they atta$*
immediately% An @n!avorable reslt means that the
monsters do not li*e the player $hara$ters' and 5ill
atta$* i! they may reasonably do so% A 7avorable reslt
simply means that the monsters 5ill $onsider letting the
player $hara$ters live i! they $hoose to parley it does
not ne$essarily mean that the monsters like the player
$hara$ters% A Eery 7avorable reslt means that the
monsters Hor perhaps only the monster leaderJ do' in
!a$t' li*e the player $hara$ters this does not mean that
the monsters 5ill Ist hand over their treasre' bt itdoes indi$ate that they may $hoose to $ooperate 5ith
the player $hara$ters in mtally bene!i$ial 5ays%
As al5ays' interpreting the reslts o! this roll is le!t to
the G)' 5ho may $hoose to alter the reslt i! he or she
believes a di!!erent reslt 5old be more enIoyable to
play ot than the one rolled%
Initiati>e
a$h rond' 1d6 is rolled !or >nitiative !or ea$h $hara$ter
or monster% (his roll is adIsted by the $hara$terLs
De&terity bons% igh nmbers a$t !irst% Any
$hara$tersQmonsters 5ith e:al nmbers a$t
simltaneosly% (he G) may ma*e single rolls !or
grops o! identi$al monsters at his or her option%
As the G) $onts do5n the >nitiative nmbers' ea$h
$hara$ter or monster may a$t on his or her nmber% >!
desired' a $ombatant $an $hoose to 5ait ntil a later
nmber to a$t% >! a player states that he or she is
5aiting !or another $hara$ter or monster to a$t' then the
player $hara$terLs a$tion ta*es pla$e on the same
>nitiative nmber as the $reatre he or she is 5aiting
!or% >n this $ase' the player $hara$terLs a$tion is
simltaneos 5ith the $reatre 5aited !or' Ist as i! they
had rolled the same nmber%
A $hara$ter sing a 5eapon 5ith a long rea$h Hspears'
!or instan$eJ may $hoose to atta$* a $losing opponent
on the $losing opponentLs nmber and ths atta$*
simltaneosly 5ith the opponent' even i! the $hara$ter
rolled lo5er !or >nitiative%
Co56at
a$h $hara$ter or $reatre involved in $ombat may
move' i! desired' p to its en$onter movement
distan$e' and then atta$*' i! any opponent is in range'
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BASIC FANTAS$ RP, ENCO!NTER
5hen its >nitiative nmber $omes p% A!ter atta$*ing' a
$hara$ter or $reatre may not move again ntil the ne&t
rond%
"pponents more than BL apart may move !reely' bton$e t5o opposing !igres are 5ithin BL o! ea$h other'
they are 8engaged9 and mst abide by the rles nder
De!ensive )ovement' belo5%
R;nnin4
Chara$ters may $hoose to rn a rnning $hara$ter is
not normally allo5ed to atta$* Hbt see Charging'
belo5J% Rnning $hara$ters $an move at doble their
normal en$onter movement rate% Chara$ters are
allo5ed to rn a nmber o! ronds e:al to 2 times the
$hara$terLs Constittion' a!ter 5hi$h they are e&hasted
and may only 5al* Hat the normal en$onter rateJ% 7or
monsters not having a given Constittion' allo5 the
monster to rn !or 2 ronds% &hasted $hara$ters or
$reatres mst rest !or at least a trn be!ore rnning
again%
*ane;>era6ilit2
"he following rules may be considered optional. "heyare hardly needed for most dungeon adventures, butwill add measurably to combat situations in thewilderness, especially in waterborne combat situationsor when some or all combatants are flying.
Chara$ters' $reatres' and vehi$les o! varios sorts
have a trning distan$e% (his is given as a distan$e in
!eet in parentheses a!ter their movement rate' and it
determines ho5 !ar they mst move bet5een !a$ing
$hanges 5hen moving abot in $ombat%
All normal player $hara$ters' and in !a$t most
moderately sied $reatres 5hi$h 5al* on the grond'
have a trning distan$e o! BL% >! no trning distan$e is
given !or a $reatre' assme that it is BL%
>n general' a !a$ing $hange is any trn o! p to F0[ Ha
right-angle trnJ on a s:are-gridded map' this means
trning to !a$e dire$tly to the right or le!t o! the !igreLs
$rrent !a$ing% A hal!-trn HB[J still $onts as a !ll
!a$ing $hange% >! sing he&es' 8diagonal9 movement is
not available' so a !a$ing $hange is the 60[ trn to !a$e
to5ard the he&-side to the right or le!t o! the $rrent
!a$ing%
(here are a !e5 e&$eptions to this rle,
7irst' any $reatre that does not move a5ay !rom its
starting position dring the $ombat rond may ma*e as
many !a$ing $hanges as desired Hthogh
$ir$mstan$es' s$h as trying to trn a horse arond ina narro5 $orridor' may prevent thisJ%
>n$orporeal !lying $reatres' s$h as spe$tres' $an trn
!reely at any point 5hile moving%
Creatres 5hi$h are rnning Hmoving at doble speedJ
may not ma*e !a$ing $hanges o! more than 60[' and
their trning distan$e in$reases by 10L Hor' i! it is BL
normally' it in$reases to 10LJ%
Also' most $reatres $an shi!t one spa$e laterally 5hile
preserving their !a$ing Hthis is $alled 8sidestepping9J' bt
this may only be done 5hen moving at normal
H85al*ing9J speed' not at !ast H8rnning9J speed% 8"ne
spa$e9 means either BL or 10L' depending on the map or
board being sed%
Cli56in4 and i>in4
7or battles involving three dimensions' ea$h $reatre or
vehi$le has an altitde H5hen !lyingJ or depth
Hnder5aterJ% 7or air or sea battles' at least one o! the
$reatres or vehi$les shold start at an altitdeQdepth o!
0' and a ne5 0 level $an be established at any time' to
simpli!y play' by adIsting the altitdes o! ea$h $reatre
or vehi$le%
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ENCO!NTER BASIC FANTAS$ RP,
A 5inged !lier $an gain p to 10L o! altitde a!ter moving
!or5ard by the distan$e sho5n !or its maneverability
$lass' and $an dive Hlose altitde in a $ontrolled !ashionJ
at p to t5i$e the normal movement rate i! the $reatre
does not move horiontally by at least one-third its
normal speed' it 5ill stall' being !or$ed to dive at
ma&imm rate !or one rond% 7loating $reatres or
vehi$les Hballoons' !ly spell' !lying $arpets' et$%J $an
$limb verti$ally 5ithot horiontal motion p to hal! the
normal movement rate' bt s$h 8!loaters9 $an only
des$end at the normal movement rate' nless they
have lost the ability to !loat entirely%
C/ar4in4
@nder some $ir$mstan$es' $hara$ters or $reatres
may be allo5ed to atta$* a!ter a rnning move% (his is
$alled a /ar4e' and some spe$i!i$ limitations apply%
7irst' the $harging $hara$ter or $reatre mst move at
least 10 !eet' and may move p to doble his or her
normal movement rate' as given above% (he movement
mst be in a more or less straight line to5ard the
intended target' and the path to the target mst be
reasonably $lear% 7inally' the atta$*er mst be sing a
5eapon s$h as a spear' lan$e' or pole arm 5hi$h is
sitable !or se 5hile $harging% Certain monsters'
espe$ially in$lding those 5ith horns' are able to se
natral atta$*s 5hen $harging% >! the atta$*er does not
have line o! sight to the opponent at the start o! the
$harge' that opponent $anXt be $harged%
(he atta$* made a!ter the $harge is made at O2 on the
atta$* roll% (he $harging $hara$ter or $reatre ta*es a
-2 penalty to Armor Class !or the remainder o! the
rond% >! the atta$* hits' it does doble damage%
Set .eaon A4ainst C/ar4e, +pears' pole arms'
and $ertain other pier$ing 5eapons deal doble
damage 5hen 8set9 Hbra$ed against the grond or !loorJ
and sed against a $harging $reatre% 7or this to be
done' the $hara$ter or $reatre being $harged mst
have e:al or better >nitiative this $onts as holding an
a$tion, both atta$*er and de!ender a$t on the atta$*erLs
>nitiative nmber and are there!ore simltaneos%
E>asion and P;rs;it
+ometimes a party o! adventrers 5ill 5ant nothing
more than to avoid a grop o! monsters Hor sometimes'
itLs the monsters avoiding the adventrersJ% >! one
grop is srprised' and the other is not' the nsrprised
grop may be able to es$ape atomati$ally Hnless
something prevents them !rom ma*ing an e&itJ%
"ther5ise' the $hara$ters 5anting to !lee begin doing
so on their >nitiative nmbers% (he G) may easily play
ot the prsit' !ollo5ing along on his or her map Hnote
that the players $anLt dra5 maps 5hile they rn
headlong throgh the dngeon or 5ilderness areaJ%
Any time a $hara$ter mst pass throgh a door5ay'
ma*e a hard trn' et$%' the G) may re:ire a saving
thro5 vs% Death Ray H5ith De&terity bons addedJ i! the
save is !ailed' the $hara$ter has !allen at that point and
moves no !rther that rond he or she may stand p
and ma*e a !ll move on his or her >nitiative nmber in
the ne&t rond%
>! at any point the prsers are 5ithin BL Hmelee rangeJ
at the start o! a rond' they may begin melee $ombat
the !leeing $hara$ters 5ill be sbIe$t to 8parting shots9
as des$ribed nder De!ensive )ovement i! they
$ontine to !lee a!ter the prsers $lose to melee range%
>! the !leeing $hara$ters or $reatres are ever able to
get beyond the prserLs sight !or a !ll rond' theyhave evaded prsitK the prsers have lost them%
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BASIC FANTAS$ RP, ENCO!NTER
eensi>e *o>e5ent
Any time a $hara$ter trns his or her ba$* on an
adIa$ent opponent H5ho has a ready 5eaponJ and
begins movement' that opponent is allo5ed a 8partingshot9 5ith a O2 bons to atta$*' even i! that opponent
has already made all atta$*s !or the rond% "pponents
5ith atta$* rotines mst $hoose one atta$* mode !or
instan$e' a tiger 5ith a $la5Q$la5Qbite rotine $old only
$la5 on$e or bite on$e%
Alternately' the $hara$ter may begin ba$*ing a5ay Hat
p to hal! normal 5al*ing movementJ 5hile $ontining
to !ight Hi! the opponent remains 5ithin rea$h' that is'
!ollo5s the retreating $hara$terJ% (his is termed ai4/tin4 8it/dra8al%
%o8 to Atta?
(o roll 8to hit'9 the atta$*er rolls 1d20 and adds his or
her atta$* bons HAJ' as sho5n on the table on page
' as 5ell as +trength bons Hi! per!orming a melee
atta$*J or De&terity bons Hi! per!orming a missile
atta$*J and any other adIstments re:ired by the
sitation% >! the total is e:al to or greater than theopponentLs Armor Class' the atta$* hits and damage is
rolled% A natral 819 on the die roll is al5ays a !ailre% A
natral 8209 is al5ays a hit' i! the opponent $an be hit at
all H!or e&le' monsters that $an only be hit by silver
or magi$ 5eapons $annot be hit by normal 5eapons' so
a natral 8209 5ith a normal 5eapon 5ill not hit s$h a
monsterJ%
Atta?in4 ro5 Be/ind
Atta$*s made !rom behind an opponent sally re$eive
a O2 atta$* bons% (his does not $ombine 5ith the
+nea* Atta$* ability Hsee the (hie!' aboveJ%
Nor5al *en
A note abot nor5al 5en, (he /) entry in the table
above is !or normal men' also *no5n as @ero le>el
/araters% (hese $hara$ters represent the artisans'shop*eepers' s$llery maids' and other non-adventrer
$hara$ters 5ho 5ill appear in the game% All s$h
$hara$ters are /;Cs' o! $orse% Demi-hman ra$es
have !e5 i! any ero-level $hara$ters among their
nmbers the vast maIority o! 8normal men9 are
hmans%
Average ero-level hmans have 1d hit points' and
sally are not pro!i$ient 5ith any 5eapons e&$ept bare
hands% Green troops Hthose 5ho have not been in
battle yetJ are ero-level' bt they have 1d6 hit points
and are allo5ed to se any 5eapon allo5ed to a
7ighter%
>t is re$ommended not to 5aste time in detailing the
ability s$ore or other statisti$s o! s$h $hara$ters
!rther they are normal' as in 8average'9 and so very
!e5 5old have e&treme statisti$s% A bla$*smith might
be $redited 5ith a +trength s$ore o! 13 or more' or a
savant 5ith >ntelligen$e o! 16 or more' bt in general
s$h things need not be detailed !or most o! these
$hara$ters%
*onster Atta? Bon;s
hen loo*ing p a monsterLs hit di$e on the Atta$*
ons (able' ignore all 8pls9 or 8mins9 vales so a
monster 5ith 3O2 hit di$e' or one 5ith 3-1' is still treated
as Ist 3 hit di$e% (he e&$eption is monsters 5ith 1-1 or
lo5er hit di$e' 5hi$h are $onsidered less than one hit
die and have an atta$* bons o! O0%
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ENCO!NTER BASIC FANTAS$ RP,
*elee Co56at
)elee o$$rs a!ter a $hara$ter has $losed !or $ombat
and stri*es at a monster or other !oe% )elee 5eapons
or atta$*s may generally only be sed against !oes 5hoare engaged 5ith the atta$*er Has des$ribed aboveJ%
*issile Fire
)issile 5eapons may be sed to atta$* !oes at a
distan$e% (he distan$e the atta$*er is !rom his target
a!!e$ts the atta$* roll' as sho5n on the )issile eapon
Ranges table in the C/araters se$tion' above% >n
general' opponents 5ithin +hort range are atta$*ed at
O1 on the die' those beyond +hort range bt 5ithin
)edim range are atta$*ed at O0' and those beyond
)edim bt 5ithin #ong range are atta$*ed at -2% 7oes
beyond #ong range $annot be e!!e$tively atta$*ed%
>! a $hara$ter attempts to se a missile 5eapon against
a !oe 5ho is 5ithin BL o! him or her Hi%e% 5ho is engaged
5ith the shooterJ' a penalty o! -B is applied to the atta$*
roll% (his is de to the shooter dodging arond to avoid
the !oeLs atta$*s% (he only e&$eption is i! the atta$*er is
behind the target $reatre and ndete$ted' or that$reatre is distra$ted so as to not be able to atta$* the
shooter in these $ases' apply the sal O1 bons HO3
total bons i! atta$*ing !rom behindJ%
Co>er and Coneal5ent
>n $ertain sitations' the intended target o! a missile Hor
meleeJ atta$* may have $over or $on$ealment o! some
*ind% Cover is de!ined as 8hard9 prote$tion s$h as that
a!!orded by a thi$* tree trn* or stone 5all' that is'
anything that 5ill stop or slo5 a missile 5eapon%
Con$ealment is 8so!t9 $over li*e !og or light !oliage that
ma*es the target di!!i$lt to see bt does not a!!e$t the
missile itsel!% Cover or $on$ealment ma*es it more
di!!i$lt to stri*e an intended target' and ths a penalty
5ill be applied to the atta$*erLs die roll depending pon
ho5 m$h o! the target is prote$ted !rom atta$*% 7or
$on$ealment the atta$* penalty shold range !rom -1
H2BN obs$redJ to - HF0N obs$redJ% 7or hard $over'
these penalties shold be dobled%
*issile .eaon Rate o Fire
>n general' missile 5eapons are allo5ed a single atta$*
per rond' Ist as are melee 5eapons% o5ever'
$rossbo5s are an e&$eption' as reloading a $rossbo5
bet5een shots is time-$onsming%
A light $rossbo5 $an be !ired on$e per t5o ronds' and
the ser may not per!orm any other a$tions Hin$lding
movementJ dring the 8reloading9 rond% A heavy
$rossbo5 $an be !ired Ist on$e per three ronds' again
re:iring the ser to spend t5o ronds doing nothing
other than $o$*ing and loading the 5eapon in order to
!ire it again%
"! $orse' the ser o! s$h a 5eapon may drop or sling
the 5eapon and s5it$h to another 5eapon rather than
reloading% Also' it is possible Hespe$ially 5hen
de!ending a positionJ to load more than one $rossbo5in advan$e and then s5it$h 5eapons ea$h rond ntil
all have been !ired% >n a dngeon environment this sort
o! strategy is nli*ely' o! $orse%
,renadeLi?e *issiles
hen thro5ing grenade-li*e missiles H!las*s o! oil' et$%J'
a s$$ess!l atta$* roll indi$ates a dire$t hit% "ther5ise'
the G) 5ill roll 1d10 and $onslt the diagram belo5 to
determine 5here the missile hit% (reat ea$h nmber as
representing a 10L s:are area%
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BASIC FANTAS$ RP, ENCO!NTER
HbehindJ
0
F
BTar4e
t6
2 3
1
Hin !rontJ
*issiles T/at *iss
ith the e&$eption o! grenade-li*e missiles' missile
5eapons 5hi$h miss the intended target are normally
$onsidered lost% o5ever' i! the 5eapon is !ired into a
melee 5here allies o! the shooter are involved' and the
atta$* misses' it may hit one o! the allied $reatres%
(he G) shold de$ide 5hi$h allies may be hit' and roll
atta$*s against ea$h ntil a hit is made or all possible
targets are e&hasted% (hese atta$* rolls are made
5ith the shooterLs normal atta$* bons' Ist as i! he or
she intended to atta$* the allied $reatre% o5ever' the
G) mst ma*e these rolls' not the player%
(his rle is applied to atta$*s made by monsters' 5hen
appropriate% o5ever' the G) still ma*es the rolls%
(his rle is intentionally vage the G) mst de$ide
5hen and ho5 to apply it based on the $ir$mstan$es
o! the battle% >t is re$ommended that no more than
three allies be 8tried9 in this 5ay' bt the G) may ma*e
an e&$eption as he or she sees !it%
a5a4e
>! an atta$* hits' the atta$*er rolls damage as given !or
the 5eapon% )elee atta$*s apply the +trength bons or
penalty to the damage di$e' as do thro5n missile
5eapons s$h as daggers or spears% @sally' bo5s
and $rossbo5s do not gain the +trength bons' bt
sling bllets or stones do%
Also' magi$ 5eapons 5ill add their bonses to damageHand $rsed 5eapons 5ill apply their penaltyJ% /ote
that' regardless o! any penalties to damage' any
s$$ess!l hit 5ill do at least one point o! damage%
As e&plained else5here' a $reatre or $hara$ter
red$ed to 0 hit points is dead%
S;6d;in4 a5a4e
Atta$*s made 5ith the 8!lat o! the blade9 !or non-lethal
damage are made at a - atta$* penalty and do hal!
damage% )ost 5eapons $an be sed this 5ay only
those 5ith penetration or slashing !eatres on all sides
$annot%
>! a $hara$ter is red$ed to ero hit points 5ho has
ta*en at least some sbding damage' the $hara$ter
be$omes n$ons$ios rather than dying% HAny !rther
sbding damage is then $onsidered *illing damage'
allo5ing the possibility that someone might be beaten to
death%J A $hara$ter *no$*ed ot in this 5ay' bt not
sbse:ently *illed' 5ill 5a*e p 5ith 1 hit point in 1d
trns' or $an be a5a*ened H5ith 1 hit pointJ by
someone else a!ter 2d10 ronds%
Bra8lin4
+ometimes a $hara$ter 5ill atta$* 5ithot a 5eapon'
stri*ing 5ith a !ist or !oot% (his is $alled bra5ling%
/ormal $hara$ters do 1d3 points o! sbding damage
5ith a pn$h' 1d 5ith a *i$* *i$*s are rolled at a -2
atta$* penalty% A $hara$ter in no armor or leather
armor $annot s$$ess!lly pn$h or *i$* a $hara$ter in
metal armor' and in !a$t' i! this is attempted the damage
is applied to the atta$*er instead o! the de!ender% (he
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ENCO!NTER BASIC FANTAS$ RP,
G) mst de$ide 5hi$h monsters $an be s$$ess!lly
atta$*ed this 5ay% All $hara$ter $lasses may engage in
bra5ling there is no 85eapon9 restri$tion in this $ase%
.restlin4
A 5restling atta$* re:ires a s$$ess!l melee atta$*
roll' 5here s$$ess indi$ates the atta$*er has grabbed
his or her opponent% (his hold is maintained ntil the
atta$*er releases it or the de!ender ma*es a save vs%
Death Ray' 5hi$h is attempted at the de!enderLs ne&t
a$tion Ha$$ording to >nitiativeJ% A s$$ess!l 5restling
atta$* $ases the atta$*er to move into the same
8spa$e9 as the de!ender Hi! miniatre !igres are sedJ%
A!ter a$hieving a hold on an opponent' the atta$*er $an
atomati$ally in!li$t narmed damage Has i! stri*ing 5ith
a !istJ' prevent a held opponent !rom spea*ing' se
simple magi$ items s$h as rings' or ta*e any other
a$tion the G) allo5s% (he atta$*er may also attempt to
a$:ire an item the opponent is holding Hs$h as a
5eaponJ or attempt to move the opponent Has
des$ribed belo5J% A held $hara$ter may be volntarily
released 5henever the atta$*er so desires%
(he atta$*er $anXt dra5 or se a 5eapon or se a
5and' sta!!' s$roll or potion' es$ape anotherXs 5restling
atta$*' $ast a spell' or pin another $hara$ter 5hile
holding an opponent%
*o>in4 t/e Oonent: (he atta$*er $an move p
to one-hal! speed Hbringing the de!ender alongJ 5ith a
s$$ess!l atta$* roll' i! the atta$*er is strong enogh to
$arry or drag the de!ender%
A;irin4 an O6Get: (he atta$*er may attempt to
ta*e an item a5ay !rom the de!ender% (his re:ires an
additional atta$* roll i! the roll !ails' the de!ender may
immediately attempt an atta$* roll Heven i! he or she has
already atta$*ed this rondJ 5hi$h' i! s$$ess!l' reslts
in the de!ender pinning the atta$*er or' the de!ender
may $hoose to es$ape instead o! reversing the hold%
Ations Allo8ed to t/e eender: (he target o!a s$$ess!l hold is sally immobile Hbt not helplessJ
at least ntil his or her ne&t a$tion' as determined by
>nitiative% +$h $hara$ters s!!er a penalty o! - to AC
against opponents other than the atta$*er%
>! the de!ender is signi!i$antly stronger andQor larger
than the atta$*er' he or she may move at p to one-hal!
speed' dragging the atta$*er along%
"n the de!enderLs ne&t a$tion' he or she $an try to
es$ape the pin 5ith a saving thro5 vs% Death Ray the
de!ender mst apply the better o! his or her +trength or
De&terity bonses Hor penaltiesJ on this roll% >! the
es$ape roll s$$eeds' the de!ender !inishes the a$tion
by moving into any spa$e adIa$ent to the atta$*er%
>! more than one atta$*er has a hold on a parti$lar
de!ender' a s$$ess!l es$ape roll !rees the de!ender
!rom Ist one o! those atta$*ers%
eld $hara$ters may also se simple magi$ items s$has rings% A $hara$ter being held may not normally $ast
a spell' even i! he or she has not been silen$ed by the
atta$*er%
*;ltile Oonents: +everal $ombatants $an be
involved in a 5restling mat$h% @p to !or $ombatants
$an 5restle a single opponent o! normal sie in a given
rond% Creatres that are smaller than the atta$*er
$ont !or hal!' 5hile $reatres that are larger $ont at
least doble Has determined by the G)J% /ote that'a!ter an opponent is pinned' other atta$*ers bene!it
!rom the - AC penalty applied to the de!ender%
o5ever' this AC penalty is not $mlative Hthat is'
ea$h s$$ess!l atta$* does not lo5er the de!enderLs
AC !rtherJ%
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BASIC FANTAS$ RP, ENCO!NTER
>t is also possible !or another $hara$ter to atta$* the
atta$*er in an ongoing 5restling bot% >n this $ase' a
s$$ess!l hold on the atta$*er grants the original
de!ender a O bons on sbse:ent es$ape rolls%
.restlin4 .it/ *onsters: >n general' the rles
above $an be sed not only 5hen $hara$ter ra$es
5restle bt also 5hen hmanoid monsters are involved%
(he G) 5ill de$ide 5hether or not to allo5 5restling
involving non-hmanoid $reatres on a $ase-by-$ase
basis i! this is allo5ed' the !ollo5ing adIstments apply,
Creatres 5ith e&tra grasping appendages Hmore than
the sal t5oJ gain a O1 bons on atta$* rolls or saving
thro5s !or ea$h s$h appendage% (his in$ldes$reatres 5ith !eet $apable o! grasping Hs$h as
mon*eys or apes' giant spiders' et$%J
#arge $reatres able to !ly may attempt to $arry o!! their
opponents Heven i! the !lying $reatre is the de!enderJ%
restling atta$*s against $reatres 5ith to$h atta$*s
Hs$h as 5ightsJ 5ill $ase the atta$*er to s!!er one
s$h atta$* atomati$ally every rond%
Oil
A !las* o! oil $an be sed as a grenade-li*e missile%
(he oil mst be set a!ire in order to in!li$t damage
other5ise the oil is Ist slippery% Assming some
means o! igniting the oil is at hand' a dire$t hit to a
$reatre deals 1d points o! !ire damage' pls in the
ne&t rond the target ta*es an additional 1d points o!
damage' nless he or she spends the rond
e&tingishing the !lames by some reasonable means%
(he G) mst Idge the method sed rolling on the
!loor Hassming itLs not oily alsoJ or $overing the !lames
5ith a 5et blan*et are good methods' !or instan$e'
5hile poring or splashing 5ater on brning oil does
little good% >n any event' a !las* o! brning oil only
$ases damage !or t5o ronds at most%
>! the oil is ignited by some sort o! 5i$* or !se' then all
other $reatres 5ithin B !eet o! the point o! impa$t
re$eive 1d6 points o! !ire damage !rom the splash% A
save vs% Death Ray is allo5ed to avoid this damage% >!
the !las* does not hit the intended target Has des$ribed
nder Grenade-#i*e )issiles' aboveJ' then that $reatre
may still ta*e damage !rom the splash' and re$eives a
saving thro5% /o saving thro5 is allo5ed !or a $reatre
5hi$h has re$eived a dire$t hit%
A !las* o! oil spilled or splattered on the grond 5ill brn
!or 10 ronds% (hose attempting to $ross the brning oil
5ill re$eive 1d6 points o! !ire damage ea$h rond they
are in it H5ith no saving thro5 in this $aseJ%
7ire-resistant $reatres' in$lding $reatres having !ire-
based abilities' are not damaged by brning oil%
%ol2 .ater
oly 5ater damages ndead $reatres% A !las* o! holy
5ater $an be thro5n as a grenade-li*e missile the !las*
brea*s i! thro5n against the body o! a $orporeal
$reatre' bt to se it against an in$orporeal $reatre' it
mst be opened and pored ot onto the target'generally re:iring the atta$*er to be adIa$ent to the
target%
A dire$t hit by a !las* o! holy 5ater deals 1d points o!
damage to an ndead $reatre% >n addition' ea$h s$h
$reatre 5ithin B !eet o! the point o! impa$t re$eives 1d6
points o! damage !rom the splash% oly 5ater is only
e!!e$tive !or one rond%
*orale
/;Cs and monsters donLt al5ays !ight to the death in
!a$t' most 5ill try to avoid death 5henever possible%
a$h monster listing in$ldes the monsterLs )orale
s$ore' a !igre bet5een 2 and 12% (o ma*e a )orale
$he$*' roll 2d6 i! the roll is e:al to or less than the
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ENCO!NTER BASIC FANTAS$ RP,
)orale s$ore' the monster or monsters are 5illing to
stand and !ight% >! the roll is higher than the s$ore' the
monster has lost its nerve% )onsters 5ith a )orale
s$ore o! 12 never !ail a )orale $he$* they al5ays !ight
to the death%
>n general' )orale is $he$*ed 5hen monsterHsJ !irst
en$onter opposition' and again 5hen the monster
party is red$ed to hal! strength Hby nmbers i! more
than one monster' or by hit points i! the monster is
aloneJ% 7or this prpose' monsters in$apa$itated by
slee' /ar5' or /old magi$ are $onted as i! dead%
(he Game )aster may apply adIstments to a
monsterLs )orale s$ore in some sitations' at his or herdis$retion% Generally' adIstments shold not total
more than O2 or -2% /o adIstment is ever applied to a
)orale s$ore o! 12%
A monster that !ails a )orale $he$* 5ill generally
attempt to !lee intelligent monsters or /;Cs may
attempt to srrender' i! the G) so desires%
/ote that spe$ial rles apply to retainers see the
relevant rles in the Ad>ent;re se$tion' above%
T;rnin4 t/e !ndead
Cleri$s $an (rn the ndead' that is' drive a5ay ndead
monsters by means o! !aith alone% (he Cleri$
brandishes his or her holy symbol and $alls pon the
po5er o! his or her divine patron% (he player rolls 1d20
and tells the G) the reslt% /ote that the player shold
al5ays roll' even i! the G) *no5s the $hara$ter $anLt
s$$eed Hor $anLt !ailJ' as telling the player 5hether or
not to roll may reveal too m$h%
(he G) loo*s p the Cleri$Ls level on the Cleri$s vs%
@ndead table' and $ross-re!eren$es it 5ith the ndead
type% >! the table indi$ates 8/o9 !or that $ombination' it
is not possible !or the Cleri$ to a!!e$t that type o!
ndead monster% >! the table gives a nmber' that is the
minimm nmber needed on 1d20 to (rn that sort o!
ndead% >! the table says 8(9 !or that $ombination' that
type o! ndead is atomati$ally a!!e$ted Hno roll
neededJ% >! the reslt sho5n is a 8D'9 then that sort o!
ndead 5ill be Damaged Hand possibly destroyedJ
rather than merely (rned%
>! the roll is a s$$ess' 2d6 hit di$e o! ndead monsters
are a!!e$ted srpls hit di$e are lost Hso i! ombies are
being (rned and a roll o! is made' at most 3 ombies
$an be (rnedJ' bt a minimm o! one $reatre 5ill
al5ays be a!!e$ted i! the !irst roll s$$eeds%
>! a mi&ed grop o! ndead Hsay' a 5ight and a pair o!ombiesJ is to be (rned' the player still rolls Ist on$e%
(he reslt is $he$*ed against the 5ea*est sort !irst Hthe
ombiesJ' and i! they are s$$ess!lly (rned' the same
reslt is $he$*ed against the ne&t higher type o!
ndead% #i*e5ise' the 2d6 hit di$e are rolled only on$e%
7or e&le' i! the grop des$ribed above is to be
(rned by a 2nd
level Cleri$' he or she 5old !irst need
to have rolled a 1B or higher to (rn the ombies% >! this
is a s$$ess' 2d6 are rolled assming the 2d6 roll is a
' this 5old (rn both ombies and leave a remainder
o! 3 hit di$e o! e!!e$t% ights are' in !a$t' 3 hit die
monsters' so assming the original 1d20 roll 5as a 20'
the 5ight is (rned as 5ell% "bviosly' 5ere it a grop
o! 3 ombies and a 5ight' the 2d6 roll 5old have to be
a total o! F or higher to a!!e$t them all%
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BASIC FANTAS$ RP, ENCO!NTER
>! a Cleri$ s$$eeds at (rning the ndead' bt not all
ndead monsters present are a!!e$ted' he or she may
try again in the ne&t rond to a!!e$t those 5hi$h remain%
>! any roll to (rn the @ndead !ails' that Cleri$ may not
attempt to (rn @ndead again !or one !ll trn% A partial
!ailre Hpossible against a mi&ed gropJ $onts as a
!ailre !or this prpose%
@ndead monsters 5hi$h are (rned !lee !rom the Cleri$
and his or her party at ma&imm movement% >! the
party prse and $orner the (rned ndead' they mayresme atta$*ing the party bt i! le!t alone' the
monsters 5ill not retrn or attempt to atta$* the Cleri$
or those near him or her !or at least 2d trns%
@ndead monsters sbIe$t to a D HDamagedJ reslt
s!!er 1d damage per level o! the Cleri$ Hroll on$e and
apply the same damage to all ndead monsters
a!!e$tedJ those red$ed to ero hit points are tterly
destroyed' being blasted into little more than dst%
(hose srviving this damage are still (rned as above%
Ener42 rain
+ometimes $hara$ters are e&posed to energy drain
!rom ndead or evil magi$% +$h energy drain is
mani!ested in the !orm o! 8negative levels%9 7or ea$hnegative level a vi$tim re$eives' he or she s!!ers a
semi-permanent loss o! one hit die 5orth o! hit points
and a penalty o! -1 on all atta$* and saving thro5 rolls%
(he vi$tim may or may not be allo5ed a saving thro5 to
resist the e!!e$t Hdepending on the spe$i!i$ monster
typeJ%
>! the $hara$terLs hit points are red$ed to ero or less
by means o! energy drain' the vi$tim is immediately
slain% >! the energy drain is $ased by an ndeadmonster' the vi$tim 5ill sally be trans!ormed into that
sort o! ndead He&a$t details vary by type o! monsterJ%
/egative levels may be removed by magi$% hen a
negative level is to be removed' divide the total nmber
o! hit points lost by the nmber o! negative levels
Hronding normallyJ to determine ho5 many hit points
are restored%
7or e&le' a $hara$ter s!!ers three negative levels
o! energy drain% (he hit point losses rolled 5ere 6' B'
and 2' !or a total o! 13 points lost% (he !irst negative
level removed restores 13 Q 3 %3333 hit points H5hi$h
is ronded to evenJ% /o5 the $hara$ter has t5o
negative levels and has lost F hit points% (he ne&t time
a negative level is removed' the $hara$ter re$overs F Q
2 %B hit points' 5hi$h is ronded to B even% /o5 the
$hara$ter has one negative level and hit points lost%
Removal o! the last negative level 5ill restore the
remaining points%
(hose 5ho have s!!ered energy drain generally have a
gant' haggard loo* abot them' noti$eable by
observant $hara$ters%
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ENCO!NTER BASIC FANTAS$ RP,
%ealin4 and Rest
Chara$ters re$over 1 hit point o! damage every day'
provided that normal sleep is possible% Chara$ters 5ho
$hoose !ll bedrest regain an additional hit point ea$hevening%
/ormal $hara$ters re:ire 6 hors sleep ot o! every
2% +btra$t !rom this nmber o! hors the $hara$terLs
Constittion bons so a $hara$ter 5ith 1 Constittion
needs only 3 hors sleep per night Hand a $hara$ter
5ith 3 Constittion needs F horsJ% /ote that these
!igres are minimms given a $hoi$e' most $hara$ters
5old pre!er to sleep t5o or more hors longer%
Chara$ters 5ho get less than the re:ired amont o!
sleep s!!er a -1 penalty on all atta$* rolls and saving
thro5s Has 5ell as not re$eiving any hit points o!
healingJ% 7or ea$h additional night 5here s!!i$ient
sleep is not re$eived' the penalty be$omes one point
5orse% Regardless o! ho5 long the $hara$ter has gone
5ithot ade:ate sleep' the normal amont o! sleep 5ill
remove these penalties%
Constit;tion Point Losses
Any $hara$ter 5ho has lost Constittion points
temporarily Hs$h as de to a diseaseJ may regain them
5ith normal rest% (he rate o! re$overy is one point per
day' a5arded ea$h morning 5hen the $hara$ter
a5a*ens !rom a normal nightLs sleep% >! more than one
Constittion point 5as lost' the $hara$ter mst ma*e a
save vs% Death Ray H5ithot adIstmentsJ to regain the
!inal point !ailre reslts in a permanent loss o! that
point%
>! a Constittion loss reslts in a lo5er bons or penalty'
the $hara$terLs ma&imm hit points mst be red$ed
appropriately !or instan$e' a $hara$ter red$ed !rom 16
to 1B Constittion goes !rom O2 to O1' ths losing one
hit point per die rolled% >! a red$tion in ma&imm hit
points red$es that !igre to less than the $hara$terLs
$rrent hit points' red$e the $rrent hit points to the
ne5 ma&imm hit point !igre immediately%
hen regaining Constittion' any in$rease thatin$reases the $hara$terLs Constittion bons reslts in
the restoration o! the hit points lost de to the red$tion'
added to the ma&imm hit point !igre only% Crrent hit
points 5ill not be improved in this !ashion' bt rather
mst be regained by normal healing%
Fallin4 a5a4e
Chara$ters s!!er 1d6 damage per 10L !allen' p to a
ma&imm 20d6% 7ra$tional distan$es are ronded to
the nearest 5hole nmber' so that a !all o! 1-L does no
damage' BL-1L does 1d6' et$%
eaness and Blindness
A dea!ened $reatre $an rea$t only to 5hat it $an see or
!eel' is srprised on 1-3 on 1d6' and s!!ers a -1 penalty
to its >nitiative rolls% A blinded $reatre is srprised on
1- on 1d6' s!!ers a - penalty to its atta$* rolls' a -
penalty to its Armor Class' and a -2 penalty to its
>nitiative rolls% (hese e!!e$ts are modi!ied 5hen dealing
5ith monsters having nsal sensory abilities !or
e&le' bats may be a!!e$ted by dea!ness as i!
blinded instead%
(hese penalties are !or $hara$ters or $reatres re$ently
handi$apped% (hose 5ho are normally blind or dea!
may have red$ed penalties at the G)Ls option%
/ote that the penalty !or atta$*ing an invisible opponent
is the same as the penalty !or atta$*ing blind' that is' -
on the atta$* roll%
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BASIC FANTAS$ RP, ENCO!NTER
Atta?in4 a e/ile
Atta$*s against vehi$les Hs$h as 5agons or shipsJ are
made against Armor Class 11% a$h vehi$le has listed
ardness and it ;oint vales% Roll damage againstthe vehi$le' and then red$e that damage by the
ardness vale% Any e&$ess damage is applied to the
vehi$le%
>! the vehi$le ta*es damage e:al to or greater than the
listed ; on one side' it is red$ed to hal! speed de to
5heel damage or a hll brea$h i! it ta*es this m$h
again' it is immobilied' and this m$h damage 5ill sin*
a ship%
Reairin4 a e/ile
Damage done to a vehi$le may be restored at a rate o!
1d hit points per $re5 member per hor o! labor%
o5ever' a vehi$le $an only be restored to F0N o! its
ma&imm hit points by !ield repairs a damaged ship
mst be pt into drydo$* and repaired by a ship5right
and his $re5' 5hile a 5agon' $art or $hariot 5ill re:ire
a 5agonma*er to repair them% Costs o! s$h repairs
are le!t to the Game )aster to de$ide%
Sa>in4 T/ro8s
Sa>in4 t/ro8s represent the ability o! a $hara$ter or
$reatre to resist or avoid spe$ial atta$*s' s$h as
spells or poisons% #i*e an atta$* roll' a saving thro5 is
a d20 roll' 5ith a target nmber based on the
$hara$terLs $lass and level !or monsters' a $omparable
$lass and level are provided !or the prpose o!
determining the monsterLs saving thro5 !igres% Anatral HnadIstedJ roll o! 1 on a saving thro5 is
al5ays a !ailre' 5hile a natral 20 is al5ays a s$$ess%
(he !ive $ategories o! saving thro5 as !ollo5s, eat/
Ra2 or Poison' *a4i .ands' Paral2sis or
Petri2' ra4on Breat/' and Sells% +pells and
monster spe$ial atta$*s 5ill indi$ate 5hi$h $ategory
applies H5hen a saving thro5 is allo5edJ' bt in some
nsal sitations the Game )aster 5ill need to $hoose
a $ategory% "ne 5ay to ma*e this $hoi$e is to interpret
the $ategories metaphori$ally% 7or e&le' a G)
might be 5riting an adventre 5herein there is a trap
that pors brning oil on the hapless adventrers%
Avoiding the oil might be $onsidered similar to avoiding
Dragon reath% "r perhaps a stone idol shoots beams
o! energy !rom its glaring eyes 5hen approa$hed% (his
atta$* may be $onsidered similar to a )agi$ and' or i!
espe$ially potent' a +pell%
>n general' saving thro5 rolls are not adIsted by ability
s$ore bons or penalty !igres% (here are a !e5
e&$eptions,
• ;oison saving thro5s are al5ays adIsted by the
Constittion bons o! the $hara$ter%
• +aving thro5s against illsions Hs$h as
/antas5al oreJ are al5ays adIsted by
the $hara$terLs >ntelligen$e%
(he G) may de$ide on other saving thro5 adIstments'
as he or she sees !it%
Ite5 Sa>in4 T/ro8s
Area e!!e$ts Hs$h as !ireball or lightning bolt spellsJ
may damage items $arried by a $hara$ter as 5ell as
inIring the $hara$ter% 7or simpli$ity' assme that items
$arried are na!!e$ted i! the $hara$ter or $reatre
$arrying them ma*es its saving thro5% o5ever' very
!ragile items Hpaper vs% !ire' glass vs% physi$al impa$t'
et$%J may still be $onsidered sbIe$t to damage even i!
the bearer ma*es his or her save%
>n any $ase 5here one or more items may be sbIe$t to
damage' se the saving thro5 roll o! the bearer to
determine i! the item is damaged or not% 7or e&le'
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ENCO!NTER BASIC FANTAS$ RP,
a $hara$ter holding an open spellboo* is str$* by a
!ireball spell he or she mst save vs% +pells' and then
save again at the same odds !or the spellboo*%
(he G) shold !eel !ree to amend this rle as he or she
sees !it !or instan$e' a ba$*pa$* !ll o! !ragile items
might be given a single saving thro5 rather than
laboriosly rolling !or ea$h and every item%
Cleri
Le>el
eat/
Ra2 or
Poison
*a4i
.ands
Paral2sis
or Petri2
ra4on
Breat/ Sells
1 11 12 1 16 1B
#3 10 11 13 1B 1
'& F 10 13 1B 1
7 F 10 12 1 13
+9 F 12 1 13
111 F 11 13 12
1#13 11 13 12
1'1& 10 12 11
117 6 10 12 11
1+19 6 F 11 10
# B 6 F 11 10
Fi4/ter
Le>el
eat/
Ra2 or
Poison
*a4i
.ands
Paral2sis
or
Petri2
ra4on
Breat/ Sells
1 12 13 1 1B 1
#3 11 12 1 1B 16
'& 11 11 13 1 1B
7 10 11 12 1 1B
+9 F 10 12 13 1
111 F F 11 12 13
1#13 F 10 12 13
1'1& 10 11 12
117 F 10 11
1+19 6 10 11
# B 6 F 10
*a4i!ser
Le>el
eat/
Ra2 or
Poison
*a4i
.ands
Paral2sis
or
Petri2
ra4on
Breat/ Sells
1 13 1 13 16 1B
#3 13 1 13 1B 1
'& 12 13 12 1B 13
7 12 12 11 1 13
+9 11 11 10 1 12
11111 10 F 13 11
1#13 10 10 F 13 11
1'1& 10 F 12 10
117 F 12 F
1+19 F 6 11 F
# 6 B 11
T/ie
Le>el
eat/
Ra2 or
Poison
*a4i
.ands
Paral2sis
or
Petri2
ra4on
Breat/ Sells
1 13 1 13 16 1B
#3 12 1 12 1B 1
'& 11 13 12 1 13
7 11 13 11 13 13
+9 10 12 11 12 12
111 F 12 10 11 11
1#13 F 10 10 10 11
1'1& 10 F F 10
117 F F F
1+19 F F
# 6 6
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BASIC FANTAS$ RP, *ONSTERS
PART : *ONSTERS
Na5e: (he !irst thing given !or ea$h monster is its
name Hthe most $ommon name' i! the monster is *no5n
by more than oneJ% >! an asteris* appears a!ter the
monsterLs name' it indi$ates that the monster is only
able to be hit by spe$ial 5eapons Hs$h as silver or
magi$al 5eapons' or $reatres a!!e$ted only by !ire'
et$%J 5hi$h ma*es the monster harder to de!eat%
Ar5or Class: (his line gives the $reatreXs AC !or
normal $ombat% >! the monster $stomarily 5ears
armor' the !irst listed AC vale is 5ith that armor' and
the se$ond' in parentheses' is narmored% +ome
monsters are only able to be hit HdamagedJ by silver or
magi$al 5eapons these are indi$ated either in 5ords or
5ith a dagger V some monsters may only be hit 5ith
magi$al 5eapons' indi$ated by a doble dagger \%
%it ie: (his line gives the $reatreXs nmber o! hit
di$e' and lists any bons hit points% )onsters al5ays
roll eight sided di$e HdJ !or hit points' nless other5ise
noted% +o a $reatre 5ith 3O2 hit di$e rolls 3d and
adds 2 points to the total%
"ne or t5o asteris*s HSJ may appear a!ter the hit di$e
!igre 5here present' they indi$ate a +pe$ial Ability
ons to e&perien$e points HP;J a5arded !or the
monster% +ee C/arater Ad>ane5ent in the
Ad>ent;re se$tion !or more details%
>! the monsterLs Atta? Bon;s is di!!erent than its
nmber o! it Di$e' !or $onvenien$e the Atta$* ons
5ill be listed in parentheses a!ter the it Di$e !igre%
*o>e5ent: (his line gives the monsterLs movement
rate' or rates !or those monsters able to move in more
than one !ashion% 7or e&le' gbears have a
normal 5al*ing movement o! 30D' and this is all that is
listed !or them% )ermaids $an only move abot in the
5ater' and so their movement is given as S8i5 'D%
;egasi $an both 5al* and !ly' so their movement is
listed as +D Fl2 1D%
>n addition' a distan$e may appear in parentheses a!ter
a movement !igre this is the $reatreLs trning
distan$e Hsee Part &: T/e Eno;nter J% >! a trning
distan$e is not listed' assme BL%
Atta?s: (he nmber Hand sometimes type or typesJ
o! atta$*s the monster $an per!orm% 7or e&le'
Goblins may atta$* on$e 5ith a 5eapon' so they are
mar*ed 1 8eaon% Ghols are mar*ed # la8s<1
6ite as they $an atta$* 5ith both $la5s and also bite in
one rond%
a5a4e: (he damage !igres $ased by s$$ess!l
atta$*s by the monster% Generally this 5ill be de!ined in
terms o! one or more die rolls%
No" Aearin4: (his is given in terms o! one or more
die rolls% )onsters that only appear ndergrond and
have no lairs 5ill have a single die roll those that have
lairs andQor those that $an be !ond in the 5ilderness
5ill be noted appropriately% 7or e&le' a monster
noted as 81d6' ild 2d6' #air 3d69 is en$ontered in
grops o! 1d6 individals in a dngeon setting' 2d6
individals in the 5ilderness' or 3d6 individals in a lair%
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*ONSTERS BASIC FANTAS$ RP,
/ote that nmber appearing applies to $ombatants%
/on-$ombatant monsters HIveniles' and sometimes
!emalesJ do not $ont in this nmber% (he te&t o! the
monster des$ription shold e&plain this in detail 5here it
matters' bt the G) is al5ays the !inal arbiter%
Sa>e As: (he $hara$ter $lass and level the monster
ses !or saving thro5s% )ost monsters save as
7ighters o! a level e:al to their hit di$e%
*orale: (he nmber that mst be rolled e:al to or
less than on 2d6 !or the monster to pass a )orale
Che$*% )onsters having a )orale o! 12 never !ail
morale $he$*s' and !ight ntil destroyed Hor ntil they
have no enemies le!tJ%
Treas;re T2e: (his line re!le$ts ho5 m$h 5ealth
the $reatre o5ns% +ee the Treas;re se$tion !or
more details% >n most $ases' a $reatre *eeps
valables in its home or lair and has no treasre 5ith it
5hen it travels% >ntelligent $reatres that o5n se!l'
portable treasre Hs$h as magi$ itemsJ tend to $arry
and se these' leaving bl*y items at home%
-P, (he nmber o! e&perien$e points a5arded !or
de!eating this monster% >n some $ases' the !igre 5ill
vary !or instan$e' Dragons o! di!!erent age $ategories
5ill have di!!erent P; vales% Revie5 the &perien$e
;oints a5ards table in the Ad>ent;re se$tion' above'
to $al$late the $orre$t !igre in these $ases%
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*ONSTERS BASIC FANTAS$ RP,
5or* by age t5o%
Riding horses $annot
!ight 5hile a rider is
monted% A light load
!or a riding horse is p
to 2B0 ponds a heavy
load' p to B00
ponds%
.ar %orses are trained and bred !or strength and
aggression% (hey sally are not ready !or 5ar!are
be!ore age three% A light load !or a 5arhorse is p to
3B0 ponds a heavy load' p to 00 ponds%
*;les are sterile $rossbreeds o! don*eys and horses%
(hey $an be ta*en into dngeons or $averns% A mle is
similar to a riding horse' bt slightly stronger and more
agile% A light load !or a mle is p to 300 ponds a
heavy load' p to 600 ponds%
A Pon2 is a small horse' nder B !eet tall at the
sholder% ;onies are other5ise similar to riding horses
and $annot !ight 5hile $arrying a rider% ;onies $an be
trained !or 5ar' and the morale in parentheses above is
!or a 5ar pony this does not allo5 them to !ight 5hile
$arrying a rider% A light load !or a pony is p to 2B
ponds a heavy load' p to BB0 ponds%
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BASIC FANTAS$ RP, *ONSTERS
*onster esritions
Ant ,iant
Armor Class, 1
it Di$e,
/o% o! Atta$*s, 1
Damage, 2d6
)ovement, 60L H10LJ
/o% Appearing, 2d6' ild 2d6' #air d6
+ave As, 7ighter,
)orale, on !irst sighting' 12 a!ter engaged
(reasre (ype, @ or spe$ial
P;, 20
Giant ants are among the hardiest and most adaptable
vermin% +oldiers and 5or*ers are abot B to 6 !eet long'
5hile :eens $an gro5 to a length o! F !eet% Giant ants
may be red or bla$* there is no statisti$al di!!eren$e
bet5een them% (hogh relatively shy 5hen !irst
en$ontered' on$e $ombat begins they 5ill !ight to the
death% (hey are *no5n to $olle$t shiny things' and so
5ill sometimes have a small amont o! treasre in their
lair%
Giant ants may o$$asionally mine shiny metals s$h as
gold or silver one in three H1-2 on 1d6J giant ant lairs
5ill $ontain 1d100 & 1d100 gp vale in relatively pre
nggets%
Anteloe
Armor Class, 13
it Di$e, 1 to
/o% o! Atta$*s, 1 btt
Damage, 1d or 1d6 or 1d
)ovement, 0L H10LJ
/o% Appearing, ild 3d10
+ave As, 7ighter, 1 to Has it Di$eJ
)orale, B HJ
(reasre (ype, /one
P;, 2B - 20
(he statisti$s above represent $ommon sorts o! 5ild
herd animals' in$lding deer H1 hit dieJ' aro$hs H2 hit
di$eJ' el* or moose H3 hit di$eJ and bison H hit di$eJ%
+$h $reatres are o!ten s*ittish and li*ely to !lee i!
provo*ed' bt males are more aggressive in the
presen$e o! !emales Hthe parenthesied morale applies
in this $aseJ%
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*ONSTERS BASIC FANTAS$ RP,
Bat (and Bat ,iant)
at Giant at
Armor Class, 1 1
it Di$e, 1 it ;oint 2
/o% o! Atta$*s, 1 1 bite
Damage, Con!sion 1d
)ovement, 30L 7ly 0L 10L 7ly 60L H10LJ
/o% Appearing, 1d100'
ild 1d100'
#air 1d100
1d10'
ild 1d10'
#air 1d10
+ave As, /ormal )an 7ighter, 2
)orale, 6
(reasre (ype, /one /one
P;, 10 B
ats are no$trnal !lying mammals% (he statisti$s
presented here des$ribe small' inse$tivoros bats%
(hey have a natral sonar that allo5s them to operate
in total dar*ness !or game prposes' treat this ability as
Dar*vision%
A grop o! normal-sied bats has no e!!e$tive atta$* Hat
least in terms o! doing damageJ bt $an $on!se those
in the area' !lying arond apparently randomly% 7or
every ten bats in the area' one $reatre $an be
$on!sed s$h a $reatre 5ill s!!er a penalty o! -2 on
all atta$* and saving thro5 rolls 5hile the bats remain in
the area%
A giant bat has a 5ingspan o! 1B !eet and 5eighs abot200 ponds% (hey have the same sensory abilities as
normal-sied bats' bt being m$h larger' they are able
to atta$* adventrers many are $arnivoros' ma*ing
s$h atta$*s li*ely%
Bear
ears atta$* by rending opponents 5ith their $la5s'
dragging them in and biting them% A s$$ess!l hit 5ith
both pa5s indi$ates a hg atta$* !or additional damage
Has given !or ea$h spe$i!i$ bear typeJ% All bears are
very togh to *ill' and are able to move and atta$* !or
one rond a!ter losing all hit points%
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BASIC FANTAS$ RP, *ONSTERS
Bear Bla?
