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Page 1: Quest of the Ancients
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Page 4: Quest of the Ancients

Welcome to a world of high adventure. A world of swords & sorcery, of light & dark. We, at Unicorn Games, care about what you think, and we appreciate any comments you may have regarding Qk In the end, it is you readers must judge the fmal work. Some will love this produd; others will hate it. However, it has long been the author's belief that role-playing games are too male-oriented, and that all gaming philmphies deserve representation, something he has tried to promote in his paat work. If you feel likewiw, perhaps this is the game for you.

QA can be used to supplement whatever game system you normally employ. Use as much or as little of it as you see fit.

Support articles for QA have appeared in a number of magazines, and we thank the reepedive publishers for their support. If you get a chance, check out the Gamer*, Vortext*, the Scroll*, and White Wow.

Finally, the author would like to thank the following people for the inspiration they provided, large and small:

Above all, Roger E. Moore for his limitless encouragement and support over the years. Also: Jeff Albanese; Bob Anderson; Dave Arneson; Anne Brown; Dale Donovan; Jeff Gmbb (for his many accomplishmenta in the gaming field); Gary Gygax; Dave Hargrave; Scott Haring; Bruce Heard; Mike Hopcroft; Robin Jenkins; Hamld Johnson; Jon Pickens; Jean Rabe, Lisa Stevens; Barbara Young; Stewart Wieck and Chris Williams.

And..

Bill Curtis; Bill Mercer (for more good ideas than I can count); Lance Murphy; Mike Pannell; Scott "Nazier" Slater; Jim Williams; Charley Worstell.

J L (for Sage Advice).

"Lamb" Stu MacCheaney and Joan Tappe.

David Argall, for mercileaa but brilliant critiquing.

L. Frank Baum; Terry Brooks; J.R.R. Tolkien; Jules Verne.

John Wayne; Errol Flynn; Clara Bow and Bonita Granville.

(The original) Barnabas; Quentin; Sarah; Maggie; Carolyn; Victoria; Magda; Willie; Ben; Aristade--and, of course, Angelique.

Raven; Arathom; Nightshadown'; Sturm and "the Witch.

Michael Crawford; Sarah Brightman and Elisabeth Stringer

The Bangles; the Beach Boys; the Bee Gees; the Byrds; Chad % Jeremy; the Doom; Bob Dylan; EL@, Elton; the Five Keys; Fleetwood Mac; the Hollies; Mary Hopkin (whom I'll always have a crush on); the Idle Race; Jan & Dean; John, Paul, George, Ringo & George Martin; A1 Jolson; the Kinks; Led Zepellin; Andrew Lloyd Webber; the Moody Blues; the Move; Peter, Paul & Mary; Pink Floyd; the Pretty Things; Renaissance; the Rolling Stones; Simon & Garfunkel; the Who; Hank Williams; the Yardbirds; the Zombies.

Last of all to Donovan P. Leitch, whose magical HMS DONOVAN opened my eyes.

The persons listed have not necessarily endorsed this produd

Denotes a trademark owned by a mmpany other tha UGP. UGPs use of lhese trademark without the written mnsent of their holders s h d d not be interpreted as a challenge to lheir ownership stat-.

Unicorn Game Publioatiom Box 4284

Fresno, Ca. SS728

Page 5: Quest of the Ancients

CEAlTEB 1 .. ChUMtarcredion Page 4 The nine stat8 ..................................................................................................................................... - Page 4 Character raw8 Page 9 Alternate charaderraces Page 11 Ethics Page 13

CHAPTEB 2 - Clmrmhr p m h d 0 . l ~ Wge 15 P i g b h

The CoasacL " ...... ... " ...................................... 15 The Ghdhtm " ...................................... Page 17 The Knight ............................................................................................................................................... Page 18 The Leeonnah Page 24 The Rogue Page 26 The Saracen - Pqe 27 The T i Page 29 The Wcmkman Page 31

TheAssssi, " Page= The Bsnd ............................................ " - . Page 37 The Cutpurse Page 43 The Gypsy Page 47

The Druid Page 66 T h e M R i e s L ....................................................... " ................ Page86 he N-w pass m Thesmcera ... " P a g e s The Witch. Page 89 The k c h i d stnrctuns oftbe professions ........ ... ........................................................................... Page 126