Armor Class, 1
it Di$e,
/o% o! Atta$*s, 2 $la5sQ1 bite O hg
Damage, 1dQ1dQ1d6 O 2d6 hg
)ovement, 0L
/o% Appearing, 1d' ild 1d' #air 1d
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, 20
(he bla$* bear is a !orest-d5elling omnivore that
sally is not dangeros nless an interloper threatens
its $bs or !ood spply%
la$* bears may a$tally be pre bla$*' blond' or
$innamon in $olor% (hey are rarely more than B !eet
long%
Bear Ca>e
Armor Class, 1B
it Di$e,
/o% o! Atta$*s, 2 $la5sQ1 bite O hg
Damage, 1dQ1dQ2d6 O 2d hg
)ovement, 0L
/o% Appearing, 1d2' ild 1d2' #air 1d2
+ave As, 7ighter,
)orale, F
(reasre (ype, /one
P;, 60
(hese monstros bears are even larger than grily
bears% (hey are !ero$ios *illers' atta$*ing almost
anything o! e:al or smaller sie%
Bear ,ri@@l2
Armor Class, 1
it Di$e, B
/o% o! Atta$*s, 2 $la5sQ1 bite O hg
Damage, 1dQ1dQ1d O 2d hg
)ovement, 0L
/o% Appearing, 1' ild 1d' #air 1d
+ave As, 7ighter, B
)orale, (reasre (ype, /one
P;, 360
(hese massive $arnivores 5eigh more than 1'00
ponds and stand nearly F !eet tall 5hen they rear p
on their hind legs% (hey are bad-tempered and
territorial%
Bear Polar
Armor Class, 1
it Di$e, 6
/o% o! Atta$*s, 2 $la5sQ1 bite O hg
Damage, 1d6Q1d6Q1d10 O 2d hg
)ovement, 0L
/o% Appearing, 1' ild 1d2' #air 1d2
+ave As, 7ighter, 6
)orale,
(reasre (ype, /one
P;, B00
(hese long' lean $arnivores are slightly taller than
bro5n bears' and Ist as hostile%
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*ONSTERS BASIC FANTAS$ RP,
Bee ,iant
Armor Class, 13
it Di$e, 1dhpS
/o% o! Atta$*s, 1 stingDamage, 1d O poison
)ovement, 10L 7ly B0L
/o% Appearing, 1d6' ild 1d6' #air Bd6
+ave As, 7ighter, 1
)orale, F
(reasre (ype, +pe$ial
P;, 13
Althogh many times
larger' gro5ing to a length
o! abot a !oot' giant bees
behave generally the same
as their smaller $osins%
Giant bees are sally not
aggressive e&$ept 5hen
de!ending themselves or
their hive% A giant bee that s$$ess!lly stings another
$reatre plls a5ay' leaving its stinger in the $reatre%
(he bee then dies%
Beetle ,iant Bo56ardier
Armor Class, 16
it Di$e, 2S
/o% o! Atta$*s, 1 bite O spe$ial
Damage, 1d6 O spe$ial
)ovement, 0L
/o% Appearing, 1d' ild 2d6' #air 2d6
+ave As, 7ighter, 2
)orale,
(reasre (ype, /one
P;, 100
Giant bombardier beetles have red head and thora&
se$tions and bla$* abdomens% (hey are 3 to !eet
long%
>n $ombat' a giant bombardier beetle bites opponents in!ront o! it' and sprays a $one o! very hot and no&ios
gases !rom a nole in the rearmost tip o! the abdomen%
(his to&i$ blast $ases 2d6 points o! damage to all
5ithin a $one 10L long and 10L 5ide at the !ar end Ha
save vs% Death Ray !or hal! damage is allo5edJ% A
giant bombardier beetle $an se this spray atta$* p to
!ive times per day' bt no more o!ten than on$e per
three ronds% 7a$ed 5ith opponents atta$*ing !rom Ist
one dire$tion' a giant bombardier beetle may $hoose to
trn a5ay and se the spray atta$* rather than biting%
Giant bombardier beetles' li*e most beetles' have more
or less the same visal a$ity in all dire$tions' and ths
s!!er no penalty to Armor Class 5hen atta$*ed !rom
behind%
Beetle ,iant Fire
Armor Class, 16
it Di$e, 1O2
/o% o! Atta$*s, 1 bite
Damage, 2d
)ovement, 0L
/o% Appearing, 1d' ild 2d6' #air 2d6
+ave As, 7ighter, 1
)orale,
(reasre (ype, /one
P;, 2B
(hese lminos no$trnal inse$ts are pried by miners
and adventrers% (hey have t5o glands' one above
ea$h eye' that prod$e a red glo5% (he glandsX
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BASIC FANTAS$ RP, *ONSTERS
lminosity persists !or 1d6 days a!ter removal !rom the
beetle' illminating a roghly $ir$lar area 5ith a 10-!oot
radis%
Giant !ire beetles are abot 2 !eet long% (hey arenormally timid bt 5ill !ight i! $ornered% #i*e most
beetles' they have more or less the same visal a$ity
in all dire$tions' and ths s!!er no penalty to Armor
Class 5hen atta$*ed !rom behind%
Beetle ,iant Ti4er
Armor Class, 1
it Di$e, 3O1
/o% o! Atta$*s, 1
Damage, 2d6
)ovement, 60L H10LJ
/o% Appearing, 1d6' ild 2d' #air 2d
+ave As, 7ighter, 3
)orale, F
(reasre (ype, @
P;, 1B
Giant tiger beetles are predatory monsters arond B
!eet long% (heir $arapa$es tend to be dar* bro5n 5ith
lighter bro5n striped or spotted patterns' bt there are
many variations%
(hey are !ast rnners' depending on their speed to rn
do5n prey' and they 5illingly prey on any $reatre o!
man sie or smaller% #i*e most beetles' they have more
or less the same visal a$ity in all dire$tions' and ths
s!!er no penalty to Armor Class 5hen atta$*ed !rom
behind%
Bla? P;ddin4
Armor Class, 1
it Di$e, 10S HOFJ
/o% o! Atta$*s, 1
Damage, 3d
)ovement, 20L
/o% Appearing, 1
+ave As, 7ighter, 10
)orale, 12
(reasre (ype, /one
P;, 1'3F0
la$* pddings are amorphos $reatres that live only
to eat% (hey inhabit ndergrond areas throghot the
5orld' s$oring $averns' rins' and dngeons in sear$h
o! organi$ matter' living or dead% (hey atta$* any
$reatres they en$onter' lashing ot 5ith psedopods
or simply engl!ing opponents 5ith their bodies' 5hi$h
se$rete a$ids that help them $at$h and digest their prey%
>! atta$*ed 5ith normal or magi$al 5eapons' or 5ith
lightning or ele$tri$ity' a bla$* pdding s!!ers no inIry'
bt 5ill be split into t5o pddings the G) shold dividethe original bla$* pddingLs hit di$e bet5een the t5o
ho5ever he or she sees !it' 5ith the limitation that
neither pdding may have less than t5o hit di$e% A t5o
hit die bla$* pdding is simply nharmed by s$h
atta$*s' bt $annot be split !rther%
Cold or i$e based atta$*s do not harm a bla$* pdding'
bt s$h an atta$* 5ill paralye the pdding !or one
rond per die o! damage the atta$* 5old normally
$ase% "ther atta$* !orms 5ill a!!e$t a bla$* pddingnormally the pre!erred method o! *illing one sally
involves !ire%
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*ONSTERS BASIC FANTAS$ RP,
(he typi$al bla$* pdding measres 10 !eet a$ross and
2 !eet thi$*' and 5eighs abot 10'000 ponds% la$*
pddings o! smaller sies may be en$ontered' possibly
as a reslt o! the splitting des$ribed above%
Blin? o4
Armor Class, 1B
it Di$e, S
/o% o! Atta$*s, 1 bite
Damage, 1d6
)ovement, 0L
/o% Appearing, 1d6' ild 1d6' #air 1d6
+ave As, 7ighter,
)orale, 6
(reasre (ype, C
P;, 20
(he blin* dog is an intelligent $anine that has a limited
teleportation ability they are able to teleport p to 120L
at 5ill% lin* dogs may teleport immediately a!ter
atta$*ing' ths possibly avoiding being atta$*ed% >n
parti$lar' a blin* dog may teleport ne&t to an opponent'
atta$*' and teleport a5ay in the same rond the vi$tim
5old need to stri*e on the same >nitiative nmber as
the blin* dog in order to atta$* it in melee%
lin* dogs hnt in pa$*s' teleporting in a seemingly
random !ashion ntil they srrond their prey' allo5ing
some o! them to get the bons !or atta$*ing !rom
behind%
lin* dogs are medim-sied dogs' typi$ally light bro5n
in $olor and short haired' thogh other varieties are
rmored to e&ist% (hey have their o5n langage' a
mi&tre o! bar*s' yaps' 5hines' and gro5ls that $an
transmit $omple& in!ormation% (hey are sally shy'
avoiding a !ight i! possible' bt they hate dislaers
and 5ill generally atta$* them on sight%
Blood Rose
Armor Class, 13
it Di$e, 2S to S
/o% o! Atta$*s, 1 to 3 pls blood drain
Damage, 1d6
)ovement, 1L
/o% Appearing, ild 1d
+ave As, 7ighter, 2
)orale, 12
(reasre (ype, /one
P;, 100 - 20
lood roses appear to be normal rose bshes' bt are
a$tally animated plants' dimly a5are o! their
srrondings% (hese plants are al5ays in bloom'
bearing beati!l !lo5ers that are normally 5hite Hor
rarely' yello5J in $olor%
(he !ragran$e o! the !lo5ers is dete$table p to 30L !rom
the plant in ideal $onditions% lood roses $an move
abot slo5ly' and 5ill try to !ind lo$ations sheltered !rom
the 5ind in order to a$hieve those ideal $onditions%
#iving $reatres 5ho smell the !ragran$e mst save vs%;oison or be$ome be!ddled' dropping anything $arried
and approa$hing the plant% a$h rond s$h a $reatre
or $hara$ter is 5ithin the a!!e$ted area' this save mst
be made% e!ddled $hara$ters 5ill not resist the plant-
$reatreLs atta$*s i! a!!e$ted $reatres are removed
!rom the area' the e!!e$t o! the !ragran$e 5ill e&pire 2d
ronds later% @ndead monsters' $onstr$ts' et$% are not
a!!e$ted%
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BASIC FANTAS$ RP, *ONSTERS
a$h blood rose plant 5ill
have 1' 2 or 3 5hipli*e
$anes stdded 5ith thorns
5ith 5hi$h it $an atta$*%
hen a $ane hits' it 5raps
arond the vi$tim and
begins to drain blood' doing
1d6 damage per rond% A
blood rose 5hi$h has
re$ently H5ithin one dayJ 8eaten9 this 5ay 5ill have
!lo5ers ranging !rom pin* to deep 5ine red in $olor'
5hi$h 5ill !ade slo5ly ba$* to 5hite or yello5 as the
plant digests the blood it has $onsmed%
Boar
Armor Class, 13
it Di$e, 3
/o% o! Atta$*s, 1 ts*
Damage, 2d
)ovement, B0L H10LJ
/o% Appearing, ild 1d6
+ave As, 7ighter, 3
)orale, F
(reasre (ype, /one
P;, 1B
(hogh not $arnivores'
these 5ild s5ine are bad-
tempered and sally
$harge anyone 5ho
distrbs them% /ote that
8boar9 re!ers spe$i!i$ally tothe male o! the spe$ies'
bt !emales are e:ally large and !ier$e%
A boar is $overed in $oarse' grayish-bla$* !r% Adlts
are abot !eet long and 3 !eet high at the sholder%
B;46ear
Armor Class, 1B H13J
it Di$e, 3O1
/o% o! Atta$*s, 1 5eapon
Damage, 1dO1 or by 5eapon O1
)ovement, 30L @narmored 0L
/o% Appearing, 2d' ild Bd' #air Bd
+ave As, 7ighter, 3
)orale, F
(reasre (ype, U' R ea$h ' #' ) in lair
P;, 1B
gbears loo* li*e hge' hairy goblins' standing abot 6
!eet tall% (heir eyes are sally a dar*ish bro5n $olor
and they move very :ietly% (hey are 5ild and
relatively !earless' and blly smaller hmanoids
5henever possible%
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gbears pre!er to ambsh opponents i! they $an%
hen hnting' they o!ten send s$ots ahead o! the
main grop% gbear atta$*s are $oordinated' and their
ta$ti$s are sond i! not brilliant% (hey are able to move
in nearly $omplete silen$e' srprising opponents on 1-3
on 1d6% >n order to remain silent' they mst 5ear only
leather or hide armor' as indi$ated in the Armor Class
s$ores above% gbears re$eive a O1 bons on
damage de to their great +trength% As 5ith most
goblinoid monsters' they have Dar*vision 5ith a 30L
range%
"ne ot o! every eight bgbears 5ill be a hardened
5arrior o! O it Di$e H20 P;J' 5ith a O2 bons to
damage% >n lairs o! 16 or more bgbears' there 5ill be a
$hie!tain o! 6O6 it Di$e HB00 P;J' 5ith a O3 bons to
damage% gbears gain a O1 bons to their morale i!
they are led by a hardened 5arrior or $hie!tain% >n the
lair' bgbears never !ail a morale $he$* as long as the
$hie!tain is alive% >n addition' there is a 2 in 6 $han$e
that a shaman 5ill be present in a lair% A shaman is
e:al to an ordinary bgbear statisti$ally' bt
possesses 1dO1 levels o! Cleri$al abilities%
Caeilia ,iant
Armor Class, 1
it Di$e, 6S
/o% o! Atta$*s, 1 bite O s5allo5 on 1FQ20
Damage, 1d O 1dQrond i! s5allo5ed
)ovement, 20L H10LJ
/o% Appearing, 1d3' #air 1d3
+ave As, 7ighter, 3
)orale, F
(reasre (ype,
P;, BBB
Cae$ilia are $arnivoros' legless amphibians they
strongly resemble earth5orms' bt they have bony
s*eletons and sharp teeth% Cae$ilia live entirely
ndergrond% (he giant variety gro5s p to 30L long
and !re:ently are !ond in $averns or dngeons% (hey
are nearly blind' bt $ae$ilia are very sensitive to sond
and vibrations' and are able to !ind their prey regardless
o! light or the absen$e thereo!%
A $ae$ilia $an s5allo5 a single small hmanoid or
demi-hman Hs$h as a goblin or hal!lingJ 5hole% "n anatral atta$* roll o! 1F or 20' s$h a vi$tim has been
s5allo5ed Hassming that roll does a$tally hit the
vi$timJ% A s5allo5ed vi$tim s!!ers 1d damage per
rond' and may only atta$* !rom the inside 5ith a small
$tting or stabbing 5eapon s$h as a dagger% hile
the inside o! the $ae$ilia is easier !or the vi$tim to hit'
!ighting 5hile s5allo5ed is more di!!i$lt' so no
modi!iers to the atta$* roll are applied%
"n$e a $ae$ilia has s5allo5ed an opponent' it 5illgenerally attempt to disengage !rom $ombat' going to
its lair to rest and digest its meal%
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Ca>e Lo;st ,iant
Armor Class, 16
it Di$e, 2SS
/o% o! Atta$*s, 1 bite or 1 bmp or 1 spit
Damage, 1d2 or 1dS or spe$ial
)ovement, 20L 7ly 60L H1BLJ
/o% Appearing, 2d10' ild 1d10
+ave As, 7ighter, 2
)orale, B
(reasre (ype, /one
P;, 12B
Giant $ave lo$sts are pale' $ri$*et-li*e $reatres that
live ndergrond% An average giant $ave lo$st is 2 to
!eet long% (hey are eyeless' depending on their
sond-sensitive antennae' vibration-sensitive !eet and a
variety o! to$h-sensitive 8hairs9 on their legs to sense
the environment arond them%
(hese $reatres eat sbterranean !ngs Hin$lding
shrie*ersJ as 5ell as $arrion they are not predators' bt
i! distrbed they 5ill atta$*' shrie*ing lodly' biting'
Imping 5ildly arond' or spitting nasty goo%
All giant $ave lo$sts in a grop 5ill shrie* 5hen
distrbed' attra$ting 5andering monsters% (he G)
shold roll a 5andering monster $he$* ea$h rond that
one or more $ave lo$sts are atta$*ing i! 5andering
monsters are indi$ated' they 5ill arrive in 1d ronds%
Any giant $ave lo$st that is engaged HadIa$ent to an
opponentJ 5ill attempt to bite' doing 1d2 damage on a
s$$ess!l hit% (his does not interrpt the monsterLs
shrie*ing%
A giant $ave lo$st $an leap p to 60L horiontally' or p
to 30L p% >! one o! these $reatres is not engaged at
the beginning o! the rond' it 5ill leap to5ard one o! the
opponent $reatres roll a normal atta$* roll' and i! the
atta$* hits' the target $reatre ta*es 1d points o! non-
lethal damage !rom the impa$t%
7inally' a giant $ave lo$st $an spray a greenish-bro5ngoo Hits digestive Ii$esJ p to 10L a5ay% a$h giant
$ave lo$st $an per!orm this atta$* Ist on$e per
en$onter% (his spit atta$* 5ill sally be reserved ntil
they !ail a morale $he$*' in 5hi$h $ase all remaining
giant $ave lo$sts 5ill spit at their nearest opponent'
and then all 5ill attempt to !lee in the ne&t rond% (o
spit on an opponent' the giant $ave lo$st rolls an
atta$* against Armor Class 11 Hpls De&terity and
magi$al bonses' bt no normal armor vale appliesJ%
>! the atta$* hits' the target mst save vs% ;oison or be
nable to do anything !or 3d6 ronds de to the horrible
smell%
Ca>e5an
Armor Class, 12
it Di$e, 2
/o% o! Atta$*s, 1 5eapon
Damage, 1d or 5eapon O 1
)ovement, 0L
/o% Appearing, 1d10' ild 10d' #air 10d
+ave As, 7ighter, 2
)orale,
(reasre (ype, C
P;, B
Cavemen are a spe$ies
$losely related to
hmans they are
shorter and sto$*ier'
and m$h more heavily
ms$led% (hey do not
all a$tally live in $aves%
hether they are
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a$tally less intelligent than 8normal9 hmans or not is a
matter o! debate' bt it is tre that they do not have the
!a$ility !or langage as other hman' demi-hman and
hmanoid ra$es%
Centa;r
Armor Class, 1B H13J
it Di$e,
/o% o! Atta$*s, 2 hoovesQ1 5eapon
Damage, 1d6Q1d6Q1d6 or by 5eapon
)ovement, B0L @narmored 60L H10LJ
/o% Appearing, ild 2d10
+ave As, 7ighter,
)orale,
(reasre (ype, A
P;, 20
Centars appear to be hal! man' hal! horse' having the
torso' arms and head o! a man in the position a horseLs
head 5old other5ise o$$py% A $entar is as big as a
heavy horse' bt m$h taller and slightly heavier
average males are abot !eet tall and 5eigh abot
2'100 ponds' and !emales are Ist a bit smaller%
Centars may $harge 5ith a spear or lan$e Ist as a
man on horseba$*' 5ith the same bonses% (hey
typi$ally 5ear leather armor 5hen prepared !or $ombat%
Centars are generally haghty and aloo!' bt very
honorable% )ost 5old rather die than allo5 hmans'
demi-hmans' or hmanoids to ride on their ba$*s%
Centiede ,iant
Armor Class, 11
it Di$e, 1d it ;ointsS
/o% o! Atta$*s, 1 bite
Damage, poison
)ovement, 0L
/o% Appearing, 2d' ild 2d' #air 2d
+ave As, /ormal )an
)orale,
(reasre (ype, /one
P;, 13
Giant $entipedes are larger versions o! the normal sort'
being 2 to 3 !eet long% Centipedes are !ast-moving'
predatory' venomos arthropods' having long
segmented bodies 5ith e&os*eletons% (hey pre!er to
live in ndergrond areas' shado5y !orested areas' and
other pla$es ot o! dire$t snlight ho5ever' there are
desert-d5elling varieties that hide nder the sand
5aiting !or prey to 5ander by%
Giant $entipedes tend to atta$* anything that resembles
!ood' biting 5ith their Ia5s and inIe$ting their poison%(hose bitten by a giant $entipede mst save vs% ;oison
at O2 or die%
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A male $o$*atri$e has 5attles and a $omb' Ist li*e a
rooster% 7emales' m$h rarer than males' di!!er only in
that they have no 5attles or $omb% A $o$*atri$e 5eighs
abot 2B ponds% A $o$*atri$e is no more intelligent
than any animal' bt they are bad-tempered and prone
to atta$* i! distrbed%
Anyone to$hed by a $o$*atri$e' or 5ho to$hes one
Heven i! glovedJ' mst save vs% ;etri!i$ation or be trned
to stone%
Cra6 ,iant
Armor Class, 1
it Di$e, 3
/o% o! Atta$*s, 2 pin$ers
Damage, 2d6Q2d6
)ovement, 20L +5im 20L
/o% Appearing, 1d2' ild 1d6' #air 1d6
+ave As, 7ighter, 3
)orale,
(reasre (ype, /one
P;, 1B
Giant $rabs natrally resemble the ordinary variety' bt
are m$h larger' averaging BL in diameter Hnot $onting
their legsJ% (hese $reatres are o!ten !ond in 5ater-
!illed $aves' parti$larly those $onne$ted to a river' la*e
or sea' and are tolerant o! both !resh and salt 5ater%
Also' they are able to live in stagnant 5ater' thogh
they pre!er a better environment%
Giant $rabs $arry their eyes on armored stal*s' 5hi$h
means that no bons is a5arded !or atta$*ing them
!rom behind%
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Croodile
Nor5al Lar4e ,iant
Armor Class, 1B 1 1F
it Di$e, 2 6 1B HO11J
/o% o! Atta$*s, 1 1 1
Damage, 1d 2d 3d
)ovement, 30L H10LJ +5im 30L H10LJ
/o% Appearing, ild 1d ild 1d ild 1d3
+ave As, 7ighter, 2 7ighter, 6 7ighter, 1B
)orale, F
(reasre (ype, /one /one /one
P;, B B00 2'B0
Cro$odiles are aggressive predators 11 to 12 !eet long%
(hey lie mostly sbmerged in rivers or marshes' 5ith
only their eyes and nostrils sho5ing' 5aiting !or prey to
$ome 5ithin rea$h 5hen in their natral element' they
srprise on 1- on 1d6%
Lar4e Croodiles: (hese hge $reatres are !rom
12-20 !eet long% #arge $ro$odiles !ight and behave li*e
their smaller $osins%
,iant Croodiles: (hese hge $reatres sally
live in salt 5ater and are generally more than 20 !eet
long% Giant $ro$odiles !ight and behave li*e their
smaller $osins%
inosa;r einon2/;s
Armor Class, 1B
it Di$e, 3
/o% o! Atta$*s, 1 bite
Damage, bite 1d
)ovement, B0L
/o% Appearing, 1d3' ild 2d3' #air 2d6
+ave As, 7ighter, 3
)orale,
(reasre (ype, /one
P;, 1B
(he Deinony$hs Hsometimes mista*enly $alled a
<Eelo$iraptor<J is a medim-sied !eathered dinosar
5eighting appro&imately 1B0 ponds and rea$hing
abot 11 !eet o! length Htail in$ldedJ% >t is an avid
predator and a s*illed pa$*-hnter its 5arm blood'
aerodynami$ bild and vi$ios ma5 allo5 it to !eed on
larger bt more primitive dinosars%
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inosa;r Pterodat2l (and
Pteranodon)
Pterodat2l Pteranodon
Armor Class, 12 13it Di$e, 1 B
/o% o! Atta$*s, 1 1
Damage, 1d 2d6
)ovement, 7ly 60L H10LJ 7ly 60L H1BLJ
/o% Appearing, ild 2d ild 1d
+ave As, 7ighter, 1 7ighter, 3
)orale,
(reasre (ype, /one /one
P;, 2B 360
;teroda$tyls are prehistori$ 5inged reptilian $reatres'
having a 5ingspan o! arond 2B to 30 in$hes% (hogh
they eat mostly !ish' they may atta$* smaller $hara$ters
or s$avenge ngarded pa$*s%
;teranodons are essentially giant-sied pteroda$tyls'
having 5ingspans o! 2B !eet or more% (hey are
predators' and may atta$* adventring parties%
inosa;r Ste4osa;r;s
Armor Class, 1
it Di$e, 11 HOFJ
/o% o! Atta$*s, 1 tailQ1 bite or 1 trample
Damage, 2dQ1d6 or 2d
)ovement, 20L H1BLJ
/o% Appearing, ild 1d
+ave As, 7ighter, 6
)orale,
(reasre (ype, /one
P;, 1'BB
Althogh !earsome loo*ing' the stegosars is a$tally
a pea$eable $reatre and 5ill only !ight in sel!-de!ense'
either biting' trampling' or sing its spi*ed tail'
depending on 5here the opponent is standing in
relation to the dinosar% A stegosars $anLt se its tail
and bite atta$*s against the same $reatre in the same
rond%
inosa;r Trieratos
Armor Class, 1F
it Di$e, 11 HOFJ
/o% o! Atta$*s, 1 gore or 1 trample
Damage, 3d6 or 3d6
)ovement, 30L H1BLJ
/o% Appearing, ild 1d
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, 1'BB
A tri$eratops is a three-horned herbivoros dinosar%
(hey are aggressive to5ard interlopers' atta$*ing
anyone 5ho might appear to be a threat% (hese
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$reatres are abot 2B !eet long and 5eigh abot
20'000 ponds% A tri$eratops 5ill generally attempt to
trample smaller opponents%
inosa;r T2rannosa;r;s Re=
Armor Class, 23
it Di$e, 1 HO12J
/o% o! Atta$*s, 1 bite
Damage, 6d6
)ovement, 0L H10LJ
/o% Appearing, ild 1d
+ave As, 7ighter, F
)orale, 11
(reasre (ype, /one
P;, '000
(he tyrannosars re& is a bipedal $arnivoros
dinosar% Despite its enormos sie and 6-ton 5eight'
a tyrannosars is a s5i!t rnner% >ts head is nearly 6
!eet long' and its teeth are !rom 3 to 6 in$hes in length%
>t is slightly more than 30 !eet long !rom nose to tail% A
tyrannosars prses and eats Ist abot anything it
sees% >ts ta$ti$s are simple – $harge in and bite%
(he statisti$s above $an also be sed to represent
other large bipedal $arnosars' s$h as the allosars%
islaer
Armor Class, 16
it Di$e, 6S
/o% o! Atta$*s, 2 blades
Damage, 1dQ1d
)ovement, B0L
/o% Appearing, 1d' ild 1d
+ave As, 7ighter, 6
)orale,
(reasre (ype, D
P;, BBB
Displa$ers are ble-bla$*' $atli*e monsters 5ith strange
bladed arms e&tending !rom the sholders% (he blades
are $arried !olded ba$* li*e 5ings' bt the Displa$er
s5ings the blades arond in !ront to atta$*%
(he real po5er and danger o! the Displa$er is its po5er
o! dislae5ent' 5hi$h $ases the monsterLs
apparent lo$ation to shi!t arond $onstantly over a
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range o! 3L !rom the monsterLs tre lo$ation% (his is a
!orm o! illsion' bt a po5er!l !orm that $annot be seen
throgh even by those 5ho *no5 the se$ret%
Any $hara$ter !ighting a Displa$er !or the !irst time 5illmiss his or her !irst stri*e regardless o! the die roll%
(herea!ter' all atta$*s against displa$ers 5ill be at a
penalty o! -2 to the atta$* roll% (his is not $mlative
5ith the penalty !or !ighting blind% +ome monsters' s$h
as bats' do not depend on vision to !ight and ths may
be able to per$eive the monsterLs tre lo$ation and !ight
5ithot penalty%
Ginni
Armor Class, 1B \
it Di$e, O1S
/o% o! Atta$*s, 1 !ist or 1 5hirl5ind
Damage, 2d or 2d6
)ovement, 30L 7ly 0L
/o% Appearing, 1
+ave As, 7ighter, 12
)orale, 12 HJ
(reasre (ype, /one
P;, 00
(he dIinn Hsinglar dIinniJ are hmanoid $reatres !rom
the lemental ;lane o! Air% A dIinni in its natral !orm is
abot 10T !eet tall and 5eighs abot 1'000 ponds%
DIinn disdain physi$al $ombat' pre!erring to se their
magi$al po5ers and
aerial abilities against
!oes% A dIinni
overmat$hed in
$ombat sally ta*es
!light and be$omes a
5hirl5ind Hsee belo5J
to harass those 5ho
!ollo5 the 12 morale re!le$ts a dIinniLs absolte $ontrol
over its o5n !ear' bt does not indi$ate that the $reatre
5ill thro5 its li!e a5ay easily% @se the 89 !igre to
determine 5hether an otmat$hed dIinn de$ides to
leave a $ombat%
DIinn have a nmber o! magi$al po5ers' 5hi$h $an be
sed at 5ill Hthat is' 5ithot needing magi$ 5ords or
gestresJ, reate ood and drin?' $reating tasty
and norishing !ood !or p to 2d6 hmans or similar
$reatres' on$e per day be$ome in>isi6le' 5ith
nlimited ses per day reate nor5al ite5s'
$reating p to 1'000 ponds o! so!t goods or 5ooden
items o! permanent natre or metal goods lasting at
most a day' on$e per day assme 4aseo;s or5' as
the potion' p to one hor per day and reate
ill;sions' as the spell /antas5al ore bt
in$lding sond as 5ell as visal elements' three times
per day%
DIinn may assme the !orm o! a 5hirl5ind at 5ill' 5ith
no limit as to the nmber o! times per day this po5er
may be sed a dIinni in 5hirl5ind !orm !ights as i! it
5ere an air elemental%
De to their highly magi$al natre' dIinn $annot be
harmed by non-magi$al 5eapons% (hey are immne to
normal $old' and s!!er only hal! damage !rom magi$al
atta$*s based on either $old or 5ind%
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o4
Nor5al Ridin4
Armor Class, 1 1
it Di$e, 1O1 2
/o% o! Atta$*s, 1 bite 1 bite
Damage, 1d O hold 1dO1 O hold
)ovement, B0L B0L
/o% Appearing, ild 3d domesti$ only
+ave As, 7ighter, 1 7ighter, 2
)orale, F F
(reasre (ype, /one /one
P;, 2B B
/ormal dogs in$lde most medim and large breeds'
in$lding 5ild dogs% A!ter biting an opponent' a dog $an
hold on' doing 1d damage atomati$ally every rond'
ntil *illed or ntil the vi$tim spends an atta$* brea*ing
!ree H5hi$h re:ires a save vs% Death Ray' adIsted by
the $hara$terLs +trength bonsJ%
Riding dogs are a large breed' sed primarily by
al!lings !or transport% (hey may be trained !or 5ar'
and e:ipped 5ith barding to improve their ArmorClass% (hey $an maintain a hold in the same 5ay that
normal dogs do% A light load !or a riding dog is p to
1B0 ponds a heavy load' p to 300 ponds%
ole4an4er
Armor Class, 1B
it Di$e, S
/o% o! Atta$*s, 1
Damage, 1d12 or by 5eapon
)ovement, 30L
/o% Appearing, 1d6' ild 1d6' #air 1d6
+ave As, 7ighter,
)orale, 10
(reasre (ype,
P;, 20
Dopplegangers are strange beings that are able to ta*e
on the shapes o! those they en$onter they $an also
read minds Has the spell' ESP' bt 5ith no limit o!
drationJ% >n its natral !orm' the $reatre loo*s more or
less hmanoid' bt slender and !rail' 5ith gangly limbs
and hal!-!ormed !eatres% (he !lesh is pale and
hairless% >ts large' blging eyes are yello5 5ith slitted
ppils% A doppleganger is hardy' 5ith a natral agility
not in *eeping 5ith its !rail appearan$e% >n its natral
!orm a doppleganger is abot BT !eet tall and 5eighs
abot 1B0 ponds%
Dopplegangers ma*e e&$ellent se o! their natral
mimi$ry to stage ambshes' bait traps' and in!iltrate
hmanoid so$iety% Althogh not sally evil' they are
interested only in themselves and regard all others as
playthings to be maniplated and de$eived%
hen in its natral !orm' a doppleganger stri*es 5ith its
po5er!l !ists% >n the shape o! a 5arrior or some other
armed person' it atta$*s 5ith 5hatever 5eapon isappropriate% >n s$h $ases' it ses its mind reading
po5er to employ the same ta$ti$s and strategies as the
person it is impersonating%
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BASIC FANTAS$ RP, *ONSTERS
ra4on
Dragons are large Hsometimes very largeJ 5inged
reptilian monsters% @nli*e 5yverns' dragons have !or
legs as 5ell as t5o 5ings this is ho5 e&pertsdistingish 8tre9 dragons !rom other large reptilian
monsters% All dragons are long-lived' and they gro5
slo5ly !or as long as they live% 7or this reason' they are
des$ribed as having seven 8age $ategories'9 ranging
!rom 3 less to 3 more hit di$e than the average% 7or
$onvenien$e' a table is provided !ollo5ing the
des$ription o! ea$h dragon type this table sho5s the
variation in hit di$e' damage !rom their varios atta$*s'
and other !eatres pe$liar to dragons%
>! one dragon is en$ontered' it is e:ally li*ely to be a
male or !emale ranging !rom -2 to O3 hit di$e H1d6-3J
t5o are a mated pair ranging !rom -1 to O2 hit di$e H1d-
2J% >! three or !or are en$ontered' they $onsist o! a
mated pair pls one or t5o yong o! -3 hit di$e in sie%
>! this is the $ase' the parents re$eive a )orale o! 12 in
$ombat sin$e they are prote$ting their yong%
A dragon atta$*s 5ith its po5er!l $la5s and bite' its
long' 5hipli*e tail' and most !amosly 5ith its breath
5eapon% >t pre!ers to !ight on the 5ing' staying ot o!
rea$h ntil it has 5orn do5n the enemy 5ith the breath
5eapon Hor possibly 5ith spells' i! the dragon $an $ast
anyJ% "lder' more intelligent dragons are adept at
siing p the opposition and eliminating the most
dangeros !oes !irst Hor avoiding them 5hile pi$*ing o!!
5ea*er enemiesJ%
a$h dragon $an se its breath 5eapon as many times
per day as it has hit di$e' e&$ept that dragons o! the
lo5est age $ategory do not yet have a breath 5eapon%
(he breath may be sed no more o!ten than every other
rond' and the dragon may se its $la5s and tail at the
same time% (he tail s5ipe atta$* may only be sed i!
there are opponents behind the dragon' 5hile the $la5s
may be sed only on those opponents in !ront o! the
$reatre% De to their serpentine ne$*s' dragons may
bite in any dire$tion' even behind them%
(he breath 5eapon o! a dragon does 1d points o!damage per hit die Hso' a hit die dragon does d
points o! damage 5ith its breathJ% Ei$tims may ma*e a
save vs% Dragon reath !or hal! damage% (he breath
5eapon may be proIe$ted in any dire$tion arond the
dragon' even behind' !or the same reason that the
dragon $an bite those behind it%
(here are three shapes Hor areas o! e!!e$tJ 5hi$h a
dragonLs breath 5eapon $an $over% a$h variety has a
8normal9 shape' 5hi$h that type o! dragon $an se !romthe se$ond age $ategory H-2 hit di$eJ on5ard% @pon
rea$hing the si&th age $ategory HO2 hit di$eJ' a dragon
learns to shape its breath 5eapon into one o! the other
shapes HG)Ls optionJ at the seventh age $ategory HO3
hit di$eJ' the dragon is $ompetent at prod$ing all three
shapes%
(he shapes are,
Cone S/aed: (he breath 5eapon begins at the
dragonLs moth' and is abot 2L 5ide at that point it
e&tends p to the ma&imm length Hbased on the
dragon type and ageJ and is the ma&imm 5idth at that
point Hagain' as given !or the dragonLs type and ageJ%
Line S/aed: (he breath 5eapon is BL 5ide and
e&tends the given length in a straight line%
Clo;d S/aed: (he breath 5eapon $overs an area
p to the ma&imm given 5idth Hbased on the dragon
type and ageJ in both length and 5idth Hthat is' thelength !igre given !or the dragon type and age is
ignoredJ% A $lod-shaped breath 5eapon is' at most'
20L deep or high%
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*ONSTERS BASIC FANTAS$ RP,
All dragons save !or those o! the lo5est age $ategory
are able to spea* Dragon% a$h type has a given
$han$e o! 8tal*ing9 this is the $han$e that the dragon
5ill *no5 Common or a demi-hman or hmanoid
langage% )any 5ho tal* $hoose to learn lvish% >! the
!irst roll !or 8tal*ing9 is s$$ess!l' the G) may roll
again' 5ith ea$h additional roll adding another langage
5hi$h the dragon may spea*%
+ome dragons learn to $ast spells the odds that a
dragon $an $ast spells are the same as the odds that a
dragon 5ill learn to spea* to lesser $reatres' bt ea$h
is rolled !or separately%
Althogh goals and ideals vary among varieties' alldragons are $ovetos% (hey li*e to hoard 5ealth'
$olle$ting monds o! $oins and gathering as many
gems' Ie5els' and magi$ items as possible% (hose 5ith
large hoards are loath to leave them !or long' ventring
ot o! their lairs only to patrol the immediate area or to
get !ood% 7or dragons' there is no s$h thing as
enogh treasre% >tXs pleasing to loo* at' and they bas*
in its radian$e% Dragons li*e to ma*e beds o! their
hoards' shaping noo*s and monds to !it their bodies%
/ote that' !or most monsters' the (reasre (ype given
is !or a lair o! average nmbers !or dragons' the
(reasre (ype is !or a single individal o! average age%
/ote also that mated pairs do not share treasreM
Rather than adIsting the treasre amonts !or the
nmber o! monsters' adIst !or the age o! the dragon a
dragon o! the highest age $ategory 5old have abot
doble the given amont' 5hile one o! the ne&t to
lo5est age $ategory 5old have perhaps a tenth that
amont Hhat$hlings have no treasreJ%
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BASIC FANTAS$ RP, *ONSTERS
(ales are told o! the adventrers 5ho sbded varios
dragons% +$h stories are sally e&aggerations% >!
players $are to try' the dragon may in !a$t seem to give
p and be$ome do$ile% As soon as it re$overs !rom the
mistreatment' the dragon 5ill try to !ind a 5ay to es$ape
the player $hara$ters' retrieve its treasre' and possibly
see* revenge% "t o! pride' a dragon 5ill never see*
assistan$e !rom its o5n *ind in this $ase' bt might
8se9 hmanoids or other monsters to atta$* the party%
ra4on Bla?
Armor Class, 1
it Di$e, SS
/o% o! Atta$*s, 2 $la5sQ1 bite or breathQ1 tail
Damage, 1d6Q1d6Q2d10 or breathQ1d6
)ovement, 30L 7ly 0L H1BLJ
/o% Appearing, 1' ild 1' #air 1d
+ave As, 7ighter, Has it Di$eJ
)orale,
(reasre (ype,
P;, 00
la$* dragons pre!er to ambsh their targets' sing
their srrondings as $over% hen !ighting in heavily
!orested s5amps and marshes' they try to stay in the
5ater or on the grond trees and lea!y $anopies limit
their aerial maneverability% hen otmat$hed' a bla$*
dragon attempts to !ly ot o! sight' so as not to leave
tra$*s' and hide in a deep pond or bog% la$* dragons
are more $rel than 5hite dragons' bt are still
motivated mostly by the rge to live' breed and $olle$t
valable items%
la$* dragons o!ten $hoose to hide nder5ater' leaving
only part o! the head above the 5aterline' and leap p
sddenly 5hen prey $omes 5ithin 100L Hsrprising on a
roll o! 1- on 1d6 in this $aseJ%
la$* dragons are immne to all !orms o! a$id% A bla$*
dragon may hold its breath p to three trns 5hile lying
in 5ait nder5ater%
Bla? ra4on A4e Ta6le
Age Category 1 2 3 B 6
it Di$e B 6 F 10
Atta$* ons O OB O6 O O O OF
reath eapon A$id H#ineJ
#ength - 0L 0L F0L FBL 100L 100L
idth - 2BL 30L 30L 3BL 0L BL
Chan$eQ(al*ing 0N 1BN 20N 2BN 3BN B0N 60N
+pells by #evel
#evel 1 - 1 2
#evel 2 - - - - 1 2 3
#evel 3 - - - - - 1 2
Cla5 1d 1d 1d6 1d6 1d6 1d 1d
ite 2d 2d6 2d 2d10 2d10 2d10 2d12
(ail 1d 1d 1d 1d6 1d6 1d 1d
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*ONSTERS BASIC FANTAS$ RP,
ra4on Bl;e
Armor Class, 20
it Di$e, FSS HOJ
/o% o! Atta$*s, 2 $la5sQ1 bite or breathQ1 tail
Damage, 1dQ1dQ3d or breathQ1d
)ovement, 30L 7ly 0L H1BLJ
/o% Appearing, 1' ild 1' #air 1d
+ave As, 7ighter, F Has it Di$eJ
)orale, F
(reasre (ype,
P;, 1'22B
le dragons love to soar in the hot desert air' sally
!lying in the daytime 5hen temperatres are highest%
+ome nearly mat$h the $olor o! the desert s*y and se
this $oloration to their advantage% (heir vibrant $olor
ma*es ble dragons easy to spot in barren desert
srrondings% o5ever' they o!ten brro5 into the
sand so only part o! their heads are e&posed' 5aiting
ntil opponents $ome 5ithin 100 !eet to spring ot and
atta$* Hsrprising on a roll o! 1- on 1d6 in this $aseJ%
le dragons lair in vast ndergrond $averns' 5herethey also store their treasre% Althogh they $olle$t
anything that loo*s valable' they are most !ond o!
gems' espe$ially sapphires% le dragons are evil
monsters' thogh not so !ier$e as red dragons% (hey
parti$larly enIoy tri$*ing intelligent prey into entering
their lairs or passing by their hiding pla$es to be
ambshed and *illed sally one member o! a party
atta$*ed by a ble dragon 5ill be le!t alive !or a 5hile'
and the dragon 5ill play 5ith that person as a $at plays
5ith a mose%
le dragons are immne to normal lightning' and
s!!er only hal! damage !rom magi$al lightning%
Bl;e ra4on A4e Ta6le
Age Category 1 2 3 B 6
it Di$e 6 F 10 11 12
Atta$* ons O6 O O O OF OF O10
reath eapon #ightning H#ineJ
#ength - 0L F0L 100L 100L 110L 120L
idth - 30L 3BL BL B0L BBL 60L
Chan$eQ(al*ing 0N 1BN 20N 0N B0N 60N 0N
+pells by #evel
#evel 1 - 1 2 B
#evel 2 - - 1 2 3
#evel 3 - - - - 1 2 2
#evel - - - - - - 1Cla5 1d 1d 1d6 1d 1d 1d 1d10
ite 2d6 3d6 3d 3d 3d 3d 3d10
(ail 1d 1d6 1d6 1d 1d 1d 1d
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BASIC FANTAS$ RP, *ONSTERS
ra4on ,old
Armor Class, 22
it Di$e, 11SS HOFJ
/o% o! Atta$*s, 2 $la5sQ1 bite or breathQ1 tail
Damage, 2dQ2dQ6d6 or breathQ2d
)ovement, 30L 7ly 0L H20LJ
/o% Appearing, 1' ild 1' #air 1d
+ave As, 7ighter, 11 Has it Di$eJ
)orale, 10
(reasre (ype,
P;, 1'6B
Gold dragons sally parley be!ore !ighting% (hose
having spell$asting ability ma*e heavy se o! spells in
$ombat% Among their !avorites are lo;d?ill' slee'
and slo8%
All gold dragons have the po5er to assme hman !orm
at 5ill Hin a manner e:ivalent to the spell ol25or/
sel ' bt per!ormed at 5illJ%
@nli*e many other dragons' gold dragons are not $rel
and do not see* to *ill !or pleasre% )any tales are told
o! gold dragons o!!ering assistan$e to adventrers%
(hey are' ho5ever' every bit as avari$ios as any
dragon adventrers in need o! gold need not bother
as*ing !or a loan%
Gold dragons are immne to all poisons' as 5ell as
normal !ire% (hey s!!er only hal! damage !rom magi$al
!ire%
,old ra4on A4e Ta6le
Age Category 1 2 3 B 6
it Di$e F 10 11 12 13 1
Atta$* ons O O OF OF O10 O11 O11
reath eapon 7ire or ;oison Gas HConeJ
#ength - 0L 0L F0L FBL 100L 110L
idth - 30L 3BL BL B0L BBL 60L
Chan$eQ(al*ing 0N 3BN 0N BN F0N FBN FBN
+pells by #evel
#evel 1 - 1 2 3 B 6
#evel 2 - - 1 2 3 B
#evel 3 - - - 1 2 3
#evel - - - - 1 2 3 #evel B - - - - - 1 2
#evel 6 - - - - - - 1
Cla5 1d6 1d6 1d6 2d 2d 2d6 2d
ite 3d6 d6 Bd6 6d6 6d6 d6 d6
(ail 1d 1d6 1d6 2d 2d6 2d6 2d
ra4on ,reen
Armor Class, 1F
it Di$e, SS
/o% o! Atta$*s, 2 $la5sQ1 bite or breathQ1 tail
Damage, 1d6Q1d6Q3d or breathQ1d6
)ovement, 30L 7ly 0L H1BLJ
/o% Appearing, 1' ild 1' #air 1d
+ave As, 7ighter, Has it Di$eJ
)orale,
(reasre (ype,
P;, 1'01B
Green dragons initiate !ights 5ith l ittle or no
provo$ation' pi$*ing on $reatres o! any sie% >! the
target is intriging or seems !ormidable' the dragon
stal*s the $reatre to determine the best time to stri*e
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*ONSTERS BASIC FANTAS$ RP,
and the most appropriate ta$ti$s to se% >! the target
appears 5ea*' the dragon ma*es its presen$e *no5n
:i$*ly – it enIoys evo*ing terror%
Green dragons espe$ially li*e to :estion adventrersto learn more abot their so$iety and abilities' 5hat is
going on in the $ontryside' and i! there is treasre
nearby% Adventrers may be allo5ed to live so long as
they remain interestingK bt 5oe to them 5hen the
dragon be$omes bored%
Green dragons are immne to all poisons%
,reen ra4on A4e Ta6le
Age Category 1 2 3 B 6
it Di$e B 6 F 10 11
Atta$* ons OB O6 O O O OF OF
reath eapon ;oison Gas HClodJ
#ength - 0L 0L F0L FBL 100L 100L
idth - 2BL 30L 0L BL B0L BBL
Chan$eQ(al*ing 0N 1BN 20N 30N BN BBN 6BN
+pells by #evel
#evel 1 - 1 2 3 3
#evel 2 - - 1 2 3 3
#evel 3 - - - - 1 2 3
#evel - - - - - - 1
Cla5 1d 1d6 1d6 1d6 1d6 1d 1d10
ite 2d 3d 3d6 3d 3d 3d 3d10
(ail 1d 1d 1d6 1d6 1d6 1d 1d
ra4on Red
Armor Class, 21
it Di$e, 10SS HOFJ
/o% o! Atta$*s, 2 $la5sQ1 bite or breathQ1 tail
Damage, 1dQ1dQd or breathQ1d
)ovement, 30L 7ly 0L H20LJ
/o% Appearing, 1' ild 1' #air 1d
+ave As, 7ighter, 10 Has it Di$eJ
)orale,
(reasre (ype,
P;, 1'0
e$ase red dragons are so $on!ident' they seldom
pase to appraise an adversary% "n spotting a target'
they ma*e a snap de$ision 5hether to atta$*' sing one
o! many strategies 5or*ed ot ahead o! time% A red
dragon lands to atta$* small' 5ea* $reatres 5ith its
$la5s and bite rather than obliterating them 5ith its
breath 5eapon' so as not to destroy any treasre they
might be $arrying%
Red dragons are $rel monsters' a$tively see*ing to
hnt' torment' *ill and $onsme intelligent $reatres%(hey are o!ten said to pre!er 5omen and elves' bt in
trth a red dragon 5ill atta$* almost any $reatre less
po5er!l than itsel!%
Red dragons are immne to normal !ire' and s!!er only
hal! damage !rom magi$al !ire%
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BASIC FANTAS$ RP, *ONSTERS
Red ra4on A4e Ta6le
Age Category 1 2 3 B 6
it Di$e F 10 11 12 13
Atta$* ons O O O OF OF O10 O11
reath eapon 7ire HConeJ
#ength - 0L 0L F0L FBL 100L 110L
idth - 30L 3BL BL B0L BBL 60L
Chan$eQ(al*ing 0N 1BN 30N B0N 60N 0N BN
+pells by #evel
#evel 1 - 1 2 3 B B
#evel 2 - - 1 2 3 B
#evel 3 - - - 1 2 2 3
#evel - - - - 1 2 2 #evel B - - - - - 1 2
Cla5 1d 1d6 1d 1d 1d 1d10 1d10
ite 2d6 3d6 d6 d Bd Bd 6d
(ail 1d 1d6 1d6 1d 1d 1d 1d10
ra4on Sea
Armor Class, 1F
it Di$e, SS
/o% o! Atta$*s, 1 bite or breath
Damage, 3d or breathQ1d6
)ovement, 7ly 60L H20LJ +5im 60L H1BLJ
/o% Appearing, 1' ild 1' #air 1d
+ave As, 7ighter, Has it Di$eJ
)orale,
(reasre (ype,
P;, 1'01B
(hogh they live in the 5ater and are some5hatadapted to it' +ea Dragons still mst breathe air' similar
to dolphins or 5hales% A +ea Dragon may hold its
breath p to three trns 5hile s5imming or per!orming
other moderate a$tivity%
+ea dragons are netral in otloo*' similar to 5hite
dragons% (hey o!ten maintain lairs in air-!illed ndersea
$averns%
Sea ra4on A4e Ta6le
Age Category 1 2 3 B 6
it Di$e B 6 F 10 11
Atta$* ons OB O6 O O O OF OF
reath eapon +team HClodJ
#ength - 0L 0L F0L FBL 100L 100L
idth - 2BL 30L 0L BL B0L BBL
Chan$eQ(al*ing 0N 1BN 20N 30N BN BBN 6BN
+pells by #evel
#evel 1 - 1 2 3 3
#evel 2 - - 1 2 3 3
#evel 3 - - - - - 1 2
Cla5 1d 1d6 1d6 1d6 1d6 1d 1d10
ite 2d 3d 3d6 3d 3d 3d 3d10
(ail 1d 1d 1d 1d6 1d6 1d6 1d6
ra4on ./ite
Armor Class, 1
it Di$e, 6SS
/o% o! Atta$*s, 2 $la5sQ1 bite or breathQ1 tail
Damage, 1dQ1dQ2d or breathQ1d
)ovement, 30L 7ly 0L H10LJ
/o% Appearing, 1' ild 1' #air 1d
+ave As, 7ighter, 6 Has it Di$eJ
)orale,
(reasre (ype,
P;, 610
hite Dragons pre!er to live in $old regions' 5hether in
the highest montains or in the $old northern lands%
(hey are the least intelligent o! dragons' thogh this
does not mean that they are stpid by any stret$h o! the
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BASIC FANTAS$ RP, *ONSTERS
ra4on T;rtle A4e Ta6le
Age Category 1 2 3 B 6
it Di$e 1B 20 2B 30 3B 0 B
Atta$* ons O11 O13 O1 O1B O16 O16 O16
reath eapon +team HClodJ
#ength - B0L BL 100L 12BL 1B0L 1BL
idth - 2BL B0L BL 100L 12BL 1B0L
Chan$eQ(al*ing 0N 1BN 20N 30N BN BBN 6BN
+pells by #evel
#evel 1 - - 1 2 2 3 3
#evel 2 - - - 1 2 2 3
Cla5 1d6 2d 2d6 2d 2d10 2d12 3d10
ite d6 6d6 d6 10d6 12d6 1d6 16d6
r2ad
Armor Class, 1B
it Di$e, 2S
/o% o! Atta$*s, spe$ial
Damage, 0
)ovement, 0L
/o% Appearing, #air 1d6
+ave As, )agi$-@ser,
)orale, 6
(reasre (ype, D
P;, 100
Dryads are !emale natre spirits ea$h is mysti$ally
bond to a single'
enormos oa* tree and
mst never stray more
than 300 yards !rom it%
Any 5ho do be$ome ill
and die 5ithin d6 hors%
A dryadXs oa* does not
radiate magi$% A dryad
lives as long as her tree'
and dies 5hen the tree
dies li*e5ise' i! the dryad
is *illed' her tree dies also%
A dryadXs deli$ate !eatres
are m$h li*e a !emale
el!Ls' thogh her !lesh is li*e bar* or !ine 5ood' and her
hair is li*e a $anopy o! leaves that $hanges $olor 5ith
the seasons% Althogh they are generally solitary' p to
seven dryads have been en$ontered in one pla$e on
rare o$$asions%
+hy' intelligent' and resolte' dryads are as elsive as
they are allring -- they avoid physi$al $ombat and are
rarely seen nless they 5ish to be% >! threatened' or in
need o! an ally' a dryad $an $harm Has the spell /ar5
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*ONSTERS BASIC FANTAS$ RP,
ersonJ' attempting to gain $ontrol o! the atta$*erHsJ
5ho $old help the most against the rest% Any atta$* on
her tree' ho5ever' provo*es the dryad into a !renied
de!ense%
Ea4le ,iant
Armor Class, 1B
it Di$e,
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1d6&2Q1d
)ovement, 10L !ly F0L
/o% Appearing, 2d6
+ave As, 7ighter, )orale,
(reasre (ype, /il
P;, 20
A typi$al giant eagle stands abot 10 !eet tall' has a
5ingspan o! p to 20 !eet' and resembles its smaller
$osins in nearly every 5ay e&$ept sie% >t 5eighs abot
B00 ponds% )any giant eagles are intelligent $reatres
and spea* Common%
A giant eagle typi$ally atta$*s !rom a great height'
diving earth5ard at tremendos speed% hen it $annot
dive' it ses its po5er!l talons and slashing bea* to
stri*e at its targetXs head and eyes%
A solitary giant eagle is typi$ally hnting or patrolling in
the vi$inity o! its nest and generally ignores $reatres
that do not appear threatening% A mated pair atta$*s in
$on$ert' ma*ing repeated diving atta$*s to drive a5ay
intrders' and !ights to the death to de!end their nest or
hat$hlings%
Ereeti
Armor Class, 21 \
it Di$e, 10S HOFJ
/o% o! Atta$*s, 1
Damage, 2d or spe$ial
)ovement, 30L 7ly 0L H10LJ
/o% Appearing, 1
+ave As, 7ighter, 1B
)orale, 12 HFJ
(reasre (ype, /one
P;, 1'3F0
(he e!reet Hsinglar e!reetiJ are hmanoid $reatres
!rom the lemental ;lane o! 7ire% An e!reeti in its
natral !orm stands abot 12 !eet tall and 5eighs abot
2'000 ponds% !reet are mali$ios by natre% (hey
love to mislead' be!ddle' and $on!se their !oes% (hey
do this !or enIoyment as m$h as !or ta$ti$al reasons%
/ote that the 12 morale re!le$ts an e!reetiLs absolte
$ontrol over its o5n !ear' bt does not indi$ate that the
$reatre 5ill thro5 its li!e a5ay easily% @se the 8F9
!igre to determine 5hether an otmat$hed e!reetide$ides to leave a $ombat%
!reet have a nmber
o! magi$al po5ers'
5hi$h $an be sed at
5ill Hthat is' 5ithot
needing magi$ 5ords
or gestresJ, be$ome
in>isi6le' 5ith
nlimited ses perday assme
4aseo;s or5' as
the potion' p to one
hor per day reate
ill;sions' as the spell
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BASIC FANTAS$ RP, *ONSTERS
/antas5al ore bt in$lding sond as 5ell as
visal elements' three times per day reate la5e'
5ith nlimited ses and $reate a 8all o ire Has the
spellJ' on$e per day% Create !lame allo5s the e!reet to
$ase a !lame to appear in its hand or other5ise on its
person at 5ill it behaves as desired by the e!reet'
be$oming as large as a tor$h!lame or as small as a
$andle' and ignites !lammable material Ist as any
ordinary !lame does% (he !lame $an be thro5n as a
5eapon 5ith a range o! p to 60L' $asing 1d points o!
damage on a s$$ess!l hit% (he e!reet $an $reate
another !lame' and thro5 it as 5ell i! desired' on$e per
rond%
!reet may assme the !orm o! a $olmn o! !ire at 5ill'
5ith no limit as to the nmber o! times per day this
po5er may be sed an e!reeti in !lame-!orm !ights as i!
it 5ere a !ire elemental%
De to their highly magi$al natre' e!reet $annot be
harmed by non-magi$al 5eapons% (hey are immne to
normal !ire' and s!!er only hal! damage !rom magi$al
!ire atta$*s%
Ele5ental
lementals are in$arnations o! the elements that
$ompose e&isten$e%
>t is possible to smmon an elemental by one o! three
means, y the se o! a staff ' or o! a device' or by
$asting a spell % 7or ea$h elemental type' separate
statisti$s are provided !or ea$h o! these three
$ategories%
De to their highly magi$al natre' elementals $annot
be harmed by non-magi$al 5eapons%
Ele5ental Air
Sta e>ie Sell
Armor Class, 1 \ 20 \ 22 \
it Di$e, S 12S HO10J 16S HO12J
/o% o! Atta$*s, -- spe$ial --
Damage, 1d12 2d 3d6
)ovement, -- 7ly 120L --
/o% Appearing, -- spe$ial --
+ave As, 7ighter, 7ighter, 12 7ighter, 16
)orale, -- 10 --
(reasre (ype, -- /one --
P;, FB 1'FB 3'3B
Air elementals resemble 8dst devils'9 that is' small
5hirl5inds' bt they are m$h more po5er!l% Air
elementals ta*e doble damage 5hen atta$*ed by
earth-based atta$*s Hin$lding by earth elementalsJ% An
air elemental may $hoose either to atta$* a single
opponent' ths re$eiving one atta$* per rond at the
listed damage' or may $hoose to *no$* all opponents in
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*ONSTERS BASIC FANTAS$ RP,
a BL radis to the grond i! the latter atta$* is sed' all
$reatres o! 2 hit di$e or less mst save vs% Death Ray
or !all prone% Creatres o! 3 or more levels or hit di$e
are not so a!!e$ted% Air elementals do an additional 1d
points o! damage against $reatres or vehi$les 5hi$h
are airborne%
Ele5ental Eart/
Sta e>ie Sell
Armor Class, 1 \ 20 \ 22 \
it Di$e, S 12S HO10J 16S HO12J
/o% o! Atta$*s, 1 1 1
Damage, 1d12 2d 3d6
)ovement, -- 20L H10LJ --
/o% Appearing, -- spe$ial --
+ave As, 7ighter, 7ighter, 12 7ighter, 16
)orale, -- 10 --
(reasre (ype, -- /one --
P;, FB 1'FB 3'3B
arth elementals resemble $rde' headless hmanoid
states' 5ith $lbli*e hands and !eet% (hey $annot
$ross a body o! 5ater 5ider than their o5n height%
arth elementals ta*e doble damage 5hen atta$*ed
by !ire Hin$lding !ire elementalsJ% (hey do an additional
1d points o! damage against $reatres' vehi$les' or
str$tres 5hi$h rest on the grond%
Ele5ental Fire
Sta e>ie Sell
Armor Class, 1 \ 20 \ 22 \
it Di$e, S 12S HO10J 16S HO12J
/o% o! Atta$*s, 1 1 1
Damage, 1d12 2d 3d6
)ovement, -- 0L 7ly 30L --
/o% Appearing, -- spe$ial --
+ave As, 7ighter, 7ighter, 12 7ighter, 16)orale, -- 10 --
(reasre (ype, -- /one --
P;, FB 1'FB 3'3B
7ire elementals are simply !lames' 5hi$h may appear
generally hmanoid !or brie! moments 5hen they
atta$*% 7ire elementals ta*e doble damage 5hen
atta$*ed by 5ater Hin$lding 5ater elementalsJ% (hey
$annot $ross a body o! 5ater 5ider than their o5n
diameter% (hey do an additional 1d points o! damage
against $reatres 5hi$h are $old or i$y in natre%
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BASIC FANTAS$ RP, *ONSTERS
Remember that a !ire elemental is $onstantly brning
s$h a $reatre may easily start !ires i! it moves into an
area $ontaining items 5hi$h brn easily' s$h as dry
5ood' paper' or oil% /o spe$i!i$ rles are given !or s$h
!ires' bt the G) is dire$ted to the rles !or brning oil
!or an e&le o! !ire damage%
Ele5ental .ater
Sta e>ie Sell
Armor Class, 1 \ 20 \ 22 \
it Di$e, S 12S HO10J 16S HO12J
/o% o! Atta$*s, 1 1 1
Damage, 1d12 2d 3d6
)ovement, -- 20L H1BLJ +5im 60L --
/o% Appearing, -- spe$ial --
+ave As, 7ighter, 7ighter, 12 7ighter, 16
)orale, -- 10 --
(reasre (ype, -- /one --
P;, FB 1'FB 3'3B
ater elementals resemble roiling 5aves o! 5ater'
5hi$h seem to !all pon any $reatre atta$*ed' only to
re!orm the ne&t rond% (hey ta*e doble damage 5hen
atta$*ed 5ith air or 5ind atta$*s Hin$lding air
elementalsJ% A 5ater elemental $annot move more than
60L !rom a body o! 5ater% (hey do an e&tra 1d points
o! damage against $reatres' vehi$les' or str$tres
5hi$h are in the 5ater%
Ele/ant
Armor Class, 1
it Di$e, F HOJS
/o% o! Atta$*s, 2 ts*s or 1 trample
Damage, 2dQ2d or d
)ovement, 0L H1BLJ
/o% Appearing, ild 1d20
+ave As, 7ighter, F
)orale, (reasre (ype, spe$ial
P;, 1'0B
)assive herbivores o! tropi$al lands' elephants are
npredi$table $reatres bt nevertheless are
sometimes sed as
monts or beasts o!
brden% (his entry
des$ribes an A!ri$an
elephant% >ndian
elephants are slightly
smaller and 5ea*er'
bt more readily
trained%
An elephant has no treasre as s$h' bt the ts*s o!
an elephant are 5orth 1d & 100 gp%
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*ONSTERS BASIC FANTAS$ RP,
Fis/ ,iant Barra;da
%;4e ,iant
Armor Class, 16 1B
it Di$e, B F HOJ
/o% o! Atta$*s, 1 bite 1 bite
Damage, 2d6 2dO1
)ovement, +5im 60L +5im 60L H10LJ
/o% Appearing, ild 2d ild 1
+ave As, 7ighter, B 7ighter, F
)orale, 10
(reasre (ype, /one /one
P;, 360 1'0B
arra$da are predatory !ish !ond in salt 5ater% ge
barra$das are abot 12L long' 5hile giant spe$imens
$an e&$eed 20L% (hey have elongated bodies' pointed
heads and prominent Ia5s% (heir bodies are $overed
5ith smooth s$ales' typi$ally ble' gray or silver in $olor%
(hey have e&tremely *een eyesight and are srprised
only on a 1 on 1d6% De to the :i$*ness o! their
atta$*' barra$das are themselves $apable o! srprising
on 1-3 on 1d6 and gain a O2 bons to >nitiative%
Giant barra$das al5ays appear singly and are B0N
li*ely to brea* o!! the atta$* a!ter 1d ronds i! they
havenLt *illed their prey% oth *inds are attra$ted to
shiny obIe$ts%
Fis/ ,iant Bass
Armor Class, 13
it Di$e, 2
/o% o! Atta$*s, 1 bite
Damage, 1d6
)ovement, +5im 0L H10LJ
/o% Appearing, ild 1d6
+ave As, 7ighter, 2
)orale,
(reasre (ype, /one
P;, B
Giant bass are generally bet5een 10L and 2BL long%
)ost are greenish-grey' mar*ed 5ith dar* lateral
stripes' thogh some are almost $ompletely bla$*%
(hey are generally !ond in la*es or rivers' as they are
not adapted !or salt 5ater%
'iant (ass are predator)* and on a natral attac+ roll o!20 a $iant (ass ,ill s,allo, ,hole a d,ar!%si-ed ors.aller creatre* ,hich then ta+es 2d4 da.a$e perrond ntil it is dead/ S,allo,ed characters can attac+onl) ,ith da$$ers or si.ilar short ,eapons/ ote thateach $iant (ass can s,allo, at .ost one character* and a
$iant (ass ,hich has s,allo,ed a character ,ill atte.pt
to retreat havin$ achieved its $oal/
Fis/ ,iant Catis/
Armor Class, 16
it Di$e,
/o% o! Atta$*s, 1 biteQ2 !ins
Damage, 2dQ1dOpoisonQ1dOpoison
)ovement, +5im 30L H10LJ
/o% Appearing, ild 1d2
+ave As, 7ighter, )orale,
(reasre (ype, /one
P;, B
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BASIC FANTAS$ RP, *ONSTERS
Giant $at!ish !ins are edged 5ith a natral poison that
$ases a pain!l brning sensation !or 3d10 ronds i! a
save vs% ;oison is !ailed% (he pain $ases the a!!e$ted
$hara$ter or $reatre to s!!er a -1 penalty on all atta$*
rolls and saving thro5s !rther poisonings 5ill in$rease
this penalty by -1 ea$h' do5n to a ma&imm penalty o!
-B as 5ell as adding 6 ronds to the dration o! the
poison e!!e$t%
e$ase o! its large sie H1B to 20 !eet longJ and body
design' a giant $at!ish $annot target more than one o!
its atta$*s on any single $reatre that is' it $annot bite
and !in the same opponent' nor se both !ins on one
vi$tim%
Fis/ ,iant Piran/a
Armor Class, 1B
it Di$e,
/o% o! Atta$*s, 1 bite
Damage, 1d
)ovement, +5im B0L
/o% Appearing, ild 2d
+ave As, 7ighter,
)orale, H11J
(reasre (ype, /one
P;, 20
Giant piranha average BL in length at adlthood' and are
aggressive $arnivores% (hey are able to sense blood in
the 5ater Ist as shar*s do' and on$e they smell or
taste blood in the 5ater' their morale rises to the
parenthesied !igre%
Fl2 ,iant
Armor Class, 1
it Di$e, 2
/o% o! Atta$*s, 1 bite
Damage, 1d
)ovement, 30L 7ly 60L
/o% Appearing, 1d6' ild 2d6
+ave As, 7ighter, 2
)orale,
(reasre (ype, /one
P;, B
Giant !lies loo* m$h li*e ordinary hose!lies' bt are
abot 3L long% +ome are
banded yello5 and bla$*'
and are ths mista*en !or
giant bees%
Giant !lies are predators'
and a!ter *illing prey' they
5ill o!ten lay eggs in the remains sin$e their larva $an
only eat dead !lesh%
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*ONSTERS BASIC FANTAS$ RP,
Fro4 ,iant (and Toad ,iant)
Armor Class, 13
it Di$e, 2
/o% o! Atta$*s, 1 tonge or 1 bite
Damage, grab or 1dO1
)ovement, 30L +5im 30L
/o% Appearing, 1d' ild 1d
+ave As, 7ighter, 2
)orale, 6
(reasre (ype, /one
P;, B
Giant !rogs are enlarged
versions o! the $ommon
!rog most resemble
bll!rogs in appearan$e'
bt an adlt giant !rog is
3L long and 5eighs abot 2B0 ponds% (hey are
predators' bt 5ill normally only atta$* $reatres
smaller than themselves% Giant toads are statisti$ally
Ist li*e giant !rogs ho5ever' they are o!ten !ond in
8drier9 areas as they do not have to maintain a 5et s*in
sr!a$e%
A giant !rog $an stret$h its tonge ot p to 1BL and
drag p to d5ar!-sied prey to its moth on every
sbse:ent rond' the vi$tim is hit atomati$ally% "n a
natral 20 atta$* roll' the vi$tim is s5allo5ed 5hole'
ta*ing 1d6 damage per rond therea!ter% a$h giant
!rog $an s5allo5 only one s$h vi$tim%
,ar4o2le
Armor Class, 1B \
it Di$e, SS
/o% o! Atta$*s, 2 $la5sQ1 biteQ1 horn
Damage, 1dQ1dQ1d6Q1d
)ovement, 30L 7ly B0L H1BLJ
/o% Appearing, 1d6' ild 2d' #air 2d
+ave As, 7ighter, 6
)orale, 11
(reasre (ype, C
P;, 320
Gargoyles o!ten appear to be 5inged stone states' !or
they $an per$h inde!initely 5ithot moving and se this
disgise to srprise their !oes% (hey are $rel
monsters' in!li$ting pain on other $reatres !or the sole
prpose o! enIoyment%
Gargoyles re:ire no !ood' 5ater' or air% De to their
highly-magi$al natre' they $annot be harmed by non-
magi$al 5eapons%
,elatino;s C;6e
Armor Class, 12
it Di$e, S
/o% o! Atta$*s, 1
Damage, 2d O paralysis
)ovement, 20L
/o% Appearing, 1
+ave As, 7ighter, 2
)orale, 12
(reasre (ype, E
P;, 20
(he nearly transparent gelatinos $be travels slo5ly
along dngeon $orridors and $ave !loors' absorbing
$arrion' $reatres' and trash% >norgani$ material
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*ONSTERS BASIC FANTAS$ RP,
(he stin* o! death and $orrption srronding these
$reatres is over5helming% #iving $reatres 5ithin 10
!eet mst s$$eed on a save vs% ;oison or be si$*ened
!or 2d6 ronds H-2 to atta$* rollsJ% A $reatre that
s$$ess!lly saves $annot be a!!e$ted again by the
same ghastXs sten$h !or 2 hors% A netralie poison
spell removes the e!!e$t !rom a si$*ened $reatre%
,/ost
Armor Class, 20S
it Di$e, 10 HOFJ
/o% o! Atta$*s, 1 to$hQ1 gae
Damage, 1d O spe$ial
)ovement, 30L
/o% Appearing, 1
+ave As, 7ighter, 10
)orale, 10
(reasre (ype, ' /' "
P;, B'B00
Ghosts are the spe$tral remnants o! intelligent beings
5ho' !or one reason or another' $annot rest easily in
their graves% A ghost normally resembles the !orm it had
in li!e' bt sometimes the spirital !orm is altered% 7or
instan$e' the ghost o! someone 5ho believed he or she
5as evil might loo* a bit demoni$% e$ase they are
in$orporeal' ghosts may be hit only by magi$al
5eapons%
+eeing a ghost is so terrible that the vi$tim mst save
vs% +pells or !lee !or 2d6 ronds% A $hara$ter or
$reatre 5ho s$$ess!lly saves vs% a given ghostLs
ear atta$* may not be so a!!e$ted by that ghost again'
bt o! $orse may still be a!!e$ted by another%
A ghost that hits a living target 5ith its to$h atta$*
deals 1d points o! damage' and at the same time
regenerates the same nmber o! points o! damage% >n
addition' the vi$tim loses 1 point o! Constittion% lves
and d5arves Hand other long-lived $reatres s$h as
dragonsJ are allo5ed a saving thro5 vs% Death Ray to
resist this e!!e$t' 5hi$h mst be rolled on ea$h hit%
Chara$ters 5ho lose Constittion appear to have aged%
>! a ghost is !ighting a living $reatre 5hi$h does not
have a Constittion s$ore' the G) shold assign
5hatever s$ore he or she sees !it%
#ost Constittion $an be regained at a rate o! one point
per $asting o! restoration nothing else He&$ept a
8is/J $an restore Constittion lost to a ghost% >! a
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BASIC FANTAS$ RP, *ONSTERS
$hara$terLs Constittion !alls to 0' he or she dies
permanently and $annot be raised Hbt still may be
reinarnatedJ%
"n$e per trn' a ghost $an se tele?inesis Has thespellJ as i! it 5ere a 10
th level )agi$-@ser%
>nstead o! atta$*ing' a ghost may attempt to possess a
living $reatre% (his ability is similar to a 5a4i Gar
spell Has i! $ast by a 10th level )agi$-@serJ' e&$ept that
it does not re:ire a re$epta$le% (o se this ability' the
ghost mst be able to move into the target Hso it is
possible to otrn itJ% (he target $an resist the atta$*
5ith a s$$ess!l save vs% +pells% A $reatre that
s$$ess!lly saves is immne to being possessed by
that ghost !or 2 hors% >! the save !ails' the ghost
enters the targetLs body and $ontrols it $ontrol may be
maintained ntil the ghost $hooses to leave the vi$timLs
body' or ntil it is driven ot by means o! a re5o>e
;rse spell% hile it is possessing a living $reatre' a
ghost may not se any o! its spe$ial abilities%
,/o;l
Armor Class, 1
it Di$e, 2S
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1dQ1dQ1d' all pls paralysis
)ovement, 30L
/o% Appearing, 1d6' ild 2d' #air 2d
+ave As, 7ighter, 2
)orale, F
(reasre (ype,
P;, 100
Ghols are ;ndead monsters 5hi$h eat the !lesh o!
dead hmanoids to srvive% (hey are vile' disgsting
$arrion-eaters' bt are more than 5illing to *ill !or !ood%
(hose slain by ghols 5ill generally be stored ntil they
begin to rot be!ore the ghols 5ill a$tally eat them%
(hose hit by a gholXs bite or $la5 atta$* mst save vs%
;aralyation or be paralyed !or 2d trns% lves are
immne to this paralysis% Ghols try to atta$* 5ith
srprise 5henever possible' stri*ing !rom behind
tombstones and brsting !rom shallo5 graves 5henthese methods are employed' they are able to srprise
opponents on 1-3 on 1d6% #i*e all ndead' they may be
(rned by Cleri$s and are immne to slee' /ar5
and /old magi$s%
manoids bitten by ghols may be in!e$ted 5ith ghol
!ever% a$h time a hmanoid is bitten' there is a BN
$han$e o! the in!e$tion being passed% (he a!!li$ted
hmanoid is allo5ed to save vs% Death Ray i! the save
is !ailed' the hmanoid dies 5ithin a day%
An a!!li$ted hmanoid 5ho dies o! ghol !ever rises as a
ghol at the ne&t midnight% A hmanoid 5ho be$omes
a ghol in this 5ay retains none o! the abilities it
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*ONSTERS BASIC FANTAS$ RP,
possessed in li!e% >t is not nder the $ontrol o! any other
ghols' bt it hngers !or the !lesh o! the living and
behaves li*e a normal ghol in all respe$ts%
,iant Clo;d
Armor Class, 1F H13J
it Di$e, 12O3S HO10J
/o% o! Atta$*s, 1 giant 5eapon or 1 thro5n ro$*
Damage, 6d6 or 3d6
)ovement, 20L @narmored 0L H10LJ
/o% Appearing, 1d2' ild 1d3' #air 1d3
+ave As, 7ighter, 12
)orale, 10(reasre (ype, pls 1d12&1000 gp
P;, 1'FB
Clod giantsX s*in ranges in $olor !rom mil*y 5hite to
light s*y ble% (hey have hair o! silvery 5hite or brass'
and their eyes are irides$ent ble% Adlt males are
abot 1 !eet tall and 5eigh abot B'000 ponds%
7emales are slightly shorter and lighter% Clod giants
$an live to be 00 years old%
Clod giants dress in the !inest $lothing available and
5ear Ie5elry% (o many' appearan$e indi$ates station,
(he better the $lothes and the !iner the Ie5elry' the
more important the 5earer% (hey also appre$iate
msi$' and most $an play one or more instrments Hthe
harp is a !avoriteJ% #i*e most giants' they are
sspi$ios o! the smaller ra$es' bt $lod giants do not
sally prey pon them' pre!erring instead to demand
tribte !rom hmans' demi-hmans' or hmanoids living
nearby%
Clod giants !ight in 5ell-organied nits' sing
$are!lly developed battle plans% (hey pre!er to !ight
!rom a position above their opponents% Clod giants
$an thro5 large stones p to 200L !or 3d6 points o!
damage ea$h% Also' BN o! $lod giants have the
abilities o! a )agi$-@ser o! level 2 to H2dJ% A !avorite
ta$ti$ is to $ir$le the enemies' barraging them 5ith ro$*s
5hile the giants 5ith magi$al abilities $on!ond them
5ith spells% >n battle' $lod giants 5ear !inely $ra!ted'
intri$ately engraved plate mail%
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BASIC FANTAS$ RP, *ONSTERS
,iant C2los
Armor Class, 1B H13J
it Di$e, 13S HO10J
/o% o! Atta$*s, 1 giant $lb or 1 ro$* Hthro5nJ
Damage, 3d10 or 3d6
)ovement, 20L @narmored 30L
/o% Appearing, 1' ild 1d' #air 1d
+ave As, 7ighter, 13
)orale, F
(reasre (ype, pls 1d&1000 gp
P;, 2'2B
A $y$lops is a one-eyed giant% ge and brtish' they
most resemble hill giants' and even dress in the same
8style'9 layers o! $rdely prepared hides 5ith the !r le!t
on' n5ashed and nrepaired%
(hey are re$lsive and n!riendly to almost all o! the
smaller ra$es%
A $y$lops $an thro5 a large ro$* p to 200L !or 3d6
points o! damage' bt they aim poorly and ths s!!er
an atta$* penalty o! -2% "n$e per year' a $y$lops $an
$ast the spell 6esto8 ;rse Hthe reverse o! the spell
re5o>e ;rseJ%
,iant Fire
Armor Class, 1 H13J
it Di$e, 11O2S HOFJ
/o% o! Atta$*s, 1 giant 5eapon or 1 thro5n ro$*
Damage, Bd6 or 3d6
)ovement, 20L @narmored 0L H10LJ
/o% Appearing, 1d2' ild 1d3' #air 1d3
+ave As, 7ighter, 11
)orale, F
(reasre (ype, pls 1d10&1000 gp
P;, 1'60
An adlt male !ire giant is 1 !eet tall' has a $hest that
measres F !eet arond' and 5eighs abot 3'200
ponds% 7emales are slightly shorter and lighter% 7ire
giants $an live to be 3B0 years old% 7ire giants 5ear
strdy $loth or leather garments $olored red' orange'
yello5' or bla$*% arriors 5ear helmets and hal!-plate
armor o! bla$*ened steel%
7ire giants are n!riendly to almost all other hman'
demi-hman' and hmanoid ra$es' thogh they
sometimes sbIgate nearby hmanoid ra$es to a$t astheir servants%
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*ONSTERS BASIC FANTAS$ RP,
A !ire giant $an thro5 large stones p to 200L !or 3d6
damage% 7ire giants are immne to all !ire-based
atta$*s%
,iant Frost
Armor Class, 1 H13J
it Di$e, 10O1S HOFJ
/o% o! Atta$*s, 1 giant 5eapon or 1 thro5n ro$*
Damage, d6 or 3d6
)ovement, 20L @narmored 0L H10LJ
/o% Appearing, 1d2' ild 1d' #air 1d
+ave As, 7ighter, 10
)orale, F
(reasre (ype, pls 1d10&1000 gp
P;, 1'3F0
7rost giants have pale' almost 5hite s*in% A !rost
giantXs hair $an be light ble or dirty yello5' and its eyes
sally mat$h its hair $olor% 7rost giants dress in s*ins
and pelts' along 5ith any Ie5elry they o5n% 7rost giant
5arriors add $hain shirts and metal helmets de$orated
5ith horns or !eathers%
An adlt male is abot 1B !eet tall and 5eighs abot
2'00 ponds% 7emales are slightly shorter and lighter'
bt other5ise identi$al 5ith males% 7rost giants $an live
to be 2B0 years old%
7rost giants are' !irst and !oremost' $nning% (hey
disli*e the smaller ra$es as m$h as any giant' bt
rather than atta$*ing otright they 5ill try to se their
advantages to $onvin$e those 5ea*er than them to
sbmit% >! !a$ed 5ith a stronger !or$e' !rost giants 5ill
parley or 5ithdra5 i! possible' atta$*ing only i! vi$tory
seems assred%
A !rost giant $an thro5 large stones p to 200L !or 3d6
damage% 7rost giants are immne to all i$e or $old-
based atta$*s%
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BASIC FANTAS$ RP, *ONSTERS
,iant %ill
Armor Class, 1B H13J
it Di$e,
/o% o! Atta$*s, 1
Damage, 2d
)ovement, 30L @narmored 0L
/o% Appearing, 1d' ild 2d' #air 2d
+ave As, 7ighter,
)orale,
(reasre (ype, pls 1d&1000 gp
P;, B
(he smallest o! giants'
adlt hil l giants stand
bet5een ten and t5elve
!eet in height and 5eigh
abot 1'100 ponds% ill
giants $an live to be 200
years old% +*in $olor
among hill giants ranges
!rom light tan to deep
rddy bro5n% (hey have
bro5n or bla$* hair and
eyes the same $olor% (hey
5ear layers o! $rdely
prepared hides' 5hi$h they seldom 5ash or repair'
pre!erring to simply add more hides as the old ones
5ear ot%
hether atta$*ing 5ith a 5eapon or _st' hill giants deal
2d damage% ill giants are brtish and aggressive%
(hey are sometimes !ond leading grops o! ogres or
bgbears% ill giants o!ten *eep dire 8ol>es as pets%
,iant Stone
Armor Class, 1 H1BJ
it Di$e, F HOJ
/o% o! Atta$*s, 1 stone $lb or 1 thro5n ro$*
Damage, 3d6 or 3d6
)ovement, 30L @narmored 0L
/o% Appearing, 1d2' ild 1d6' #air 1d6
+ave As, 7ighter, F
)orale, F
(reasre (ype, pls 1d&1000 gp
P;, 1'0B
+tone giants pre!er thi$* leather garments' dyed in
shades o! bro5n and gray to mat$h the stone arond
them% Adlts are abot 12 !eet tall and 5eigh abot
1'B00 ponds% +tone giants $an live to be 00 years
old%
A stone giant $an thro5 large stones p to 300L !or 3d6
damage%
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+tone giants are re$lsive' bt they 5ill de!end their
territory Htypi$ally in ro$*y montainos terrainJ against
any 5ho trespass therein%
,iant Stor5
Armor Class, 1F H13J
it Di$e, 1BSS HO11J
/o% o! Atta$*s, 1 giant 5eapon or 1 lightning bolt
Damage, d6 or 1Bd6
)ovement, 30L @narmored B0L H10LJ
/o% Appearing, 1' ild 1d3' #air 1d3
+ave As, 7ighter, 1B
)orale, 10
(reasre (ype, pls 1d20&1000 gp
P;, 3'100
Adlt storm giants are abot 21 !eet tall and 5eigh
abot 12'000 ponds% (hey $an live to be 600 years
old% )ost storm giants have pale s*in and dar* hair%
Eery rarely' storm giants have violet s*in% Eiolet-
s*inned storm giants have deep violet or ble-bla$* hair
5ith silvery gray or prple eyes%
+torm giants generally dress in short' loose tni$ belted
at the 5aist' sandals or bare !eet' and a headband%
(hey 5ear a !e5 pie$es o! simple bt !inely $ra!ted
Ie5elry' an*lets H!avored by bare!oot giantsJ' rings' or$ir$lets being most $ommon% (hey live :iet' re!le$tive
lives and spend their time msing abot the 5orld'
$omposing and playing msi$' and tilling their land or
gathering !ood%
+torm giants pre!er to atta$* !irst 5ith their li4/tnin4
6olts H5hi$h 5or* Ist as the spell does' and $an be
sed on$e per !ive ronds a save vs% +pells red$es
damage to hal!J% Also' 10N o! storm giants have the
abilities o! a )agi$-@ser o! level 2 to 12 H2d6J% >n battle'they 5ear 5ell-$ra!ted and 5ell-$ared-!or plate mail%
@nli*e most other giants' storm giants have been
*no5n to be!riend hmans' elves' or d5arves%
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,noll
Armor Class, 1B H13J
it Di$e, 2
/o% o! Atta$*s, 1 5eapon
Damage, 2d or by 5eapon O1
)ovement, 30L @narmored 0L
/o% Appearing, 1d6' ild 3d6' #air 3d6
+ave As, 7ighter, 2
)orale,
(reasre (ype, U' + ea$h D' 4 in lair
P;, B
Gnolls are hyena-headed' evil hmanoids that 5ander
in loose tribes% )ost gnolls have dirty yello5 or reddish-
bro5n !r% An adlt male gnoll is abot T !eet tall and
5eighs 300 ponds%
Gnolls are no$trnal' and have Dar*vision 5ith a 30L
range% (hey are $rel $arnivores' pre!erring intelligent
$reatres !or !ood be$ase they s$ream more% (hey
sho5 little dis$ipline 5hen !ighting nless they have a
strong leader%
"ne ot o! every si& gnolls 5ill be a hardened 5arrior o!
it Di$e H20 P;J having a O1 bons to damage de
to strength% Gnolls gain a O1 bons to their morale i!
they are led by s$h a 5arrior% >n lairs o! 12 or greater'
there 5ill be a pa$* leader o! 6 it Di$e HB00 P;J having
a O2 bons to damage% >n the lair' gnolls never !ail a
morale $he$* as long as the pa$* leader is alive% >n
addition' a lair has a $han$e e:al to 1-2 on 1d6 o! a
shaman being present' and 1 on 1d6 o! a 5it$h or
5arlo$*% A shaman is e:ivalent to a hardened 5arrior
statisti$ally' and in addition has Cleri$al abilities at level
1dO1% A 5it$h or 5arlo$* is e:ivalent to a reglar
gnoll' and has )agi$-@ser abilities o! level 1d%
,no5e
Armor Class, 1B H11J
it Di$e, 1
/o% o! Atta$*s, 1
Damage, 1d6 or by 5eapon
)ovement, 20L @narmored 0L
/o% Appearing, 1d' ild Bd' #air Bd
+ave As, 7ighter, 1 H5ith D5ar! bonsesJ
)orale,
(reasre (ype, D
P;, 2B
Gnomes stand 3 to 3T !eet tall and 5eigh 0 to B
ponds% (heir s*in $olor ranges !rom dar* tan to 5oody
bro5n' their hair is !air' and their eyes $an be any
shade o! ble% )ales sally 5ear short' $are!lly
trimmed beards%
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Gnomes generally 5ear leather or earth tones' thogh
they de$orate their $lothes 5ith intri$ate stit$hing or !ine
Ie5elry% Gnomes rea$h adlthood at abot age 0' and
they live abot 3B0 years% (hey have Dar*vision 5ith a
30L range%
Gnomes spea* their o5n langage' Gnomish' and
many *no5 the langage o! the d5arves% )ost gnomes
5ho travel otside gnome lands Has traders or tin*ersJ
*no5 Common' 5hile 5arriors in gnome settlements
sally learn Goblin% Gnomes en$ontered in the
5ilderness are li*ely to be n!riendly' bt not hostile%
(hey tolerate d5arves bt disli*e most other hmanoid
ra$es% hen !or$ed to intera$t 5ith other ra$es' a
gnome 5ill generally be re$al$itrant' nless o!!ered a
signi!i$ant amont o! treasre%
)ost gnomes en$ontered otside their home are
5arriors the statisti$s above are !or s$h% >n the lair'
!or every 5arrior there 5ill be an average o! three
$ivilians having 1-1 it Di$e and Armor Class 11 s$h
gnomes have )orale o! % "ne ot o! every eight
gnome 5arriors 5ill be a sergeant having 3 it Di$e
H1B P;J% Gnomes gain a O1 bons to their morale i!
they are led by a sergeant% oth 5arriors and
sergeants $ommonly 5ear $hainmail% >n gnomish
$ommnities' one ot o! every si&teen 5arriors 5ill be a
$aptain o! B it Di$e H360 P;J 5ith an Armor Class o!
16 H11J' adding a shield% >n addition' in $ommnities o!
3B or greater' there 5ill be a *ing o! it Di$e H60 P;J'
5ith an Armor Class o! 1 H11J' in plate mail and
$arrying a shield' having a O1 bons damage de to
strength% >n their $ommnity' gnomes never !ail a
morale $he$* as long as the *ing is alive% (here is a
$han$e e:al to 1- on 1d6 that a $ommnity 5ill have
a Cleri$ o! level 1d6O1' and 1-2 on 1d6 o! a )agi$-
@ser o! level 1d6% Gnomish Cleri$s and )agi$-@sers
are e:ivalent to reglar gnomish 5arriors statisti$ally%
,o6lin
Armor Class, 1 H11J
it Di$e, 1-1
/o% o! Atta$*s, 1 5eapon
Damage, 1d6 or by 5eapon
)ovement, 20L @narmored 30L
/o% Appearing, 2d 'ild 6d10' #air 6d10
+ave As, 7ighter, 1
)orale, or see belo5
(reasre (ype, R ea$h C in lair
P;, 10
Goblins are small' 5i$*ed hmanoids that !avor
ambshes' over5helming odds' dirty tri$*s' and any
other edge they $an devise% An adlt goblin stands 3 to
3T !eet tall and 5eigh 0 to B ponds% >ts eyes are
sally bright and $ra!ty-loo*ing' varying in $olor !rom
red to yello5% A goblinXs s*in $olor ranges !rom yello5
throgh any shade o! orange to a deep red sally all
members o! a single tribe are abot the same $olor%
Goblins 5ear $lothing o! dar* leather' tending to5ard
drab' soiled-loo*ing $olors% (hey have Dar*vision 5ith
a 30L range%
(he statisti$s given above are !or a standard Goblin in
leather armor 5ith a shield they have a natral
)ovement rate o! 30L and a natral Armor Class o! 11%
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BASIC FANTAS$ RP, *ONSTERS
+ome goblins ride dire 8ol>es into $ombat' and large
grops o! goblins 5ill o!ten employ them to tra$* and
atta$* their !oes%
"ne ot o! every eight goblins 5ill be a 5arrior o! 3-3
it Di$e H1B P;J% Goblins gain a O1 bons to their
morale i! they are led by a 5arrior% >n a lair or other
settlement' one ot o! every !i!teen 5ill be a $hie!tain o!
B-B it Di$e H360 P;J in $hainmail 5ith an Armor Class
o! 1B H11J and movement o! 10L that gains a O1 bons
to damage de to strength% >n lairs or settlements o! 30
or more goblins' there 5ill be a goblin *ing o! - it
Di$e H60 P;J' 5ith an Armor Class o! 16 H11J' 5earing
$hainmail and $arrying a shield' 5ith a movement o! 10L'
and having a O1 bons to damage% Goblins have a O2
bons to morale 5hile their *ing is present Hthis is not
$mlative 5ith the bons given by a 5arrior leaderJ%
>n addition' a lair has a $han$e e:al to 1 on 1d6 o! a
shaman being present Hor 1-2 on 1d6 i! a goblin *ing is
presentJ% A shaman is e:ivalent to a reglar goblin
statisti$ally' bt has Cleri$al abilities at level 1dO1%
,ole5
Golems are magi$ally $reated atomatons o! great
po5er% Constr$ting one involves the employment o!
mighty magi$ and elemental !or$es% (he animating!or$e !or a golem is an elemental spirit% (he pro$ess o!
$reating the golem binds the spirit to the arti!i$ial body
and sbIe$ts it to the 5ill o! the golemXs $reator%
eing mindless' golems generally do nothing 5ithot
orders !rom their $reators% (hey !ollo5 instr$tions
e&pli$itly and are in$apable o! any strategy or ta$ti$s% A
golemXs $reator $an $ommand it i! the golem is 5ithin
60 !eet and $an see and hear its $reator% >! not a$tively
$ommanded' a golem sally !ollo5s its last instr$tionto the best o! its ability' thogh i! atta$*ed it retrns the
atta$*% (he $reator $an give the golem a simple
$ommand to govern its a$tions in his or her absen$e%
(he golemXs $reator $an order the golem to obey the
$ommands o! another person H5ho might in trn pla$e
the golem nder someone elseXs $ontrol' and so onJ'
bt the golemXs $reator $an al5ays resme $ontrol over
his $reation by $ommanding the golem to obey him
alone%
Golems have immnity to most magi$al and
spernatral e!!e$ts' e&$ept 5hen other5ise noted%
(hey $an only be hit by magi$al 5eapons%
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*ONSTERS BASIC FANTAS$ RP,
,ole5 A56er
Armor Class, 21 \
it Di$e, 10S HOFJ
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 2d6Q2d6Q2d10
)ovement, 60L
/o% Appearing, 1
+ave As, 7ighter, B
)orale, 12
(reasre (ype, /one
P;, 1'3F0
Amber golems are generally bilt to resemble lions or
other great $ats% (hey are able to dete$t invisible
$reatres or obIe$ts 5ithin 60L' and $an tra$* 5ith FBN
a$$ra$y throgh any terrain type%
A magi$al atta$* that deals ele$tri$ity damage heals 1
point o! damage !or every 3 !ll points o! damage the
atta$* 5old other5ise deal% 7or e&le' an amber
olem hit by a li4/tnin4 6olt heals 6 points o! damage
i! the atta$* 5old have dealt 20 points o! damage% >!
the amont o! healing 5old $ase the golem to e&$eedits !ll normal hit points' the e&$ess is ignored%
,ole5 Bone
Armor Class, 1F \
it Di$e, S
/o% o! Atta$*s, 5eapons
Damage, 1d6Q1d6Q1d6Q1d6 or by 5eapon
)ovement, 0L H10LJ
/o% Appearing, 1
+ave As, 7ighter,
)orale, 12
(reasre (ype, /one
P;, FB
one golems are hge
!or-armed monsters
$reated !rom the
s*eletons o! at least
t5o dead hmanoids%
(hogh made o! bone'
they are not ndead
and $annot be trned%
>nstead o! !or one-
handed 5eapons' abone golem $an be
armed 5ith t5o t5o-handed 5eapons' giving 2 atta$*s
per rond and a damage !igre o! 1d10Q1d10 or by
5eapon%
hen a bone golem enters $ombat' there is a
$mlative 1N $han$e ea$h rond that its elemental
spirit brea*s !ree and the golem goes berser*% (he
n$ontrolled golem goes on a rampage' atta$*ing the
nearest living $reatre or smashing some obIe$t smallerthan itsel! i! no $reatre is 5ithin rea$h' then moving on
to spread more destr$tion% (he golemXs $reator' i!
5ithin 60 !eet' $an try to regain $ontrol by spea*ing
!irmly and persasively to the golem he or she mst
ma*e a save vs% +pells to s$$eed at this' and at least
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1 rond o! time is re:ired !or ea$h $he$*% >t ta*es 1
rond o! ina$tivity by the golem to reset the golemXs
berser* $han$e to 0N%
,ole5 Bron@e
Armor Class, 20 \
it Di$e, 20SS HO13J
/o% o! Atta$*s, 1 !ist O spe$ial
Damage, 3d10 O spe$ial
)ovement, 0L H10LJ
/o% Appearing, 1
+ave As, 7ighter,10
)orale, 12(reasre (ype, /one
P;, B'6B0
(hese golems resemble states made o! brone nli*e
natral brone states' they never trn green !rom
verdigris% A brone golem is 10 !eet tall and 5eighs
abot 'B00 ponds% A brone golem $annot spea* or
ma*e any vo$al noise' nor does it have any
distingishable odor% >t moves 5ith a ponderos bt
smooth gait% a$h step $ases the !loor to tremble
nless it is on a thi$*' solid !ondation%
(he interior o! a brone golem is molten metal%
Creatres hit by one in
$ombat s!!er an
additional 1d10
damage !rom the heat
Hnless resistant to heat
or !ireJ% >! one is hit in
$ombat' molten metal
sprts ot' spraying the
atta$*er !or 2d6
damage% A save vs%
Death Ray is allo5ed to
avoid the metal spray%
hen a brone golem enters $ombat' there is a
$mlative 1N $han$e ea$h rond that its elemental
spirit brea*s !ree and the golem goes berser*% (he
n$ontrolled golem goes on a rampage' atta$*ing the
nearest living $reatre or smashing some obIe$t smaller
than itsel! i! no $reatre is 5ithin rea$h' then moving on
to spread more destr$tion% (he golemXs $reator' i!
5ithin 60 !eet' $an try to regain $ontrol by spea*ing
!irmly and persasively to the golem he or she mst
ma*e a save vs% +pells to s$$eed at this' and at least
1 rond o! time is re:ired !or ea$h $he$*% >t ta*es 1
rond o! ina$tivity by the golem to reset the golemXs
berser* $han$e to 0N%
,ole5 Cla2
Armor Class, 22 \
it Di$e, 11SS HOFJ
/o% o! Atta$*s, 1 !ist
Damage, 3d10
)ovement, 20L
/o% Appearing, 1
+ave As, 7ighter, 6
)orale, 12
(reasre (ype, /one
P;, 1'6B
(his golem has a hmanoid body made !rom $lay% A
$lay golem 5ears no $lothing e&$ept !or a metal or sti!!
leather garment arond its hips% A $lay golem $annot
spea* or ma*e any vo$al noise% >t 5al*s and moves
5ith a slo5' $lmsy gait% >t 5eighs arond 600 ponds%
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hen a $lay golem enters $ombat' there is a
$mlative 1N $han$e ea$h rond that its elemental
spirit brea*s !ree and the golem goes berser*% (he
n$ontrolled golem goes on a rampage' atta$*ing the
nearest living $reatre or smashing some obIe$t smaller
than itsel! i! no $reatre is 5ithin rea$h' then moving on
to spread more destr$tion% "n$e a $lay golem goes
berser*' no *no5n method $an reestablish $ontrol%
(he damage a $lay golem deals doesnXt heal natrally'
and magi$al healing $res only 1 point per die rolled
Hbt add all bonses normallyJ%
,ole5 Fles/
Armor Class, 20 \
it Di$e, FSS HOJ
/o% o! Atta$*s, 2 !ists
Damage, 2dQ2d
)ovement, 30L
/o% Appearing, 1
+ave As, 7ighter, B
)orale, 12
(reasre (ype, /one
P;, 1'22B
A !lesh golem is a
gholish $olle$tion o!
stolen hmanoid body
parts' stit$hed together
into a single $omposite
!orm% /o natral
animal 5illingly tra$*s
a !lesh golem% (he
golem 5ears 5hatever
$lothing its $reator
desires' sally Ist a
ragged pair o!
trosers% >t has no
possessions and no
5eapons% >t stands
!eet tall and 5eighs almost B00 ponds% A !lesh golem
$annot spea*' althogh it $an emit a hoarse roar o!
sorts% >t 5al*s and moves 5ith a sti!!-Iointed gait' as i!
not in $omplete $ontrol o! its body%
hen a !lesh golem enters $ombat' there is a
$mlative 1N $han$e ea$h rond that its elemental
spirit brea*s !ree and the golem goes berser*% (he
n$ontrolled golem goes on a rampage' atta$*ing the
nearest living $reatre or smashing some obIe$t smaller
than itsel! i! no $reatre is 5ithin rea$h' then moving on
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to spread more destr$tion% (he golemXs $reator' i!
5ithin 60 !eet' $an try to regain $ontrol by spea*ing
!irmly and persasively to the golem he or she mst
ma*e a save vs% +pells to s$$eed at this' and at least
1 rond o! time is re:ired !or ea$h $he$*% >t ta*es 1
rond o! ina$tivity by the golem to reset the golemXs
berser* $han$e to 0N%
A magi$al atta$* that deals $old or !ire damage slo5s a
!lesh golem Has the slo8 spellJ !or 2d6 ronds' 5ith no
saving thro5% A magi$al atta$* that deals ele$tri$ity
damage brea*s any slo5 e!!e$t on the golem and heals
1 point o! damage !or every 3 !ll points o! damage the
atta$* 5old other5ise deal% >! the amont o! healing
5old $ase the golem to e&$eed its !ll normal hit
points' the e&$ess is ignored% 7or e&le' a !lesh
golem hit by a lightning bolt heals 3 points o! damage i!
the atta$* 5old have dealt 11 points o! damage%
,ole5 Iron
Armor Class, 2B \
it Di$e, 1SS HO12J
/o% o! Atta$*s, 1 O spe$ial
Damage, d10 O spe$ial
)ovement, 20L H10LJ
/o% Appearing, 1
+ave As, 7ighter, F
)orale, 12
(reasre (ype, /one
P;, 3'F0
(his golem has a hmanoid body made !rom iron% An
iron golem $an be !ashioned in any manner' Ist li*e a
stone golem Hsee belo5J' althogh it almost al5ays
displays armor o! some sort% >ts !eatres are m$h
smoother than those o! a stone golem% >ron golems
sometimes $arry a short s5ord in one hand% An iron
golem is 12 !eet tall and 5eighs abot B'000 ponds%
An iron golem $annot spea* or ma*e any vo$al noise'
nor does it have any distingishable odor% >t moves
5ith a ponderos bt smooth gait% a$h step $ases
the !loor to tremble nless it is on a thi$*' solid
!ondation%
>ron golems $an e&hale a $lod o! poisonos gas 5hi$h
!ills a 10-!oot $be and persists !or 1 rond% (hose
5ithin the area o! e!!e$t mst save vs% Dragon reath or
die% (his ability $an be sed p to 3 times per day%
A magi$al atta$* that deals ele$tri$ity damage slo5s an
iron golem Has the slo8 spellJ !or 3 ronds' 5ith no
saving thro5% A magi$al atta$* that deals !ire damage
brea*s any slo5 e!!e$t on the golem and heals 1 pointo! damage !or ea$h 3 !ll points o! damage the atta$*
5old other5ise deal% >! the amont o! healing 5old
$ase the golem to e&$eed its !ll normal hit points' the
e&$ess is ignored% 7or e&le' an iron golem hit by a
!ireball gains ba$* 6 hit points i! the damage total is 1F
points% An iron golem is a!!e$ted normally by rst
atta$*s' s$h as that o! a rst monster' s!!ering 2d6
points o! damage !or ea$h hit H5ith no saving thro5
normally allo5edJ%
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*ONSTERS BASIC FANTAS$ RP,
,ole5 Stone
Armor Class, 2B \
it Di$e, 1SS HO11J
/o% o! Atta$*s, 1 O spe$ial
Damage, 3d O spe$ial
)ovement, 20L H10LJ
/o% Appearing, 1
+ave As, 7ighter,
)orale, 12
(reasre (ype, /one
P;, 2'30
(his golem has a hmanoid body made !rom stone% A
stone golem is F !eet tall and 5eighs arond 2'000
ponds% >ts body is !re:ently stylied to sit its $reator%
7or e&le' it might loo* li*e it is 5earing armor' 5ith
a parti$lar symbol $arved on the breastplate' or have
designs 5or*ed into the stone o! its limbs%
+tone golems are !ormidable opponents' being
physi$ally po5er!l and di!!i$lt to harm% A stone golem
$an se a slo8 e!!e$t' as the spell' on$e every other
rond a save vs% +pells is allo5ed to resist% (he e!!e$thas a range o! 10 !eet and a dration o! 2d6 ronds%
A stone to les/ spell may be sed to 5ea*en the
monster% (he spell does not a$tally $hange the
golemXs str$tre' bt !or one !ll rond a!ter being
a!!e$ted' the golem is vlnerable to normal 5eapons%
(he stone golem is allo5ed a save vs% +pells to resist%
,ole5 .ood
Armor Class, 13 \
it Di$e, 2O2S
/o% o! Atta$*s, 1 !ist
Damage, 1d
)ovement, 0L
/o% Appearing, 1
+ave As, 7ighter, 1
)orale, 12
(reasre (ype, /one
P;, 100
ood golems are small $onstr$ts' not more than L in
height' and are $rdely made% eing made o! 5ood
ma*es them vlnerable to !ire-based atta$*s ths'
5ood golems s!!er one e&tra point o! damage per die
!rom !ire any saving thro5s against s$h e!!e$ts are at
a penalty o! -2% (hey move sti!!ly' s!!ering a -1 penalty
to >nitiative%
,or4on
Armor Class, 1F
it Di$e, S
/o% o! Atta$*s, 1 gore or 1 breath
Damage, 2d6 or petri!i$ation
)ovement, 0L H10LJ
/o% Appearing, ild 1d
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, FB
Gorgons are magi$al monsters resembling blls made
o! iron% (heir breath $an trn living $reatres to stone it
$overs an area 60L long by 10L 5ide' and $an be sed
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BASIC FANTAS$ RP, *ONSTERS
as many times per day as the monster has hit di$e' bt
no more o!ten than every other rond% A save vs%
;etri!i$ation is allo5ed to resist%
A typi$al gorgon stands over 6 !eet tall at the sholder'measres !eet !rom snot to tail' and 5eighs abot
'000 ponds% Gorgons are nothing i! not aggressive%
(hey atta$* intrders on sight' attempting to gore or
petri!y them% (here is no 5ay to $alm these !rios
$reatres' and they are impossible to domesti$ate%
,ra2 Oo@e
Armor Class, 12
it Di$e, 3S/o% o! Atta$*s, 1
Damage, 2d
)ovement, 1L
/o% Appearing, 1
+ave As, 7ighter, 3
)orale, 12
(reasre (ype, /one
P;, 1B
Gray ooes are amorphos $reatres that live only to
eat% (hey inhabit ndergrond areas' s$oring $averns'
rins' and dngeons in sear$h o! organi$ matter' living
or dead% A gray ooe $an gro5 to a diameter o! p to
10 !eet and a thi$*ness o! abot 6 in$hes% A typi$al
spe$imen 5eighs abot 00 ponds%
A gray ooe se$retes a digestive a$id that :i$*ly
dissolves organi$ material and metal' bt not stone%
A!ter a s$$ess!l hit' the ooe 5ill sti$* to the $reatre
atta$*ed' dealing 2d damage per rond atomati$ally%
/ormal Hnon-magi$alJ armor or $lothing dissolves and
be$omes seless immediately% A non-magi$al metal or
5ooden 5eapon that stri*es a gray ooe also dissolves
immediately% )agi$al 5eapons' armor' and $lothing are
allo5ed a saving thro5 Hse the 5earerLs save vs%
Death Ray' adding any magi$al 8pls9 vale to the roll i!
appli$ableJ%
,reen Sli5e
Armor Class, $an al5ays be hit
it Di$e, 2SS
/o% o! Atta$*s, 1
Damage, spe$ial
)ovement, 1L
/o% Appearing, 1
+ave As, 7ighter, 2
)orale, 12(reasre (ype, /one
P;, 12B
Green slime devors !lesh and organi$ materials on
$onta$t and is even $apable o! dissolving metal given
enogh time% right green' 5et' and sti$*y' it $lings to
5alls' !loors' and $eilings in pat$hes' reprod$ing as it
$onsmes organi$ matter% >t drops !rom 5alls and
$eilings 5hen it dete$ts movement Hand possible !oodJ
belo5% Green slime $annot gro5 in snlight even the
indire$t snlight o! a dense !orest 5ill stnt it and
prevent it !rom spreading' and dire$t snlight 5ill *ill
green slime otright 5ithin a trn%
"n the !irst rond o! $onta$t' the slime $an be s$raped
o!! a $reatre Hmost li*ely destroying the s$raping
devi$eJ' bt a!ter that it mst be !roen' brned' or $t
a5ay Hdealing the same damage to both the vi$tim and
the slimeJ% A ;re disease spell 5ill destroy a pat$h
o! green slime% >t does not harm stone or en$hanted
metal' bt $an dissolve normal metal or en$hanted
5ood in a trn and normal 5ood in 2d ronds%
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>! not destroyed or s$raped o!! 5ithin 6O1d ronds' the
vi$tim 5ill be $ompletely trans!ormed into green slime
s$h a $hara$ter or $reatre $annot be retrieved by any
magi$ short o! a 8is/%
,rion
Armor Class, 1
it Di$e,
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1dQ1dQ2d
)ovement, 0L H10LJ 7ly 120L H10LJ
/o% Appearing, ild 2d' #air 2d
+ave As, 7ighter, )orale,
(reasre (ype,
P;, 60
Gri!!ons are large $arnivoros $reatres resembling
lions 5ith the head' !ore$la5s and 5ings o! eagles%
7rom nose to tail' an adlt gri!!on $an measre as m$h
as !eet% /either males nor !emales are endo5ed 5ith
a mane% A pair o! broad' golden 5ings emerge !rom the
$reatreXs ba$* and span 2B !eet or more% An adlt
gri!!on 5eighs abot B00 ponds%
Gri!!ons nest on high montaintops' soaring do5n to
!eed on horses' the beastXs pre!erred prey% (hey hnt
and travel in `o$*s% A Gri!!on 5ill atta$* a horse over
anything else' diving lo5 to s5ipe 5ith their $la5s%
(hey are not above retreating and $oming ba$* later'
5hen there may be less o! a de!ense monted%
Gri!!ons $an be trained as monts i! raised in $aptivity'bt even in this $ase they may try to atta$* horses i!
any $ome 5ithin abot 120L% Roll a morale $he$* in this
$ase i! the $he$* is !ailed' the gri!!on 5ill try to atta$*
immediately% A light load !or a gri!!on is p to 300
ponds a medim load' p to 600 ponds and a heavy
load' p to F00 ponds%
%an45an Tree
Armor Class, 16
it Di$e, B
/o% o! Atta$*s, limbs pls strangle
Damage, 1d6
)ovement, 0
/o% Appearing, ild 1
+ave As, 7ighter,
)orale, 12
(reasre (ype, /one
P;, 360
angman trees are horrible' semi-animate $reatres
that !ertilie themselves 5ith dead bodies% A hangman
tree has !or animated limbs that $an 5rap arond the
ne$*s o! living $reatres that pass beneath' strangling
!or 1d6 points o! damage per rond% (hese limbs are
arranged evenly arond the tree in most $ases' and
generally no more than one limb $an atta$* any single
$reatre at a time%
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(he roots o! this tree are also animated they do not
atta$*' bt they do pll dead bodies belo5 the sr!a$e
o! the grond !or 8digestion%9
%ar2
Armor Class, 13
it Di$e, 2S
/o% o! Atta$*s, 2 $la5sQ1 5eapon O spe$ial
Damage, 1dQ1dQ1d6 or by 5eapon O spe$ial
)ovement, 20L 7ly B0L H10LJ
/o% Appearing, 1d6' ild 2d' #air 2d
+ave As, 7ighter, 2
)orale,
(reasre (ype, C
P;, 100
A harpy loo*s li*e a giant vltre bearing the torso and
!a$e o! a hman !emale% (hey are able to atta$* 5ith
their $la5s as 5ell as 5ith normal 5eapons' bt their
most insidios ability is their song% hen a harpy sings'
all $reatres Hother than harpiesJ 5ithin a 300L radis
mst s$$eed on a save vs% +pells or be$ome
/ar5ed% (he same harpyXs song $annot a!!e$t a
$reatre that s$$ess!lly saves again !or 2 hors% A
$harmed vi$tim 5al*s to5ard the harpy' ta*ing the most
dire$t rote available% >! the path leads into a
dangeros area Hthrogh `ame' o!! a $li!!' or the li*eJ'
that $reatre is allo5ed a se$ond saving thro5 to resist
the $harm% Charmed $reatres $an ta*e no a$tions
other than to de!end themselves% A vi$tim 5ithin rea$h
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*ONSTERS BASIC FANTAS$ RP,
o! the harpy stands there and o!!ers no resistan$e to the
monsterXs atta$*s% (he e!!e$t $ontines !or as long as
the harpy sings' and !or one rond therea!ter%
%a8?
Nor5al ,iant
Armor Class, 12 1
it Di$e, 1d it ;oints
/o% o! Atta$*s, 1 1
Damage, 1d2 1d6
)ovement, 7ly 160L 7ly 1B0L H10LJ
/o% Appearing, ild 1d6' #air 1d6 ild 1d3' #air 1d3
+ave As, 7ighter, 1 7ighter,
)orale,
(reasre (ype, /one /one
P;, 10 20
a5*s are similar to eagles bt slightly smaller' being 1
to 2 !eet long 5ith 5ingspans o! 6 !eet or less% Giant
ha5*s are to 6 !eet long' 5ith 5ingspans o! 12 !eet or
more they $an $arry o!! $reatres o! al!ling sie or
smaller%
%ell/o;nd
Armor Class, 1 to 1
it Di$e, 3SS to SS
/o% o! Atta$*s, 1 bite or 1 breath
Damage, 1d6 or 1d6 per it Die
)ovement, 0L
/o% Appearing, 2d' ild 2d' #air 2d
+ave As, 7ighter, 3 to Hsame as it Di$eJ
)orale, F
(reasre (ype, C
P;, 20B - 00
ellhonds are $anine $reatres sheathed in hellish
!lame% A typi$al hell hond stands T !eet high at the
sholder and 5eighs 120 ponds% (hey are native to
another plane' 5here they roam !reely' or are
sometimes sed as 5at$hdogs% >n the 5ild' these
$reatres travel and hnt in pa$*s% (hey have a breath
5eapon' a !laming atta$* that may be sed against a
single $reatre% "ne-third o! the time H1-2 on 1d6J' a
hellhond 5ill $hoose to breathe !ire other5ise the
hellhond 5ill se its bite% Roll ea$h rond to determine
5hi$h is sed% >! the hellhond breathes !ire' its vi$tim
may save vs% Dragon reath !or hal! damage% a$h
hellhond may breathe !ire a nmber o! times per day
e:al to its hit di$e%
/ote that hellhonds vary 5ith regard to the nmber o!
hit di$e ea$h has% >! generating a grop randomly' roll
1d6O1 !or the hit di$e o! ea$h' reading a total o! 2 as 3%
A hellhond has an Armor Class e:al to 11 pls its hit
di$e%
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BASIC FANTAS$ RP, *ONSTERS
%io4ri
Armor Class, 1B
it Di$e, 3
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1d6Q1d6Q1d10
)ovement, 60L H10LJ 7ly 120L H10LJ
/o% Appearing, ild 2d
+ave As, 7ighter, 3
)orale,
(reasre (ype, /one
P;, 1B
ippogri!!s resemble large `ying horses 5ith the
!ore!ront o! a bird o! prey% A typi$al hippogri!! is F !eet
long' has a 5ingspan o! 20 !eet' and 5eighs 1'000
ponds%
A hippogri!! avoids the territories and $iviliations o!
other $reatres' d5elling in e&treme altitdes%
,rions sometimes atta$* them' and hippogri!!s 5ill
generally atta$* those $reatres on sight%
ippogri!!s are omnivoros' entering $ombat only as
de!ense' save !or those times a gri!!on is met% (hey are
pried as !lying monts sin$e' nli*e gri!!ons' they are
relatively sa!e arond horses note that it is still
ne$essary to raise one in $aptivity in order to se it as a
mont% A light load !or a hippogri!! is p to 300 ponds
a medim load' p to 600 ponds and a heavy load' p
to F00 ponds%
%o64o6lin
Armor Class, 1 H11J
it Di$e, 1
/o% o! Atta$*s, 1 5eapon
Damage, 1d or by 5eapon
)ovement, 30L @narmored 0L
/o% Appearing, 1d6' ild 2d' #air d
+ave As, 7ighter, 1
)orale,
(reasre (ype, U' R ea$h D' 4 in lair
P;, 2B
obgoblins are larger $osins o! goblins' being abot
the same sie as hmans% (heir hair $olor ranges !rom
dar* reddish-bro5n to dar* gray% (hey have dar*
orange or red-orange s*in% #arge males have ble or
red noses% obgoblinsL eyes are yello5ish or dar*
bro5n' 5hile their teeth are yello5% (heir garments
tend to be brightly $olored' o!ten blood red 5ith bla$*-
tinted leather% (heir 5eaponry is *ept polished and in
good repair% (hey 5ear toghened hides and $arry
5ooden shields !or armor% As 5ith most goblinoids'
they have Dar*vision 5ith a 30L range%
obgoblins are $rel and $al$lating 5arriors' al5ays
loo*ing to e&ploit those 5ea*er than themselves% (hey
have a strong grasp o! strategy and ta$ti$s and are
$apable o! $arrying ot sophisti$ated battle plans%
@nder the leadership o! a s*illed strategist or ta$ti$ian'
their dis$ipline $an prove a de$iding !a$tor% obgoblins
hate elves and atta$* them !irst in pre!eren$e over other
opponents%
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*ONSTERS BASIC FANTAS$ RP,
"ne ot o! every si&
hobgoblins 5ill be a
5arrior o! 3 it Di$e H1B
P;J% Reglar hobgoblins
gain a O1 bons to their
morale i! they are led by a
5arrior% >n hobgoblin lairs'
one ot o! every t5elve
5ill be a $hie!tain o! B it
Di$e H360 P;J in $hainmail
5ith an Armor Class o! 1B
H11J and a movement o!
20L' having a O1 bons to
damage de to strength%
>n lairs o! 30 or greater'
there 5ill be a hobgoblin
*ing o! it Di$e H60 P;J' adding a shield !or an
Armor Class o! 16 H11J Hmovement is still 20LJ having a
O2 bons to damage% >n the lair' hobgoblins never !ail a
morale $he$* as long as the *ing is alive% >n addition' a
lair has a $han$e e:al to 1-2 on 1d6 o! a shaman
being present Hor 1-3 on 1d6 i! a hobgoblin *ing is
presentJ' and 1 on 1d6 o! a 5it$h or 5arlo$*% A shaman
is e:ivalent to a hobgoblin 5arrior statisti$ally' bt has
Cleri$al abilities at level 1d6O1% A 5it$h or 5arlo$* is
e:ivalent to a reglar hobgoblin' bt has )agi$-@ser
abilities o! level 1d6%
%2dra
Armor Class, 16 to 23
it Di$e, B to 12 HO10J
/o% o! Atta$*s, B to 12 bites
Damage, 1d10 per bite
)ovement, 0L H10LJ
/o% Appearing, 1' ild 1' #air 1
+ave As, 7ighter, B to 12
)orale, F
(reasre (ype,
P;, 360 - 1'B
ydras are reptile-li*e monsters 5ith mltiple heads%
(hey are gray-bro5n to dar* bro5n' 5ith a light yello5
or tan nderbelly% (he eyes are amber and the teeth
are yello5-5hite% ydras are abot 20 !eet long and
5eigh abot '000 ponds% (hey are bad-tempered
and territorial' bt not parti$larly $nning%
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A hydra may be slain by damage in the normal !ashion
ho5ever' most 5ho !ight them $hoose to stri*e at their
heads% >! a $hara$ter sing a melee 5eapon $hooses to
stri*e at a parti$lar head' and s$$eeds in doing
points o! damage' that head is disabled Hsevered or
severely damagedJ and 5ill not be able to atta$*
anymore% +$h damage also applies to the monsterLs
total hit points' o! $orse%
+ome hydras live in the o$ean se the given
movement as a s5imming rate rather than 5al*ing in
this $ase% A very !e5 hydras $an breathe !ire those
that have this ability $an emit a !lame 10L 5ide and 20L
long one time per head per day% (his atta$* 5ill be
sed abot one time in three H1-2 on 1d6J i! it is
available roll !or ea$h head 5hi$h is atta$*ing% a$h
s$h atta$* does 3d6 damage' 5ith a save vs% Dragon
reath red$ing the amont by hal!%
%2ena
Armor Class, 13
it Di$e, 2O1
/o% o! Atta$*s, 1 bite
Damage, 1d6
)ovement, 60LL
/o% Appearing, 1d6 to 10d10
+ave As, 7ighter, 2
)orale,
(reasre (ype, /one
P;, 320
yenas are !or legged $arnivores 5ho e&hibit some o!
the behaviors o! $anines bt are not related% (hey not
only hnt bt also s$avenge and steal meals% A hngry
hyena 5ill $he5 on anything that is even remotely
tainted by blood' meat or other !ood tra$es% (hey 5ill
mostly be !ond in savanna-li*e environments 5here
lions' ebra' and other animals native to s$h regions
also e&ist% (hey $an live in $lans o! p to a hndred in
sie Hthogh smaller grops are more $ommonJ% (hey
are among the !avorite pets o! gnolls 5ho live in the
same regions they do and some gnolls ta*e them into
regions 5here they are not natrally !ond% (hey $ome
in many sies althogh most modern ones are only
slightly lighter than a hman%
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%2enodon
Armor Class, 13
it Di$e, 3O1
/o% o! Atta$*s, 1 bite
Damage, 1d
)ovement, 0LL
/o% Appearing, 1d6' 1d ild #air 1d
+ave As, 7ighter, 3
)orale,
(reasre (ype, /one
P;, 1B
(hese an$ient !or legged predators are named !or their
tooth shape' and 5hile they are not te$hni$ally
prehistori$ hyenas' the statisti$s 5or* !or the giant
prehistori$ varieties o! hyenas as 5ell% )any varieties
o! hyenodons 5ere smallish' sometimes no bigger than
a $ommon hyena' and the statisti$s !or standard hyenas
may be sed !or them% (he above statisti$s are !or the
larger types o! yenodons or giant varieties o!
prehistori$ yenas% A notable !eatre is that their
massively bilt s*ll !eatres a long Ia5 Hsort o! li*e a
$ro$odileJ !ll o! teeth' 5ith !or great !angs on the end%
(hey o!ten d5ell in lost 5orlds%
Inset S8ar5
Armor Class, 13
it Di$e, 2S to S
/o% o! Atta$*s, 1 s5arm
Damage, 1d3 Hdoble against no armorJ
)ovement, 10L 7ly 20L
/o% Appearing, 1 s5arm' ild 1d3 s5arms
+ave As, /QA
)orale, 11
(reasre (ype, /one
P;, 100 - 20
An inse$t s5arm is not a single $reatre rather' it is a
large grop o! ordinary !lying or $ra5ling inse$ts moving
as a nit% >n general' a s5arm !ills a volme e:al to
three 10L $bes' thogh it is possible !or a s5arm to
be$ome more $ompa$t in order to move throgh a small
door5ay or narro5 $orridor% >! the s5arm $onsists o!
$ra5ling inse$ts' it $overs three 10L s:ares and the
!lying movement above is ignored%
Any living $reatre 5ithin the volme or area o! the
s5arm s!!ers 1d3 points o! damage ea$h rond%Damage rolls are dobled i! the vi$tim is narmored H!or
$reatres 5hi$h do not 5ear armor' any $reatre having
less than Armor Class 1B is $onsidered narmoredJ%
Damage is red$ed to a single point per rond !or three
ronds i! the $hara$ter manages to e&it the s5arm% >t is
possible to 85ard o!!9 the inse$ts by s5inging a 5eapon'
shield' or other similar-sied obIe$t arond' and in this
$ase also damage is red$ed to 1 point per rond% >! a
lit tor$h is sed in this 5ay' the s5arm ta*es 1ddamage per rond% eapons' even magi$ 5eapons'
do not harm an inse$t s5arm% An entire s5arm $an be
a!!e$ted by a slee spell% +mo*e $an be sed to drive
a s5arm a5ay Hi! the s5arm moves a5ay !rom the
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vi$timHsJ de to smo*e' the damage stops immediatelyJ%
7inally' a vi$tim 5ho dives into 5ater 5ill ta*e damage
!or only one more rond%
In>isi6le Stal?er
Armor Class, 1F
it Di$e, S
/o% o! Atta$*s, 1
Damage, d
)ovement, 0L
/o% Appearing, 1 Hspe$ialJ
+ave As, 7ighter,
)orale, 12(reasre (ype, /one
P;, FB
>nvisible stal*ers are $reatres native to the lemental
;lane o! Air% (hey sometimes serve 5iards and
sor$erers' 5ho smmon them to per!orm spe$i!i$ tas*s%
A smmoned invisible stal*er nderta*es 5hatever tas*
the smmoner $ommands' even i! the tas* sends it
hndreds or thosands o! miles a5ay% (he $reatre
!ollo5s a $ommand ntil the tas* is $ompleted and
obeys only the smmoner% o5ever' it resents
protra$ted missions or $omple& tas*s and see*s to
pervert its instr$tions a$$ordingly%
>nvisible stal*ers have an amorphos !orm% A detet
in>isi6le spell sho5s only a dim otline o! a $lod%
DonLt !orget to apply the standard penalty o! - on the
atta$* die 5hen an invisible stal*er is atta$*ed by a
$reatre 5hi$h is nable to see it%
Ja4;ar
Armor Class, 16
it Di$e,
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1dQ1dQ2d
)ovement, 0L +5im 30L
/o% Appearing, 1d2' ild 1d6
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, 20
(hese great $ats are abot to F !eet long H!rom nose
to tail-tipJ and 5eigh abot 16B ponds% @nli*e other
great $ats' they enIoy s5imming and o!ten hnt near
rivers or la*es% .agars *ill 5ith their po5er!l bite'
pre!erring to deliver a !atal 5ond to the s*ll o! their
prey%
o6old
Armor Class, 13 H11J
it Di$e, 1d it ;oints
/o% o! Atta$*s, 1 5eapon
Damage, 1d or by 5eapon
)ovement, 20L @narmored 30L
/o% Appearing, d' ild 6d10' #air 6d10
+ave As, /ormal )an
)orale, 6
(reasre (ype, ;' U ea$h C in lair
P;, 10
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*ONSTERS BASIC FANTAS$ RP,
4obolds are small' dog-
!a$ed reptilian hmanoids%
A *obold is 2 to 2T !eet
tall and 5eighs 3B to B
ponds% (hey pre!er
ranged $ombat' $losing
only 5hen they $an see
that their !oes have been
5ea*ened% henever
they $an' *obolds set p
ambshes near trapped
areas% (hey aim to drive
enemies into the traps'
5here other *obolds 5ait
to por !laming oil over them' shoot them' or drop
poisonos vermin onto them% 4obolds have Dar*vision
5ith a range o! 60L' and s!!er a -1 penalty to atta$*
rolls in bright snlight or 5ithin the radis o! li4/t
spells% 4obolds typi$ally 5ear leather armor in battle%
"ne ot o! every si& *obolds 5ill be a 5arrior o! 1 it
Di$e H2B P;J% 4obolds gain a O1 bons to their morale
i! they are led by a 5arrior% >n *obold lairs' one ot o!
every t5elve 5ill be a $hie!tain o! 2 it Di$e HB P;J
5ith an Armor Class o! 1 H11J and having a O1 bons
to damage de to strength% >n lairs o! 30 or greater'
there 5ill be a *obold *ing o! 3 it Di$e H1B P;J 5ho
5ears $hain mail 5ith an Armor Class o! 1B H11J and a
movement o! 10L' and 5ho has a O1 bons to damage%
>n the lair' *obolds never !ail a morale $he$* as long as
the *obold *ing is alive% >n addition' a lair has a $han$e
e:al to 1 on 1d6 o! a shaman being present Hor 1-2 on
1d6 i! a *obold *ing is presentJ% A shaman is e:ivalent
to a reglar *obold statisti$ally' bt has Cleri$al abilities
at level 1dO1%
4obolds are $nning !oes% (hey see all larger ra$es as
enemies' and are ths li*ely to be hostile 5hen
en$ontered% o5ever' they are natrally $o5ardly'
and pre!er to avoid $ombat' leading enemies into
ambshes or traps rather than !a$ing them dire$tly%
+ometimes *obold tribes bild and inhabit e&tensive
dngeon areas !illed 5ith deadly traps 5hi$h only they
*no5 ho5 to avoid%
Lee/ ,iant
Armor Class, 1
it Di$e, 6
/o% o! Atta$*s, 1 O hold
Damage, 1d6 O 1d6Qrond
)ovement, 30L
/o% Appearing, ild 1d
+ave As, 7ighter, 6
)orale, 10
(reasre (ype, /one
P;, B00
Giant lee$hes are slimy' segmented 5ormli*e $reatres
5hi$h live in 5ater% +alt or !resh' $lean or stagnant'
there are giant lee$h varieties !or all 5et environments%
o5ever' only a tre lee$h e&pert $an tell the varios
types apart% An average giant lee$h 5ill be to 6 !eet
long%
"n$e a giant lee$h hits in $ombat' it atta$hes to the
vi$tim and s$*s blood' $asing an additional 1d6
damage ea$h rond ntil the vi$tim or the lee$h is dead%
(here is no 5ay to remove the lee$h other than to *ill it%
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Lion
Armor Class, 1
it Di$e, B
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1d6Q1d6Q1d10
)ovement, B0L
/o% Appearing, ild 1d
+ave As, 7ighter, B
)orale, F
(reasre (ype, /one
P;, 360
(he statisti$s presented here des$ribe a male A!ri$an
lion' 5hi$h is B to !eet long and 5eighs 330 to BB0
ponds% 7emales are slightly smaller bt se the same
statisti$s%
Li>in4 Stat;e
#iving states are magi$ally animated% (hey are tre
atomatons' nli*e golems' 5hi$h are animated by
elemental spirits% hile this means that living states
have no $han$e o! going 8berser*'9 it also means that
they may only per!orm simple programmed a$tivities%
(hey may not be $ommanded in any meaning!l
!ashion% (hey ma*e very e!!e$tive gards !or tombs'
treasre rooms' and similar pla$es%
#iving states $an be $ra!ted to resemble any sort o!
living $reatre' bt most $ommonly are made to loo*
li*e hmans or demi-hmans%
Li>in4 Stat;e Cr2stal
Armor Class, 16
it Di$e, 3
/o% o! Atta$*s, 2 !ists
Damage, 1d6Q1d6
)ovement, 30L
/o% Appearing, 1d6
+ave As, 7ighter, 3
)orale, 12
(reasre (ype, /one
P;, 1B
Crystal living states have no parti$lar spe$ial po5ers'
nli*e those made o! iron or stone%
Li>in4 Stat;e Iron
Armor Class, 1
it Di$e, S
/o% o! Atta$*s, 2 !ists
Damage, 1dQ1d O spe$ial
)ovement, 10L
/o% Appearing, 1d
+ave As, 7ighter,
)orale, 12
(reasre (ype, /one
P;, 20
>! str$* by a non-magi$al metal Heven partially metalJ
5eapon' the 5eapon may be$ome st$* in the monster%
>! this happens' it $annot be removed ntil the state is
8*illed%9 (he 5ielder is allo5ed a save vs% +pells to
avoid this%
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*ONSTERS BASIC FANTAS$ RP,
Li>in4 Stat;e Stone
Armor Class, 16
it Di$e, BS
/o% o! Atta$*s, 2 lava sprays
Damage, 2d6Q2d6
)ovement, 20L
/o% Appearing, 1d3
+ave As, 7ighter, B
)orale, 12
(reasre (ype, /one
P;, 0B
A stone living state atta$*s by spraying molten ro$*
!rom its !ingertips% (he range o! the spray is BL%
Li@ard ,iant rao
Armor Class, 1B
it Di$e, O2
/o% o! Atta$*s, 1 bite
Damage, 1d10
)ovement, 0L 7ly 0L HC' and see belo5J
/o% Appearing, 1d' ild 1d
+ave As, 7ighter, 3
)orale,
(reasre (ype, /one
P;, 20
Giant dra$o liards are able to e&tend their ribs and
$onne$ted s*in to !orm a sort o! 5ing' allo5ing them to
!ly !or short distan$es Hno more than three ronds' and
as$ending is impossibleJ% An average giant dra$o liard
is L long' in$lding its nearly 3L long tail% (hey are
!ier$e predators%
Li@ard ,iant ,e?o
Armor Class, 1B
it Di$e, 3O1
/o% o! Atta$*s, 1 bite
Damage, 1d
)ovement, 0L Hspe$ialJ
/o% Appearing, 1d6' ild 1d10
+ave As, 7ighter, 2
)orale,
(reasre (ype, /one
P;, 1B
Giant ge$*o liards range !rom L to 6L in length' and are
generally green in $olor' thogh grey or 5hite versions
$an be !ond ndergrond% (hey $an $limb 5alls and
even 5al* a$ross $eilings at !ll movement rate de to
their spe$ialied toe pads% (hey are $arnivores'
typi$ally atta$*ing 5ea*er prey !rom above%
Li@ard ,iant %orned C/a5eleon
Armor Class, 1
it Di$e, B
/o% o! Atta$*s, 1 tonge or 1 bite
Damage, grab or 2d6
)ovement, 0L H10LJ
/o% Appearing, 1d3' ild 1d6
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, 360
Giant horned $hameleons average L to 10L in length%
(hey are typi$ally green' bt $an $hange $olor to blend
into their srrondings' allo5ing them to srprise prey
on 1- on 1d6% Giant horned $hameleon have very long
tonges' able to spring ot p to 20L !or5ard the sti$*y
ms$lar ball on the end grabs on to the $hameleonLs
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BASIC FANTAS$ RP, *ONSTERS
prey' and the $hameleon then drags the prey to its
moth' doing bite damage atomati$ally on the
!ollo5ing rond Hand all sbse:ent ronds' ntil the
$hameleon is *illed or !ails a morale $he$*' or ntil the
prey is deadJ%
(he horns o! the giant horned $hameleon are sed only
in mating ritals' not in $ombat%
Li@ard ,iant T;atara
Armor Class, 16
it Di$e, 6
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1dQ1dQ2d6
)ovement, 0L H10LJ
/o% Appearing, 1d2' ild 1d
+ave As, 7ighter, B
)orale, 6
(reasre (ype, /one
P;, B00
Giant tataras are large' being 10L to 12L long' and
heavily bilt% (hey are predators 5ith a po5er!l
shearing bite% Giant tataras are more resistant to $old
than most liards' and are ths sometimes !ond
hnting deep ndergrond% (hey are also *no5n to
hibernate in $old 5eather%
Li@ard *an
Armor Class, 1B H12J
it Di$e, 2
/o% o! Atta$*s, 1 5eapon
Damage, 1d6O1 or by 5eapon O1
)ovement, 20L @narmored 30L
+5im 0L Hnot in armorJ
/o% Appearing, 2d' ild 2d' #air 6d6
+ave As, 7ighter, 2
)orale, 11
(reasre (ype, D
P;, B
A liard man is sally 6 to !eet tall 5ith green' gray'
or bro5n s$ales% >ts tail is sed !or balan$e and is 3 to
!eet long% Adlt males $an 5eigh !rom 200 to 2B0
ponds% De to their great +trength they al5ays
re$eive a O1 to damage done 5ith melee 5eapons%
(hey 5ear leather armor and $arry shields in battle%
#iard men are e&$ellent s5immers and $an hold their
breath !or an e&tended period o! time Hp to a !ll trnJ%
(hey $annot s5im 5hile 5earing armor ho5ever' they
o!ten hide in the 5ater even 5hile armored' standing on
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*ONSTERS BASIC FANTAS$ RP,
the bottom 5ith Ist nose and eyes e&posed Hsimilar to
a $ro$odileJ% hen they are able to employ this
manever' liard men srprise on 1- on 1d6%
#iard men are largely indi!!erent to other ra$es' beingprimarily interested in their o5n srvival% >! arosed'
ho5ever' they are !earsome 5arriors' sing simple bt
sond ta$ti$s%
L2ant/roe
#y$anthropes are hmans 5ho $an trans!orm
themselves into animals% >n its natral !orm' a
ly$anthrope loo*s li*e any other hman' thogh those
5ho have been a!!li$ted !or a long time tend to a$:ire
!eatres reminis$ent o! their animal !orms% >n animal
!orm' a ly$anthrope resembles a po5er!l version o! the
normal animal' bt on $lose inspe$tion' its eyes H5hi$h
o!ten glo5 red in the dar*J sho5 a !aint spar* o!
nnatral intelligen$e%
#y$anthropy is spread li*e a disease% Any hman 5ho
loses hal! or more o! his or her hit points de to
ly$anthrope bite andQor $la5 atta$*s 5ill sbse:ently
$ontra$t the same !orm o! ly$anthropy in 3d6 days% 7or
demi-hmans and hmanoids' $ontra$ting the disease
is !atal in the same time period% A ;re disease $ast
be!ore the onset is $omplete 5ill stop the progress o!
the disease' bt on$e the time has elapsed' the
trans!ormation is permanent%
>n animal !orm' ly$anthropes may be hit only by silver or
magi$al 5eapons%
L2ant/roe .ere6ear
Armor Class, 1 V
it Di$e, 6S
/o% o! Atta$*s, 2 $la5sQ1 bite O hg
Damage, 2dQ2dQ2d O 2d
)ovement, 0L
/o% Appearing, 1d' ild 1d' #air 1d
+ave As, 7ighter, 6
)orale, 10
(reasre (ype, C
P;, BBB
erebears are hmans that $an trans!orm into large
bears% hen in hman !orm' they typi$ally appear as
5ell-ms$led' imposing !igres' 5ith an abndan$e o!
thi$* hair% erebears typi$ally d5ell in deep !orests' !ar
!rom $iviliation% (hey are distrst!l o! those that they
do not *no5' bt 5ill !ero$iosly de!end those that they
have be!riended%
L2ant/roe .ere6oar
Armor Class, 16 V
it Di$e, S
/o% o! Atta$*s, 1 bite
Damage, 2d6
)ovement, B0L man 7orm 0L
/o% Appearing, 1d' ild 2d' #air 2d
+ave As, 7ighter,
)orale, F
(reasre (ype, C
P;, 20
ereboars in hman !orm tend to be a sto$*y'
ms$lar individals o! average height% (hey dress in
simple garments that are easy to remove' repair' or
repla$e% >n either !orm' 5ereboars are as aggressive
and !ero$ios as normal boars%
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*ONSTERS BASIC FANTAS$ RP,
>n addition to assming the !orm o! a giant rat' 5ererats
$an assme an intermediate !orm Ha 8ratman9J% (he
ratman !orm shares the animal !ormLs immnity to
normal 5eapons' and $an deliver an identi$al bite' bt
in this !orm the 5ererat may se a normal 5eapon
instead o! biting% /ote that the 5ererat in ratman !orm
$annot bite and se a 5eapon in the same rond%
ererats' nli*e most ly$anthropes' pre!er to inhabit
$ivilied areas' parti$larly $ities% (hey !re:ently lair in
se5ers or other ndergrond areas' $oming ot by
night to steal !rom or *ill $ity !ol*%
L2ant/roe .ereti4er
Armor Class, 1 V
it Di$e, BS
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1d6Q1d6Q2d6
)ovement, B0L man 7orm 0L
/o% Appearing, 1d' ild 1d' #air 1d
+ave As, 7ighter, B
)orale, F
(reasre (ype, C
P;, 0B
eretigers are hmans that $an trans!orm into tigers%
>n hman !orm' they tend to be tall' trim' and very agile%
(hey tend to live and hnt $lose to hman settlements'
and are e&$ellent tra$*ers HB in 6 $han$e to tra$* prey
in either !ormJ% eretigers 5ill typi$ally only atta$* i!
provo*ed%
L2ant/roe .ere8ol
Armor Class, 1B V
it Di$e, S
/o% o! Atta$*s, 1 bite
Damage, 2d
)ovement, 60L man 7orm 0L
/o% Appearing, 1d6' ild 2d6' #air 2d6
+ave As, 7ighter,
)orale,
(reasre (ype, C
P;, 20
ere5olves in hman !orm have no distingishing
traits% (hey may be !ond any5here hmans are !ond%
(hey are !ero$ios predators' e:ally 5illing to eat
animal or hman !lesh%
*antiore
Armor Class, 1
it Di$e, 6O1S
/o% o! Atta$*s, 2 $la5sQ1 bite or 6 spi*es H10L
rangeJ
Damage, 1dQ1dQ2d or 1d6 per spi*e
)ovement, 0L 7ly 60L H10LJ
/o% Appearing, 1d2' ild 1d' #air 1d
+ave As, 7ighter, 6
)orale, F
(reasre (ype, D
P;, BBB
)anti$ores loo* li*e an overgro5n lion 5ith thi$*
leathery 5ings and an gly hmanoid !a$e' o!ten li*e
that o! a hman or bearded d5ar!% (heir tail ends in an
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BASIC FANTAS$ RP, *ONSTERS
assortment o! spi*es' 5hi$h the beast may !ire as
proIe$tiles a ma&imm o! 2 are available' and the
manti$ore regro5s 1d6 per day% A typi$al manti$ore is
abot 10 !eet long and 5eighs abot 1'000 ponds%
)anti$ores are vi$ios predators' having a pre!eren$e
!or hman !lesh% (hey 5ill se their ranged atta$*s to
8so!ten p9 potential prey be!ore $losing to melee%
*astodon
Armor Class, 1
it Di$e, 1B SHO11J
/o% o! Atta$*s, 2 ts*s or 1 trample
Damage, 2d6Q2d6 or d
)ovement, 0L H1BLJ
/o% Appearing, ild 2d
+ave As, 7ighter, 1B
)orale,
(reasre (ype, spe$ial
P;, 2'FB
)astodons Hand mammoths' 5hi$h $an also be
represented by the above statisti$sJ are hairy relatives
o! the elephant !ond in $old 8lost 5orld9 areas%
A mastodon has no treasre as s$h' bt the ts*s o! a
mastodon are 5orth 2d & 100 gp%
*ed;sa
Armor Class, 12
it Di$e, SS
/o% o! Atta$*s, 1 sna*ebite O gae
Damage, 1d6Opoison O petri!i$ation
)ovement, 30L
/o% Appearing, 1d3' ild 1d' #air 1d
+ave As, 7ighter,
)orale,
(reasre (ype, 7
P;, 320
A medsa appears to be a hman !emale 5ith vipers
gro5ing !rom her head instead o! hair% (he gae o! a
medsa 5ill petri!y any $reatre 5ho meets it nless a
save vs% ;etri!i$ation is made% >n general' any $reatre
srprised by the medsa 5ill meet its gae% (hose 5ho
attempt to !ight the monster 5hile averting their eyes
s!!er penalties o! - on atta$* rolls and -2 to AC% >t is
sa!e to vie5 a medsaLs re!le$tion in a mirror or other
re!le$tive sr!a$e anyone sing a mirror to !ight a
medsa s!!ers a penalty o! -2 to atta$* and no penalty
to AC% >! a medsa sees its o5n re!le$tion' it mst save
vs% ;etri!i$ation itsel! a petri!ied medsa is no longer
able to petri!y others' bt the !a$e o! a medsa
$ontines to possess the po5er to petri!y even a!ter
death other5ise% )edsae instin$tively avoid mirrors or
other re!le$tive sr!a$es' even drin*ing 5ith their eyes
$losed' bt i! an atta$*er $an manage to srprise the
monster 5ith a mirror she may see her re!le$tion%
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*ONSTERS BASIC FANTAS$ RP,
7rther' the sna*es gro5ing !rom her head are
poisonos Hsave vs% ;oison or die in one trnJ% (hey
atta$* as a grop' not individally' on$e per rond !or
1d6 damage Hpls the poisonJ%
A medsa o!ten 5ears garments that enhan$e its body
5hile hiding its !a$e behind a hood or veil% A typi$al
medsa is B to 6 !eet tall and abot the same 5eight as
a hman%
)edsae are shy and re$lsive' o5ing no dobt to the
!a$t that' on$e the lair o! one is !ond' any hmans
living nearby 5ill not rest ntil she is slain% (hey are
hate!l $reatres' ho5ever' and 5ill see* to destroy as
many hmans as they $an 5ithot being dis$overed%
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BASIC FANTAS$ RP, *ONSTERS
*er5aid
Armor Class, 12
it Di$e, 1S
/o% o! Atta$*s, 1
Damage, 1d6 or by 5eapon
)ovement, +5im 0L
/o% Appearing, ild 1d2 or 3d6 Hsee belo5J
+ave As, 7ighter, 1
)orale,
(reasre (ype, A
P;, 3
)ermaids have the pper bodies o! 5omen and the
lo5er bodies o! dolphins% Also $alled 8sirens'9
mermaids o!ten attempt to lre sailors or other men
!ond near the sea% (hey a$$omplish this by means o!
their en$hanting songs%
A mermaidLs song 5ill attra$t any man 5ithin 100 yards'
bt generally has no e!!e$t on 5omen% )en 5ithin the
area o! e!!e$t mst save vs% +pells to resist' or else they
5ill move to5ard the mermaid 5ith amoros intent as
dire$tly as possible% >! t5o mermaids are singing' apply
a penalty o! - to the save more than t5o gives no
e&tra bene!it% A!!e$ted men 5ill sbmit to anything the
mermaid desires% hen she tires o! him' he might be
!reed or slain' depending on the mermaidLs
temperament%
Contrary to poplar belie!' mermaids are not !ish Hnor
even hal! !ishJ and do not breathe 5ater% (hey $an hold
their breath !or p to an hor o! light a$tivity' or t5o
trns H20 mintesJ o! strenos a$tion% o5ever' being
ot o! 5ater more than t5o trns H20 mintesJ $ases
the mermaid 1d points o! damage per trn%
)ermaids $an hear as 5ell as dolphins' and $an
prod$e sonds ranging !rom the lo5est !re:en$y a
normal hman 5oman $an prod$e p to the highest
!re:en$y o! a dolphin% (his means that mermaids $an
learn to $ommni$ate 5ith dolphins and 5hales at least
3BN o! mermaids 5ill *no5 the langage o! one or the
other' and 10N $an $ommni$ate 5ith any s$h
$reatre%
(hree-:arters o! mermaid births are !emale% "! the
:arter 5hi$h are male' most have legs rather than
tails% +$h 5ill either be slain or pt ashore to be
adopted by hmans' depending on the temperament o!
the mother% )ermen Hthose born 5ith tailsJ are raised
to be sbservient to the !emales% A small mermaid
$ommnity H3d6 in$lding the maleJ 5ill o!ten !ormarond s$h a merman and his mother' 5ho be$omes
their leader% +$h a grop is $alled a pod%
ne%third o! !e.ale .er.aids are in!ertile/ ther.er.aids can sense this* (t non%.er.aids cannot tell/n!ertile .er.aids sall) re.ain ,ith a !ertile sister or.ore rarel) a close !riend to help her ensnare .en/ Thise"plains the !irst n.(er appearin$ $iven in an) $rop
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*ONSTERS BASIC FANTAS$ RP,
o! 2* one ,ill (e in!ertile/
A mermaid 5ith a $hild 5ill not generally be
en$ontered' as they remain in the deeper parts o! the
o$ean and avoid the attention o! men% ;ods o!
mermaids do li*e5ise' and in !a$t any pod in$ldes 2d-
2 $hildrenQIveniles Hover and above the nmber rolled
!or /mber AppearingJ% )en generally meet mermaids
only in grops o! 1 or 2%
)ermaids arm themselves 5ith spears or daggers%
(hey hnt !ish and harvest *elp !or !ood% )ermaids are
sometimes more than 1 hit die' and abot 3N have
Cleri$al abilities%
*inota;r
Armor Class, 1 H12J
it Di$e, 6
/o% o! Atta$*s, 1 goreQ1 bite or 1 5eapon
Damage, 1d6Q1d6 or by 5eapon O 2
)ovement, 30L @narmored 0L
/o% Appearing, 1d6' ild 1d' #air 1d
+ave As, 7ighter, 6
)orale, 11
(reasre (ype, C
P;, B00
)inotars are hge bll-headed hmanoid monsters% A
minotar stands more than !eet tall and 5eighs abot
00 ponds% )ost minotars are very aggressive' and
!ly into a mrderos rage i! provo*ed or hngry%
Althogh minotars are not espe$ially intelligent' they
possess innate $nning and logi$al ability% (hey never
be$ome lost' and $an tra$* enemies 5ith BN
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BASIC FANTAS$ RP, *ONSTERS
a$$ra$y% (hey gain O2 to damage 5hen sing melee
5eapons de to their great +trength% )inotars o!ten
5ear toghened hides !or armor%
*o;ntain Lion
Armor Class, 1
it Di$e, 3O2
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1dQ1dQ1d6
)ovement, B0L
/o% Appearing, ild 1d' #air 1d
+ave As, 7ighter, 3
)orale, (reasre (ype, /one
P;, 1B
(hese great $ats are abot !eet long H!rom nose to
tail-tipJ and 5eigh abot 10 ponds% (hey see 5ell in
dar*ness and may be !ond hnting day or night%
*;552
Armor Class, 1 \ Hsee belo5J
it Di$e, BSS
/o% o! Atta$*s, 1 to$h O disease
Damage, 1d12 O disease
)ovement, 20L
/o% Appearing, 1d' #air 1d12
+ave As, 7ighter, B
)orale, 12
(reasre (ype, D
P;, B0
)mmies are ;ndead monsters' linen-5rapped
preserved $orpses
animated throgh the
aspi$es o! dar* desert gods best !orgotten% )ost
mmmies are B to 6 !eet tall and 5eigh abot 120
ponds%
As they are ndead' mmmies are immne to slee'/ar5 and /old magi$% (hey $an only be inIred by
spells' !ire' or magi$al 5eapons !rthermore' magi$
5eapons do only hal! damage' 5hile any sort o! !ire-
based atta$* does doble damage% (hose inIred by
mmmy atta$*s 5ill $ontra$t 5;552 rot' a disease
that prevents normal or magi$al healing a ;re
disease spell mst be applied to the vi$tim be!ore he
or she may again regain hit points%
Ni=ie
Armor Class, 16
it Di$e, 1S
/o% o! Atta$*s, 1 dagger
Damage, 1d
)ovement, 0L +5im 0L
/o% Appearing, ild 2d20' #air 2d20
+ave As, 7ighter, 2
)orale, 6
(reasre (ype,
P;, 3
/i&ies are small 5ater !airies% As !ar as anyone *no5s'
all ni&ies are !emale% )ost ni&ies are slim and $omely'
5ith lightly s$aled' pale green s*in and dar* green hair%
(hey o!ten t5ine shells and pearl strings in their hair
and dress in 5raps 5oven !rom $olor!l sea5eed%
/i&ies pre!er not to leave their la*es% A ni&ie stands
abot !eet tall and 5eighs abot B ponds%
(en or more ni&ies $an 5or* together to $ast a po5er!l
$harm Hsimilar to /ar5 ersonJ% (he $harm lasts
one year Hnless dispelledJ% A save vs% +pells is
allo5ed to resist% a$h ni&ie $an $ast 8ater
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*ONSTERS BASIC FANTAS$ RP,
6reat/in4 on$e per day' 5ith a dration o! one day%
7inally' a grop o! ni&ies 5ill o!ten have a s$hool o!
giant bass living nearby 5ho $an be $alled to their aid
Hsee Fis/ ,iant Bass !or detailsJ%
/i&ies are !ey $reatres' and ths npredi$table%
o5ever' they are rarely mali$ios' atta$*ing only 5hen
they !eel threatened%
O/re Jell2
Armor Class, 12 Honly hit by !ire or $oldJ
it Di$e, BS
/o% o! Atta$*s, 1
Damage, 2d6
)ovement, 10L
/o% Appearing, 1
+ave As, 7ighter, B
)orale, 12
(reasre (ype, /one
P;, 0B
"$hre Iellies are o$hre-$olored amorphos monsters'
similar to the gray ooe in appearan$e% An o$hre Ielly
$an gro5 to a diameter o! p to 10 !eet and a thi$*ness
o! abot 6 in$hes% A typi$al spe$imen 5eighs abot
00 ponds%
"$hre Iellies $an only be hit HdamagedJ by !ire or $old%
Atta$*s 5ith 5eapons or ele$tri$ityQlightning $ase the
$reatre to divide into 1dO1 smaller Iellies o! 2 hit di$e
apie$e% >! divided' the reslting smaller Iellies do 1d6
damage 5ith ea$h hit%
Oto;s ,iant
Armor Class, 1F
it Di$e,
/o% o! Atta$*s, tenta$lesQ1 bite
Damage, & 1dQ1d6
)ovement, +5im 30L
/o% Appearing, ild 1d2
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, B
(hese $reatres are aggressive and territorial hnters'
5ith arms rea$hing 10 !eet or more in length% (heir
tenta$les are stdded 5ith barbs and sharp-edged
s$*ers% >n order to bite a $reatre' the giant o$tops
mst hit 5ith at least t5o tenta$les !irst%
>! a giant o$tops !ails a morale $he$*' it 5ill s:irt ot a
$lod o! bla$* 8in*9 0L in diameter and then Iet a5ay at
t5i$e normal speed !or 2d6 ronds%
O4re
Armor Class, 1B H12J
it Di$e, O1
/o% o! Atta$*s, 1 5eapon
Damage, 2d6
)ovement, 30L @narmored 0L
/o% Appearing, 1d6' ild 2d6' #air 2d6
+ave As, 7ighter,
)orale, 10
(reasre (ype, C O 1d20&100 gp
P;, 20
"gres appear as large' very gly hmans% Adlt ogres
stand F to 10 !eet tall and 5eigh 600 to 6B0 ponds%
(heir s*in $olor ranges !rom dll yello5 to dll bro5n%
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BASIC FANTAS$ RP, *ONSTERS
(heir $lothing $onsists o! poorly $red !rs and hides'
5hi$h add to their natrally repellent odor% "gres are
brtish and aggressive' bt inherently lay% (hey
employ dire$t atta$*s in $ombat' typi$ally sing large
$lbs' a&es' or pole arms' generally $asing 2d6
damage% >! normal 5eapons are employed' an ogre has
a O3 bons to damage de to strength% >! an ogre !ights
bare-handed' it does 1d sbding damage per hit%
"ne ot o! every si& ogres 5ill be a pa$* leader o! 6O1
it Di$e HB00 P;J% "gres gain a O1 bons to their
morale i! they are led by a pa$* leader% >n ogre lairs o!
10 or greater' there 5ill also be an ogre blly o! O2 it
Di$e HB P;J' 5ith an Armor Class o! 1 H13J
Hmovement 20LJ and having a O bons to damage de
to strength% "gre bllies generally 5ire together pie$es
o! $hainmail to 5ear over their hides% "gres gain O2 to
morale so long as the ogre blly is present Hand aliveJ%
Or
Armor Class, 1 H11J
it Di$e, 1
/o% o! Atta$*s, 1 5eapon
Damage, 1d or by 5eapon
)ovement, 30L @narmored 0L
/o% Appearing, 2d' ild 3d6' #air 10d6
+ave As, 7ighter, 1
)orale,
(reasre (ype, D
P;, 2B
"r$s are grotes:e hmanoids bent on 5ar and
domination% (hey have lpine ears' reddish eyes'
trn$ated' ptrned noses' and bla$* hair Hbt very little
body hairJ% An adlt male or$ is a little over 6 !eet tall
and 5eighs abot 210 ponds !emales are slightly
smaller% "r$s pre!er 5earing vivid $olors that many
hmans 5old $onsider npleasant' s$h as blood red'
mstard yello5' yello5-green' and deep prple% (hey
tilie all manner o! 5eapons and armor s$avenged
!rom battle!ields%
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*ONSTERS BASIC FANTAS$ RP,
"r$s have Dar*vision to a range o! 60L% (hey s!!er a -1
atta$* penalty in bright snlight or 5ithin the radis o! a
spell $asing magi$al light% (hey spea* their o5n rogh
and simple langage' bt many also spea* some
$ommon or goblin%
"ne ot o! every eight or$s 5ill be a 5arrior o! 2 it
Di$e HB P;J% "r$s gain a O1 bons to their morale i!
they are led by a 5arrior% >n or$ lairs' one ot o! every
t5elve 5ill be a $hie!tain o! it Di$e H20 P;J in
$hainmail 5ith an Armor Class o! 1B H11J' a movement
20L' and having a O1 bons to damage de to strength%
>n lairs o! 30 or more' there 5ill be an or$ *ing o! 6 it
Di$e HB00 P;J' 5ith an Armor Class o! 16 H11J' in
$hainmail 5ith a shield' movement 20L' and having a O2
bons to damage% >n the lair' or$s never !ail a morale
$he$* as long as the or$ *ing is alive% >n addition' a lair
has a $han$e e:al to 1-2 on 1d6 o! a shaman being
present% A shaman is e:ivalent to a 5arrior or$
statisti$ally' bt has Cleri$al abilities at level 1dO1%
O8l6ear
Armor Class, 1B
it Di$e, B
/o% o! Atta$*s, 2 $la5sQ1 bite O 1 hg
Damage, 1dQ1dQ1d O 2d
)ovement, 0L
/o% Appearing, 1d' ild 1d' #air 1d
+ave As, 7ighter, B
)orale, F
(reasre (ype, C
P;, 360
"5lbears appear to be bears 5ith o5lish !a$es'
in$lding a large' sharp bea*% An o5lbearXs $oat
ranges in $olor !rom bro5n-bla$* to yello5ish bro5n its
bea* is a dll ivory $olor% A !ll-gro5n male $an stand
as tall as !eet and 5eigh p to 1'B00 ponds%
Adventrers 5ho have srvived en$onters 5ith the
$reatre o!ten spea* o! the bestial madness in its red-
rimmed eyes%
"5lbears !ight m$h as do bears' bt are moreaggressive Has noted aboveJ% As 5ith normal bears' an
o5lbear mst hit 5ith both $la5s in order to do the listed
8hg9 damage%
Pe4as;s
Armor Class, 1B
it Di$e,
/o% o! Atta$*s, 2 hooves
Damage, 1d6Q1d6
)ovement, 0L H10LJ 7ly 160L H10LJ
/o% Appearing, ild 1d12
+ave As, 7ighter, 2
)orale,
(reasre (ype, /one
P;, 20
(he pegass is a magni!i$ent 5inged horse% (hogh
highly pried as aerial steeds' pegasi are 5ild and shy
$reatres not easily tamed% A typi$al pegass stands 6
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BASIC FANTAS$ RP, *ONSTERS
!eet high at the sholder' 5eighs 1'B00 ponds' and
has a 5ingspan o! 20 !eet% A light load !or a pegass is
p to 00 ponds a heavy load' p to F00 ponds%
Pi=ie
Armor Class, 1
it Di$e, 1S
/o% o! Atta$*s, 1 dagger
Damage, 1d
)ovement, 30L 7ly 60L
/o% Appearing, 2d' ild 10d' #air 10d
+ave As, 7ighter, 1 H5ith l! bonsesJ
)orale, (reasre (ype, R' +
P;, 3
;i&ies are 5inged !airies o!ten !ond in !orested areas%
(hey 5ear bright $lothing' o!ten in$lding a $ap and
shoes 5ith $rled and pointed toes% A pi&ie stands
abot 2-1Q2 !eet tall and 5eighs abot 30 ponds%
A pi&ie $an be$ome invisible at 5ill' as many times per
day as it 5ishes' and $an atta$* 5hile remaining
invisible% Anyone atta$*ing an invisible pi&ie does so
5ith an atta$* penalty o! - nless the atta$*er $an
someho5 dete$t invisible $reatres% ;i&ies may
ambsh their !oes 5hile invisible i! they do so' they
srprise on 1-B on 1d6%
;i&ies are 5himsi$al' enIoying nothing so m$h as a
good Io*e or pran*' espe$ially at the e&pense o! a 8big
person9 li*e a hman or demi-hman%
;i&ies $an only !ly !or 3 trns ma&imm be!ore re:iring
rest o! at least one trn' dring 5hi$h time the pi&ie may
5al* at normal speed bt may not !ly%
P;rle .or5
Armor Class, 16
it Di$e, 11S HOFJ to 20S HO13J
/o% o! Atta$*s, 1 biteQ1 sting
Damage, 2dQ1dOpoison
)ovement, 20L H1BLJ
/o% Appearing, 1d2' ild 1d
+ave As, 7ighter, 6 to 10 HT o! it Di$eJ
)orale, 10
(reasre (ype, /one
P;, 1'60 – B'B0
;rple 5orms are giganti$ sbterranean monsters they
are rarely !ond above grond% (he body o! a matre
prple 5orm is B- !eet in diameter and 60-100 !eet
long' 5eighing abot 0'000 ponds%
(he $reatre has a poisonos stinger in its tail those
inIred by it mst save vs% ;oison or die% /ote that the
prple 5ormLs movement is less than the monsterLs
length' so that' i! atta$*ing !rom ot o! a tnnel' it might
not be able to se the stinger !or several ronds%
Any time a prple 5orm s$$ess!lly bites a man-sied
or smaller opponent 5ith a natral roll o! 1F or 20' the
opponent has been s5allo5ed' and 5ill s!!er 3d6
damage per rond a!ter5ard de to being digested% A
$hara$ter 5ho has been s5allo5ed $an only e!!e$tively
atta$* 5ith small $tting or stabbing 5eapons s$h as
dagger or shorts5ord%
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*ONSTERS BASIC FANTAS$ RP,
Rat
/ormal Giant
Armor Class, 11 13
it Di$e, 1 it ;oint 1d it ;oints
/o% o! Atta$*s, 1 bite per pa$* 1 bite
Damage, 1d6 O disease 1d O disease
)ovement, 20L +5im 10L 0L +5im 20L
/o% Appearing, Bd10'
ild Bd10'
#air Bd10
3d6'
ild 3d10'
#air 3d10
+ave As, /ormal )an 7ighter, 1
)orale, B
(reasre (ype, /one C
P;, 360S 13
(hese omnivoros rodents thrive almost any5here%
/ormal rats atta$* as a s5arm ea$h point o! damage
done to the s5arm red$es their nmbers by one
animal%
Giant rats are s$avengers' bt 5ill atta$* to de!end their
nests and territories% A giant rat $an gro5 to be p to
!eet long and 5eigh over B0 ponds% A single giant rat'
or a small grop o! p to !or' 5ill generally be shy' bt
larger pa$*s atta$* !earlessly' biting and $he5ing 5ith
their sharp in$isors%
Any rat bite has a BN $han$e o! $asing a disease% A
$hara$ter 5ho s!!ers one or more rat bites 5here the
die roll indi$ates disease 5ill si$*en in 3d6 hors% (he
in!e$ted $hara$ter 5ill lose one point o! Constittion per
hor a!ter losing ea$h point' the $hara$ter is allo5ed a
save vs% Death Ray HadIsted by the $rrentConstittion bons or penaltyJ to brea* the !ever and
end the disease% Any $hara$ter red$ed to ero
Constittion is dead% +ee Constit;tion Point
Losses in the Eno;nter se$tion !or details on
regaining lost Constittion%
S /ote, (he P; a5ard !or normal rats is !or driving a5ay
or *illing an entire pa$* o! normal sie% >! the
adventrers are !or$ed to !lee' the G) shold a5ard 3
P; per rat slain%
R/a4odessa ,iant
Armor Class, 16
it Di$e,
/o% o! Atta$*s, 2 legsQ1 bite
Damage, grabQgrabQ2d
)ovement, B0L
/o% Appearing, 1d' ild 1d6' #air 1d6
+ave As, 7ighter,
)orale, F
(reasre (ype, @
P;, 20
(he rhagodessa is related to both spiders and
s$orpions' thogh it is not properly either%
Rhagodessas have 8pedipalps'9 an elongated e&tra pair
o! legs in !ront that have sti$*y pads on them !or
$aptring prey%
Giant rhagodessas are the sie o! a pony% (hose !ond
in desert terrain are generally mar*ed in yello5' red'
and bro5n' 5hile those !ond ndergrond may be
bla$* or 5hite in $olor Hthose !ond in the deepest
$averns are al5ays 5hiteJ% #i*e spiders' they $an $limb
5alls' bt they are nable to $ross $eilings or other5ise
$limb entirely pside do5n%
A hit by a leg does no damage' bt the vi$tim is st$*
!ast' and 5ill be dra5n to the rhagodessaLs moth the
ne&t rond and atomati$ally hit !or 2d damage% (he
rhagodessa 5ill not se its bite atta$* against a !oe it
has not $aptred in this 5ay' and neither 5ill it atta$*
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BASIC FANTAS$ RP, *ONSTERS
more than one !oe 5ith its legs% >! threatened' a
rhagodessa 5hi$h has $aptred a vi$tim 5ill attempt to
5ithdra5 to $onsme its prey in pea$e%
R/inoeros
la$* oolly
Armor Class, 1 1F
it Di$e, 12 HO10J
/o% o! Atta$*s, 1 btt or 1 trample
Damage, 2d6 or 2d 2d or 2d12
)ovement, 0L H1BLJ 0L H1BLJ
/o% Appearing, ild 1d12 ild 1d
+ave As, 7ighter, 6 7ighter, )orale, 6 6
(reasre (ype, /one /one
P;, B 1'B
(he rhino$eros is in!amos !or its bad temper and
5illingness to $harge intrders%
(he statisti$s presented here are based on the A!ri$an
bla$* rhino' 5hi$h is 6 to 1 !eet long' 3 to 6 !eet high at
the sholder' and 5eighs p to 6'000 ponds% (hese
statisti$s $an des$ribe any herbivore o! similar sie and
similar natral 5eapons Hantlers' horns' ts*s' or the
li*eJ%
(he 5oolly rhino$eros is a prehistori$ beast 5ith long
!r' !ond in primitive 8lost 5orld9 areas in $older
territories% (hey behave m$h as the bla$* rhino does%
Ro
Nor5al Lar4e ,iant
Armor Class, 1 1 1
it Di$e, 6 12 HO10J 32 HO16J
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1d6Q1d6Q
2d6
1dQ1dQ
2d10
3d6Q3d6Q
6d6
)ovement, 20L 7ly 160L H10LJ
/o% Appearing, ild 1d12 ild 1d ild 1
+ave As, 7ighter, 6 7ighter, 12 7ighter, 20
at OB
)orale, F 10
(reasre (ype, > > >
P;, B00 1'B 1'2B0
Ro$s are birds similar to eagles' bt even a 8normal9
ro$ is hge' being abot F !eet long and having a
5ingspan o! 2 !eet% #arge ro$s are abot 1 !eet long
and have 5ingspans o! arond !eet giant ro$s
average 30 !eet long and have massive 5ingspans o!
arond 0 !eet% A ro$Xs plmage is either dar* bro5n or
golden !rom head to tail% #i*e most birds' the males
have the brighter plmage' 5ith !emales being dller in
$olor and ths more easily hidden Hi! anything so large
$an even be hidden' that isJ%
A light load !or a normal ro$ is 1B0 ponds' 5hile a
heavy load is 300 ponds% "bviosly only the smallest
$hara$ters $an hope to ride pon a normal ro$% 7or a
large ro$' a light load is p to 600 ponds and a heavy
load p to 1200% Giant ro$s $an easily li!t p to 3000
ponds' and are heavily loaded 5hen $arrying p to
6000 ponds% (ales o! giant ro$s $arrying o!! !ll-gro5n
elephants are some5hat e&aggerated' bt note that a
yong elephant 5old be reasonable prey !or these
monstros birds%
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*ONSTERS BASIC FANTAS$ RP,
Sala5ander
7lame 7rost
Armor Class, 1F \ 21 \
it Di$e, S 12S HO10J
/o% o! Atta$*s, 2 $la5sQ1 bite
O heat
$la5sQ1 bite
O $old
Damage, 1dQ1dQ1d
O 1dQrond
1d6Q1d6Q1d6Q1d6Q
2d6 O 1dQrond
)ovement, 0L 0L
/o% Appearing, 1dO1'
ild 2d'
#air 2d
1d3'
ild 1d3'
#air 1d3
+ave As, 7ighter, 7ighter, 12)orale, F
(reasre (ype, 7
P;, FB 1'FB
+alamanders are large' liard-li*e $reatres !rom the
elemental planes% (hey are sometimes !ond on the
material plane they $an arrive throgh natrally-
o$$rring dimensional ri!ts' or they may be smmoned
by high-level )agi$-@sers% De to their highly magi$al
natre' they $annot be harmed by non-magi$al
5eapons%
Fla5e sala5anders $ome !rom the lemental
;lane o! 7ire% (hey loo* li*e giant sna*es' more than
12L long' 5ith dragonli*e heads and liard !orelimbs%
(heir s$ales are all the $olors o! !lame' red and orange
and yello5% A !lame salamander is !laming hot' and all
non-!ire-resistant $reatres 5ithin 20L o! the monster
s!!er 1d points o! damage per rond !rom the heat%
(hey are immne to damage !rom any !ire or heat
atta$*% 7lame salamanders are intelligent they spea*
the langage o! the ;lane o! 7ire' and many 5ill also
*no5 lvish' Common' andQor Dragon%
Frost sala5anders $ome !rom the lemental ;lane
o! ater% (hey loo* li*e giant liards 5ith si& legs%
(heir s$ales are the $olors o! i$e' 5hite' pale gray and
pale ble% 7rost salamanders are very $old' and all
non-$old-resistant $reatres 5ithin 20L s!!er 1d points
o! damage per rond !rom the $old% 7rost salamanders
are $ompletely immne to all types o! $old-based
atta$*s% (hey are :ite intelligent all spea* the
langage o! the ;lane o! ater' and many also spea*
Common' lvish' andQor Dragon%
7lame and !rost salamanders hate ea$h other' and
ea$h type 5ill atta$* the other on sight' in pre!eren$e
over any other !oe% >! smmoned by a )agi$-@ser' a
salamander is o!ten assigned to prote$t a lo$ation'
door5ay' or treasre hoard in s$h a $ase' the
salamander 5ill atta$* anyone attempting to gain
nathoried a$$ess to the prote$ted area% (hose
5hi$h arrive throgh natral ri!ts may have any goals or
motivations the G) 5ishes' and ths may $hoose to
parley' !ight' or even ignore adventrers%
Sorion ,iant
Armor Class, 1B
it Di$e, S
/o% o! Atta$*s, 2 $la5sQ1 stinger
Damage, 1d10Q1d10Q1d6 O poison
)ovement, B0L H10LJ
/o% Appearing, 1d6' ild 1d6
+ave As, 7ighter, 2
)orale, 11
(reasre (ype, /oneP;, 20
Giant s$orpions are :ite large' sometimes as large as
a don*ey% (hey are aggressive predators and generally
atta$* on sight% >! a $la5 atta$* hits' the giant s$orpion
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BASIC FANTAS$ RP, *ONSTERS
re$eives a O2 atta$* bons 5ith its stinger Hbt t5o $la5
hits do not give a doble bonsJ% Giant s$orpions are
most $ommonly !ond in desert areas or $averns%
Sea Serent
Armor Class, 1
it Di$e, 6
/o% o! Atta$*s, 1 bite
Damage, 2d6
)ovement, +5im B0L H10LJ
/o% Appearing, ild 2d6
+ave As, 7ighter, 6
)orale, (reasre (ype, /one
P;, B00
+ea serpents are' obviosly' serpentine monsters 5hi$h
live in the sea% (hey range !rom 20L to 0L long% A sea
serpent $an $hoose to 5rap arond a ship and
$onstri$t in this $ase' roll 2d10 !or damage%
S/ado8
Armor Class, 13 \
it Di$e, 2S
/o% o! Atta$*s, 1 to$h
Damage, 1d O 1 point +trength loss
)ovement, 30L
/o% Appearing, 1d10' ild 1d10' #air 1d10
+ave As, 7ighter, 2
)orale, 12
(reasre (ype, 7
P;, 100
A shado5 $an be di!!i$lt to see in dar* or gloomy areas
bt stands ot star*ly in brightly illminated pla$es%
(hey lr* in dar* pla$es' 5aiting !or living prey to
happen by% A shado5 is B to 6 !eet tall and is
5eightless% +hado5s $annot spea* intelligibly% Despite
their strange natre and appearan$e' shado5s are not
;ndead monsters' and ths $annot be (rned by a
Cleri$%
A shado5Ls atta$* does 1d damage H!rom $oldJ and
drains 1 point o! +trength !rom the vi$tim% Ei$tims
red$ed to 2 or !e5er points o! +trength $ollapse and
be$ome nable to move those red$ed to 0 +trength
die and rise as shado5s a day later Hat night!allJ%
"ther5ise' +trength points lost to shado5s are
re$overed at a rate o! 1 point per trn%
De to their in$orporeal natre' shado5s $annot be
harmed by non-magi$al 5eapons%
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*ONSTERS BASIC FANTAS$ RP,
S/ar? B;ll
Armor Class, 13
it Di$e, 2
/o% o! Atta$*s, 1 bite
Damage, 2d
)ovement, +5im 60L H10LJ
/o% Appearing, ild 3d6
+ave As, 7ighter, 2)orale,
(reasre (ype, /one
P;, B
ll shar*s are so named be$ase o! their sto$*y'
broad bild% )ale bll shar*s $an gro5 p to L long
and 5eigh arond 200 ponds' 5hile !emales have
been *no5n to be p to 12L long' 5eighing p to B00
ponds%
ll shar*s are able to tolerate !resh 5ater' and o!ten
travel p rivers in sear$h o! prey%
S/ar? ,reat ./ite
Armor Class, 1F
it Di$e,
/o% o! Atta$*s, 1 bite
Damage, 2d10
)ovement, +5im 60L H10LJ
/o% Appearing, ild 1d
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, B
Great 5hite shar*s range !rom 12L to 1BL in length on
the average' thogh spe$imens ranging p to 30L in
length have been reported% (hey are ape& predators%
Great 5hite shar*s have the ability to sense the
ele$tromagneti$ !ields o! living $reatres' allo5ing them
to !ind prey even 5hen light or 5ater $larity are poor'
and are able to smell blood at great distan$es%
S/ar? *a?o
Armor Class, 1B
it Di$e,
/o% o! Atta$*s, 1 bite
Damage, 2d6
)ovement, +5im 0L
/o% Appearing, ild 2d6
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, 20
)a*o shar*s are !ast-moving predators !ond in
temperate and tropi$al seas% (hey average FL to 13L in
length and 5eigh p to 1'B0 ponds% )a*o shar*s are
*no5n !or their ability to leap ot o! the 5ater they are
able to leap p to 20L in the air%
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BASIC FANTAS$ RP, *ONSTERS
S/re8 ,iant
Armor Class, 16
it Di$e, 1S
/o% o! Atta$*s, 2 bites
Damage, 1d6Q1d6
)ovement, 60L
/o% Appearing, 1d' ild 1d' #air 1d
+ave As, 7ighter, 2
)orale, 10
(reasre (ype, /one
P;, 3
Giant shre5s resemble giant rats' bt are larger' being
p to 6L long' and dar*er in $olor% (hey have a very !ast
metaboli$ rate and mst eat almost $onstantly% Giant
shre5s are omnivoros' and aggressively de!end their
nests and the immediate territory arond them%
Giant shre5s move so s5i!tly that they are able to bite
t5i$e per rond' and they may atta$* t5o di!!erent
adIa$ent opponents in this 5ay%
A !e5 giant shre5 spe$ies Hgenerally no more than BN
o! those en$onteredJ are venomos% (he bite o! s$h
a giant shre5 5ill *ill the vi$tim nless a save vs%
;oison is made% A vi$tim bitten t5i$e in a rond need
only save on$e !or that rond' bt o! $orse 5ill have to
save again in sbse:ent ronds i! bitten again%
Eenomos giant shre5s are $onsidered 1S 5ith respe$t
to hit di$e%
S/rie?er
Armor Class, 13
it Di$e, 3
/o% o! Atta$*s, +pe$ial
Damage, /one
)ovement, BL
/o% Appearing, 1d
+ave As, 7ighter, 1
)orale, 12
(reasre (ype, /one
P;, 1B
A shrie*er is a large H3L to BL tall and abot the same
sie a$rossJ' semi-mobile !ngs that emits a lod
noise as a de!ense me$hanism 5hen distrbed%
+hrie*ers live in dar*' sbterranean pla$es% (hey $ome
in several shades o! prple%
A shrie*er has no means o! atta$*% >nstead' it lres
monsters to its vi$inity by emitting a lod noise%
)ovement or a light sor$e 5ithin 10 !eet o! a shrie*er
$ases the !ngs to emit a pier$ing sond that lasts !or
1d3 ronds% (he sond attra$ts nearby $reatres thatare disposed to investigate it% +ome $reatres that live
near shrie*ers learn that the !ngsX noise means there
is !ood nearby% >n game terms' the G) shold roll a
5andering monster $he$* ea$h rond that a shrie*er
shrie*s%
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*ONSTERS BASIC FANTAS$ RP,
B0N $han$e to noti$e the atta$*' bt their poison is
terribly strong' s$h that any $reatre bitten mst save
vs% ;oison at a penalty o! - or die%
7ortnately' sea sna*es rarely atta$* only i! molestedHgrabbed' stepped on' et$%J 5ill they do so% (hey are
very $lmsy 5hen ot o! the 5ater%
Sna?e Sittin4 Co6ra
Armor Class, 13
it Di$e, 1S
/o% o! Atta$*s, 1 bite or 1 spit
Damage, 1d O poison or blindness
)ovement, 30L
/o% Appearing, 1d6' ild 1d6' #air 1d6
+ave As, 7ighter, 1
)orale,
(reasre (ype, /one
P;, 3
+pitting $obras average abot L in length at adlthood%
(hey se their spreading hood to 5arn other $reatres
not to bother them' and generally re!rain !rom atta$*ing
i! possible to allo5
larger $reatres
time to retreat%
7ailre to retreat
!rom the spitting
$obra 5ill li*ely
reslt in the $obra spitting venom the $obra $an proIe$t
its venom p to BL' and any $reatre hit mst roll a save
vs% ;oison or be blinded permanently Hthogh the ;re
6lindness spell $an be sed to heal this inIryJ% >! the
$obra $annot deter a $reatre by spitting' it 5ill atta$*
sing its bite% >n this $ase' those s$$ess!lly hit mst
save vs% ;oison or die%
Setre
Armor Class, 1 \
it Di$e, 6SS
/o% o! Atta$*s, 1 to$h
Damage, nergy drain 2 levelsQto$h
)ovement, 7ly 100L
/o% Appearing, 1d' #air 1d
+ave As, 7ighter, 6
)orale, 11
(reasre (ype,
P;, 610
A spe$tre loo*s m$h as it did in li!e and $an be easily
re$ognied by those 5ho *ne5 the individal or have
seen the individalXs !a$e in a painting or a dra5ing% >n
many $ases' the eviden$e o! a violent death is visible
on its body% A spe$tre is roghly hman-sied and is
5eightless%
#i*e all ndead' they may be (rned by Cleri$s and are
immne to slee' /ar5 and /old magi$s% De to
their in$orporeal natre' they $annot be harmed by non-
magi$al 5eapons%
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*ONSTERS BASIC FANTAS$ RP,
bitten mst save vs% ;oison or be !or$ed to dan$e
5ildly% (he dan$e lasts 2d10 ronds' dring 5hi$h time
the vi$tim has a - penalty on atta$* and saving thro5
rolls% >! the vi$tim is a (hie!' he or she $annot se any
(hie! abilities 5hile dan$ing% "nloo*ers mst save vs%
+pells or begin dan$ing themselves s$h 8se$ondary9
vi$tims s!!er the same penalties as above' bt they 5ill
only dan$e !or 2d ronds%
a$h rond the original vi$tim dan$es' he or she mst
save vs% ;oison again or ta*e 1d points o! damage%
+e$ondary vi$tims do not s!!er this e!!e$t%
Ne;trali@e oison 5ill $re the original vi$tim' and
disel 5a4i 5ill stop the dan$e !or all vi$tims in the
area o! e!!e$t' 5hether they are original or se$ondary%
Srite
Armor Class, 1B
it Di$e, 1d it ;oints
/o% o! Atta$*s, 1 dagger or 1 spell
Damage, 1d or by spell
)ovement, 20L 7ly 60L
/o% Appearing, 3d6' ild 3d6' #air Bd
+ave As, )agi$-@ser, H5ith l! bonsesJ
)orale,
(reasre (ype, +
P;, 13
+prites are re$lsive !ey $reatres' loo*ing li*e tiny
elves Ist a !oot tall 5ith dragon!ly-li*e 5ings% (hey go
ot o! their 5ay to !ight evil and gliness and to prote$t
their homelands% +prites !ight their opponents 5ith
spell-li*e abilities and pint-sied 5eaponry% (hey pre!er
ambshes and other tri$*ery over dire$t $on!rontation%
7ive sprites a$ting together $an $ast re5o>e ;rse'
or its reversed !orm 6esto8 ;rse' on$e per day%
(he latter spell is o!ten sed as an atta$*%
S;id ,iant
Armor Class, 1
it Di$e, 6
/o% o! Atta$*s, tenta$lesQ1 bite
Damage, & 1dQ1d10
)ovement, +5im 0L
/o% Appearing, ild 1d
+ave As, 7ighter, 6
)orale,
(reasre (ype, /one
P;, B00
(hese vora$ios $reatres $an have bodies more than
20 !eet long and atta$* almost anything they meet%
(heir tenta$les are stdded 5ith barbs and sharp-edged
s$*ers% >n order to bite a $reatre' the giant s:id
mst hit 5ith at least t5o tenta$les !irst%
>! a giant s:id !ails a morale $he$*' it 5ill s:irt ot a
$lod o! bla$* 8in*9 30L in diameter and then Iet a5ay at
t5i$e normal speed !or 3d ronds%
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BASIC FANTAS$ RP, *ONSTERS
Stir4e
Armor Class, 13
it Di$e, 1S
/o% o! Atta$*s, 1 bite
Damage, 1d O 1dQrond blood drain
)ovement, 10L 7ly 60L
/o% Appearing, 1d10' ild 3d12' #air 3d12
+ave As, 7ighter, 1
)orale, F
(reasre (ype, D
P;, 3
A stirgeXs $oloration ranges !rom rst-red to reddish-
bro5n' 5ith a dirty yello5 nderside% (he probos$is is
pin* at the tip' !ading to gray at its base% A stirgeXs body
is abot 1 !oot long' 5ith a 5ingspan o! abot 2 !eet% >t
5eighs abot 1 pond%
>! a stirge hits a $reatre' it atta$hes and drains blood
e:al to 1d damage per rond Hon its >nitiativeJ% (he
$reatre $an only be removed by *illing it any atta$* on
the $reatre re$eives an atta$* bons o! O2' bt any
atta$* that misses hits the vi$tim instead%
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*ONSTERS BASIC FANTAS$ RP,
Tentale .or5
Armor Class, 13
it Di$e, 3S
/o% o! Atta$*s, 6 tenta$les
Damage, paralysis
)ovement, 0L
/o% Appearing, 1d3' #air 1d3
+ave As, 7ighter, 3
)orale, F
(reasre (ype,
P;, 1B
(enta$le 5orms appear to be giant 5orms o! some sort'
averaging 6 to !eet long% (heir heads are pasty 5hite
or grey' bt their bodies vary !rom livid pin* or prple to
deep green in $olor% (heir tenta$les splay ot !rom
arond the $reatreLs 8ne$*%9 +ome sages believe they
are the larval !orm o! some other monster' bt this has
never been proven%
A tenta$le 5orm $an atta$* as many as three adIa$ent
opponents% (hose hit mst save vs% ;aralysis or be
paralyed 2d trns% /o matter ho5 many o! a tenta$le
5ormLs atta$*s hit an opponent in a given rond' only
one saving thro5 is re:ired in ea$h s$h rond%
>! all opponents o! a tenta$le 5orm are rendered
paralyed' it 5ill begin to !eed pon the paralyed
vi$tims' doing 1 point o! damage every 1d ronds ntil
the vi$tim is dead i! other paralyed vi$tims are still
alive' the 5orm is B0N li*ely to move on immediately to
another still-living vi$tim% "ther5ise' it $ontines to eat
the $orpse o! the slain vi$tim !or 1d trns%
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BASIC FANTAS$ RP, *ONSTERS
Ti4er
Armor Class, 1
it Di$e, 6
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1d6Q1d6Q2d6
)ovement, B0L
/o% Appearing, ild 1d3' #air 1d3
+ave As, 7ighter, 6
)orale, F
(reasre (ype, /one
P;, B00
(hese great $ats stand more than 3 !eet tall at the
sholder and are abot F !eet long% (hey 5eigh !rom
00 to 600 ponds%
Titanot/ere
Armor Class, 1B
it Di$e, 12 HO10J
/o% o! Atta$*s, 1 btt or 1 trample
Damage, 2d6 or 3d
)ovement, 0L H10LJ/o% Appearing, ild 1d6
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, 1'B
A titanothere is a hge prehistori$ animal that
resembles the rhino$eros adlts average 10L tall and
13L long% (hey have large' !or*ed horns rather than the
pointed horns o! rhinos% #i*e rhinos' they are herd
animals' and males aggressively de!end the herd
!emales only enter $ombat i! the maleHsJ are de!eated
or the atta$*ers are very nmeros% >! a single
titanothere is en$ontered' it 5ill be a roge male they
are bad tempered and prone to atta$*ing smaller
$reatres that enter their territory%
Treant
Armor Class, 1F
it Di$e, S
/o% o! Atta$*s, 2 !ists
Damage, 2d6Q2d6
)ovement, 20L
/o% Appearing, ild 1d' #air 1d
+ave As, 7ighter,
)orale, F(reasre (ype, C
P;, FB
A treant is a large' roghly hmanoid tree-man%
(reants have leaves o! deep green in the spring and
smmer% >n the !all and 5inter the leaves $hange to
yello5' orange' or red' bt they rarely !all ot% A treantXs
legs !it together 5hen $losed to loo* li*e the trn* o! a
tree' and a motionless treant is nearly indistingishable
!rom a tree% A treant is abot 30 !eet tall' 5ith a 8trn*9
abot 2 !eet in diameter% >t 5eighs abot 'B00 ponds%
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*ONSTERS BASIC FANTAS$ RP,
(reants spea* their o5n langage' pls Common and
lvish% )ost also $an manage a smattering o! Ist
abot all other hmanoid tonges' at least enogh to
say 8Get a5ay !rom my treesM9 (reants pre!er to 5at$h
potential !oes $are!lly be!ore atta$*ing% (hey o!ten
$harge sddenly !rom $over to trample the despoilers o!
!orests% >! sorely pressed' they animate trees as
rein!or$ements%
A treant $an animate trees 5ithin 10L at 5ill' $ontrolling
p to t5o trees at a time% >t ta*es one rond !or a
normal tree to proot itsel!% (herea!ter it moves at a
speed o! 10L and !ights as a treant in all respe$ts% +$h
trees lose their ability to move i! the treant that
animated them is in$apa$itated or moves ot o! range%
Tro4lod2te
Armor Class, 1B
it Di$e, 2
/o% o! Atta$*s, 2 $la5sQ1 bite
Damage, 1dQ1dQ1d
)ovement, 0L
/o% Appearing, 1d' #air Bd
+ave As, 7ighter, 2
)orale, F
(reasre (ype, A
P;, B
(roglodytes are very intelligent liardli*e hmanoid
$reatres% (hey have large red eyes and spiny 8$ombs9
on their legs' head' and arms% (hey normally stand B to
6 !eet tall% (hey $an
$hange $olor at 5ill' and
B0N o! the time a grop
$an blend into the
environment 5ell
enogh to srprise on a
roll o! 1-B on 1d6%
7rthermore' they gain a
O2 atta$* bons dring
any srprise rond de
to their e&$ellent
ambsh s*ills%
(roglodytes se$rete a
smelly oil that *eeps
their s$aly s*in spple% All mammals Hin$lding' o!
$orse' all the standard $hara$ter ra$esJ !ind the s$ent
replsive' and those 5ithin 10 !eet o! the (roglodyte
mst ma*e a saving thro5 verss poison% (hose !ailing
the save s!!er a -2 penalty to atta$* rolls 5hile they
remain 5ithin range o! the (roglodyte% Getting ot o!
range negates the penalty' bt rene5ed e&posre
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BASIC FANTAS$ RP, *ONSTERS
reinstates the penalty% (he reslts o! the original save
last a !ll 2 hors' a!ter 5hi$h a ne5 save mst be
rolled%
(roglodytes are very hostile' atta$*ing e:al or 5ea*ernon-troglodyte grops on sight% (hey pre!er to atta$*
5ith srprise' depending on their $olor-$hanging ability
!or this%
"ne ot o! every eight troglodytes 5ill be a 5arrior o!
it Di$e H20 P;J that gains a O1 bons to damage de
to +trength% (roglodytes gain a O1 bons to their
morale i! they are led by a 5arrior% >n lairs o! 2 or
greater' there 5ill be a troglodyte leader o! 6 it Di$e
HB00 P;J 5ith an Armor Class o! 1 and having a O2bons to damage de to +trength% >n the lair'
troglodytes never !ail a morale $he$* as long as the
leader is alive%
Troll
Armor Class, 16
it Di$e, 6S
/o% o! Atta$*s, 3
Damage, 1d6Q1d6Q1d10
)ovement, 0L
/o% Appearing, 1d' ild 1d' #air 1d
+ave As, 7ighter, 6
)orale, 10 HJ
(reasre (ype, D
P;, BBB
A typi$al adlt troll stands F !eet tall and 5eighs B00
ponds% A trollXs rbbery hide is moss green' mottled
green and gray' or ptrid gray% (he hair is sally
greenish bla$* or iron gray% (hey appear se&less i!
e&amined' and their method o! reprod$tion is a
mystery% (rolls 5al* pright bt hn$hed !or5ard 5ith
sagging sholders% (heir gait is neven' and 5hen they
rn' their arms dangle and drag along the grond% 7or
all this seeming a5*5ardness' trolls are very agile%
(rolls have the po5er o! regeneration they heal 1 hitpoint o! damage ea$h rond a!ter being inIred% A troll
red$ed to 0 hit points is not dead' bt only disabled !or
2d6 ronds' at 5hi$h point it 5ill regain 1 hit point% /ote
that the troll may 8play dead9 ntil it has regenerated
!rther% Damage !rom !ire and a$id $annot be
regenerated' and mst heal at the normal rate a troll
$an only be *illed by this sort o! damage% (he lo5er
morale rating Hin parenthesesJ is sed 5hen the troll
!a$es atta$*ers armed 5ith !ire or a$id% >! a troll loses a
limb or body part' the lost portion regro5s in one trn
or' the $reatre $an reatta$h the severed member
instantly by holding it to the stmp%
(rolls are hate!l $reatres' reveling in $ombat and
bloodshed% (hogh trolls $old easily se a variety o!
5eapons' they m$h pre!er the sensation o! !lesh being
rent by their teeth and $la5s%
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BASIC FANTAS$ RP, *ONSTERS
share their !atherLs gi!ts% #i*e obgoblins' rgoblins
5ear toghened hides and $arry 5ooden shields into
battle' blending in per!e$tly%
+ome obgoblin tribes $onsider @rgoblins anabomination' and *ill them 5henever they $an be
identi!ied% "ther obgoblin tribes employ them as
bodygards !or the $hie!tain' and a$$ord them great
honor% (here are even rmors o! a tribe entirely made
p o! @rgoblins' 5ith *idnapped obgoblin !emales as
their mates reportedly they slit the throats o! all in!ants
born to their mates' so that only those 5ho have the
po5er o! regeneration srvive%
a5ire
Armor Class, 1 to 20
it Di$e, SS to FSS HOJ
/o% o! Atta$*s, 1 5eapon or spe$ial
Damage, 1d or by 5eapon or spe$ial
)ovement, 0L 7ly 60L
/o% Appearing, 1d6' ild 1d6' #air 1d6
+ave As, 7ighter, to F Has it Di$eJ
)orale, 11
(reasre (ype, 7
P;, 00 - 1'22B
Eampires appear Ist as they did in li!e' althogh their
!eatres are o!ten hardened and !eral' 5ith the
predatory loo* o! 5olves% (hey o!ten embra$e !inery
and de$aden$e and may assme the gise o! nobility%
Despite their hman appearan$e' vampires $an be
easily re$ognied' !or they $ast no shado5s and thro5
no re!le$tions in mirrors% (hey spea* any langages
they *ne5 in li!e%
A vampire $an $harm anyone 5ho meets its gae a
save vs% +pells is allo5ed to resist' bt at a penalty o! -2
de to the po5er o!
the $harm% (his
$harm is so po5er!l
that the vi$tim 5ill not
resist being bitten by
the vampire%
(he bite in!li$ts 1d3
damage' then ea$h
rond therea!ter one
energy level is
drained !rom the
vi$tim% (he vampire regenerates a 1d6 hit points Hi!
neededJ !or ea$h energy level drained% >! the vi$tim
dies !rom the energy drain' he or she 5ill arise as a
vampire at the ne&t snset Hbt not less than 12 hors
laterJ% Eampires spa5ned in this 5ay are nder the
permanent $ontrol o! the vampire 5ho $reated them%
>! sing the bite atta$*' the vampire s!!ers a penalty o!
-B to Armor Class de to the vlnerable position it mst
assme% 7or this reason' the bite is rarely sed in
$ombat% Eampires have great +trength' gaining a
bons o! O3 to damage 5hen sing melee 5eapons'
and a vampire 5ill generally $hoose to se a melee
5eapon Hor even its bare handsJ in $ombat rather than
attempting to bite%
Eampires are nharmed by non-magi$al 5eapons' and
li*e all ndead are immne to slee' /ar5 and
/old spells% >! red$ed to 0 hit points in $ombat' the
vampire is not destroyed' thogh it may appear to be%(he vampire 5ill begin to regenerate 1d hors later'
re$overing 1 hit point per trn' and resming normal
a$tivity as soon as the !irst point is restored%
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Eampires $ommand the lesser $reatres o! the 5orld
and on$e per day $an $all !orth 10d10 rats' Bd giant
rats' 10d10 bats' 3d6 giant bats' or a pa$* o! 3d6
5olves Hassming any s$h $reatres are nearbyJ%
(hese $reatres arrive in 2d6 ronds and serve the
vampire !or p to 1 hor%
A vampire $an assme the !orm o! a 4iant 6at or a
dire 8ol at 5ill' re:iring one rond to $omplete the
trans!ormation% (he !lying movement listed is !or the
giant bat !orm% >n animal !orm' the vampire $an se the
normal atta$*s !or that !orm% >t $anLt se its other
po5ers 5hile in animal !orm' e&$ept that $reatres
smmoned are still $ontrolled' and $harms already in
e!!e$t $ontine in e!!e$t%
7or all their po5er' vampires have a nmber o!
5ea*nesses,
Reellin4 a a5ire: Eampires $annot tolerate the
strong odor o! garli$ and 5ill not enter an area la$ed
5ith it% +imilarly' they re$oil !rom a mirror or a strongly
presented holy symbol% (hese things donXt harm the
vampire – they merely *eep it at bay% A re$oiling
vampire mst stay at least B !eet a5ay !rom a $reatre
holding the mirror or holy symbol and $annot to$h or
ma*e melee atta$*s against the $reatre holding the
item !or the rest o! the en$onter%
Eampires are also nable to $ross rnning 5ater'
althogh they $an be $arried over it 5hile resting in their
$o!!ins or aboard a ship% (hey are tterly nable to
enter a home or other bilding nless invited in by
someone 5ith the athority to do so% (hey may !reely
enter pbli$ pla$es' sin$e these are by de!inition open
to all%
Sla2in4 a a5ire: Red$ing a vampireXs hit points
to 0 or lo5er in$apa$itates it bt doesnXt al5ays destroy
it' as des$ribed above% o5ever' $ertain atta$*s $an
slay vampires% &posing any vampire to dire$t snlight
disorients it, >t $an a$t !or only one rond and is
destroyed tterly in the ne&t rond i! it $annot es$ape%
+imilarly' immersing a vampire in rnning 5ater robs it
o! one-third o! its hit points ea$h rond ntil it is
destroyed at the end o! the third rond o! immersion%
Driving a 5ooden sta*e throgh a vampireXs heart
instantly slays the monster% o5ever' it retrns to li!e i!
the sta*e is removed' nless the body is destroyed' by
5ater or snlight as des$ribed above' or by brning it
$ompletely in a !neral pyre%
.ater Ter5ite ,iant
Armor Class, 13
it Di$e, 1 to
/o% o! Atta$*s, 1 spray
Damage, +tn
)ovement, +5im 30L
/o% Appearing, ild 1d
+ave As, 7ighter, 1 to Has it Di$eJ
)orale, 10
(reasre (ype, /one
P;, 2B - 20
Giant 5ater termites vary !rom 1L to BL in length% (hey
atta$* sing a no&ios spray 5ith a range o! BL 5hi$h
stns the target !or a !ll trn on a hit a save vs% ;oison
is allo5ed to avoid the e!!e$t% A stnned $hara$ter $an
neither move nor ta*e a$tion !or the remainder o! the
$rrent rond and all o! the ne&t one%
o5ever' the primary $on$ern regarding these
monsters is the damage they $an do to boats and ships%
a$h $reatre $an do 2d points o! damage to a shipLs
hll per rond Hno roll re:iredJ !or a nmber o! ronds
e:al to 1d pls the $reatreLs hit di$e total a!ter this
time' the monster is !ll% (hey eat noisily%
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BASIC FANTAS$ RP, *ONSTERS
(hese $reatres are !ond in !resh and salt 5ater as
5ell as in s5amps% (he !resh5ater variety tend to be
smaller' 1-2 hit di$e' the salt5ater variety 3- hit di$e'
and those !ond in s5amps range !rom 2-3 hit di$e%
.easel ,iant (or Ferret ,iant)
Armor Class, 1
it Di$e, B
/o% o! Atta$*s, 1 bite O hold
Damage, 2d O 2d per rond
)ovement, B0L
/o% Appearing, 1d' ild 1d6' #air 1d6
+ave As, 7ighter, B
)orale,
(reasre (ype, E
P;, 360
Giant 5easels resemble their more normally sied
$osins' having long bodies' short legs' and pointed'
toothy snots% (hey are predatory animals' hnting
those $reatres smaller than themselves%
easels o! all sorts are $nning' $ra!ty hnters' and
srprise their prey on 1-3 on 1d6% "n$e a giant 5easel
bites a living $reatre' it hangs on' rending 5ith its teeth
ea$h rond ntil the vi$tim or the 5easel is dead' or
ntil the 5easel !ails a morale $he$* Hrolled normallyJ in
5hi$h $ase it 5ill let go o! its vi$tim and !lee%
(here are many varieties o! normal-sied 5easel'
in$lding several 5hi$h are $alled !errets in some
territories' the giant 5easel is ths $alled a giant !erret%
(he only distin$tion is that those 5hi$h are tamed are
al5ays $alled !errets' thogh not all giant !errets are
tame% Earios hmanoid ra$es as 5ell as some !airy
$reatres are *no5n to tame giant !errets !or se as
gards or 5ar-animals%
./ale iller
Armor Class, 1
it Di$e, 6
/o% o! Atta$*s, 1 bite
Damage, 2d10
)ovement, +5im 0L H10LJ
/o% Appearing, ild 1d6
+ave As, 7ighter, 6
)orale, 10
(reasre (ype, /one
P;, B00
(hese !ero$ios $reatres are abot 30 !eet long% 4iller
5hales' also $alled 8or$a9 Hboth singlar and plralJ' are
stri*ingly mar*ed in bla$* and 5hite' 5ith prominent
5hite pat$hes that resemble eyes% (heir real eyes are
m$h smaller and lo$ated a5ay !rom the !a*e eye-
spots%
4iller 5hales eat !ish' s:id' seals' and other 5hales'
bt are not above $onsming a meal o! hman or demi-
hman !are%
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*ONSTERS BASIC FANTAS$ RP,
./ale Nar8/al
Armor Class, 1F
it Di$e, 12 HO10J
/o% o! Atta$*s, 1 horn
Damage, 2d6
)ovement, +5im 60L
/o% Appearing, ild 1d
+ave As, 7ighter, 6
)orale,
(reasre (ype, +pe$ial
P;, 1'B
/ar5hals are a:ati$ mammals resembling large
dolphins 5ith a single Hor rarely' dobleJ ts* protrding
straight !or5ard !rom the moth% (he ts* is heli$al in
shape' and they are sometimes $t short and sold as
8ni$orn horns%9 o5ever' they have no parti$lar
magi$al vale% /ar5hals are !ond in $old northern
seas% (hey are not parti$larly aggressive%
./ale Ser5
Armor Class, 22
it Di$e, 36S HO16J
/o% o! Atta$*s, 1 bite or spe$ial
Damage, 3d20
)ovement, +5im 60L H20LJ
/o% Appearing, ild 1d3
+ave As, 7ighter,
)orale,
(reasre (ype, /one
P;, 1'000
(hese $reatres $an be p to 60 !eet long% (hey prey
on giant s:id% +perm 5hales $an emit an invisible
!o$sed beam o! sond BL 5ide p to a B0L range
nder5ater% (his blast o! sond disorients target
$reatres' leaving them e!!e$tively stnned !or 1d
ronds% A stnned $hara$ter $an neither move nor ta*e
a$tion !or the indi$ated dration% /o atta$* roll is
re:ired' bt a save vs% Death Ray is allo5ed to resist%
A sperm 5hale $an emit as many s$h blasts o! sond
as it desires' on$e per rond' instead o! biting%
.i4/t
Armor Class, 1B V
it Di$e, 3S
/o% o! Atta$*s, 1 to$h
Damage, nergy drain H1 levelJ
)ovement, 30L
/o% Appearing, 1d6' ild 1d' #air 1d
+ave As, 7ighter, 3
)orale, 12
(reasre (ype,
P;, 1B
A 5ightXs appearan$e is a 5eird and t5isted re!le$tion
o! the !orm it had in li!e% A 5ight is abot the height and
5eight o! a hman% ights do not possess any o! the
abilities they had in li!e%
>! a 5ight to$hes Hor is to$hed byJ a living $reatre'
that living $reatre s!!ers one level o! ener42 drain
Has des$ribed in the Eno;nter se$tionJ% /o saving
thro5 is allo5ed% +tri*ing a 5ight 5ith a 5eapon does
not $ont as 8to$hing9 it%
Any hmanoid slain by a 5ight be$omes a 5ight by the
ne&t snset Hbt not less than 12 hors laterJ% ight
spa5n are nder the $ommand o! the 5ight that $reated
them and remain enslaved ntil its death%
#i*e all ndead' 5ights may be (rned by Cleri$s and
are immne to slee' /ar5 and /old magi$s%
ights are harmed only by silver or magi$al 5eapons'
and ta*e only hal! damage !rom brning oil%
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BASIC FANTAS$ RP, *ONSTERS
.ol
Nor5al ire
Armor Class, 13 1
it Di$e, 2
/o% o! Atta$*s, 1 bite 1 bite
Damage, 1d6 2d
)ovement, 60L B0L
/o% Appearing, 2d6'
ild 3d6'
#air 3d6
1d'
ild 2d'
#air 2d
+ave As, 7ighter, 2 7ighter,
)orale, F
(reasre (ype, /one /one
P;, B 20
olves are pa$* hnters *no5n !or their persisten$e
and $nning% (hey pre!er to srrond and !lan* a !oe
5hen they $an%
Dire 5olves are e!!i$ient pa$* hnters that 5ill *ill
anything they $an $at$h% Dire 5olves are generally
mottled gray or bla$*' abot F !eet long and 5eighing
some 00 ponds%
.rait/
Armor Class, 1B \
it Di$e, SS
/o% o! Atta$*s, 1 to$h
Damage, 1d6 O energy drain H1 levelJ
)ovement, 7ly 0L
/o% Appearing, 1d' #air 1d6
+ave As, 7ighter,
)orale, 12
(reasre (ype,
P;, 320
raiths are in$orporeal $reatres born o! evil and
dar*ness% >n some $ases' the grim silhoette o! a
5raith might appear armored or ot!itted 5ith 5eapons%
(his appearan$e does not a!!e$t the $reatreXs AC or
$ombat abilities bt only re!le$ts the shape it had in li!e%
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*ONSTERS BASIC FANTAS$ RP,
#i*e all ndead' they may be (rned by Cleri$s and are
immne to slee' /ar5 and /old magi$s% De to
their in$orporeal natre' they $annot be harmed by non-
magi$al 5eapons%
.2>ern
Armor Class, 1
it Di$e, S
/o% o! Atta$*s, 1 biteQ1 stinger or 2 talonsQ1 stinger
Damage, 2dQ1d6 O poison
or 1d10Q1d10Q1d6 O poison
)ovement, 30L H10LJ 7ly 0L H1BLJ
/o% Appearing, ild 1d6' #air 1d6
+ave As, 7ighter,
)orale, F
(reasre (ype,
P;, 3B
A distant $osin to the tre dragons' the 5yvern is a
hge !lying liard 5ith a poisonos stinger in its tail% A
5yvernXs body is 1B !eet long' and dar* bro5n to gray
hal! that length is tail% >ts 5ingspan is abot 20 !eet% A
5yvern 5eighs abot one ton% (hey are bilt more li*e
bats than liards' having t5o legs and t5o 5ings
$ontrast this 5ith tre dragons' 5hi$h have !or legs
and t5o 5ings%
yverns are o! animal intelligen$e' bt are e&$ellent
predators 5ith good hnting abilities% hen atta$*ing
they 5ill ma*e a lod hiss' or sometimes a deep-
throated gro5l m$h li*e that o! a bll alligator%
yverns atta$* nearly anything that isnXt obviosly
more po5er!l than themselves% A 5yvern dives !rom
the air' $la5ing at its opponent 5ith its talons and
stinging it to death% Any living $reatre hit by the
5yvernLs stinger mst save vs% ;oison or die% A 5yvern
$an slash 5ith its talons only 5hen ma*ing a !lybyatta$* or 5hen landing%
! a ,)vern hits ,ith (oth its talons* it .a) atte.pt tocarr) o!! its victi. onl) victi.s ,ei$hin$ 300 ponds orless can (e carried o!!* and the ,)vern can onl) carr) avicti. !or at .ost 6 ronds/ hile !l)in$ ,ith a victi.*the ,)vern cannot .a+e an) !rther attac+s a$ainst it*(t o! corse i! the victi. .a+es a nisance o! itsel!sch as () inrin$ the ,)vern* it .a) (e dropped/
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*ONSTERS BASIC FANTAS$ RP,
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TREAS!RE BASIC FANTAS$ RP,
PART 7: TREAS!RE
&8our idea was good, -arion, said Morningstar after we had turned the sarcophagus lid halfway around.&8ou )ust got in a bit of a hurry to try it.
&Indeed, I said, feeling foolish. I looked into the sarcophagus lying atop the mummified remains inside I sawa sword, held in both bony hands with the point toward the corpse's feet. "he golden blade was untarnishedthe huge ruby set into the crossguard shone in the torchlight.
I didn't reach for it, though I found myself sorely tempted. &$arthal, I said, &tell me, is it safe to reach within9"he %alfling climbed up onto the edge of the platform and leaned over the sarcophagus, peering aroundwithin.
&I don't see a trap, he remarked after careful study. &-o you think the dead one, there, will rise up if youtouch his sword9
&%e might, answered Apoulis, &but I doubt it. "he skeletons were likely the only guardians in this tomb.
All eyes seemed to be on me. :eluctantly I reached within, grasping the sword by the blade with my mailed glove so as to avoid touching the corpse. "he long7dead chieftain didn't want to part with his weapon, butafter a bit of twisting I worked it loose.
*haking bits of desiccated flesh from the hilt, I grasped the weapon properly and held it aloft. It felt good inmy hand# I wondered what magic it might contain9
$arthal's voice shook me out of my contemplation. &;ook here he said, and I looked down. %e had openeda secret panel in the platform# and as I looked on, gold and silver coins began to spill out. $arthal cried out
gleefully, &<ackpot
istri6;tion o Treas;re
+ome adventrers $hoose to adventre to battle evil'
5hile other see* to attain glory or po5erK bt others go
in sear$h o! treasre' gold and Ie5els and magi$al
items% elo5 is the in!ormation the Game )aster 5ill
need to satis!y the greedy%
Rando5 Treas;re ,eneration
(he tables belo5 des$ribe the varios treasre types
assigned to monsters' as 5ell as ngarded treasres
appropriate to varios dngeon levels% (o generate a
random treasre' !ind the indi$ated treasre type and
read a$ross 5here a per$entage $han$e is given' roll
per$entile di$e to see i! that sort o! treasre is !ond% >!
so' roll the indi$ated di$e to determine ho5 m$h%
(ables !or the random generation o! gems' Ie5elry Hand
beIe5eled art pie$esJ' and magi$ items are provided
a!ter the main treasre tables%
Plaed Treas;res
(he Game )aster is never re:ired to roll !or treasre
rather' treasre may be pla$ed' or random treasres
amended' as desired or needed !or the prposes o! the
adventre% +pe$ial treasres are al5ays pla$ed !or
e&le' a spe$ial magi$ item needed to $omplete an
adventre%
AdG;stin4 Treas;re A8ards
(here 5ill be many $ases 5here random treasre
generation is not the best method to employ% 7or
instan$e' a larger than average treasre assigned to a
smaller than average lair o! monsters might need to be
red$ed% >t is p to the Game )aster to de$ide ho5
m$h treasre he or she 5ishes to allo5 into the
$ampaign% (oo m$h gold Hor other treasre 5hi$h $an
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BASIC FANTAS$ RP, TREAS!RE
be $onverted to goldJ may ma*e things too easy !or the
player $hara$ters% +imilarly' too many magi$ items may
also ma*e things too easy%
>! yo are a novi$e Game )aster' remember that yo
$an al5ays give more treasre' bt it $an be di!!i$lt to
drain treasre !rom the party 5ithot angering the
playersK parti$larly i! yo se heavy-handed
methods% +tart small' and 5or* p as yo gain
e&perien$e%
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TREAS!RE BASIC FANTAS$ RP,
Treas;re T2es
Lair Treas;res
T2e
1Ds o
Coer
1Ds o
Sil>er
1Ds o
Eletr;5
1Ds o
,old
1Ds o
Platin;5
,e5s and
Je8elr2 *a4i Ite5s
A B0N Bd6 60N Bd6 0N Bd 0N 10d6 B0N 1d10 B0N 6d6
B0N 6d6
30N any 3
BN Bd10 B0N Bd6 B0N Bd B0N 3d6 /one 2BN 1d6
2BN 1d6
10N 1 5eapon or
armor
C 60N 6d6 60N Bd 30N 2d6 /one /one 2BN 1d
2BN 1d
1BN any 1d2
D 30N d6 BN 6d6 /one F0N Bd /one 30N 1d
30N 1d
20N any 1d2
O 1 potion
30N 2d 60N 6d10 B0N 3d B0N d10 /one 10N 1d10
10N 1d10
30N any 1d
O 1 s$roll
7 /one 0N 3d B0N d BN 6d10 0N 2d 20N 2d12
10N 1d12
3BN any 1d e&$ept
5eapons
O 1 potion
O 1 s$roll
G /one /one /one F0N d6&10 BN Bd 2BN 3d6
2BN 1d10
B0N any 1d
O 1 s$roll
BN d10 BN 6d10&10 BN 3d10&10 BN Bd&10 BN Fd B0N 1d100
B0N 10d
20N any 1d
O 1 potion
O 1 s$roll
> /one /one /one /one 0N 3d10 B0N 2d6
B0N 2d6
1BN any 1
. BN 3d BN 1d /one /one /one /one
/one
/one
4 /one F0N 2d10 3BN 1d /one /one /one
/one
/one
# /one /one /one /one /one B0N 1d
/one
/one
) /one /one /one F0N d10 F0N 2d&10 BBN Bd
BN 2d6
/one
/ /one /one /one /one /one /one
/one
0N 2d potions
" /one /one /one /one /one /one
/one
B0N 1d s$rolls
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BASIC FANTAS$ RP, TREAS!RE
Indi>id;al Treas;res
T2e
Piees o
Coer
Piees o
Sil>er
Piees o
Eletr;5
Piees o
,old
Piees o
Platin;5
,e5s and
Je8elr2 *a4i Ite5s
; 3d /one /one /one /one /one
/one
/one
U /one 3d6 /one /one /one /one
/one
/one
R /one /one 2d6 /one /one /one
/one
/one
+ /one /one /one 2d /one /one
/one
/one
( /one /one /one /one 1d6 /one
/one
/one
@ B0N 1d20 B0N 1d20 /one 2BN 1d20 /one BN 1d
BN 1d
2N Any 1
E /one 2BN 1d20 2BN 1d20 B0N 1d20 2BN 1d20 10N 1d
10N 1d
BN Any 1
!n4;arded Treas;res
Le>e
l
1Ds o
Coer
1Ds o
Sil>er
1Ds o
Eletr;5
1Ds o
,old
1Ds o
Platin;5
,e5s and
Je8elr2
*a4i Ite5s
1 BN 1d B0N 1d6 2BN 1d N 1d 1N 1d N 1d
3N 1d
2N Any 1
2 B0N 1d10 B0N 1d 2BN 1d6 20N 1d6 2N 1d 10N 1d6
N 1d
BN Any 1
3 30N 2d6 B0N 1d10 2BN 1d B0N 1d6 N 1d 1BN 1d6
N 1d6
N Any 1
-B 20N 3d6 B0N 2d6 2BN 1d10 B0N 2d6 N 1d 20N 1d
10N 1d6
12N Any 1
6- 1BN d6 B0N 3d6 2BN 1d12 0N 2d 1BN 1d 30N 1d
1BN 1d6
16N Any 1
O 10N Bd6 B0N Bd6 2BN 2d BN d6 30N 1d 0N 1d
30N 1d
20N Any 1
/ote, @ngarded treasres shold be rare see the ,a5e *aster se$tion' belo5' !or advi$e on pla$ement o!
ngarded treasre%
,e5s and Je8elr2
@se the tables belo5 to determine the base vale and
nmber !ond 5hen gems are indi$ated in a treasre
hoard% >! the nmber generated in the main table above
is small' roll !or ea$h gem bt i! the nmber is large H10
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TREAS!RE BASIC FANTAS$ RP,
or more' at the G)Ls optionJ' a!ter ea$h roll !or (ype
and ase Eale' roll the indi$ated die to see ho5 many
s$h gems are in the hoard%
dK T2e Base al;e
in ,old
Piees
N;56er
Fo;nd
01-20 "rnamental 10 1d10
21-B +emipre$ios B0 1d
6-B 7an$y 100 1d6
6-FB ;re$ios B00 1d
F6-00 Gem 1000 1d2
.e5el B000 1
(he vales o! gems vary !rom the above !or reasons o!:ality' sie' et$% (he G) may se the table belo5 to
adIst the vales o! the gems in the hoard' at his or her
option% (his is 5hy there is no die reslt given in the
table above !or .e5el on a roll o! 12 on the table belo5'
a Gem $an be$ome a .e5el%
#d al;e AdG;st5ent
2 /e&t #o5er Eale Ro5
3 1Q2
3Q
B-F /ormal Eale
10 1%B (imes
11 2 (imes
12 /e&t igher Eale Ro5
dK ,e5 T2e dK ,e5 T2e
01-10 Greenstone 66-0 (opa
11-20 )ala$hite 1-B loodstone
21-2 Aventrine 6-F +apphire
2F-3 ;henalope 0-F Diamond
3F-B Amethyst F0-F 7ire "pal
6-B 7lorospar FB-F Rby
BB-60 Garnet F-00 merald
61-6B Ale&andrite
+tandard items o! Ie5elry are valed at 2d&100 gp
vale% (he table belo5 $an be sed to generate
des$riptions o! the items themselves%
dK T2e dK T2e
01-06 An*let B6-62 arring
0-12 elt 63-6B 7lagon
13-1 o5l 66-6 Goblet
1B-21 ra$elet 6F-3 4ni!e
22-2 roo$h - #etter "pener
2-32 $*le -0 #o$*et
33-3 Chain 1-2 )edal
3-0 Cho*er 3-F /e$*la$e
1-2 Cir$let F0 ;late
3- Clasp F1-FB ;in
-B1 Comb F6 +$eptre
B2 Cro5n F-FF +tatette
B3-BB Cp 00 (iara
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TREAS!RE BASIC FANTAS$ RP,
dK Roll .eaon Bon;s
*elee *issile Bon;s
01-0 01-6 O1
1-B0 -B O2
B1-BB BF-6 O3
B6-B O
B OB
BF-B 6B-2 O1' O2 vs% +pe$ial nemy
6-B 3-F O1' O3 vs% +pe$ial nemy
6-FB Roll Again O +pe$ial Ability
F6-F FB-F Crsed' -1S
FF-00 FF-00 Crsed' -2S
S >! $rsed 5eapons are rolled along 5ith spe$ial abilities'
ignore the spe$ial ability roll%
1d Seial Ene52 1d Seial Ene52
1 Dragons Regenerators
2 n$hanted B +pell @sers
3 #y$anthropes 6 @ndead
1d# Seial A6ilit2
01-0F Casts #ight on Command
10-11 Charm ;erson
12 Drains nergy
13-16 7lames on Command
1-1F #o$ate "bIe$ts
20 ishes
*a4i Ar5or
Generate the type and bons o! ea$h item o! magi$
armor on the tables belo5%
dK Ar5or T2e dK Ar5or Bon;s
01-0F #eather Armor 01-B0 O1
10-2 Chain )ail B1-0 O2
2F-3 ;late )ail 1-F0 O3
-00 +hield F1-FB Crsed S
F6-00 Crsed' AC 11 SS
S >! Crsed armor is rolled' roll again and reverse the bons
He%g%' -1 instead o! O1J%
SS (his armor has AC 11 bt appears to be O1 5hen
tested%
Potions
dK T2e dK T2e dK T2e
01-03 Clairadien$e 33-3B Dimintion 6F-2 >nvisibility
0-0 Clairvoyan$e 36-3F +; 3-6 >nvlnerability
0-10 Control Animal 0-3 7ire Resistan$e -0 #evitation
11-13 Control Dragon - 7lying 1- #ongevity
1-16 Control Giant -B1 Gaseos 7orm B-6 ;oison
1-1F Control man B2-BB Giant +trength -F ;olymorph +el!
20-22 Control ;lant B6-BF Gro5th F0-F +peed
23-2B Control @ndead 60-63 ealing F-00 (reasre 7inding
26-32 Delsion 6-6 eroism
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BASIC FANTAS$ RP, TREAS!RE
Srolls
dK ,eneral T2e
01-03 Cleri$ +pell +$roll H1 +pellJ
0-06 Cleri$ +pell +$roll H2 +pellsJ
0-0 Cleri$ +pell +$roll H3 +pellsJ
0F Cleri$ +pell +$roll H +pellsJ
10-1B )agi$-@ser +pell +$roll H1 +pellJ
16-20 )agi$-@ser +pell +$roll H2 +pellsJ
21-2B )agi$-@ser +pell +$roll H3 +pellsJ
26-2F )agi$-@ser +pell +$roll H +pellsJ
30-32 )agi$-@ser +pell +$roll HB +pellsJ
33-3 )agi$-@ser +pell +$roll H6 +pellsJ
3B )agi$-@ser +pell +$roll H +pellsJ
36-0 Crsed +$roll
1-6 ;rote$tion !rom lementals
-B6 ;rote$tion !rom #y$anthropes
B-61 ;rote$tion !rom )agi$
62-B ;rote$tion !rom @ndead
6-B )ap to (reasre (ype A
6-F )ap to (reasre (ype
F0-F2 )ap to (reasre (ype G
F3-00 )ap to 1d )agi$ >tems
Rin4s
dK T2e
01-06 Control Animal
0-12 Control man
13-1F Control ;lant
20-30 Delsion
31-33 DIinni +mmoning
3- 7ire Resistan$e
B-B >nvisibility
B-66 ;rote$tion O1
6-0 ;rote$tion O2
1 ;rote$tion O3
2-3 Regeneration
-B +pell +toring
6-1 +pell (rning
2-3 (ele*inesis
-F0 ater al*ing
F1-F ea*ness
F ishes
FF-00 P-Ray Eision
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TREAS!RE BASIC FANTAS$ RP,
.ands Sta>es and Rods
dK T2e
01-0 Rod o! Can$ellation
0F-13 +na*e +ta!!
1-1 +ta!! o! Commanding
1-2 +ta!! o! ealing
2F-30 +ta!! o! ;o5er
31-3 +ta!! o! +tri*ing
3B +ta!! o! iardry
36-0 and o! Cold
1-B and o! nemy Dete$tion
6-B0 and o! 7ear
B1-BB and o! 7ireballs
B6-60 and o! >llsion
61-6B and o! #ightning olts
66-3 and o! )agi$ Dete$tion
-F and o! ;aralyation
0- and o! ;olymorph
B-F2 and o! +e$ret Door Dete$tion
F3-00 and o! (rap Dete$tion
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BASIC FANTAS$ RP, TREAS!RE
*isellaneo;s *a4i Ite5s
dK T2e
01-0 Amlet o! ;roo! against Dete$tion and #o$ation
0B-06 ag o! Devoring
0-12 ag o! olding
13-1 oots o! #evitation
1-22 oots o! +peed
23-2 oots o! (raveling and #eaping
2 o5l Commanding ater lementals
2F raier Commanding 7ire lementals
30-3B room o! 7lying
36 Censer Commanding Air lementals
3-3F Cloa* o! Displa$ement
0-3 Crystal all
-B Crystal all 5ith Clairadien$e
6 Drms o! ;ani$
!reeti ottle
-B lven oots
BB-61 lven Cloa*
62-63 7lying Carpet
6-0 Gantlets o! "gre ;o5er
1-2 Girdle o! Giant +trength
3- elm o! Reading #angages and )agi$
F elm o! (elepathy
0 elm o! (eleportation
1 orn o! lasting
2-F0 )edallion o! +;
F1 )irror o! #i!e (rapping
F2-F6 Rope o! Climbing
F-FF +$arab o! ;rote$tion
00 +tone Commanding arth lementals
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TREAS!RE BASIC FANTAS$ RP,
E=lanation o *a4i Ite5s
!sin4 *a4i Ite5s
(o se a magi$ item' it mst be a$tivated' althogh
sometimes a$tivation simply means ptting a ring on
yor !inger% +ome items' on$e donned' !n$tion
$onstantly%
+ome items are a$tivated Ist by sing them% 7or
instan$e' a $hara$ter has to drin* a potion' s5ing a
s5ord' interpose a shield to de!le$t a blo5 in $ombat'
5ear a ring' or don a $loa*% A$tivation o! these items is
generally straight!or5ard and sel!-e&planatory% (his
doesnXt mean that i! yo se s$h an item' yo
atomati$ally *no5 5hat it $an do% =o mst *no5 Hor
at least gessJ 5hat the item $an do and then se the
item in order to a$tivate it' nless the bene!it o! the item
$omes atomati$ally' s$h as !rom drin*ing a potion or
s5inging a s5ord%
>! no a$tivation method is sggested either in the magi$
item des$ription or by the natre o! the item' assme
that a $ommand 5ord is needed to a$tivate it%
Command 5ord a$tivation means that a $hara$ter
spea*s the 5ord and the item a$tivates% /o other
spe$ial *no5ledge is needed%
A $ommand 5ord $an be a real 5ord' bt 5hen this is
the $ase' the holder o! the item rns the ris* o!
a$tivating the item a$$identally by spea*ing the 5ord in
normal $onversation% )ore o!ten' the $ommand 5ord is
some seemingly nonsensi$al 5ord' or a 5ord or phrase
!rom an an$ient langage no longer in $ommon se%
/ote that many magi$ items mst be held in the handHor other5ise spe$ially handled or 5ornJ to be sed the
ris* o! a$$idental a$tivation is less signi!i$ant !or s$h
items%
#earning the $ommand 5ord !or an item may be easy
Hsometimes the 5ord is a$tally ins$ribed on the itemJ
or it may be di!!i$lt' re:iring the servi$es o! a po5er!l
5iard or sage' or some other means o! dis$overy%
"nly the $hara$ter holding or 5earing a magi$ item may
a$tivate it% A $hara$ter that has been gagged or
silen$ed may not a$tivate a magi$ item 5hi$h re:ires a
$ommand 5ord%
hen an arti$le o! magi$ armor' $lothing or Ie5elry
Hin$lding a ringJ is dis$overed' sie is not sally an
isse% +$h items magi$ally adIst themselves !or
5earers !rom as small as al!lings to as large as
mans% (his e!!e$t is $alled ao55odation% (he
G) may $reate 8primitive9 items la$*ing this po5er i! he
or she 5ishes%
Generally only one magi$al item o! a given type may be
5orn at the same time% 7or e&le' a $hara$ter $an
normally only 5ear one sit o! armor' 5ear one
ne$*la$e and $arry one shield at a time% >n the $ase o!
rings' a $hara$ter may 5ear one magi$al ring per hand%
>! a $hara$ter 5ears more items o! a given type than
5old normally be pra$ti$al' the items 5ill sally !ail to
!n$tion de to inter!eren$e 5ith one another !or
instan$e' 5earing t5o rings on the same hand normally
reslts in both rings !ailing to operate% Note
/o8e>er that this limitation $annot be sed to disable
$rsed magi$ items% 7or e&le' 5earing a $rsed
ring 5old prevent another magi$ ring !rom being 5orn
and sed on that hand' bt the $rse 5old not be li!ted
by donning a se$ond magi$ ring%
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BASIC FANTAS$ RP, TREAS!RE
*a4i .eaons
)agi$ 5eapons are $reated 5ith a variety o! po5ers
and 5ill sally aid the 5ielder in $ombat% A magi$al
5eaponLs bons is applied to all atta$* and damagerolls made 5ith the 5eapon%
Casts Li4/t on Co55and: y dra5ing the
5eapon and ttering a $ommand 5ord' the 5ielder may
$ase it to glo5 it 5ill then shed light 5ith the same
radis as a li4/t spell% +heathing or laying do5n the
5eapon' or spea*ing the $ommand 5ord again' dispels
the e!!e$t% (his po5er may be sed as o!ten as
desired%
C/ar5 Person: (his po5er allo5s the 5ielder to $ast
/ar5 erson on$e per day' as i! by an th level
)agi$-@ser' by brandishing the 5eapon' spea*ing a
$ommand 5ord and gaing at the target $reatre% H(he
5ielderLs gae does not have to be met !or the spell to
be $ast%J (he target $reatre is allo5ed saving thro5s
Ist as des$ribed in the spell des$ription%
rains Ener42: A 5eapon 5ith this po5er drains one
li!e energy level on a hit' as des$ribed nder Ener42
rain in the Eno;nter se$tion p to 2d levels $an
be drained by a 5eapon 5ith this po5er' a!ter 5hi$h
time the 5eapon loses this po5er bt retains any other
magi$al e!!e$ts or bonses%
Fla5es on Co55and: @pon $ommand' the
5eapon 5ill be sheathed in !ire% (he !ire does not harm
the 5ielder% (he e!!e$t remains ntil the $ommand is
given again' or ntil the 5eapon is dropped or
sheathed% hile it !lames' all damage done by the
5eapon is treated as !ire damage' and an additional O1
bons Hin addition to the 5eaponLs normal bonsJ is
added to damage 5hen !ighting trolls' treants' and other
$reatres espe$ially vlnerable to !ire% >t $asts light and
brns Ist as i! it 5ere a tor$h%
Loate O6Gets: (his po5er allo5s the 5ielder to
$ast the spell loate o6Get on$e per day' as i! by an
th level )agi$-@ser%
Seial Ene52: (hese 5eapons are $reated to$ombat a spe$i!i$ sort o! $reatre' as rolled on the
+pe$ial Ability table% hen sed against that spe$i!i$
enemy' the se$ond listed bons applies instead o! the
!irst so a s5ord O1' O3 vs% @ndead 5old provide O1
atta$* and damage against giant rats' bt O3 atta$* and
damage rolls against ombies%
.is/es: eapons 5ith this po5er have the ability to
grant 1d 5ishes% (he G) mst adIdi$ate all 5ishes'
and instr$tions are given in the ,a5e *aster
se$tion regarding this% A!ter these 5ishes have been
made' the 5eapon loses this po5er' bt retains any
other bonses and po5ers%
C;rsed .eaons in!li$t a penalty to the 5ielderLs
atta$* rolls' as rolled on the eapon ons table% (he
$rse $ases the a!!li$ted $hara$ter to be nable to get
rid o! the 5eapon% (here are t5o possible !orms the
$rse may ta*e, "bsession and A!!li$tion% (he G) may
de$ide 5hi$h to se at his or her option%
O6session: Regardless o! ho5 severe the penalty is'
the $hara$ter 5ielding the 5eapon 5ill believe it is a
bons and re!se to se any other 5eapon in $ombat%
A re5o>e ;rse spell is the only 5ay to rid a
$hara$ter o! s$h a 5eapon bt as he or she 5ill
believe the 5eapon is the best magi$al 5eapon ever'
the $hara$ter re$eives a saving thro5 vs% +pells to
resist%
Alition: (he $hara$ter *no5s the 5eapon is
$rsed as soon as he or she ses it in $ombat
ho5ever' any attempt to thro5 it a5ay !ails' as the
5eapon magi$ally appears ba$* in the $hara$terLs hand
5henever he or she tries to dra5 any other 5eapon% >n
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TREAS!RE BASIC FANTAS$ RP,
this $ase' the re5o>e ;rse spell needed to rid the
$hara$ter o! the 5eapon 5ill be nopposed Hi%e% no
saving thro5J%
*a4i Ar5or
)agi$ armor Hin$lding shieldsJ o!!ers improved'
magi$al prote$tion to the 5earer% >n general' magi$
armor grants the normal Armor Class !or its type' pls
the magi$al armor bons' as rolled on the )agi$ Armor
table !or e&le' ;late )ail O2 provides an Armor
Class o! 1F%
(here are t5o varieties o! ;rsed ar5or , Crsed
Armor -1 and Crsed Armor AC 11% (he !irst varietyLs
AC is red$ed by the rolled penalty !or e&le' ;late
)ail -1 grants Armor Class 16% (he se$ond type is
m$h 5orse' !or regardless o! the type' it only provides
Armor Class 11% De&terity and shield bonses still
apply%
Crsed armor $annot be removed !rom the 5earer on$e
the $rse is proven' that is' on$e the 5earer is hit in
$ombat% "n$e the $rse has ta*en e!!e$t' only a
re5o>e ;rse spell' or some more po5er!l magi$Hs$h as a 5ishJ' 5ill enable the 5earer to remove it%
(he armor 5ill dete$t as magi$al' li*e any other magi$
armor the $rse $annot be dete$ted by any means
other than 5earing the armor in $ombat%
Potions
A potion is an eli&ir $on$o$ted 5ith a spell-li*e e!!e$t
that a!!e$ts only the drin*er% @nless other5ise noted' a
potion grants its bene!its !or 1d6O6 trns Heven i! thedration o! an asso$iated spell is longer or shorterJ%
Claira;diene: (his potion enables the drin*er to
hear sonds in another area throgh the ears o! a living
$reatre in that area' p to a ma&imm 60L a5ay% (his
e!!e$t other5ise !n$tions Ist as the spell
lair>o2ane%
Clair>o2ane: (his potion grants the imbiber the
e!!e$t o! the lair>o2ane spell%
Control Ani5al: (his potion !n$tions li*e a
ontrol /;5an potion' bt a!!e$ts only normal' non-
magi$al animals%
Control ra4on: (his potion !n$tions li*e a
ontrol /;5an potion' bt a!!e$ts only dragons%
Control ,iant: (his potion !n$tions li*e a ontrol
/;5an potion' bt a!!e$ts only giants%
Control %;5an: (his potion allo5s the drin*er to
$harm a hman' demi-hman' or hmanoid by gaing
at them% (he e!!e$t !n$tions li*e the /ar5 erson
spell% >! the $harm is resisted' the drin*er $an attempt
to $harm p to t5o more targets be!ore the potionXs
bene!it is e&hasted%
Control Plant: (his potion grants the drin*er $ontrol
over one or more plants or plant $reatres 5ithin a 10L
s:are area p to B0L a5ay% /ormal plants be$ome
animated' having a movement rate o! 10L' and obey the
drin*erLs $ommands% >! ordered to atta$*' only the
largest plants $an do any real harm' atta$*ing 5ith a O0
atta$* bons and in!li$ting 1d points o! damage per hit%
A!!e$ted plant $reatres H5ho !ail to save vs% +pellsJ
$an nderstand the drin*er' and behave as i! nder a
/ar5 5onster spell%
Control !ndead: (his potion grants the drin*er
$ommand o! 3d6 hit di$e o! ndead monsters% A save
vs% +pells is allo5ed to resist the e!!e$t% )indless
ndead !ollo5 the drin*erLs $ommands e&a$tly !ree-
5illed ndead a$t as i! nder a /ar5 erson spell%
el;sion: (his $rsed potion 5ill appear' i! tested or
analyed' to be one o! the other potions Hother than
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TREAS!RE BASIC FANTAS$ RP,
Poison: (his isnLt a potion at all' itLs a trap% (he
drin*er mst save vs% ;oison or die' even i! only a sip
5as imbibed%
Pol25or/ Sel: (his potion grants the po5er o! thespell o! the same name%
Seed: (his potion gives the drin*er the bene!its o!
the spell /aste%
Treas;re Findin4: (he imbiber o! this potion 5ill
immediately *no5 the dire$tion and appro&imate
distan$e to the largest treasre hoard in a 300L
spheri$al radis% (his potion spe$i!i$ally dete$ts
platinm' gold' ele$trm' silver' and $opper gemstones
and magi$ items are not dete$ted%
Srolls
)ost s$rolls $ontain some sort o! magi$ 5hi$h is
a$tivated 5hen read' and 5hi$h may only be sed
on$e the $hara$ters brn a5ay as the 5ords are read%
Sell Srolls are en$hanted 5ith one or more Cleri$
or )agi$-@ser spells Hnever both sorts on the same
s$rollJ% a$h spell $an be sed Ist on$e' thogh o!
$orse the same spell may appear mltiple times on a
single s$roll% @se the table belo5 to determine the spell
level o! ea$h spell on a s$roll% "nly a Cleri$ $an se a
Cleri$al s$roll' and only a )agi$-@ser $an se a )agi$-
@ser s$roll%
)agi$-@sers mst $ast read 5a4i on a spell s$roll
be!ore being able to se it ea$h s$roll needs to be
treated in this 5ay Ist on$e' and the e!!e$t lasts
inde!initely therea!ter% >! a )agi$-@ser attempts to $asta spell !rom a s$roll' and he or she does not *no5 that
spell' there is a 10N $han$e the spell 5ill !ail% >! a spell
on a s$roll is o! higher level than the highest level spell
the )agi$-@ser $an $ast' !or ea$h spell level o!
di!!eren$e' add 10N to the $han$e o! !ailre% 7or
e&le' Ara the 3rd level )agi$-@ser attempts to $ast
ol25or/ sel !rom a s$roll% Ara is able to $ast' at
most' 2nd
level spells% Pol25or/ sel is a th level
spell' so Ara has a $han$e o! !ailre o! 10N Hshe
doesnLt *no5 the spellJ pls 20N H2nd
level ma&imm
vs% th level spellJ' !or a total o! 30N%
Cleri$al s$rolls are 5ritten in a normal langage Hbeing
Ist spe$ially en$hanted prayersJ' so the Cleri$ merely
needs to *no5 the langage in 5hi$h the s$roll is
5ritten in order to se it% Cleri$s s!!er the same
$han$e o! !ailre as do )agi$-@sers' save that the 10N
penalty assigned !or not *no5ing the spell does not
apply%
Sell Srolls: Sell Le>el
dK Le>el o Sell
01-30 1st
31-BB 2nd
B6-B 3rd
6- th
F-F Bth
F-00 6th
A C;rsed Sroll in!li$ts some $rse pon 5hoever
reads it% >t need not be read $ompletely in !a$t' merely
glan$ing at the te&t is enogh to in!li$t the $rse% A
saving thro5 may or may not be allo5ed' as determined
by the G) Hthogh a save vs% +pells shold sally be
allo5edJ% (he G) is en$oraged to be $reative 5hen
$reating $rses the spell 6esto8 ;rse Hthe reverse
o! re5o>e ;rseJ $an be sed !or inspiration' bt
$rsed s$rolls $an $ontain more po5er!l or inventive
$rses at the G)Ls dis$retion%
Protetion Srolls $an be read by any $hara$ter
$lass' assming the $hara$ter $an read the langage
the s$roll is 5ritten in Hsee the notes nder Lan4;a4e
in the C/arater se$tion !or detailsJ% hen read' a
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BASIC FANTAS$ RP, TREAS!RE
prote$tion s$roll $reates a 10L radis prote$tive $ir$le
arond the reader preventing the 5arded $reatres
!rom entering% (he $ir$le moves 5ith the reader% Any
$reatre other than the sort the s$roll 5ards may enter'
in$lding o! $orse the allies o! the s$roll-reader' 5ho
are themselves prote$ted so long as they remain
entirely 5ithin the $ir$le% >! any $reatre 5ithin the $ir$le
per!orms a melee atta$* against any o! the 5arded
$reatres' the $ir$le is bro*en and the 5arded $reatres
may !reely atta$*% /ormal prote$tion s$rolls last !or 2
trns a!ter being read%
Protetion ro5 *a4i s$rolls are spe$ial' as they
prote$t against magi$ spells and items rather than
$reatres% /o magi$al e!!e$t $an $ross the 10L $ir$le o!
prote$tion in either dire$tion !or 1d trns% As 5ith the
other prote$tion s$rolls' the $ir$le $reated by this s$roll
moves 5ith the reader%
Treas;re *as are generally non-magi$al% (hey
mst be $reated by the G)' althogh he or she may
delay $reating the map ntil the $hara$ters $an a$tally
se it% (he treasre indi$ated on the map 5ill normally
be garded by some sort o! monster' determined by the
G) as desired%
Rin4s
A ring is a $ir$lar metal band 5orn on the !inger Hno
more than one ring per handJ that has a spell-li*e po5er
Ho!ten a $onstant e!!e$t that a!!e$ts the 5earerJ%
Control Ani5al: (he 5earer o! this ring $an $harm
p to 6 hit di$e o! animals% (he e!!e$t 5or*s m$h li*e
a /ar5 erson spell' bt only a!!e$ts animals
Hin$lding giant-sied animals' bt e&$lding !antasti$
$reatres as 5ell as anything more intelligent than a
dog or $atJ% (he 5earer $an a$tivate the po5er at 5ill'
targeting any animal 5ithin 60L that he or she $an see%
(he 5earer may $hoose to end the e!!e$t !or one or
more $ontrolled $reatres at any time' in order to 8!ree9
enogh hit di$e to $ontrol a ne5 target%
Control %;5an: (he 5earer o! this ring may $astthe spell /ar5 erson at any target he or she $an
see 5ithin 60L% (he 5earer $an se this po5er on$e
per rond' at 5ill' bt $annot $ontrol more than 6 hit
di$e o! $reatres at a time ho5ever' the 5earer may
$hoose to end the e!!e$t !or one or more $ontrolled
$reatres at any time' in order to 8!ree9 enogh hit di$e
to $ontrol a ne5 target%
Control Plant: (he 5earer o! this ring may $reate an
e!!e$t e:ivalent to a otion o lant ontrol at 5ill'
a!!e$ting plants or plant $reatres 5ithin 60L that he or
she $an see% (he e!!e$t lasts as long as the 5earer
remains 5ithin 60L o! the plants or plant $reatres% A
saving thro5 is allo5ed Ist as !or the potion%
el;sion: (his ring appears to be some other sort o!
ring Hroll again on the rings table to determine 5hat
sortJ% hoever 5ears it believes it is 5or*ing' and
behaves ths Hso a $hara$ter 5ho believes he is
5earing a rin4 o in>isi6ilit2 5ill believe himsel! to
a$tally be invisibleJ% @nli*e the potion o! the same
name' the ringLs e!!e$t is not dispelled by the 5earer
ta*ing damage in !a$t' the only 5ay to rid a $hara$ter o!
this $rsed item is 5ith the spell re5o>e ;rse%
Ginni S;55onin4: (his ring serves as a spe$ial
gate by means o! 5hi$h a spe$i!i$ dIinni $an be $alled
!rom the lemental ;lane o! Air% hen the ring is
rbbed' the dIinni appears on the ne&t rond% (he dIinni
!aith!lly obeys and serves the 5earer o! the ring' bt
never !or more than 1 hor per day% >! the dIinni o! the
ring is ever *illed' the ring be$omes non-magi$al and
5orthless%
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TREAS!RE BASIC FANTAS$ RP,
Fire Resistane: (he 5earer o! this ring re$eives
prote$tion as the spell resist ire' bt the prote$tion
5or*s $ontinally%
In>isi6ilit2: y a$tivating this simple silver ring' the5earer $an bene!it !rom in>isi6ilit2' as the spell% >!
the invisibility is dispelled Has des$ribed !or the spellJ'
the ring may not be rea$tivated !or one !ll trn% (he
invisibility e!!e$t other5ise lasts !or 2 hors%
Protetion: (his ring o!!ers $ontinal magi$al
prote$tion in the !orm o! a bons to the Armor Class o!
the 5earer Hvarying !rom O1 to O3 as sho5n on the
tableJ% (his bons is also applied to the 5earerLs saving
thro5 die rolls%
Re4eneration: (his ring grants the 5earer the po5er
o! regeneration' e&a$tly as des$ribed in the des$ription
o! the troll' in$lding the 5ea*ness 5ith respe$t to a$id
and !ire damage% o5ever' only damage ta*en 5hile
5earing the ring is regenerated%
Sell Storin4: A ring o! spell storing $ontains a
nmber o! )agi$-@ser spells that the 5earer $an $ast%
a$h spell has a $aster level e:al to the minimm
level needed to $ast that spell% Any $lass may 5ear
and se this ring' bt it $an only be re$harged by a
)agi$-@ser $asting the appropriate spell into it% A table
is provided belo5 to determine ho5 many spells' and
5hat levels they are% A ring o! spell storing mst be
re$harged 5ith the same spells that 5ere pla$ed into it
5hen it 5as made so a ring o! t5o spell storing
$ontaining ire6all and l2 $an only be re$harged 5ith
those t5o spells% (he ring magi$ally imparts to the
5earer the names o! all spells stored 5ithin it% A ring
!ond in a treasre hoard may be $ompletely $harged'
or dis$harged' or partially $harged' at the G)Ls option%
dK M o Sells dK
Le>el o
Sell
01-2 1 01-30 1st
2B- 2 31-BB 2nd
F-6 3 B6-B 3rd
6-1 6-B th
2-F1 B 6-F Bth
F2-F6 6 F-00 6th
F-00
Sell T;rnin4: (his ring re!le$ts spells $ast dire$tly
at the 5earer' bt not area e!!e$t spells' ba$* at the
$aster so a /old erson spell 5old be re!le$ted' bt
not a ire6all% >t 5ill re!le$t p to 2d6 spells be!ore its
po5er is e&hasted%
Tele?inesis: (he 5earer o! this ring $an se the
po5er o! the spell tele?inesis' as i! $ast by a 12th
level )agi$-@ser% (he e!!e$t may be sed as many
times per day as the 5earer 5ishes' bt lasts only as
long as the 5earer $on$entrates on it%
.ater .al?in4: (his ring allo5s the 5earer to 5al*
on any li:id as i! it 5ere !irm grond% )d' oil' sno5'
:i$*sand' rnning 5ater' i$e' and even lava $an be
traversed easily' sin$e the 5earerXs !eet hover an in$h
or t5o above the sr!a$e% )olten lava 5ill still $ase
the 5earer damage !rom the heat sin$e he or she is still
near it% (he 5earer $an 5al*' rn' or other5ise move
a$ross the sr!a$e as i! it 5ere normal grond%
.ea?ness: hoever pts this ring on is $rsed his
or her +trength s$ore is red$ed immediately to 3% (he
ring $an only be removed 5ith re5o>e ;rse%
.is/es: A ring o! 5ishes $ontains the po5er to grant
5ishes to the 5earer% 1d 5ishes 5ill remain 5ithin the
ring 5hen it is !ond% (he G) mst adIdi$ate all
5ishes' and instr$tions are given in the ,a5e
*aster se$tion regarding this%
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BASIC FANTAS$ RP, TREAS!RE
-Ra2 ision: "n $ommand' this ring gives its
possessor the ability to see into and throgh solid
matter% Eision range is 20 !eet' 5ith the vie5er seeing
as i! he 5ere loo*ing at something in normal light even
i! there is no illmination% P-ray vision $an penetrate 1
!oot o! stone' 1 in$h o! $ommon metal' or p to 3 !eet o!
5ood or dirt% (hi$*er sbstan$es or a thin sheet o! lead
or gold blo$*s the vision% (he ring may be sed three
times per day' and ea$h se lasts at most one trn Hor
ntil the 5earer $eases to $on$entrate pon itJ%
.ands Sta>es and Rods
A 5and is a short sti$*' generally 12 to 1 in$hes long'
imbed 5ith the po5er to $ast a spe$i!i$ spell or spell-
li*e e!!e$t% A ne5ly $reated 5and has 20 $harges' and
ea$h se o! the 5and depletes one o! those $harges a
5and !ond in a treasre hoard 5ill have 2d10 $harges
remaining% >! a 5and generates an e!!e$t e:ivalent to
a spell' assme the spell !n$tions as i! $ast by a 6th
level $aster' or the lo5est level $aster 5ho $old $ast
that spell H5hi$hever is higherJ' nless other5ise noted%
ands are generally sable only by )agi$-@sers%
+aving thro5s are rolled as normal' bt on the )agi$
ands $olmn rather than the +pells $olmn%
A sta!! has a nmber o! di!!erent Hbt o!ten relatedJ spell
e!!e$ts% A ne5ly $reated sta!! has 30 $harges' and
ea$h se o! the sta!! depletes one or more o! those
$harges% A sta!! !ond in a treasre hoard 5ill have
3d10 $harges remaining% +pell e!!e$ts generated by a
sta!! operate at th level' or the lo5est $aster level the
spell $old be $ast by' 5hi$hever is higher' nless
other5ise stated% +taves are sable only by )agi$-
@sers' e&$ept 5here noted% +aving thro5s against
magi$ !rom a sta!! are rolled on the +pells $olmn%
A rod is a s$epter-li*e item 5ith a spe$ial po5er nli*e
that o! any *no5n spell% Rods are normally sable by
any $lass%
Rod o Canellation: (his dreaded rod is a bane to
magi$ items' !or its to$h drains an item o! all magi$al
properties% >! the item is held by a $reatre' an atta$*
roll is needed to to$h it% @pon draining an item' the
rod itsel! be$omes brittle and $annot be sed again%
Drained items are only restorable by a 8is/%
Sna?e Sta: (his item is a 5al*ing sta!! O1% hen
sed by a Cleri$' the ser may $ommand the sta!! to
trans!orm into a $onstri$tor sna*e Hinstead o! $asing
damageJ on a s$$ess!l hit% (he sna*e 5ill 5rap
arond a target p to man sied and hold him or her
!ast !or 1d trns' nless a save vs% +pells is made%
(he sna*e does not atta$* in any other 5ay' nor $ase
any damage% (he sna*e may be re$alled by the ser at
any point' in 5hi$h $ase it retrns to his or her hand and
retrns to sta!! !orm% >t also retrns in this 5ay 5hen
the dration e&pires' or i! the save is made% (he sna*e
has Armor Class 1B' moves 20L per rond and has 20
hit points any hit points o! damage ta*en are healed
$ompletely 5hen the sna*e retrns to sta!! !orm i! *illed
in sna*e !orm' the magi$ is destroyed and it trns into a
bro*en sti$*% (he sta!! may be sed any nmber o!
times per day' and neither has nor ses $harges%
Sta o Co55andin4: (his sta!! $an $ast /ar5
erson and /ar5 5onster spells' and $an grant a
po5er e:ivalent to a otion o lant ontrol%
a$h !n$tion ses one $harge%
Sta o %ealin4: (his sta!! $an heal 1d6O1 hit
points per $harge e&pended' as the spell ;re li4/t
8o;nds% Alternately' 5ith an e&penditre o! t5o
$harges' the sta!! $an $ast ;re disease% (his sta!!
is only sable by a Cleri$%
Sta o Po8er: (his is a very potent magi$ item'
5ith o!!ensive and de!ensive abilities% >t is sally
topped 5ith a glistening gem' its sha!t straight and
smooth% >t has the !ollo5ing po5ers $osting one $harge
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TREAS!RE BASIC FANTAS$ RP,
per se, li4/tnin4 6olt H6d6 damageJ' ire6all H6d6
damageJ' one o old Has the 5and' !or 6d6
damageJ' ontin;al li4/t' and tele?inesis Has the
ring' lasting at most 1d6 trnsJ% (he sta!! is also a O2
5al*ing sta!!' and $an be sed e&a$tly as a sta o
stri?in4% A sta!! o! po5er $an be sed !or a retribtive
stri*e' re:iring it to be bro*en by its 5ielder% All
$harges $rrently in the sta!! are instantly released in a
30L radis' doing 1d6 damage per $harge remaining
Hsave vs% +pells !or hal! damageJ% All 5ithin the area'
in$lding the 5ielder' are a!!e$ted by this%
A!ter all $harges are sed p !rom the sta!!' it remains a
O2 5al*ing sta!!% "n$e empty o! $harges' it $annot be
sed !or a retribtive stri*e%
Sta o Stri?in4: (his sta!! has no atta$* bons' bt
is treated as a O1 5eapon 5ith respe$t to 5hat sorts o!
monsters it $an hit Hand is sable by any $lass in that
modeJ% (his sta!!Ls primary po5er may only be sed i!
5ielded by a Cleri$, y ttering a $ommand 5ord' the
Cleri$ may $reate an e!!e$t similar to the spell
stri?in4% &penditre o! one $harge adds 1d6
damage to the 5eaponLs ne&t stri*e e&penditre o! t5o$harges adds 2d6' and e&penditre o! three $harges
adds 3d6 damage% >! the 5eapon is not s$$ess!lly
sed a!ter the $ommand 5ord has been spo*en' the
e!!e$t dissipates a!ter one trn%
Sta o .i@ardr2: (his sta!! is e:ivalent to the
sta o o8er ' above' and has the !ollo5ing po5ers
as 5ell, in>isi6ilit2' ass8all' 8e6' and onG;re
ele5entals Has the spell' bt $onIring sta!!
elementals as des$ribed in the *onsters se$tionJ%
(hese po5ers ea$h se one $harge 5hen a$tivated%
.and o Cold: (his 5and generates a $oni$al blast
o! $old doing 6d damage Hsave vs% )agi$ ands !or
hal! damageJ% (he $one spreads !rom the tip o! the
5and to a 5idth o! 30L at a distan$e o! 0L a5ay%
.and o Ene52 etetion: (he e!!e$t o! this
5and is to ma*e all enemies o! the ser 5ithin 60L glo5
5ith a greenish 5hite light !or one rond% ven hidden
or invisible enemies glo5 in this 5ay' revealing them'
bt enemies $ompletely ot o! sight Hs$h as behind a
5allJ may not be seen by the ser% An 8enemy9 is any
$reatre 5hi$h is thin*ing o! or other5ise intending to
harm the ser also' all ndead monsters and animated
$onstr$ts 5ithin range 5ill glo5 in this 5ay regardless
o! intent or thoghts Hor la$* thereo!J%
.and o Fear: (his 5and generates the e!!e$t o! the
spell a;se ear Hthe reverse o! the spell re5o>e
ear J%
.and o Fire6alls: (his 5and generates ire6alls'
e&a$tly as the spell' doing 6d6 damage%
.and o Ill;sion: (his 5and allo5s the ser to
$reate illsions e:ivalent to the spell /antas5al
ore%
.and o Li4/tnin4 Bolts: (his 5and generates
li4/tnin4 6olts' e&a$tly as the spell' doing 6d6
damage%
.and o *a4i etetion: (his 5and grants the
ser a po5er e:ivalent to the spell detet 5a4i%
.and o Paral2@ation: (his 5and $reates the
e!!e$t o! the spell /old erson%
.and o Pol25or/: (his 5and $an be sed to
$ast either ol25or/ sel or ol25or/ ot/er %
.and o Seret oor etetion: (his 5and
grants the ser a po5er similar to the spell ind tras'bt 5hi$h reveals se$ret doors rather than traps%
.and o Tra etetion: (his 5and grants the
ser a po5er e:ivalent to the spell ind tras%
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BASIC FANTAS$ RP, TREAS!RE
*isellaneo;s *a4i Ite5s
A5;let o Proo a4ainst etetion and
Loation: (he 5earer o! this item is immne to all
!orms o! s$rying Hin$lding $rystal balls' $lairvoyan$e'
$lairadien$e' and any other means o! lo$ation or
spying at a distan$eJ as 5ell as any !orm o! mind
reading Hs$h as the spell ESPJ% "ther $hara$ters 5ho
remain 5ithin 30L o! the 5earer are also immne to
s$rying' bt not to mind reading%
Ba4 o e>o;rin4: (his bag appears to be an
ordinary sa$*% Dete$tion !or magi$al properties ma*es
it seem as i! it 5ere a 6a4 o /oldin4' and in !a$t it
per!orms e&a$tly li*e one 5hen !irst sed% o5ever' allitems pla$ed 5ithin disappear !orever 1d6O6 trns later%
(he bag $ontines to 5eigh 5hatever it did a!ter the
items 5ere pla$ed 5ithin it Hthat is' one-tenth the total
5eight o! the itemsJ' ntil it is again opened and
dis$overed to be empty%
Ba4 o %oldin4: (his appears to be a $ommon $loth
sa$* abot 2 !eet by !eet in sie% (he bag o! holding
opens into an e&tradimensional spa$e' and is able to
hold more than shold be possible, p to B00 ponds o!5eight' and p to 0 $bi$ !eet o! volme% A bag o!
holding 5eighs one-tenth as m$h as the total o! the
obIe$ts held 5ithin% Any obIe$t to be stored in a bag o!
holding mst !it throgh the opening' 5hi$h has a
$ir$m!eren$e o! !eet%
>! the bag is overloaded' or i! sharp obIe$ts pier$e it
H!rom inside or otsideJ' the bag rptres and is rined%
All $ontents are lost !orever% >! a bag o! holding is
trned inside ot' its $ontents spill ot' nharmed' bt
the bag mst be pt right be!ore it $an be sed again% >!
living $reatres are pla$ed 5ithin the bag' they $an
srvive !or p to one trn' a!ter 5hi$h time they
s!!o$ate% Retrieving a spe$i!i$ item !rom a bag o!
holding ta*es a !ll rond dring 5hi$h no movement
may be made%
Boots o Le>itation: "n $ommand' these leatherboots allo5 the 5earer to le>itate as i! by the spell o!
the same name%
Boots o Seed: (he 5earer o! these boots $an
$li$* his or her boot heels together' ths a$tivating a
/aste spell e!!e$t !or p to 10 ronds ea$h day% (he
dration o! the /aste e!!e$t need not be $onse$tive
ronds the boots $an be trned o!! and on as desired%
Boots o Tra>elin4 and Leain4: (hese boots
in$rease the 5earerXs base land speed by an additional
10L per rond% >n addition to this traveling ability' these
boots allo5 the 5earer to ma*e great leaps' Imping p
to 10L high andQor 30L a$ross%
Bo8l Co55andin4 .ater Ele5entals: (his
large $ontainer is sally !ashioned !rom ble or green
semipre$ios stone% >t is abot 1 !oot in diameter' hal!
that deep' and relatively !ragile% hen the bo5l is !illed
5ith !resh 5ater' and $ertain 5ords are spo*en' a 5ater
elemental appears and !ollo5s the $ommands o! the
smmoner Has des$ribed !or the lemental monster
entryJ% (he smmoning 5ords re:ire 1 !ll rond to
spea*% "nly one s$h elemental $an be $alled per day%
Bra@ier Co55andin4 Fire Ele5entals: (his
devi$e appears to be a normal $ontainer !or holding
brning $oals% hen a !ire is lit in the braier and the
proper smmoning 5ords are spo*en' a !ire elemental
appears and !ollo5s the $ommands o! the smmoner
Has des$ribed !or the lemental monster entryJ% (he
smmoning 5ords re:ire 1 !ll rond to spea*% "nly
one s$h elemental $an be $alled per day%
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TREAS!RE BASIC FANTAS$ RP,
Broo5 o Fl2in4: (his broom is able to !ly throgh
the air !or p to F hors per day Hsplit p as its o5ner
desiresJ% (he broom $an $arry 200 ponds and !ly at a
speed o! 0 !eet' or p to 00 ponds at a speed at 30
!eet% >n addition' the broom $an travel alone to any
destination named by the o5ner as long as he or she
has a good idea o! the lo$ation and layot o! that
destination% >t $omes to its o5ner !rom as !ar a5ay as
300 yards 5hen the $ommand 5ord is spo*en%
Censer Co55andin4 Air Ele5entals: (his 6-
in$h-5ide' 1-in$h-high per!orated golden vessel
resembles a thrible !ond in a pla$e o! 5orship% >! it is
!illed 5ith in$ense and lit' smmoning 5ords spo*en
over it smmon !orth an air elemental 5hi$h !ollo5s the
$ommands o! the smmoner Has des$ribed !or the
lemental monster entryJ% (he smmoning 5ords
re:ire 1 !ll rond to spea*% "nly one s$h elemental
$an be $alled per day%
Cloa? o islae5ent: (his item appears to be a
normal $loa*' bt 5hen 5orn by a $hara$ter its magi$al
properties distort and 5arp light 5aves' $asing the
5earerLs apparent lo$ation to shi!t arond $onstantlyover a range o! 3L !rom his or her tre lo$ation% (he !irst
melee or missile atta$* by any $reatre against the
5earer 5ill miss' and all !rther atta$*s by that atta$*er
are made 5ith an atta$* penalty o! -2% (his is not
$mlative 5ith the penalty !or !ighting blind%
Cr2stal Ball: (his is the most $ommon !orm o!
s$rying devi$e' a $rystal sphere abot 6 in$hes in
diameter% (hey may only be sed by )agi$-@sers' 5ho
$an se the devi$e to see over virtally any distan$e% A$rystal ball $an be sed three times per day' !or p to a
trn ea$h time%
(he $han$e o! s$$ess 5hen sing a $rystal ball is as
sho5n belo5% (otal $han$es e:al to or greater than
100N do not re:ire a roll%
no8led4e and Connetion C/ane
+e$ondhand 4no5ledge Hheard o!J 2BN
7irsthand 4no5ledge Hseen brie!lyJ BBN
7amiliar H*no5n 5ellJ FBN
;ossession or garment O2BN
ody part' lo$* o! hair' bit o! nail' et$% OB0N
(he ser o! the $rystal ball is the only one 5ho 5ill see
the image% /o sond 5ill be heard normally% etet
5a4i' detet e>il' and ESP have a 3N $han$e per
level o! the $aster o! operating $orre$tly i! sed 5ith a
$rystal ball%
Cr2stal Ball 8it/ Claira;diene: (his item 5or*s
e&a$tly li*e the standard $rystal ball' above' bt also
allo5s the ser to hear any sonds in the lo$ation
vie5ed as i! he or she 5ere there%
r;5s o Pani: (hese drms are *ettle drms
Hhemispheres abot 1-1Q2 !eet in diameter on standsJ%
(hey $ome in pairs and are nremar*able in
appearan$e% >! both o! the pair are sonded' all
$reatres o! less than 6 hit di$e 5ithin 120L H5ith the
e&$eption o! those 5ithin a 20L radis sa!e one arond
the drmsJ mst save vs% +pells or !lee in !ear% (he
drms $an be sed on$e per day%
Ereeti Bottle: (his item is typi$ally !ashioned o!
brass or brone' 5ith a lead stopper bearing spe$ial
seals% A thin stream o! smo*e is o!ten seen issing
!rom it% (he bottle $an be opened on$e per day% hen
opened' the e!reeti imprisoned 5ithin isses !rom the
bottle instantly% (here is a 10N $han$e H01–10 on dNJ
that the e!reeti is insane and atta$*s immediately pon
being released% (here is also a 10N $han$e HF1–100J
that the e!reeti o! the bottle grants three 5ishes% >n
either $ase' the e!reeti a!ter5ard disappears !orever%
(he other 0N o! the time H11–F0J' the inhabitant o! the
bottle loyally serves the $hara$ter !or p to an hor per
day !or 101 days Hor ntil the e!reetiXs deathJ' doing as
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BASIC FANTAS$ RP, TREAS!RE
he or she $ommands% A!ter 101 days have passed' the
e!reeti is !reed !rom servi$e and may retrn to its
e&tradimensional home% Roll only the !irst time the
bottle is opened Hor the G) may $hoose 5hi$h sort o!
bottle is !ond as he or she desiresJ%
El>en Boots: (hese so!t boots enable the 5earer to
move :ietly in virtally any srrondings' granting a
F0N $han$e o! s$$ess 5hen moving silently Has the
(hie! ability o! the same nameJ%
El>en Cloa?: (his $loa* o! netral gray $loth is
indistingishable !rom an ordinary $loa* o! the same
$olor% o5ever' 5hen 5orn 5ith the hood dra5n p
arond the head' the 5earer be$omes nearly invisible'
granting an 0N $han$e that the 5earer $an move
abot nnoti$ed% >! dete$ted by onloo*ers' the 5earer
$an be atta$*ed 5ithot signi!i$ant penalty%
Fl2in4 Caret: (his rg is able to !ly throgh the air
on $ommand% A !lying $arpet is typi$ally BL & L in sie
and $an $arry p to B00 ponds at a movement rate o!
100L per rond' or p to 1000 ponds Hits ma&imm
$apa$ityJ at a rate o! B0L per rond% A !lying $arpet $an
!ly at any speed p to its ma&imm' and $an hover on
$ommand%
,a;ntlets o O4re Po8er: (hese gantlets are
made o! togh leather 5ith iron stds rnning a$ross
the ba$* o! the hands and !ingers% (hey grant the
5earer a +trength bons o! O Hinstead o! his or her
o5n +trength bonsJ% oth gantlets mst be 5orn !or
the magi$ to be e!!e$tive%
,irdle o ,iant Stren4t/: (his item grants the
5earer the +trength o! a giant% 7or so long as it is
5orn' the 5earer gains a +trength bons o! OB Hinstead
o! his or her o5n +trength bonsJ' and $an thro5 large
stones Ist as a stone giant does%
%el5 o Readin4 Lan4;a4es and *a4i:
Appearing as a normal helmet' this helm grants its
5earer the ability to nderstand the spo*en 5ords o!
any $reatre and to read te&t in any langage and any
magi$al 5riting% /ote that the limitations des$ribed
nder the spell read lan4;a4es apply to this devi$e
also% @nderstanding a magi$al te&t does not
ne$essarily imply spell se%
%el5 o Teleat/2: (he 5earer $an read the
sr!a$e thoghts o! a target $reatre 5ithin F0L as i!
sing the spell ESP% 7rthermore' he or she $an send
a telepathi$ message to anyone 5hose sr!a$e
thoghts are ths being read Hallo5ing t5o-5ay
$ommni$ationJ% (his helm may be sed p to three
times per day%
%el5 o Teleortation: A $hara$ter 5earing this
devi$e may teleort three times per day' e&a$tly as i!
he or she had $ast the spell o! the same name%
%orn o Blastin4: (his horn appears to be a normal
trmpet% >t $an be sonded as a normal horn' bt i! the
$ommand 5ord is spo*en and the instrment is then
played' it deals 2d6 points o! damage to $reatres
5ithin a $one 0L long and 0L 5ide at the !ar end' and
$ases them to be dea!ened !or 2d6 ronds% A!!e$ted
$reatres may save vs% Death Ray' ta*ing hal! damage
and avoiding dea!ness i! the save is made% Crystalline
$reatres ta*e doble damage% /onliving $reatres are
generally immne to dea!ness' bt still s!!er damage
as des$ribed%
>! a horn o! blasting is sed magi$ally more than on$e in
a given day' there is a 10N $mlative $han$e 5ith
ea$h e&tra se that it e&plodes and deals 3d6 points o!
damage to the person sonding it%
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
ie Roll Le>el 1 Le>el # Le>el 3
1 ee' Giant eetle' Giant ombardier Ant' Giant
2 Goblin 7ly' Giant Ape' Carnivoros
3 Green +limeS Ghol eetle' Giant (iger
4obold Gnoll gbear
B /;C ;arty, Adventrer Gray "oe Doppleganger
6 /;C ;arty, andit obgoblin GargoyleS
"r$ #iard )an Gelatinos Cbe
+*eleton /;C ;arty, Adventrer #y$anthrope' ereratS
F +na*e' Cobra +na*e' ;it Eiper "gre
10 +pider' Giant Crab +pider' Giant la$* ido5 +hado5S
11 +tirge (roglodyte (enta$le orm
12 ol! ombie ightS
ie Roll Le>el '& Le>el 7 Le>el +
1 ear' Cave asilis* la$* ;dding
2 Cae$ilia' Giant la$* ;dding Chimera
3 Co$*atri$e Cae$ilia Giant' ill
Doppleganger Displa$er Giant' +tone
B Gray "oe ydra ydra
6 ellhond #y$anthrope' eretigerS #y$anthrope' ereboarS
#y$anthrope' ere5ol!S )mmyS ;rple orm
)inotar "5lbear +alamander' 7lameS
F "$hre .ellyS Rst )onsterS +alamander' 7rostS
10 "5lbear +$orpion' Giant EampireS
11 Rst )onsterS +pe$treS
12 raithS (roll
.ilderness Eno;nters
(he Game )aster shold $he$* !or random en$onters in the 5ilderness abot every !or hors o! game time this
translates ni$ely to three night $he$*s and three daytime $he$*s% >! yor players $hoose to stand three night
5at$hes' yo simply $he$* !or ea$h 5at$h in the daytime' $he$* morning' a!ternoon' and evening%
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
(o $he$* !or a 5ilderness en$onter' roll 1d6 on a roll o! 1' an en$onter o$$rs% >! a 5ilderness en$onter is
indi$ated' roll 2d on the appropriate table belo5% (he Game )aster shold thin* $are!lly abot ho5 the
en$onter happens $he$* !or srprise in advan$e' and i! the monster is not srprised' it may be $onsidered to have
had time to set p an ambsh Hat the G)Ls optionJ%
ie Roll esert or Barren ,rassland In/a6ited Territories
2 Dragon' le Dragon' Green Dragon' Gold
3 ellhond (roll Ghol
Giant' 7ire 7ly' Giant gbear
B ;rple orm +$orpion' Giant Goblin
6 7ly' Giant /;C ;arty, andit Centar
+$orpion' Giant #ion /;C ;arty, andit
Camel oar' ild /;C ;arty, )er$hant
F +pider' Giant (arantla /;C ;arty, )er$hant /;C ;arty, ;ilgrim
10 /;C ;arty, )er$hant ol! /;C ;arty, /oble
11 a5* ee' Giant Dog
12 /;C ;arty, andit Gnoll GargoyleS
13 "gre Goblin Gnoll
1 Gri!!on lin* Dog "gre
1B Gnoll ol!' Dire )inotar
16 Dragon' Red Giant' ill EampireS
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
ie Roll J;n4le *o;ntains or %ills Oean
2 Dragon' Green Dragon' hite Dragon' +ea
3 /;C ;arty, andit Ro$ H1d6, 1-3 #arge'
-B ge'
6 GiantJ
ydra
Goblin Displa$er hale' +perm
B obgoblin #y$anthrope' ere5ol!S Cro$odile' Giant
6 Centipede' Giant )ontain #ion Crab' Giant
+na*e' Giant ;ython ol! hale' 4iller
lephant +pider' Giant Crab "$tops' Giant
F Antelope a5* +har*' )a*o
10 .agar "r$ /;C ;arty, )er$hant
11 +tirge at' Giant /;C ;arty, $$aneer H;irateJ
12 eetle' Giant (iger a5*' Giant +har*' ll
13 Cae$ilia' Giant Giant' ill Ro$ H1d, 1-B ge' 6- GiantJ
1 +hado5S Chimera +har*' Great hite
1B /;C ;arty, )er$hant ol!' Dire )ermaid
16 #y$anthrope' eretigerS Dragon' Red +ea +erpent
ie Roll Ri>er or Ri>erside S8a5 .oods or Forest
2 Dragon' la$* Dragon' la$* Dragon' Green
3 7ish' Giant ;iranha +hado5S Ali$orn Hsee @ni$ornJ
+tirge (roll (reant
B 7ish' Giant ass #iard' Giant Dra$o "r$
6 /;C ;arty, )er$hant Centipede' Giant oar' ild
#iardman #ee$h' Giant ear' la$*
Cro$odile #iardman a5*' Giant
F 7rog' Giant Cro$odile Antelope
10 7ish' Giant Cat!ish +tirge ol!
11 /;C ;arty, $$aneer "r$ "gre
12 (roll (oad' Giant Hsee 7rog' GiantJ ear' ro5n
13 .agar (roglodyte ol!' Dire
1 /i&ie lood Rose Giant' ill
1B ater (ermite' Giant angman (ree "5lbear
16 Dragon' Green asilis* @ni$orn
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
Cit2 To8n or illa4e Eno;nters
>tLs important !or the Game )aster to remember that' nli*e dngeon or 5ilderness environments' $ities' to5ns and
villages are bsy pla$es% Dring the day' most to5ns 5ill have people on the streets more or less all the time the
absen$e o! people on the streets is o!ten an indi$ation o! something interesting% y night' m$h o! the to5n 5ill bedar* and :iet' and en$onters 5ill be mostly (hieves or other nsavory types bt near poplar eating Hor drin*ingJ
establishments' people o! all sorts are still li*ely to be en$ontered% (he G) mst ma*e sre that his or her
des$riptions o! the to5n environment ma*e this $lear o! $orse' this 5ill also ma*e it harder !or the players to
identi!y 8real9 en$onters%
(he G) is en$oraged to $reate his or her o5n en$onter
tables !or se in ea$h $ity' to5n or village $reated Hor
assign en$onters by other means i! desiredJ ho5ever' a
set o! 8generi$9 en$onter tables are provided belo5 !or
those times 5hen s$h preparation has not been$ompleted% Roll 2d6 on the table belo5 to determine 5hat
sort o! en$onter o$$rs a des$ription o! ea$h type o!
en$onter appears belo5 the table%
ie Roll a2 Eno;nter Ni4/t Eno;nter
2 Doppleganger Doppleganger
3 /oble +hado5S
(hie! ;ress Gang
B lly eggar
6 City at$h (hie!
)er$hant lly
eggar )er$hant
F ;riest Giant Rat
10 )er$enary City at$h
11 iard iard
12 #y$anthrope' ereratS #y$anthrope' ereratS
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
Be44ar en$onters 5ill o!ten begin 5ith a single
beggar approa$hing the party' bt there 5ill generally
be 2d beggars in the area' and i! any party member
gives anything to the !irst beggar' the others 5ill
des$end on the party li*e !lies% a$h beggar is F0N
li*ely to be a normal man' and 10N li*ely to be a 1st
level (hie!' possibly s$oting !or the (hieves Gild or a
lo$al gang%
B;ll2 en$onters 5ill be 5ith 2d yong toghs ea$h
is 0N li*ely to be a normal man' 30N li*ely to be a 1st
level 7ighter% llies generally appear narmed'
depending on their bra5ling ability in a !ight Hbt
*eeping a dagger or shorts5ord hidden' to be sed in
$ase the !ight is going against themJ% llies $an be a
bit npredi$table' s$h that the G) may 5ant to se a
rea$tion roll to determine the leaderLs mood%
Cit2 .at/ en$onters 5ill be 5ith 2d6 5at$hmen' all
1st level 7ighters save !or the s:ad leader' 5ho 5ill be
!rom 2nd
throgh th level% (hey 5ill $on!ront
8sspi$ios-loo*ing9 $hara$ters' bt generally 5ill need
a good reason be!ore they attempt to arrest or
other5ise inter!ere 5ith player $hara$ters%
ole4an4er en$onters 5ill' o! $orse' appear to
be some other type o! en$onter the G) shold roll
again to determine 5hat the doppleganger is
mas:erading as% 1d6 dopplegangers 5ill be
en$ontered any e&tra grop members 5ill be hmans
5ho do not *no5 they are traveling in the $ompany o!
shapeshi!ting monsters% >! the party is 8interesting9 to
the dopplegangers' one or more o! the monsters 5ill
attempt to !ollo5 them and repla$e a party member Hasdes$ribed in the monster des$riptionJ% >n many $ases'
player $hara$ter parties 5ill not dis$over the tre natre
o! the en$onter ntil m$h later%
,iant Rat en$onters 5ill generally involve alleys' the
do$*s' or other 8lo59 pla$es% Rats are generally not
dangeros nless provo*ed' bt i! srprised they may
atta$*% +ee the monster des$ription !or details o! this
en$onter type%
L2ant/roe .ererat en$onters 5ill appear to be
some other type o! en$onter' either another sort o!
8normal9 en$onter or a giant rat en$onter Hdepending
on the $ir$mstan$esJ% ererats are $o5ardly and 5ill
not atta$* a party o! e:al or larger sie%
*erenar2 en$onters 5ill involve 2d6 members o! a
mer$enary $ompany' going abot some bsiness or
other% A mer$enary leader may o!!er a position to
7ighter-$lassed player $hara$ters i! they have any
reptation at all%
*er/ants are a $ommon !eatre o! to5ns' and may
be en$ontered per!orming any sort o! bsiness% As
5ith mer$enary en$onters' mer$hants may o!!er Iobs
to interesting player $hara$ters' parti$larly those 5ith
good reptations% +ee Creatin4 an NPC Part2'
belo5' !or details on this type o! en$onter% HA
mer$hant in a to5n may not have a !ll entorage as
des$ribed belo5 the G) shold se his or her
dis$retion in $reating the en$onter%J
No6les en$ontered may also o!!er positions to player
$hara$ters' or possibly o!!er a re5ard !or some
dangeros tas*% ;layer $hara$ters 5ith bad reptations
may be $on!ronted' ordered to leave to5n' or even
arrested i! the noble is able to $all !or the $ity 5at$h%
H+ee Creatin4 an NPC Part2' belo5' !or details on
this type o! en$onter%J A noble in a to5n may not have
a !ll entorage as des$ribed belo5 the G) shold se
his or her dis$retion in $reating the en$onter%
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
Press ,an4s 5ill $onsist o! 2d6 7ighters' all 1st level
e&$ept !or one or t5o leaders o! 2nd
throgh Bth level%
(hey 5ill be armed 5ith blnt 5eapons or possibly 5ill
!ight 5ith their bare hands' sin$e their goal is to $aptre
rather than *ill player $hara$ters ho5ever' it is li*ely
that at least some members o! a press gang 5ill have
daggers or s5ords on their persons in $ase a serios
!ight brea*s ot% A press gang 5ill not $on!ront a party
o! e:al or greater sie nless the party is obviosly
5ea*ened' drn*' et$% >! the party loses' they 5ill
a5a*en aboard a ship at sea or in a military $amp
Hdepending on 5hether sailors or soldiers $aptred
themJ' narmed and at the mer$y o! their $aptors%
Priest en$onters 5ill sally be similar to a grop o!
pilgrims Hsee Creatin4 an NPC Part2' belo5' !or
detailsJ' thogh the grop en$ontered 5ill not be as
large as 5old be en$ontered in the 5ilderness%
Generally' a single priest o! 1st throgh
th level 5ill be
en$ontered' a$$ompanied by 1d o! the !aith!l%
S/ado8 en$onters in a to5n 5ill be m$h li*e thesame en$onter ndergrond see the monster
des$ription !or details%
T/ie en$onters 5ill be 5ith a grop o! 1d6 (hieves'
generally disgised as ordinary to5nsmen or
sometimes as beggars% "ne (hie! in the grop 5ill be
!rom 2nd
to th level' 5ith the others being 1
st level only%
(hey 5ill see* to steal !rom the party' o! $orse' nless
5at$hed very $are!lly%
.i@ard en$onters 5ill involve a )agi$-@ser o! th
throgh th level' a$$ompanied by 1d-1 apprenti$es o!
1st level% (he G) mst de$ide on the temperament and
mood o! the 5iard%
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
Creatin4 An NPC Part2
Ad>ent;rers
A party o! /;C adventrers
5ill sally $onsist o! -
$hara$ters' as !ollo5s, 1d3
7ighters' 1d2 (hieves' 1d2
Cleri$s' and 1d2-1 )agi$-
@sers% @sally the
$hara$ters 5ill all be o!
similar levels a!ter de$iding
5hat average level the party
shold be' yo may 5ish to
ma*e a !e5 o! the
$hara$ters lo5er levels Hto
re!le$t the sal
8repla$ements9 broght in
5hen some $hara$ters dieJ%
(he Game )aster mst
$hoose the ra$eHsJ o! the /;C adventrers to sit the
region they are !ond in Hor $ome !romJ% ;robably 0N
or more o! adventrers are man' 10N are D5arves'
6N are al!ling and the remaining N lvish% >! the
/;C adventrer party is evil' the G) may $hoose to
repla$e some party members 5ith hmanoid monsters
s$h as or$s' hobgoblins' or gnolls%
(he party may be rivals 5ith the player $hara$ters'
vying !or the same treasres' or they may a$tally be
enemies' evil maraders that the player $hara$ters
mst de!eat% >t is' o! $orse' possible that the /;C
adventrers are allied or other5ise !riendly 5ith the
player $hara$ters' bt this may ma*e things too easy !or
the players%
Bandits Bri4ands and %i4/8a25en
A party o! bandits 5ill generally $onsist o! 2d12 1st level
7ighters and 1d6 1st level (hieves' led by a 7ighter or
(hie! o! 2nd
to Bth level H1dO1J or by one o! ea$h $lass
Hi! there are 11 or more 1st level members totalJ% >n the
5ilderness' bandits 5ill generally have horses or other
steeds appropriate to the terrain Hstolen' o! $orseJ as
5ell as light armor' s5ords and bo5s or $rossbo5s%
Determine magi$ items as given belo5 !or the leaders
only ran*-and-!ile members 5ill not normally have
magi$ items%
>n their lair or hideot' a party o! bandits 5ill generally
have type A treasre H5ith magi$ items omitted sin$e
they 5ill have already been generated sing the rles
belo5J%
B;aneers and Pirates
(he di!!eren$e bet5een b$$aneers
and pirates is largely a :estion o!
5hat they 5ish to be $alled
5hatever yo $all them' they are
5aterborne e:ivalents o! bandits'
atta$*ing other ships or raiding $oastal to5ns !or
plnder%
A b$$aneer party 5ill $onsist o! 3d 1st level 7ighters'
led by a 7ighter o! 3rd to 6
th level H1dO2J and 1d3
7ighters o! 2nd
to Bth level% All 5ill be e&perien$ed at
handling ships' o! $orse% (hey 5ill be narmored or
armored only in leather' and 5ill be armed 5ith s5ords
and bo5s or $rossbo5s%
+eagoing pirates may appear in larger nmbers' bt the
nmber o! leader-types 5ill be similar to that given
above% Generate magi$ items !or leaders only as
des$ribed belo5% A shipload o! pirates or b$$aneers
5ill have a type A treasre' 5ith magi$ items omitted
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
(he remainder o! the party is rather random in natre
most pilgrim grops in$lde 3d6 normal men Hor 5omen
i! the religion allo5s 5omen to go on pilgrimagesJ' 1d6
7ighters o! level 1- Hroll !or ea$hJ 5ith $hainmail and
longs5ord' and 1d (hieves o! level 1- Hea$h o! 5hom
may be a genine devot person' or possibly Ist on the
lamJ% (here is also a B0N $han$e o! a single )agi$-
@ser o! level 1- being 5ith the party%
;ilgrims sally travel light' $arrying a single bag ea$h
and 5al*ing or riding mles or horses% (he pilgrim
party 5ill most li*ely be bringing o!!erings o! some sort
to their destination generate a type A treasre !or this
prpose% >! magi$ items are indi$ated' they 5ill most
li*ely not be sed by any o! the /;Cs as they have
already been dedi$ated to the god or pantheon%
*a4i Ite5s or NPCs
/;Cs 5ill generally have magi$ items in proportion to
their $lass and level assme a BN $han$e per level
that any given 7ighter' (hie! or Cleri$ /;C 5ill have a
magi$ 5eapon or magi$ armor Hroll !or 5eapon and
armor separately !or ea$h /;CJ% Regardless o! level' a
roll o! F6-00 shold be $onsidered a !ailre% )agi$-
@sers 5ill have a Ring o! ;rote$tion Hroll the bons as
sal !or the itemJ on a roll o! N per level' and a magi$
dagger or 5al*ing sta!! on a roll o! 3N per level%
>n addition' assme a 2N per level $han$e that any
given $hara$ter 5ill have a potion' and 3N per level that
a Cleri$ or )agi$-@ser 5ill have a s$roll o! some sort%
7inally' add p the levels o! all members o! the party'
and se this nmber as a per$entage $han$e that a
)is$ellaneos )agi$ item 5ill be !ond among them% >!
the roll is made' divide the nmber by t5o and roll
again i! the se$ond roll is made' t5o s$h items are
!ond% >! the party has more than 3 members' yo
might 5ish to divide the nmber in hal! again and roll !or
a third s$h item% Assign the )is$ellaneos )agi$ item
or items to 5hi$hever party members seem most
appropriate' or roll randomly i! yo $anLt de$ide%
e5i%;5an Parties
>t is assmed above that /;C parties 5ill be man' or
predominantly so bt the Game )aster may $hoose to
present parties o! lves' D5arves' or al!lings !rom
time to time% >n general' a party o! demi-hmans 5ill be
homogeneosK% an l! party 5old $onsist o! all lves'
!or instan$e% >! en$ontered in the territory o! another
ra$e' the demi-hman party might in$lde a gide hired
to lead them to their destination% 7or e&le' the l!
party mentioned above might hire a man gide tohelp them 5hen traveling throgh a man $ontry%
(he Game )aster may simply se the !igres given
above 5hen generating s$h parties% "ne thing that
the G) mst de$ide is 5hether or not the 8normal men9
rles apply to demi-hmansK are there 8normal elves9
!or instan$e? (his de$ision is le!t to the G)% >! there
are s$h $hara$ters' they 5ill have the same ra$ial
abilities as others o! their ra$e' bt 5ill !ight 5ith an
Atta$* ons o! O0 Ist as normal men do% >! there are
no s$h $hara$ters in the $ampaign 5orld' then simply
sbstitte 1st level 7ighters !or the normal men listed
above%
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
ealin4 8it/ Pla2ers
C/arater Creation Otions
(he standard $hara$ter $reation rles $all !or rolling 3d6
!or ea$h Ability +$ore in order% ;layers may $omplain
that they $anLt $reate the sort o! $hara$ters they 5ant to
play% ere are several options yo may $hoose !rom i!
yo 5ish to ma*e things easier !or yor players% /ote
that the players mst not be allo5ed to demand these
options itLs prely the de$ision o! the Game )aster%
Point S8ain4: Allo5 the player to 8move9 points
!rom one Ability +$ore to another' at a rate o! -2 to one
s$ore !or ea$h O1 added to the other% (he ma&imm
s$ore is still 1 Hor the ra$ial ma&imm i! lo5erJ' and the
player shold not be allo5ed to lo5er any s$ore belo5
F%
Sore S8ain4: #et the player e&$hange any t5o
Ability +$ores' on$e per $hara$ter%
T/e F;ll S/;le: #et the player arrange the si&
Ability +$ore vales as he or she 5ishes% (his allo5s
the most $stomiation !or the player' bt on the other
hand yo may !ind that all player $hara$ters in yor
$ampaign begin to loo* very m$h ali*e% >tLs not
n$ommon !or players to 8dmp9 the lo5est statisti$ in
Charisma' !or instan$e%
%oeless C/araters
+ometimes a player 5ill loo* at the si& s$ores rolled'
and de$lare the $hara$ter 8hopeless%9 (he Game
)aster shold al5ays allo5 the player to s$rap a
$hara$ter 5ith less than F in the !irst !or s$ores Hsin$eall !or $lasses 5old be navailable to that $hara$terJ%
o5ever' yo as the Game )aster might $hoose to
allo5 the player to reroll a $hara$ter 5ith s$ores that are
overall belo5 average even i! the $hara$ter isnLt as
8hopeless9 as this%
ereLs a sggestion, +m p the Ability +$ore bonses
or penalties that apply to the $hara$ter% >! the total is
negative' $onsider the $hara$ter belo5 average' and
allo5 the player to s$rat$h the entire set o! s$ores and
reroll% >! the total is ero' the $hara$ter is 8average'9
and the player probably shold go ahead and play the
$hara$ter as rolled% "bviosly' i! the total is greater
than ero' the $hara$ter shold be played as rolled%
A;isition o Sells
Cleri$s have an obvios advantage over )agi$-@sers'
in that' in theory' they have a$$ess to any spell o! any
level 5hi$h they $an $ast% o5ever' note that Cleri$s
are limited in their spell sele$tion based on their deity'
!aith or ethos !or instan$e' a Cleri$ o! the goddess o!
healing shold not be srprised that his or her deity
re!ses to grant reversed healing spells% >! a Cleri$
prays !or a spell that is not allo5ed' the Game )aster
may $hoose to grant the $hara$ter a di!!erent spell' or
optionally Hi! the deity is angeredJ no spell at all !or that
8slot%9
)agi$-@sers begin play *no5ing t5o spells' read
5a4i pls one other Hnless the G) grants more
starting spellsJ% a$h time the $hara$ter gains a level'
he or she gains the ability to $ast more spells in
addition' every other level the )agi$-@ser gains a$$ess
to the ne&t higher level spells Hntil all levels are
availableJ% o5ever' gaining the ability to $ast these
spells does not ne$essarily mean the )agi$-@ser
instantly learns ne5 spells%
As previosly des$ribed' )agi$-@sers may learn spells
by being taght by another )agi$-@ser' or by stdying
another )agi$-@serLs spellboo*% >! being taght' a spell
$an be learned in a single day resear$hing another
)agi$-@serLs spellboo* ta*es one day per spell level%
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
>n either $ase' the spell learned mst be trans$ribed
into the )agi$-@serLs o5n spellboo*' at a $ost o! B00 gp
per spell level trans$ribed%
A )agi$-@ser may add a ne5 spell o! any level he orshe may $ast at any point ho5ever' spells o! higher
levels may not be learned or added to the )agi$-@serLs
spellboo*% (he )agi$-@ser mst !ind a tea$her or
a$:ire a re!eren$e 5or* Hs$h as another )agi$-@serLs
spellboo*J in order to learn ne5 spells' and the $ost o!
s$h is in addition to the $osts given above% "!ten a
)agi$-@ser 5ill maintain a relationship 5ith his or her
original master' 5ho 5ill tea$h the $hara$ter ne5 spells
either !or !ree or in retrn !or servi$es% +ometimes t5o
)agi$-@sers 5ill agree to e&$hange *no5n spells%
o5ever' in many $ases the only option available to a
)agi$-@ser 5ill be to pay another )agi$-@ser Ho!ten an
/;CJ any5here !rom 100 gp to 1000 gp per spell level
in retrn !or s$h training%
)agi$-@sers may also $reate entirely ne5 spells Hor
alter e&isting spellsJ see the )agi$ Resear$h rles'
belo5' !or details%
.eaon and Ar5or Restritions
+everal ra$es and $lasses have 5eapon andQor armor
restri$tions applied to them% hat happens 5hen a
player de$lares that his or her $hara$ter is going to se
a prohibited 5eapon or 5ear prohibited armor?
Cleris: (he prohibition against edged 5eapons is a
matter o! !aith !or Cleri$s% (here!ore' i! a Cleri$ ses a
prohibited 5eapon' he or she immediately loses a$$ess
to his or her spells as 5ell as the po5er to (rn the
@ndead% A higher-level /;C Cleri$ o! the same !aith
mst assign some :est to the mis$reant' 5hi$h he or
she mst $omplete' in order to atone and regain his or
her po5ers% >! the $hara$ter is nrepentant' then he or
she is $hanged permanently !rom a Cleri$ to a 7ighter%
Re!igre the $hara$terLs level' applying the $rrent P;
total to the 7ighter table to determine this% it points
and atta$* bons remain the same $hange the atta$*
bons only a!ter a ne5 level is gained as a 7ighter' and
roll 7ighter hit di$e as normal 5hen levels are gained%
*a4i!sers: (hese $hara$ters are simply ntrained
in any 5eapon other than those normally allo5ed to
them' and shold s!!er a -B atta$* penalty 5hen sing
any prohibited 5eapon% A )agi$-@ser in armor $anLt
$ast spells at all any s$h attempt !ails' and the spell is
lost%
T/ie>es: earing armor heavier' more restri$tive
andQor noisier than leather armor prevents the se o!
any (hie! ability' in$lding the +nea* Atta$* ability%
(hieves may $hoose to 5ear s$h armor' bt this only
ma*es them a poor e&$se !or a 7ighter%
8ar>es and %allin4s: (hese $hara$ters are
prohibited !rom sing large 5eapons' mainly de to
their small statre and relatively lo5 5eight% >tLs hard to
s5ing a 5eapon 5hen the 5eapon is trying to s5ing
yo% >! s$h a $hara$ter tries to se a prohibited
5eapon' the Game )aster may either apply a -B atta$*
penalty based on the di!!i$lty o! sing the 5eapon' or
alternately de$lare the attempt ns$$ess!l' at his or
her option%
J;d4in4 .is/es
ishes are one o! the most potentially nbalan$ing
things in the game% ith a $are!lly 5orded 5ish' a
player $hara$ter $an ma*e s5eeping' dramati$ $hanges
in the game 5orld' possibly even re5riting history%
e!ore allo5ing the player $hara$ters in yor game
a$$ess to even one 5ish' thin* abot ho5 yo 5ill deal
5ith it%
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
ishes are granted by a variety o! beings% ven 5hen
a 5ish $omes !rom a devi$e Ha ring or a s5ord' !or
instan$eJ' some e&tradimensional being' god or devil or
5hatever' has pla$ed that 5ish in the devi$e% A 5ish
5ill tend to !rther the goals o! the granting being i! the
granter is an evil e!reeti' !or instan$e' it 5ill attempt to
t5ist the meaning or intent o! the 5ish so that it does
not really a$$omplish 5hat the player $hara$ter 5ants%
"n the other hand' i! the granter is one o! the good
po5ers' it 5ill grant the 5ish as intended so long at the
player $hara$ter isnLt being greedy or spite!l%
Game balan$e is the main isse that mst be
$onsidered% @sing a 5ish to heal the entire party'
teleport everyone 5ithot error to a distant lo$ation' or
to avoid or redo a $atastrophi$ battle' is reasonable% A
5ish that a $hara$ter be restored to li!e and health is
reasonable' bt a 5ish that not only restores bt also
improves the $hara$ter is not%
>n general' a 5ish is granted 5ith at least literala$$ra$yK the 5ords o! the 5ish mst be !l!illed% (he
e&$eption is 5ishes that are nreasonable !or game
balan$e prposes they are still at least literally
interpreted' bt may be only partially granted% >n the
last e&le above' !or instan$e' the granting po5er
5old li*ely restore the $hara$ter to li!e and health bt
ignore the 8improvements9 5ished !or%
Otional R;les
eat/ and 2in4
(he rles state that' at ero hit points' the $hara$ter is
dead% >! this is too harsh !or yo' here are several
approa$hes to $hanging the sitation,
Raise ead: (he !irst approa$h doesnLt $hange the
rles a bit% Arrange matters so that $hara$ters *illed in
an adventre $an be easily raised Hbt at a sbstantial
$ostJ% (his not only 8deals9 5ith the mortality isse' it
also soa*s p e&$ess treasre' preventing the player
$hara$ters !rom be$oming too ri$h to be interested in
adventring% >t also tends to re5ard the $atios Hsin$e
they get to *eep their gold more o!tenJ%
hat i! the $hara$ters donLt have enogh money 5hen
they die to a!!ord to be raised? Allo5 the lo$al
religios establishment to raise dead adventrers in
retrn !or their indentreK that is' the adventrers'
pon being restored to li!e' o5e the $hr$h or temple
the money it 5old have $ost to be raised' or an
euivalent service% (hs' the lo$al religios leaders5old have a ready pool o! adventrers to nderta*e
dangeros missions !or them%
t the adventrerHsJ are deadK ho5 $an they agree to
the indentre? (here are t5o options, the priests $an
se sea? 8it/ dead to attain agreement' or the
adventrers $an sign an agreement 5ith the $hr$h
be!ore leaving on the potentially dangeros adventre%
(he latter might even be $onsidered a standard
pro$edre in some pla$es%
Sa>e >s" eat/: (he !irst a$tal rle alteration is to
allo5 $hara$ters red$ed to ero hit points to save vs%
Death Ray to avoid death% >! the save is !ailed' the
$hara$ter is immediately dead' Ist as in the normal
rles% >! the save is made' the $hara$ter remains alive
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
!or 2d10 ronds i! the $hara$terLs 5onds are bond
Hor he or she re$eives healing magi$J 5ithin this time
!rame' death is averted% (he $hara$ter remains
n$ons$ios !or the !ll 2d10 ronds rolled' either dying
i! le!t ntreated or a5a*ening i! his or her 5onds are
bond%
inding the 5onds o! the dying $hara$ter stabilies
him or her at ero hit points% /on-magi$al healing 5ill
re:ire a !ll 5ee* to restore the !irst hit point a!ter this'
healing pro$eeds at the normal rate%
)agi$al healing 5ill restore the $hara$ter to 5hatever
total is rolled on the healing die roll Hp to the sal
ma&imm o! $orseJ%
/ote that any spell$aster red$ed to ero hit points 5ho
sbse:ently srvives loses all remaining prepared
spells%
(his rle might be $ombined 5ith the sggestions nder
Raise Dead' above%
Ne4ati>e %it Points: >nstead o! stopping at ero hit
points' *eep tra$* o! the $rrent negative !igre% At the
end o! ea$h rond a!ter he or she !alls' the $hara$terloses an additional hit point% >! a total o! -10 is rea$hed'
the $hara$ter is dead% e!ore this point is rea$hed' the
$hara$ter may have his or her 5onds bond andQor
re$eive magi$al healing' 5hi$h 5ill stabilie the
$hara$ter% (he inIred $hara$ter may not move more
than a !e5 !eet 5ithot help' nor !ight' nor $ast spells'
ntil his or her hit points are again greater than ero%
(his rle shold not be $ombined 5ith the +ave vs%
Death option%
.st as 5ith the Sa>e >s" eat/ rle' spell$asters
5ho srvive being red$ed to ero or negative hit points
lose all $rrently prepared spells%
As a !rther option' the G) may $hoose to se a
negative nmber e:al to the $hara$terLs Constittion
s$ore rather than a straight -10%
Sa>e or ie Poison
;oisons' as des$ribed in the
n$onter and )onster
se$tions' *ill $hara$ters
instantly% Game )asters
may !ind this ma*es the
mortality rate o! player
$hara$ters a bit too high%
"n the other hand' poisons
s/o;ld be s$ary% ereLs
an optional rle 5hi$h may
ma*e things a bit easier
5ithot entirely removing
the !ear !rom poison,
here a 8save or die9 poison is indi$ated' the vi$tim
mst ma*e a save vs% ;oison or s!!er 1d6 damage per
rond !or 6 ronds' starting the rond !ollo5ing the
e&posre to the poison this is an average o! 21 points
o! damage' bt even a !irst level $hara$ter might srvive
5ith a $ombination o! l$* and healing magi$% (he G)
may $reate poisons 5hi$h vary !rom these !igres' o!
$orse% >! the Ne4ati>e %it Points optional rle is
being sed' it is sggested to in$rease the poison
dration to 10 ronds Han average 3B pointsJ%
A8ardin4 E=eriene Points or
Treas;re ,ained
(he Game )aster may also assign e&perien$e points
!or treasre gained' at a rate o! 1 G; 1 P;% (his is
optional G)s 5ishing to advan$e their players to
higher levels more :i$*ly may $hoose to do this' 5hile
those pre!erring a more leisrely pa$e shold omit it% >!
e&perien$e is a5arded !or treasre' it shold be
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
a5arded only !or treasre a$:ired and retrned to a
pla$e o! sa!ety% Alternately' the G) may re:ire
treasre to be spent on training in order to $ont it !or
e&perien$e% (his is a highly e!!e$tive 5ay to remove
e&$ess treasre !rom the $ampaign%
A6ilit2 Rolls
(here 5ill be times 5hen a player $hara$ter tries to do
something in the game that seems to have no rle
$overing it% >n some o! those $ases' the only attribte
the ;C has that seems appropriate may be an Ability
+$ore% ere is a sggested method !or ma*ing rolls
against Ability +$ores that still gives better odds to
higher level $hara$ters,
(he player rolls 1d20 and adds his or her Ability ons
!or the s$ore the G) thin*s is most appropriate' as 5ell
as any sitational bons or penalty the G) assigns%
Conslt the !ollo5ing table% >! the total rolled is e:al to
or higher than the given (arget nmber' the roll is a
s$$ess%
Le>el Tar4et
/) or 1 1
2-3 16
-B 1B
6- 1
-F 13
10-11 1212-13 11
1-1B 10
16-1 F
1-1F
20
Prearin4 Sells ro5 *e5or2
+ometimes a )agi$-@ser 5ill 5ant to prepare spells'
bt his or her spellboo* may be navailable this
in$ldes 5hen the boo* is destroyed as 5ell as times
5hen the )agi$-@ser has been $aptred or trapped%
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
A )agi$-@ser $an al5ays prepare read 5a4i !rom
memory% "ther spells re:ire an >ntelligen$e ability roll'
as des$ribed above' 5ith the spell level as a penalty on
the die%
7ailre e&hasts the spell slot being prepared' Ist as i!
it had been s$$ess!lly prepared and then $ast so i! a
Bth level )agi$-@ser attempts to prepare ire6all !rom
memory' and !ails' he or she 5ill have no 3rd level spells
!or the day%
T/ie A6ilities
+ome players o! (hieves may 5ish to have more
$ontrol over their (hie! abilities% >! yo stdy the (hie!
Abilities table' yoLll dis$over its se$ret, 7rom levels 2-
F' the (hie! improves 30 per$entiles HtotalJ ea$h level
!rom levels 10-1B' 20 per$entiles and !rom level 16 on'
10 per$entiles% >! yo 5ish to allo5 (hie! $stomiation'
simply let the player allo$ate these points as he or she
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
5ishes rather than !ollo5ing the table% Allo5 no more
than 10 per$entiles to be added to any single (hie!
ability per level gain% /ote also that no (hie! ability may
be raised above FF per$ent%
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
(he $ost to resear$h a spell is 1'000 gp per spell level
!or 8standard9 spells' or 2'000 gp per spell level !or
ne5ly invented spells in either $ase' one 5ee* is
re:ired per spell level to $omplete the resear$h% (he
$han$e o! s$$ess is 2BN' pls BN per level o! the
$hara$ter' mins 10N per level o! the spell the
ma&imm $han$e o! s$$ess is FBN%
>! the resear$h roll is s$$ess!l' the $hara$ter may add
the spell to his or her spellboo* Hi! a )agi$-@serJ or may
sbse:ently pray !or the spell Hi! a Cleri$J% "n a
!ailre' the money and time are spent to no avail%
Cleri$s o! the same deity' !aith or ethos may tea$h ea$h
other the prayers re:ired to a$$ess ne5 spells this
ta*es one hor per spell level% (he pro$edre to
e&$hange spells 5ith other )agi$-@sers has already
been e&plained Hnder A$:isition o! +pells' aboveJ%
As mentioned above' the G) may de$ide that a
proposed ne5 spell is not 8$orre$t9 !or his or her
$ampaign too po5er!l' too lo5 in level' et$% Rather
than tell the player this' there are t5o strategies that
may be sed%
7irst' the Game )aster may de$ide to revise the spell%
>! the roll is a s$$ess' the G) then presents the player
5ith a revised 5ritep o! the spell' adIsted ho5ever the
G) !eels ne$essary !or game balan$e prposes%
(he alternative' more appropriate 5hen the G)
believes the spell shold be higher level than the player
$hara$ter $an $ast' is to ma*e the roll any5ay% >! the
roll !ails' that is all the player needs to *no5 bt i! it
s$$eeds' the G) shold then sho5 the player the
revised version o! the spell and e&plain that the
$hara$ter may try again 5hen he or she attains a high
enogh level to $ast it% >n this $ase' the G) may allo5
the $hara$ter to red$e either the time or the $ost by
hal! 5hen the resear$h is attempted again at the higher
level%
*a4i Ite5 Resear/
Any $hara$ter 5ho 5ishes to $reate magi$al items mst
*no5 all Hi! anyJ spells to be imbed in the item% >tems
that prod$e e!!e$ts not mat$hing any *no5n spell mayre:ire additional resear$h Hto devise the n*no5n
spellJ i! the G) so desires%
+ome magi$ items re:ire one or more spe$ial
$omponents that $annot sally be boght% +pe$ial
$omponents $an only be sed on$e on s$h a proIe$t%
7or e&le' the G) might re:ire the s*in o! a
displa$er to $reate a loa? o dislae5ent' or red
dragon saliva to $reate a 8and o ire6alls% /ote
that there are spe$i!i$ rles !or $omponents nder "ther)agi$ >tems' belo5%
+pe$ial $omponent re:irements are entirely at the
option o! the Game )aster' and are sally employed
to slo5 the $reation o! po5er!l magi$ items that might
tend to nbalan$e the $ampaign% >tLs also a good 5ay
to lead the spell$aster Hand his partyJ into dangeros
adventres%
C/ane o S;ess
@nless given di!!erently belo5' the base $han$e o!
s$$ess $reating a magi$ item is 1BN pls BN per level
o! the spell$aster' pls the spell$asterLs !ll >ntelligen$e
Hi! a )agi$-@serJ or isdom Hi! a Cleri$J% (hs' a Fth
level spell$aster 5ith a 1B ;rime Re:isite has a base
$han$e o! BN%
Sell Srolls
A spell$aster may $reate a s$roll $ontaining any spell
he or she has a$$ess to H!or a )agi$-@ser' spells in his
or her spellboo* !or a Cleri$' any spell the $hara$ter
might s$$ess!lly pray !orJ% (he $ost is B00 gp per
spell level' and the time re:ired is 1 day per spell level%
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
Red$e the $han$e o! s$$ess based on the level o! the
spell being ins$ribed' at a rate o! -10N per level%
>! the roll !ails' the en$hantment o! the s$roll has !ailed
ho5ever' i! the $aster tries again to ins$ribe the samespell' either the $ost or the time is red$ed by hal! Hat
the $hara$terLs optionJ%
Ot/er Sin4le!se Ite5s
+$rolls Hother than spell s$rollsJ' potions' and a !e5
other items Hs$h as the rod o anellationJ are
single-se items% (hese items may be $reated by
)agi$-@sers or Cleri$s o! the th level or higher%
(he $han$e o! s$$ess is as given !or s$rolls' above'
5hen the item being $reated reprod$es a *no5n spell
Hor 5hen the G) de$ides a spell mst be $reated' as
des$ribed aboveJ% 7or other types o! items' the G)
shold assign a spell level as he or she sees !it' and the
$ost and time re:ired is dobled Hma*ing p !or the
spell resear$h or *no5ledge re:ired !or spell-
reprod$ing itemsJ% (he time re:ired is one 5ee* pls
one day per spell level Hor e:ivalentJ' and the $ost to
en$hant the item is B0 gp per spell level' per day%
;otions are a spe$ial $ase the $hara$ter $reating a
potion may $reate a large bat$h' $onsisting o! several
doses' 5hi$h may be bottled in separate vials or
$ombined in a larger !las*% 7or ea$h additional dose
$reated at the same time' red$e the $han$e o! s$$ess
by BN and in$rease the time re:ired by one day% /ote
that in$reasing the time re:ired 5ill dire$tly in$rease
the $ost% >! the roll to $reate the item !ails' the entire
bat$h is spoiled%
Per5anent *a4i Ite5s
Creating permanent magi$ items Hrings' 5eapons'
5ands' staves' and most mis$ellaneos magi$ itemsJ
re:ires a )agi$-@ser or Cleri$ o! the Fth level or higher%
hen en$hanting an item 5ith mltiple abilities' ea$h
ability o! the item re:ires a separate roll !or s$$ess
the !irst !ailed roll ends the en$hantment pro$ess% +$h
an item 5ill still per!orm the po5ers or e!!e$ts already
s$$ess!lly en$hanted into it' bt no !rther
en$hantment is possible%
;ermanent magi$ items' in$lding 5eapons Hdes$ribed
in detail belo5J' mst be $reated !rom high-:ality
items% (he $ost o! s$h items 5ill generally be ten
times the normal $ost !or s$h an item%
En/antin4 .eaons
(he base $ost o! en$hanting a 5eapon or armor is
1'000 gp per point o! bons% 7or 5eapons 5ith t5o
bonses' divide the larger bons in hal! HdonLt rondJ
and add the smaller bons ths' a s8ord 1 3 >s"
dra4ons 5old $ost 2'B00 gp to en$hant% n$hanting
a 5eapon ta*es one 5ee* pls t5o days per point o!
bons ths' the s5ord des$ribed 5old re:ire t5elve
days to en$hant%
Red$e the $han$e o! s$$ess by 10N times the
bons so' a s8ord 1 5old red$e the base $han$e10N' 5hile the s8ord 1 3 >s" dra4ons
des$ribed above 5old red$e the base $han$e 2BN%
7rther' the $han$e o! s$$ess may be in$reased 2BN
by dobling the $ost and time re:ired Hthis de$ision
mst be annon$ed be!ore the roll is madeJ%
7or 5eapons having additional po5ers' $ombine the
rles above 5ith the rles !or $reating permanent items%
All en$hantments mst be applied in a single
en$hantment 8session%9
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
Ot/er *a4i Ite5s
)agi$ items $an have several eat;res% a$h !eatre
added to a magi$ item in$reases the $ost and the time
re:ired' and de$reases the $han$e o! s$$ess% (he!eatres are as !ollo5s,
Creates a sell or sellli?e eet, (his is the
basi$ !eatre o! all non-5eapon magi$ items% (he base
$ost o! this en$hantment is B00 gp per spell level time
re:ired is !ive days pls t5o days per level% >! the
magi$ item has mltiple spell or spell-li*e e!!e$ts' add
the $ost and time !igres together% (he $han$e o!
s$$ess is red$ed BN per spell level%
%as 5;ltile /ar4es, (his in$ldes' o! $orse'
5ands and sta!!s' bt several other magi$ items 5old
also have $harges% a$h spell or spell-li*e e!!e$t
normally has a separate pool o! $harges Hbt see ne&tJ%
(he table belo5 sho5s the varios ma&imm $harge
levels and the asso$iated $ost' time and $han$e
adIstments,
C/ar4e
Le>el
Cost er
C/ar4e
C/ar4es
er a2
C/ane
2-3 O1B0 gp 1 - BN
- O12B gp 2 - 10N
-20 O100 gp 3 - 20N
21-30 OB gp - 30N
hen sing the table above' donLt $ont the !irst $harge
!or $ost or time prposes% /ote that ea$h separate pool
o! $harges in the item mst be !igred separately%
Ite5 an 6e re/ar4ed: 7igre the additional $ost
and time' and the penalty to the $han$e o! s$$ess' !orre$hargeable items as being e&a$tly t5i$e the !igres
!rom the table above so' $reating a re$hargeable item
5ith 3 $harges $osts 600 gp more rather than 300 gp
more' and ta*es t5o days per $harge Hor !or e&tra
daysJ the $han$e o! s$$ess is lo5ered 10N rather
than BN%
Ite5 re/ar4es itsel: Creating a sel!-re$hargingitem is e&pensive apply the !ollo5ing adIstments to
the $harge $ost' time and $han$e !or items that
re$harge atomati$ally% /ote that sel!-re$harging items
are never 8re$hargeable9 in that they may not be
re$harged other than by themselves%
C/ar4in4
Rate
Cost Ti5e C/ane
1 per day & 3 & 2 - 10N
All per day & B & 3 - 30N
All per 5ee* & & 2 - 20N
C/ar4es are 4eneri: (his means that all the
e!!e$ts o! the item dra5 po5er !rom the same pool o!
$harges most )agi$-@ser sta!!s are in this $ategory%
>tems 5ith generi$ $harges are atomati$ally
re$hargeable donLt apply the normal adIstments !or
this !eatre% >nstead' $ombine the normal $osts !or the
$harge pools o! ea$h e!!e$t H5hi$h mst all have the
same nmber o! $hargesJ' and then divide the $harge
$ost' time and $han$e adIstments by t5o% (hs' t5o
e!!e$ts sharing one pool $osts the same as a single
e!!e$t 5ith a single pool%
Ite5 5a2 6e ;sed 62 an2 lass: y de!alt'
magi$ items may only be sed by the $lass that $reated
them so a 8and o ire6alls is normally sable only
by )agi$-@sers' or a sta o /ealin4 only by Cleri$s%
(his !eatre allo5s the item to be sed by any $lass o!
$hara$ter' and involves assigning simple $ommand
5ords and gestres to the item% Adding this !eatre
$osts 1'000 gp per e!!e$t% /ote that all the itemLs
e!!e$ts do not have to be $overed it is possible to
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
$reate an item 5here some e!!e$ts may be sed by any
$lass' bt other e!!e$ts may only be sed by the
$reatorLs $lass%
Ite5 oerates ontin;o;sl2 or a;to5atiall2:(his !eatre spersedes both the $harges and item se
!eatres% (he item 5or*s 5henever properly 5orn' or
a$tivates atomati$ally 5hen re:ired% A rin4 o ire
resistane is a good e&le also' the rin4 o
in>isi6ilit2 is in this $ategory% Adding this !eatre
mltiplies the !inal $ost and time !igres by !ive and
applies a 0N penalty to the $han$e o! s$$ess%
a$h !eatre above applied to a magi$ item 5ill re:ire
a valable' rare andQor magi$al material to spport the
en$hantment% 7or e&le' a 5and o! !ireballs has a
spell e!!e$t that is po5ered by $harges these are t5o
relatively ordinary !eatres' so the )agi$-@ser $reating
the item proposes a rare 5ood !or the sha!t and a 1'000
gp vale rby !or the tip% (he G) may' o! $orse'
re:ire something more rare or valable i! the magi$
item is parti$larly po5er!l%
(he base $ost o! a spell e!!e$t !eatre $an be red$ed
by 2BN by applying limits to the ability% 7or e&le' a
rin4 o /ar5 dr2ad is an e&le o! limited
/ar5 erson spell e!!e$t' 5hi$h 5old :ali!y !or
the ded$tion% (his does not a!!e$t the $han$e o!
s$$ess or the time re:ired%
eapons 5hi$h are to be en$hanted 5ith additional
po5ers other than the normal bons re:ire $ombining
the standard 5eapon en$hantment rles 5ith the rles
given above% ;er!orm the 5eapon en$hantment !irst i!
it is s$$ess!l' then the $hara$ter en$hanting the
5eapon mst immediately H5ithin t5o days' as
previosly e&plainedJ begin the spell or spell-li*e po5er
en$hantment pro$ess% 7ailre o! the se$ond pro$edre
does not spoil the 5eapon en$hantment%
C;rsed Ite5s
+ome $rsed items' s$h as $rsed s$rolls' are $reated
that 5ay spe$i!i$ally by the spell$aster% (he di!!i$lty o!
$reating s$h an item is roghly the same as thedi!!i$lty o! $reating a spell s$roll o! 6esto8 ;rse%
"ther $rsed magi$ items may be the reslt o! a !ailed
attempt to $reate a se!l item% (he G) mst de$ide
5hether or not a !ailed resear$h proIe$t 5ill a$tally
$reate a $rsed item%
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
Creatin4 a ;n4eon Ad>ent;re
1" T/in? A6o;t ./2
hen $reating a dngeon' the !irst :estion yo
mst ans5er is, hy 5ill yor player $hara$ters ris*
going into this dangeros dngeon !ll o! monsters
and traps?
ere are some possible s$enarios,
To E=lore t/e !n?no8n: (his is $ommon in
plp !i$tion% "ne or more o! the player $hara$ters
has heard o! some an$ient site' and 5ishes to
e&plore prely !or *no5ledge% ;ossibly some o! the
other player $hara$ters are involved !or other
reasons%
To Battle An E>il In;rsion: Goblins are
raiding !arms in the area' and the aron has o!!ered
a re5ard !or stopping the raids the player $hara$ters
are happy to help%
To Res;e A idnaed iti5: +ome !riend
o! the player $hara$ters has been *idnapped' and
they mst snea* into or storm the villainLs
to5erQ$aveQdngeon to res$e the vi$tim% "r'
perhaps' the vi$tim is the son or daghter o! the lo$al
aron or a 5ealthy mer$hant 5ho o!!ers a re5ard !or
the sa!e retrn o! his or her o!!spring%
To F;lill A ;est: (he lo$al $hr$h' to 5hom
the player $hara$ters o5e a !avor' 5old li*e an
an$ient reli$ re$overed !rom a lost montain !ortress'
and the igh ;riest as*s them to loo* into it or some
similar tas* might be assigned' depending on 5ho
the player $hara$ters o5e a !avor%
To ,et Loot: (his is a srprisingly $ommon
s$enario H5ell' perhaps not so srprisingJ% (he
dngeon is rmored to $ontain a hidden treasre o!
great vale' and the !irst $hara$ters to !ind it 5ill be
ri$hM "! $orse' the treasre might not be that hge'
and might be garded by any nmber o! horri!i$
monstersK
To Esae Conine5ent: (he player $hara$ters
have been $aptred by an enemy' and !ind
themselves in$ar$erated 5ithot their 5eapons'
armor' or e:ipment% (his s$enario mst be sed
5ith $are' as the G) mst not be seen to be
8railroading9 the $hara$ters into the adventre%
(here are many other possible s$enarios' and ea$h
has many variations% 4no5ing the ans5er to this
:estion 5ill ma*e the ne&t :estions easier to
ans5er%
#" ./at ind O Settin4 Is It0
>s the dngeon beneath a rined !ortress' or an
an$ient 5iardLs to5er? "r perhaps itLs a natral
$ave' 5hi$h has been e&panded by *oboldsK or the
tomb o! an an$ient barbarian 5arlord' garded by
ndead monstersK there are many possibilities%
3" C/oose Seial *onsters
/o5 yo *no5 5hy the player $hara$ters 5ant to go
there Hor 5hy they 5ill' 5hen they learn o! the
dngeonJ' and yo *no5 5hat sort o! pla$e it is%
/e&t' de$ide 5hat spe$ial monsters yo 5ill pla$e
5ithin% 7or instan$e' the natral $ave e&panded by
*obolds $ontains *obolds' obviosly' 5hile the
5arlordLs tomb $ontains some ndead' ombies and
s*eletons perhaps%
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
'" ra8 T/e ;n4eon *a
Dngeon maps $an be dra5n on graph paper in
pen$il' or $reated on the $ompter 5ith any o! a
broad variety o! dngeon-dra5ing programs% hen
$reating a dngeon !or personal se' there is
$ertainly no good reason not to se pen$il and paper%
elo5 is an e&le o! a hand-dra5n dngeon map'
5ith the varios symbols noted,
&" Sto? T/e ;n4eon
8+to$*ing9 the dngeon re!ers to assigning $ontents
to ea$h room% (here are several possibilities a room
might $ontain a monster H5hi$h might or might not
have treasreJ' a trap H5hi$h might gard a treasre'
or might notJ' an 8ngarded9 treasre' a 8spe$ial9
Hsomething other than a monster' trap' or treasre
o!ten a ple o! some sortJ' or be 8empty%9
(he G) may $hoose the $ontents o! any room' or
may roll on the table belo5,
dK Contents
01-16 mpty
1-20 @ngarded (reasre
21-60 )onster
61- )onster 5ith (reasre
B- +pe$ial
F-F6 (rap
F-00 (rap 5ith (reasre
An ;n4;arded treas;re 5ill generally be hidden
Hs$h as in a se$ret room' inside an nsal
$ontainer' et$%J or prote$ted by a trap Ha poison
needle in the lo$* o! a $hest' or a poison gas $anister
that e&plodes i! the $ontainer is opened' or
something similarJ s$h a treasre might even be
hidden and trappedM Again' some sort o! saving
thro5 shold be allo5ed i! a trap is sed% >tLs not a
bad idea to hide a treasre so 5ell that the player
$hara$ters are nli*ely to !ind it donLt be $on$erned
i! they donLt% >! yo give a5ay the lo$ation o! all yor
ngarded treasres' yor players 5ill not appre$iate
it properly 5hen they manage to !ind one by
$leverness or l$*%
A 5onster might be sele$ted by the G) or rolled
on the random en$onter tables% >tLs traditional that
the !irst level Hbelo5 grondJ $ontains monsters o! 1
hit die or less' the se$ond level $ontains monsters o!
arond 2 hit di$e' and so on' bt the G) may $hoose
to arrange his or her dngeon in any 5ay desired%
A 5onster 8it/ treas;re might indi$ate a lair' or
it might be a grop o! monsters $arrying loot'
possibly $amping !or some reason be!ore moving on%
A tra is' obviosly' some sort o! devi$e intended to
harm the player $hara$ters' in$lding s$h things as
pendlm blades' hidden pits' spear-$h$*ing
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
devi$es' and so !orth% A tra 8it/ treas;re is
s$h a trap prote$ting a treasre' 5hi$h might be in
the room beyond the trap or a$tally 5ithin it Hs$h
as in a pitJ% +ee the (raps se$tion' belo5' !or more
in!ormation%
A seial might be a ple o! some sort' s$h as
a door that $an only be opened by a $ombination
Hhidden else5here in the dngeonJ or perhaps an
ora$le that ans5ers :estions abot the dngeon
Hbt possibly it liesJ% (he $lassi$ 8magi$ !ontain9
that randomly $hanges the ability s$ores o! the
drin*er is another possibility i! this is done' some
sort o! limit shold be imposed Hs$h as' the devi$e
only a!!e$ts a given $reatre on$e' or the devi$e
$ases harm more o!ten than it gives aidJ to prevent
abse% >n general' a 8spe$ial9 room is any room
$ontaining something that either interests or
obstr$ts the player $hara$ters bt is not a monster'
trap' or ngarded treasre%
E5t2 rooms $ontain no monsters' traps'
ngarded treasres' or spe$ials% (his does notmean that they are trly 8empty9 a room might
$ontain a !irepla$e' pholstered $hairs' side tables'
tor$h s$on$es' and $rtains' and still be $onsidered
empty% ide a treasre in a se$ret dra5er in a side
table' and it be$omes an ngarded treasre room
in other 5ords' to be empty there has to be basi$ally
nothing o! serios interest to the player $hara$ters in
the room%
" Finis/in4 To;/es
(he G) may 5ish to $reate one or more $stom
5andering monster tables !or the dngeon monster
patrols' i! any' may need to be des$ribed andpossibly some lo$ations may have nsal sonds'
smells' gra!!iti' et$% 5hi$h need to be noted% DonLt
spend too m$h time on this' thogh%
Remember' i! yo only detail the 8interesting9 things'
yor players 5ill begin to gess 5hat might be in a
room% +ome e&tra des$ription 5ill help ma*e things
n$ertain !or the players% 7or instan$e' a room 5ith
an ngarded treasre,
Game )aster, "his room contains a chest, centered
against the far wall.
;layer 1, We look for monsters, and if we don't see
any, the thief will check the chest for traps.
4ind o! boring' right? (his might be better,
Game )aster, In this room you see a comfortable7
looking upholstered chair, a side table and a footstool. "wo burned7out torches are held by sconceson each wall.
;layer 1, If we don't see any monsters, the thief will
check the table and the footstool for traps and see ifanything is hidden inside them, while the rest of uscheck for secret doors# one of those sconces mightopen one.
A little e&tra detail $an add a lot to the adventre%
esi4nin4 a .ilderness Ad>ent;re
1" T/in? A6o;t ./2
(his is m$h the same tas* as 5as des$ribed above%
(he player $hara$ters may enter a parti$lar area
loo*ing !or a to5n to respply !rom' a $hr$h or temple
to provide healing servi$es' or !or many other reasons%
"n$e in the area' the Game )aster $an ma*e the
player $hara$ters a5are o! adventring opportnities in
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
the area' by means o! rmors' posted bonties Hs$h as
!or raiding hmanoidsJ' :ests o!!ered by lo$al $lergy'
and so !orth%
#" ./at ind O Settin4 Is It0
De$ide 5hether the area is deep in the 5ilderness' or in
more inhabited territories' 5hat sort o! $limate 5ill be
!ond there' ho5 many to5ns' and o! 5hat sie' are
present' and so on%
=o may $hoose to design a ne5 territory based on the
goals o! the player $hara$ters in yor $ampaign% 7or
e&le' i! the player $hara$ters de$ide to see* their
!ortnes in the ri$hest $ity in the 5orld' yo $old de$ide
5here this is and begin to des$ribe it by providing
rmors o! its 5ealth and splendor told by !ar-5andering
mer$hants% >! these des$riptions intrige the $hara$ters
and they travel to5ard the $ity' yo 5ill have time to
de$ide 5hat terrain – and dangers – lie in their path%
"n the other hand' yor setting shold ma*e sense'
5hi$h 5ill help players ma*e meaning!l $hoi$es 5hen
traveling% 7or e&le' areas nder hman $ontrol 5ill
be settled' 5ith signs o! $iviliation s$h as $leared land!or agri$ltre' roads' strongholds' et$% Areas
dominated by hmanoid monsters' or 5hi$h are being
raided by 5andering hmanoids' 5ill be battle-s$arred
and 5ill not have !ood or other goods available% A valley
that 5as settled many years ago bt abandoned a!ter a
dragon atta$*ed $old $ontain rined bildings' their
5alls li*ely still bearing the mar*s o! !lame and $la5'
and !ields gro5n high 5ith saplings%
3" ra8 An Area *a
/o5 itLs time to dra5 the area map% +ome Game
)asters pre!er to dra5 maps !reehand' 5hile others li*e
to se he& or graph paper o! $orse' programs are
available to $reate maps on a $ompter as 5ell% >t is a
good idea to provide a sale !or the map' 5hi$h $an
be 5hatever best !its the map and the area yo 5ant to
depi$t% A s$ale o! 1 miles per s:are or he& is a good
$hoi$e !or a large-s$ale map' as this is the distan$e that
a grop o! hmans $an $over in a day in $lear terrain
Hsee .ilderness *o>e5ent RatesJ' 5hi$h ma*es
it easy to determine travel times%
Rivers and $oastline' hills and montains' !orests and
plains mst be $lear on the map% All o! these areas
shold have an appropriate $limate, !or e&le' the
5ind5ard side o! a montain range 5ill sally re$eive
a great deal o! rain' 5hile the other side 5ill be dry%
=o may $hoose to $reate an area 5ith abnormal
5eather !or its lo$ation' s$h as a sandy desert in the
midst o! a rain !orest' bt this shold be nsal' a tip to
observant players that strange magi$ is involved%
Go ahead and pla$e any interesting sites s$h as
to5ns' rins' and signi!i$ant monster lairs% Remember'
in most $ases yor party o! adventrers 5ill need some
base o! operations' be it a $ity' to5n' village' or border
!ortress%
'" etail Interestin4 Sites And Peole
Des$ribe at least the base to5n' and the dngeon yo
e&pe$t the party to visit !irst% Also detail any set or
pla$ed en$onters yo laid ot in the step above% (here
is lots o! room !or $reativity here, a distant' n!amiliar
to5n may have di!!erent la5s' traditions' or $rren$y%
=o shold also des$ribe *ey /;Cs and their
$onne$tions to ea$h other% /;Cs have their o5n goals
and plans' 5hi$h may or may not involve the ;Cs' and
the a$tions o! player $hara$ters to5ard one person 5ill
o!ten in!len$e ho5 others treat them% DonLt go
overboard trying to detail every single pla$e on the
mapK leave some room !or e&pansion later' a!ter yo
have a !eel !or yor players and their $hara$ters%
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
Poison ,as: Gas emerges !rom vents to !ill the
room% All 5ithin the a!!e$ted area mst save vs% ;oison
or die% ;oison gases are sometimes highly !lammable
and may be ignited by tor$hes or other !lame sor$es'
doing perhaps 1d6 points o! damage to ea$h $hara$ter
in the area o! e!!e$t H5ith a save vs% Dragon reath
allo5ed to avoid the damageJ%
Poison Needle Tra: A tiny' spring-loaded needle
pops ot o! a *eyhole or other small apertre and
inIe$ts poison into the !inger o! the $hara$ter 5ho
triggered the trap Hmost li*ely' a (hie! trying to pi$* the
lo$*J' 5ho mst save vs% ;oison or die%
Port;llis: A !alling gate blo$*s the passage% (he
$hara$ter 5ho triggered the trap mst save vs Death
Ray or ta*e 3d6 points o! damage%
Rollin4 Bo;lder Tra: A spheri$al or $ylindri$al
ro$* rolls do5n a slanting $orridor% Anyone in its path
mst save vs% Death Ray H5ith De&terity bons addedJ
or ta*e 2d6 points o! damage% Alternately' i! the
$orridor has no other pla$e !or the $hara$ter to es$ape
to Hthat is' no room !or the $hara$ter to step ot o! the
path o! the ro$*J' it may be ne$essary to otrn the ro$*
to avoid the damage%
Blade Tra: A blade or spear drops do5n !rom the
$eiling or pops ot o! the 5all and atta$*s at A O1 !or
1d points o! damage% ;arti$larly large blades might
atta$* everyone along a 10L or 20L line%
Tri44ered Sell: hen a$tivated' a spell o! the
G)Ls $hoi$e is $ast' targeting or $entered on the
$hara$ter 5ho triggered it% ;oplar $hoi$es in$lde
$rses' illsions' or a 8all o ire%
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
Stron4/olds
)any player $hara$ters' pon rea$hing higher levels'
$hoose to settle do5n and bild a stron4/old%
Generally this is allo5ed 5hen a $hara$ter rea$hes F th
level or higher% (he player $hara$ter mst obtain land
on 5hi$h to bild in some lands' !rontier territory may
be made available to any !reeman Hor !ree5omanJ 5ho
$an tame it in others' land may be available !or
someone 5ith enogh gold 5hile in other $ases the
$hara$ter 5ill need to petition the lo$al Cont' D*e or
4ing !or a land grant%
@sally' 7ighters bild astles )agi$-@sers bild
to8ers' Cleri$s bild te5les and (hieves bild
4;ild/o;ses' bt this is not al5ays so% Any $hara$ter
5ho bilds a stronghold sitable to his or her $lass 5ill
attra$t 1st level !ollo5ers o! the same $lass as !ollo5s,
Class N;56er o Follo8ers
7ighter 3d6
)agi$-@ser 1d
Cleri$ 2d
(hie! 2d6
(hese !ollo5ers 5ill assist the $hara$ter' bt 5ill not go
on adventres a5ay !rom the stronghold in most $ases
Hespe$ially dangeros dngeon adventresJ% (hey live
!rom the in$ome generated by the stronghold% (he
primary sor$es o! this in$ome are ta&es on peasants
!or $astles' !ees !or magi$al servi$es and stdentsL
tition !or to5ers' tithing !rom the !aith!l !or temples'
and $riminal a$tivities !or gildhoses% A stronghold
mst have 200 s:are !eet o! living spa$e !or ea$h
!ollo5er' as 5ell as :arters !or gests' stables !or
horses' and so on%
A player 5ho 5ants to bild a stronghold shold dra5
its !loor plan% a$h story is sally 10L tall% (he
$onstr$tion $osts !or the stronghold are determined by
the s:are !ootage o! its 5alls' !loors and roo!s' the
materials sed' and the thi$*ness o! the 5alls%
)a*e sre not to doble-$ont $orners on 5alls that are
BL thi$* or thi$*er – $ont the length o! only one !a$e%
hen determining 5all length !or rond 5alls and
to5ers' appro&imate pi by 3' sin$e the inner !a$e o! the
5all has a shorter $ir$m!eren$e% (he table belo5 gives
$osts in gp !or ea$h 10X s:are se$tion o! 5all% (he
nmber by the material is its hardness' 5hi$h is
ded$ted !rom damage to the 5all%
.all 5aterial
1D
t/i?
&D
t/i?
1D
t/i?
1&D
t/i?
*a=i5;5 /ei4/t 'D D +D 1D
.ood (% ) 10 gp nQa nQa nQa
Bri? (% +) 20 gp B0 gp nQa nQa
Sot stone (% 1#) 30 gp 0 gp 200 gp nQa
%ard stone (% 1) 0 gp F0 gp 260 gp 3B0 gp
A 1L thi$* 5all is made o! solid pie$es o! material held
5ith mortar Hor pegs and ropes !or 5ooden 5allsJ s$h
5alls may be at most 0L tall% A BL thi$* 5all $onsists o!t5o 1X thi$* 5alls sand5i$hing 3X o! earth and rbble
s$h a 5all may be at most 60L tall% A 10L thi$* 5all
$onsists o! a X thi$* oter 5all and a 2X thi$* inner 5all
sand5i$hing X o! earth and rbble' and may be bilt p
to 0L tall% A 1BL thi$* 5all $onsists o! a 6X thi$* oter
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
5all and a 2X thi$* inner 5all sand5i$hing X o! earth
and rbble these 5alls may be bilt p to 100L tall% (o
attain the ma&imm height' thinner 5alls $an be sed
on pper stories% 7or e&le' an 0 !t% to5er mst
have at least 20X o! 10X thi$* 5alls at the base' bt more
$old be sed%
(he $hara$ter 5ill have to pay engineering $osts !or
designing the stronghold' and tall str$tres are more
di!!i$lt to design and to bild% 7or ea$h portion o! the
stronghold H5all' to5er' and so onJ' ea$h 10L o! height
adds 10N to the $osts in both time and money% (he
G) shold !eel !ree to add a mltiplier to re!le$t the
di!!i$lties o! bilding in a remote area' obtaining
materials' et$% >n parti$lar' i! materials need to be
transported' they re:ire 1 ton o! $argo spa$e per B gp
o! 5ood or stone $onstr$tion% H(he in$reased 5eight
o! stone $ompensates !or its $ompa$tness $ompared to
5ood%J
A bilding over 0X high mst have a solid !ondation'
and i! over 60X high' it mst rest on bedro$*%
A stronghold re:ires one 5or*er-day o! $onstr$tion
labor !or every gp it $osts to bild% Adding more 5or*ers
red$es $onstr$tion time' bt the time $annot be
red$ed belo5 the s:are root o! the time !or one
5or*er to bild the stronghold% Assme that there are
10 5or*ing days per year Hseven months o! 20 5or*ing
days ea$hJ in temperate $limates%
7loors and that$hed roo!s $ost as m$h and ta*e as
long to bild as it 5old ta*e to bild the s:are !ootage
o! their bases o! 1X thi$* 5ood 5alls% ood-shingled
roo!s $ost t5i$e this amont and ta*e t5i$e as long to
bild' 5hile slate-shingled roo!s $ost !or times as m$h
and ta*e !or times as long% H=o donLt need to
$al$late the greater sr!a$e area o! a pit$hed roo!'
sin$e the in$reased height in$reases $onstr$tion $osts
enogh to $over this%J
(hese $osts in$lde normal !eatres o! $onstr$tion
s$h as stairs' doors and 5indo5s% >nterior 5alls are
not in$lded they are sally 1X thi$*% Paraets'
5hi$h provide $over !or de!enders atop $astle 5alls and
to5ers' are sally 1L thi$* and BL high Hso they are hal!-
$ostJ%
/ote that gildhoses are almost al5ays bilt in $ities
and ths are sally bilt 5ith 1X thi$* e&terior 5alls' bt
they $ost t5i$e as m$h to bild de to the traps and
se$ret passage5ays that are designed into them% A
)agi$-@serLs to5er $osts three times as m$h to bild'
de to the need !or an$ient boo*s' al$hemi$al
e:ipment' and other spplies !or $ond$ting resear$h%
7or e&le' +ir ;er$y' a Fth
-level 7ighter' desires to
bild a 60X tall s:are *eep HB0X 5alls 5ith a 10X pea*ed
slate-shingled roo!J that is B0X s:are% (he *eep 5ill
have !or stories and an atti$' and the !irst story' 5hi$h
5ill $ontain the great hall' 5ill be 20X high% +ir ;er$y
5ishes his *eep to be strongly bilt' so he tells his
ar$hite$t to bild 5ith hard stone and se 10X thi$* 5alls
!or the !irst t5o stories and BX thi$* 5alls !or the rest%
(he !irst and se$ond !loors 5ill ths be 30X s:are orF00 s:are !eet' and the third and !orth !loors 5ill be
0X s:are or 1'600 s:are !eet% ith a total !loor area
o! B'000 s:are !eet' +ir ;er$yXs *eep 5ill hose him
and p to 2 other people Hor animals s$h as horses'
5hi$h dring an atta$* may be stabled in the great hallMJ
in a$$eptable $om!ort% >ts !loor plans are sho5n on the
ne&t page%
(he !irst !loor has 30 H B ]!or B0X length^ & 2 ]!or 20X
height^ & 5alls' mins se$tions doble-$onted at
the $orners and 2 se$tions !or the entran$eJ 10X s:are
se$tions o! 10X thi$* hard stone 5alls' 5hi$h $ost '00
gp' and F 10X s:are se$tions o! !loor' 5hi$h $ost F0 gp'
!or a total $ost o! 'F0 gp% (he se$ond !loor is the
same as the !irst' e&$ept that the 5alls are 10X high and
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BASIC FANTAS$ RP, ,A*E *ASTER INFOR*ATION
there is no ded$tion !or an entran$e' giving a $ost o!
'2B0 gp% (he third and !orth !loors ea$h re:ire 1
se$tions o! BX thi$* hard stone 5alls' $osting 1'620 gp'
and 16 se$tions o! !loor' $osting 160 gp' !or a total o!
1'0 gp per !loor% (he B0X s:are roo! $osts & 2B &
10 1'000 gp' and the 0L s:are atti$ !loor adds 160
gp% (he design $alls !or a total o! 0X o! 1X thi$* interior
5alls and doors' 5hi$h 5old $ost 30'00 gp i! made o!
hard stone +ir ;er$y ses 5ood' 5hi$h $osts only
'00 gp% (hese $osts total 2'B60 gp' bt sin$e the
*eep is 60X high' its $ost is in$reased by 60N to 3F'2F6
gp% (he *eep 5ill re:ire 3F'2F6 5or*er-days% +ir ;er$y
may employ p to 1F 5or*ers to bild the *eep' in
5hi$h $ase it 5ill ta*e 1F 5or*ing days to bild' or a
year and three monthsX time% 4eep in mind 5hat might
happen in this time' given that the area is dangeros
enogh to 5arrant bilding a $astle%
;n4eons: A stronghold may also have a dngeon
e&$avated nder it% A dngeon is an e&$ellent pla$e to
store perishable spplies' a good shelter i! the $astle is
overrn' and o!ten in$orporates an es$ape rote i! all is
lost !or the $astleXs de!enders or a se$ret 5ay ot !or
raids is desired% )agi$-@sers sometimes en$orage
monsters to ta*e p residen$e in their dngeons' as
they provide a $onvenient sor$e o! spplies !or
magi$al resear$h and help *eep a5ay n5anted
gests% @se the !ollo5ing !igres !or s*illed 5or*ers'
s$h as d5arves or goblins' to $reate dngeons doble
the times !or less s*illed miners%
*aterial
Ti5e or one 8or?er to
e=a>ate a & ;6e
arth B days Hspports are re:iredJ
+o!t stone 10 days
ard stone 20 days
Str;t;ral stren4t/ and 6rea/es: A se$tion o!
stronghold 5all has as many hit points as its base $ost
in gp H!or e&le' a se$tion o! 10X thi$* so!t stone 5all
has 200 hit pointsJ% +tone and bri$* 5alls only ta*e
damage !rom $rshing blo5s' 5hile 5ood 5alls are also
a!!e$ted by !ire and $hopping atta$*s% >! a given se$tion
o! 5all loses all o! its hit points' it is brea$hed' allo5ing
atta$*ers to pass throgh% >! a brea$h o$$rs on a
lo5er $orse o! 5all' there is a 0N $han$e that the 10X
se$tion above it 5ill be brea$hed by $ollapse' and a
20N $han$e that the se$tion belo5 it 5ill be brea$hed%
(hese se$ondary brea$hes have the same $han$es o!
a!!e$ting the ne&t 10X se$tion above or belo5 them' and
so on ntil the top or bottom $orse o! 5all is rea$hed%
>! a brea$h o$$rs on a right or a$te $orner HF0
degrees or lessJ' the $han$es o! brea$hes doble in
ea$h dire$tion%
Atta?in4 a Castle: +iege engines are di!!i$lt to
aim' bt as $astles donLt dodge arond' ea$h
s$$essive shot by a given siege engine 5ith a given
$re5 has an in$reasing $han$e o! hitting% (o re!le$t
this' the !irst atta$* on a $astleLs 5alls is made against
Armor Class 20 ea$h sbse:ent atta$* by that
5eapon' !ired by that $re5' at that same point in the
5all' is made against an Armor Class one lo5er than
the previos shot' to a minimm AC o! 11%
Atta$*s on a $astleLs de!enders are at - on the atta$*
roll i! they are standing on the parapets' and at -10 i!
they are behind arro5 slits% +in$e $hara$ters de!ending
the $astle do move arond' the odds o! hitting them 5ith
a siege engine do not improve !rom shot to shot% (here
is an additional -2 on the atta$* roll !or missile atta$*s i!
the de!enders are more than 20L higher than the
atta$*ers this is not spe$i!i$ally de to altitde' bt
rather be$ase the de!enders $an se more o! the 5all
!or $over% (he de!enders $an ta*e advantage o! their
height by dropping obIe$ts on atta$*ers near the
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,A*E *ASTER INFOR*ATION BASIC FANTAS$ RP,
$astleLs base these missiles do 2d10 points o! damage'
bt they have a -2 atta$* penalty i! dropped !rom a
height o! 30L or more%
+iege engines $an damage several adIa$ent$hara$ters roll damage separately !or ea$h $hara$ter in
the 10L s:are hit by the missile% "! $orse' the atta$*
roll mst be high enogh to damage ea$h one a roll o!
1F against $hara$ters having Armor Classes o! 1 and
20 5old hit the !ormer bt not the latter%
A $astle may also be atta$*ed by 5inin4% (his
method o! atta$* involves tnneling nder the $astle
5all' then setting !ire to the spports o! the tnnel to
$ase the 5all to $ollapse% >t is also slo5' and i! the$astle has a moat' the tnnel mst avoid it' 5hi$h
re:ires that it be dg deeper' re:iring t5i$e the time%
A mine is dg li*e a dngeon' and on$e its spports are
!ired' the 5all above is brea$hed i! the mine is only BX
5ide' there is only a B0N $han$e o! $asing a brea$h%
7inally' a sre8 may be sed to atta$* a stronghold%
(his devi$e' 5hi$h $osts 200 gp' is sed to bore
throgh $astle 5alls% A $re5 o! at least eight is re:ired
to operate it% >t is only sed at the base o! a 5all' and it
is sally operated nder a so8' or portable roo!' as it
is slo5% HA so5 typi$ally $osts abot 100 gp%J (he
devi$e does 1d points o! damage per trn' bt it
ignores hardness% A brea$h $ased by a s$re5 is
small' so it has only hal! the sal $han$e o! spreading
to the ne&t $orse o! 5all' nless 5idened by miners%
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BASIC FANTAS$ RP, ALP%ABETICAL INE-
ALP%ABETICAL INE-
(ilit) olls/////////////////////////////////141(ilit) score (ons/////////////////////////3dstin$ Treasre ,ards///////118dventrers////////////////////////////////137lche.ist///////////////////////////////////////40ni.al Trainer//////////////////////////////40r.or Class///////////////////////4* 43* 46*
/////////////////////////////////52* 54* 125r.or and Shields////////////////////////10r.orer or eapons.ith////////40ttac+ :ons////////////////////46* 47* 54ttac+ :ons Ta(le///////////////////////47ttac+in$ a ;ehicle////////////////13* 52ttac+s/////////////////////////////////////52* 54:andits/////////////////////////////////////////137:easts o! :rden/////////////////////11* 55:eco.in$ Lost///////////////////////////////39:e$$ar//////////////////////////////////////////136:ra,lin$////////////////////////////////////////48:ri$ands//////////////////////////////////////137:ccaneers and <irates//////////////137:ll)/////////////////////////////////////////////136Carr)in$ Capacit)////////////////////////36Character (ilities//////////////////////////4Character dvance.ent//////////////42Character sheet///////////////////////////////3Char$e///////////////////////////////////////////45Char$in$/////////////////////////////////44* 45Charis.a/////////////////4* 5* 39* 40* 43Cit) atch//////////////////////////////////136Cit)* To,n or ;illa$e =nconters
//////////////////////////////////////////////135Cleric//////////////////////////7* 15* 50* 122Clerics vs/ &ndead Ta(le//////////////50Cli.( alls/////////////////////////////////////9Cli.(in$ and >ivin$////////////////////45Co.(at///////////////////////////////////////////44Co.(at rond////////////////////////36* 43Co.(ination Classes///////////////////////6Co..on///////////////////////////////////////////4Constittion/////////////////////3* 4* 5* 38*
///////////////////////////////////44* 51* 53Copper pieces////////////////////////////////10Cost o! eapons and =?ip.ent
////////////////////////////////////////////////10Creatin$ n <C <art)//////////////137>a.a$e////////////////////////////48* 52* 54>ar+vision/////////////////////////////////5* 37>ea!ness and :lindness////////////////52>eath a)/////////////////////////////45* 140>eath a) or <oison///////////////////5* 6>eath and >)in$////////////////////////140>e!ensive #ove.ent////////////////////45>e.i%@.an///////////////////////3* 4* 46>e.i%@.an <arties/////////////////138
>e"terit)/////////////4* 6* 8* 44* 45* 46>oors//////////////////////////////////////////////37>opple$an$er/////////////////////////////136>ra$on :reath////////////////////////////5* 6>n$eon =nconters/////////////////133>n$eon Srvival/////////////////////////37>n$eons//////////////////////////////////////37>,arves//////////////////////////////5* 11* 37=lectr. piece//////////////////////////////10=lves//////////////////////////////5* 11* 37* 43=nconter//////////////////133* 134* 135=nc.(rance////////////////////////////////36=ner$) >rain/////////////////////////////////51=n$ineer/////////////////////////////////////////40=?ip.ent//////////////////////////3* 10* 12=vasion and <rsit//////////////////////45="perience <oints//////////////3* 40* 42*
///////////////////////////////////////54* 141Fallin$ >a.a$e/////////////////////////////52Fi$hter//////////////////////////////////////////////7Fi$htin$ ,ithdra,al/////////////////////46<reparin$ Spells !ro. #e.or)
//////////////////////////////////////////////141'# ///////////////////////////////////////////////////2'a.e #aster//////////////////////////2* 133'a.e trns////////////////////////////////////36'e.s and Ae,elr)///////////////////////120'old piece//////////////////////////////////////10'renade%Li+e #issiles//////////////////47@al!lin$s/////////////////////////////6* 11* 36@ealin$///////////////////////////////////////////51@ide//////////////////////////////////////////////////9@i$h,a).en///////////////////////////////137@it >ice//////////////////////////////////////////54@it points//////////////3* 4* 5* 6* 37* 48*
//////////////////////////51* 52* 54* 140@ol) ater/////////////////////////////12* 49@opeless Characters///////////////////139@o, to ttac+///////////////////////////////[email protected]/////////////////////////////////4* 6* 11ndividal Treasres//////////////////119
nitiative/////////4* 15* 43* 44* 45* 52ntelli$ence///////4* 5* 8* 37* 53* 141
Ad$in$ ishes///////////////////////////140Lair Treasres/////////////////////////////119Land Transportation/////////////////////13Lan$a$es////////////////////////////////////////4Li$ht//////////////////////////////////////36* 124Listen////////////////////////////////////////////////9L)canthrope* ererat////////////////136#a$ic r.or/////////////////////121* 125#a$ic te. 'eneration//////////////121#a$ic te. esearch//////////////////143#a$ic te.s//////////////////40* 54* 118*
/////////////////////////////////////124* 138
#a$ic ands//////////////////////////////5* 6#a$ic eapons/////////////////121* 124#a$ic%&ser////////////////////////8* 15* 16#a$ical research////////////////////////142#anevera(ilit)///////////////////////////44#appin$////////////////////////////////////////36#elee Co.(at///////////////////////////////46#ercenaries/////////////////////////41* 136#erchants//////////////////////////136* 137#iscellaneos #a$ic te.s
/////////////////////////////////////123* 129#issile Fire////////////////////////////////////46#issile eapon an$es///////////////11#issile eapon ate o! Fire////////47#issiles that #iss//////////////////////////47#one)////////////////////////////////////////////10#onster ttac+ :ons//////////////////46#onster eactions////////////////////////43#orale//////////////////////////////39* 49* 54#ove Silentl)///////////////////////////////////9#ove.ent///////////////////////13* 36* 38*
///////////////////////////////////39* 45* 54#ove.ent rate////////////////13* 36* 54<Cs/////////////////////////////////////////////////2e$ative @it <oints/////////////////////141o/ ppearin$///////////////////////////////54o(les/////////////////////////////////136* 138on%pla)er characters///////////////////2or.al .en//////////////////////////////////46il ////////////////////////////////////////////////49pen Loc+s//////////////////////////////////////9ptional les////////////////////////////140rder o! <la)/////////////////////////////////43verland Travel////////////////////////////38<C ///////////////////////////////////////////////////2<aral)sis or <etri!)//////////////////////5* 6<ic+ <oc+ets/////////////////////////////////////9<il$ri.s////////////////////////////////////////138<laced Treasres/////////////////////////118<latin. piece//////////////////////////////10<la)er character//////////////////////////////2
<oison////////////////////////////////////53* 141<otions////////////////////////////////122* 125<ress 'an$s/////////////////////////////////136<riest////////////////////////////////////////////136<ri.e e?isite///////////////////////3* 7* 8ace//////////////////////////////////////////////3* 4aise >ead///////////////////////////////////140ando. Treasre 'eneration
//////////////////////////////////////////////118e.ove Traps//////////////////////////////////9epairin$ a ;ehicle//////////////////////52est 51etainers////////////////////////////////////////39in$s///////////////////////////////////122* 127
ole%<la)in$////////////////////////////1* 153ond///////////////////////////////43* 44* 47nnin$/////////////////////////////////////////44Savant/////////////////////////////////////////////40Save s///////////////////////////////////////////54Savin$ Thro,s/////////////////3* 5* 6* 52Scrolls////////////////////////122* 126* 127Secret >oors//////////////////////////////////37Set eapon $ainst Char$e////////45Shado,////////////////////////////////////////136ShipBs Cre,////////////////////////////////////40Sie$e =n$ines/////////////////////////////////14Silver piece////////////////////////////////////10Snea+ ttac+////////////////////////////////////9Specialists//////////////////////////////////////40Spell esearch/////////////////////////////142Spells////////////////////5* 6* 7* 15* 16* 17Startin$ .one)////////////////////////////////3Stren$th///////////////////////////4* 6* 7* 36*
///////////////////////////////////37* 46* 48Stron$holds/////////////////////////////////149S(din$ >a.a$e////////////////////////48Srprise//////////////////////////////////////////43Thie!/////////////////////////8* 37* 135* 136Thie! (ilities//////////////////////////////142ThievesB <ic+s and Tools///////////////12Ti.e///////////////////////////////////////////////36Traps//////////////////////////////////////////////37Travelin$ () ir////////////////////////////39Treasre///////////////////////////////////////118Treasre T)pe///////////////////////54* 119Trn//////////////////////////////////////////////////8Trn the &ndead//////////////////////7* 50&ndead//////////////////7* 17* 49* 50* 51&n$arded Treasres/////////////////120&sin$ the >ice/////////////////////////////////2;ehicles//////////////////////////////////////////13anderin$ #onsters/////////////////133ands* Staves and ods
/////////////////////////////////////123* 128ater Transportation///////////////////13
ater(orne Travel///////////////////////38eapon Si-e//////////////////////////////////11eapon and r.or estrictions
//////////////////////////////////////////////139eapons////////////////////////////////////////11ilderness =nconters//////////////134ilderness #ove.ent ates///////38isdo./////////////////////////////////4* 7* 39i-ard/////////////////////////////////////////136restlin$///////////////////////////////////////48< //////////////////////3* 40* 42* 54* 141
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OPEN ,A*E LICENSE BASIC FANTAS$ RP,
OPEN ,A*E LICENSE
INTRODUCTION
The Basic Fantasy Role-Playing Game (“BFRPG”) is based on
the System Reference Docment !"#$ (“SRD”)% &hich is
'en Game ontent# *lso% some monster descriti!e te+t&as ta,en from the astles and rsades .onsters Sort
Prodct (“.SP”)% &hich is also 'en Game ontent# The
te+t of the 'en Game /icense itself is not 'en Game
ontent# 0nstrctions on sing the /icense are ro!ided
&ithin the /icense itself#
1ote regarding 2 'en Game ontent sed The
'P3R0G4T 1'T05 section belo& lists both the astles 2
rsades Players 4andboo, and the astles 2 rsades
.onster Sort Docment6 both are listed becase &e are
re7ired to do so% bt be ad!ised that all astles 2 rsades
materials sed &ere ta,en only from the latter docment#
Designation of 'en Game ontent The entire te+t as &ell
as all mas and floorlans incororated in BFRPG (e+cet
the 'en Game /icense% as noted abo!e% and the Prodct0dentity /icense% belo&) is 'en Game ontent% released
nder the 'en Game /icense% 8ersion 9#:a (rerodced
belo&) as described in Section 9(d) of the /icense# *rt&or,
(other than mas and floorlans) incororated in this
docment is not 'en Game ontent% and remains the
roerty of the coyright holder#
Designation of Prodct 0dentity Prodct identity is not 'en
Game ontent# The follo&ing is designated as rodct
identity rsant to 'G/ !9#:a(9)(e) and (;) (*) rodct
and rodct line names% inclding Basic Fantasy Role-
Playing Game% Basic Fantasy RPG% and BFRPG% as &ell as the
hrase “ma,e mine Basic”6 (B) all art&or,% logos% symbols%
grahic designs% deictions% li,enesses% formats% oses%
concets% themes and grahic% hotograhic and other
!isal reresentations% inclding the “eye” logo% &hich is theersonal mar, of hris Gonnerman for his !arios rodcts%
and &hich is oyright < =::= hris Gonnerman% and the
“Scribbled Dragon%” &hich is oyright < =::$ 5ri, >ilson6
() logos and trademar,s% inclding any trademar, or
registered trademar, clearly identified as rodct identity by
the o&ner of the rodct identity% and &hich secifically
e+cldes the oen game content#
.ore information on the 'en Game /icense can be fond
at
htt??&&&#&i@ards#com?d=:
OPEN GAME LICENSE VERSION 1.0A
The follo&ing te+t is the roerty of >i@ards of the oast% 0nc#
and is oyright =::: >i@ards of the oast% 0nc (“>i@ards”)#*ll Rights Reser!ed#
9# Definitions (a)“ontribtors” means the coyright and?or
trademar, o&ners &ho ha!e contribted 'en Game
ontent6 (b)“Deri!ati!e .aterial” means coyrighted
material inclding deri!ati!e &or,s and translations
(inclding into other comter langages)% otation%
modification% correction% addition% e+tension% grade%
imro!ement% comilation% abridgment or other form in
&hich an e+isting &or, may be recast% transformed or
adated6 (c) “Distribte” means to rerodce% license% rent%
lease% sell% broadcast% blicly dislay% transmit or other&ise
distribte6 (d)“'en Game ontent” means the game
mechanic and incldes the methods% rocedres% rocesses
and rotines to the e+tent sch content does not embody
the Prodct 0dentity and is an enhancement o!er the riorart and any additional content clearly identified as 'en
Game ontent by the ontribtor% and means any &or,
co!ered by this /icense% inclding translations and deri!ati!e
&or,s nder coyright la&% bt secifically e+cldes Prodct
0dentity# (e) “Prodct 0dentity” means rodct and rodct
line names% logos and identifying mar,s inclding trade
dress6 artifacts6 creatres characters6 stories% storylines% lots%
thematic elements% dialoge% incidents% langage% art&or,%
symbols% designs% deictions% li,enesses% formats% oses%
concets% themes and grahic% hotograhic and other
!isal or adio reresentations6 names and descritions of
characters% sells% enchantments% ersonalities% teams%
ersonas% li,enesses and secial abilities6 laces% locations%
en!ironments% creatres% e7iment% magical or
sernatral abilities or effects% logos% symbols% or grahicdesigns6 and any other trademar, or registered trademar,
clearly identified as Prodct identity by the o&ner of the
Prodct 0dentity% and &hich secifically e+cldes the 'en
Game ontent6 (f) “Trademar,” means the logos% names%
mar,% sign% motto% designs that are sed by a ontribtor to
identify itself or its rodcts or the associated rodcts
contribted to the 'en Game /icense by the ontribtor
(g) “Ase”% “Ased” or “Asing” means to se% Distribte% coy%
edit% format% modify% translate and other&ise create
Deri!ati!e .aterial of 'en Game ontent# (h) “3o” or
“3or” means the licensee in terms of this agreement#
=# The /icense This /icense alies to any 'en Game
ontent that contains a notice indicating that the 'en
Game ontent may only be Ased nder and in terms of this
/icense# 3o mst affi+ sch a notice to any 'en Gameontent that yo Ase# 1o terms may be added to or
sbtracted from this /icense e+cet as described by the
/icense itself# 1o other terms or conditions may be alied
to any 'en Game ontent distribted sing this /icense#
"#'ffer and *ccetance By Asing the 'en Game ontent
3o indicate 3or accetance of the terms of this /icense#
# Grant and onsideration 0n consideration for agreeing to
se this /icense% the ontribtors grant 3o a eretal%
&orld&ide% royalty-free% non-e+clsi!e license &ith the e+act
terms of this /icense to Ase% the 'en Game ontent#
$#Reresentation of *thority to ontribte 0f 3o are
contribting original material as 'en Game ontent% 3o
reresent that 3or ontribtions are 3or original creation
and?or 3o ha!e sfficient rights to grant the rightscon!eyed by this /icense#
C#1otice of /icense oyright 3o mst date the
'P3R0G4T 1'T05 ortion of this /icense to inclde the
e+act te+t of the 'P3R0G4T 1'T05 of any 'en Game
ontent 3o are coying% modifying or distribting% and 3o
mst add the title% the coyright date% and the coyright
holders name to the 'P3R0G4T 1'T05 of any original
'en Game ontent yo Distribte#
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BASIC FANTAS$ OPEN ,A*E LICENSE
;# Ase of Prodct 0dentity 3o agree not to Ase any Prodct
0dentity% inclding as an indication as to comatibility%
e+cet as e+ressly licensed in another% indeendent
*greement &ith the o&ner of each element of that Prodct
0dentity# 3o agree not to indicate comatibility or co-
adatability &ith any Trademar, or Registered Trademar, in
conEnction &ith a &or, containing 'en Game ontent
e+cet as e+ressly licensed in another% indeendent
*greement &ith the o&ner of sch Trademar, or Registered
Trademar,# The se of any Prodct 0dentity in 'en Game
ontent does not constitte a challenge to the o&nershi of
that Prodct 0dentity# The o&ner of any Prodct 0dentity sed
in 'en Game ontent shall retain all rights% title and interest
in and to that Prodct 0dentity#
# 0dentification 0f yo distribte 'en Game ontent 3o
mst clearly indicate &hich ortions of the &or, that yo are
distribting are 'en Game ontent#
# Adating the /icense >i@ards or its designated *gents
may blish dated !ersions of this /icense# 3o may se
any athori@ed !ersion of this /icense to coy% modify and
distribte any 'en Game ontent originally distribted
nder any !ersion of this /icense#
9:# oy of this /icense 3o .AST inclde a coy of this
/icense &ith e!ery coy of the 'en Game ontent 3o
Distribte#
99# Ase of ontribtor redits 3o may not mar,et or
ad!ertise the 'en Game ontent sing the name of any
ontribtor nless 3o ha!e &ritten ermission from the
ontribtor to do so#
9=# 0nability to omly 0f it is imossible for 3o to comly
&ith any of the terms of this /icense &ith resect to some or
all of the 'en Game ontent de to statte% Edicial order%
or go!ernmental reglation then 3o may not Ase any 'en
Game .aterial so affected#
9"# Termination This /icense &ill terminate atomatically if3o fail to comly &ith all terms herein and fail to cre sch
breach &ithin ": days of becoming a&are of the breach# *ll
sblicenses shall sr!i!e the termination of this /icense#
9# Reformation 0f any ro!ision of this /icense is held to be
nenforceable% sch ro!ision shall be reformed only to the
e+tent necessary to ma,e it enforceable#
9$# 'P3R0G4T 1'T05
'en Game /icense ! 9#: oyright =:::% >i@ards of the
oast% 0nc#
System Reference Docment oyright =:::-=::"% >i@ards
of the oast% 0nc#6 *thors Honathan T&eet% .onte oo,%
S,i >illiams% Rich Ba,er% *ndy ollins% Da!id 1oonan% Rich
Redman% Brce R# ordell% Hohn D# Rateliff% Thomas Reid%Hames >yatt% based on original material by 5# Gary Gyga+
and Da!e *rneson#
astles 2 rsades Players 4andboo,% oyright =::% Troll
/ord Games6 *thors Da!is henalt and .ac Golden#
astles 2 rsades .onsters Prodct Sort% oyright
=::$% Troll /ord Games#
The Basic Fantasy Field Gide oyright < =:9: hris
Gonnerman and ontribtors#
Basic Fantasy Role-Playing Game oyright < =::C-=:9"
hris Gonnerman#
BASIC FANTAS$ ROLEPLA$IN, ,A*E
PRO!CT IENTIT$ LICENSE
SbEect to the terms of the 'en Game /icense% abo!e% yo
may create deri!ati!e &or,s based on the Basic Fantasy
RPG core rles (this docment)# 4o&e!er% the 'en Game
/icense rotects the Prodct 0dentity (e+lained and
detailed abo!e) sch that yo mst ha!e ermission from
the coyright holder before yo may se any of the listed
Prodct 0dentity#
3o may se certain items of the listed Prodct 0dentity
nder the follo&ing conditions
9# 3o mst comly flly &ith the 'en Game /icense%
!ersion 9#:a% as described abo!e6 and
=# The &or, may not be obscene in natre6 in general% any
&or, containing sbEect matter that &old 7alify for an 1-
9; mo!ie rating in the Anited States% or an R rating de toe+licit se+al content% is considered obscene for roses
of this license#
0f yo comly &ith the abo!e conditions% yo may do either
or both of the follo&ing
9# 0nclde the te+t “Designed for se &ith the Basic Fantasy
Role-Playing Game” or “Designed for se &ith the Basic
Fantasy RPG”6
=# Ase the “ma,e mine Basic” logo% ro!ided on the Basic
Fantasy Role-Playing Game &ebsite
htt??basicfantasy#org?logo#html
The logo may be resi@ed as needed% bt mst not be
distorted and may not be altered other than to resi@e it#
0f yo &ish to se other Prodct 0dentity from this &or,% yo
mst re7est and recei!e e+licit ermission from the
coyright holder#
0n any of the abo!e cases &here the Basic Fantasy Role-
Playing Game Prodct 0dentity is sed in yor &or,% yo mst
also inclde the Basic Fantasy Role-Playing Game &ebsite
address “basicfantasy.or” in that &or,# 3o may lace the
&ebsite address adEacent to the logo and?or name% or yo
may inclde it on yor title age% or lace it in some other
location &here any reasonably obser!ant erson &old
e+ect to find it#
END O! LICENSE
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OPEN ,A*E LICENSE BASIC FANTAS$ RP,