...................................... S g l e & d u a l - p m f d e d eating new c h r a d a professions Page 127 Level p4nt reqoiremenkfm eacb pofesdan - Wge 128 Innate magid *tias ..........................tias.tias.-tias.tias.tias.tias............................................tias..tias.tias.tias.-.tiastias........ Page 129

. CHAPTEB S .. Skills Page 130 CHaPTBR 4 .. E g d p m e n t Wge 152

o f ~ ~ l a y - page i3a A k t of general pmda - Page IS3 Armom & shields Page 146 Weapons - ........h9.h9.h9....-...-...................................................................................... Page 138 Riding beasts - Page 138 Smvks Page 139

.. CHAFlWt 6 .. The M v e ~ ~ b u s .- Page 140 lkralratas ................................ " Page 14a Sights & m d s Page 141

CHAPTEE S - Cornbet ............. ....... .......................................................................................................................................................... * 148 Ambu&Movement & Cambatpbases - Page 143 Spellcastias/the aUdcmlVCwbat mienllsnea Page 144 CombatiaMes ........................ - .............. ............ Page 146 Handhhand 6 g h ~ f l s s i I e fh.&Wsm ........................... .. ........................... Pagc 1 W ~ a n N n ~ oombat movesWitherIng Page 151 lki&nce dk, ............. .. ..ce.ce.-....-..-......................................................................................... Page 152

CHAPTER 7 .. WD ............................................................................................................................................................................................................ Page 153 gPeb k Spell boaIdCrinhgnca, apeus Page 153 Rese&ing new spell a Page 1% Spen-tiw m i s c e a PW 166 Potions & e k i m d r m &Magic wands & staflslCweditems6Viuhur . %e 168

-8-PmuQ Page167 lave1 pint&& awardsiGems &jewelry Page 167 c Reasma gensnting tabledenchanted -pols Page 168 Masic-our & shieldwMk-llaneous magicitems . Page 159 Potions & eMm, d e s m i p t i o n o f l ~ of Power ................................. .. ........... Page 162 W c i t e m generaling tablea Page 168

c- e - I&Y age 1~ CHAFl'EB 10 - M O Z X S ~ Page 170

TO-. an introdnmbrysa~o ........................................................................................................................................................... Wge 180 WnxrEW OUIDELINES." .- .... " .- ...... " .- " ....... " " Page 182 CHNIACTER SHEET End of book

Some of the i lbbtions beRin a m taken from "Ancient & medieval people" by Jml Steele. puWished 1883: "Anbian Nights Entertainments'. pnbli&d l W " W s Semnd Reader" by &Ilen M . Cy. publkbd 1- 'The H i s h y of the World" by Jahn Clark Ridpath. p n b k k d 1 w The Illuminated Mawzbe". puWished 1845; " T h e w s Wnd" p~vb-d 1858; "Pgthian Kd&thmd" by Jamea Csmabao. pd isbd 1887; "The Americanized envl~paedia" by BelfmdClart pnblished 1880; "Sollg ofthe Brmk . by Tennyson. pobtiabed 18% end 'The atndents refnenoe work" by Chandler B . Beadt. prrbliahed 1901 . UGP ir prnsd ta help thia magnificent art, some ofwhich is nearly 1W years old, live a& so that a new g e - h urn appreoiate the crdbmn&p that went into it

Page 6: Quest of the Ancients

AT AGLAN-nemting stab

D a d Elf Dn- BallaIf Welt -n (humin,? e m ( h d w human)

*e%h 1 D W 5D4 5D4 6D4 1D12+8 1D124 Mi&' 5D4 ID124 1D12+8 I N 1 4 1D12+8 ID1218 Conditioninp lDBcl4 5D4 1D12+8 1D12+8 1 W l 4 ID124 IQ 5D4 W 1 4 W l 2 4 1012+8 5D4 ID124 Charm 5D4 l D l Z 4 lDlZ+8 1D12+8 Wl?.+8 1D12+8 Appe-e 5D4 lDlZt8 6D4 1Dl!2+8 1D12+8 ID124 LOEL 2D6 1D6 ZD6 208 2D6 2DB 6tamina (see Cbaptsr One) Baay S M + Conditioninadhided by two, roundiw urn

I Nnnmbraan Cbtb,krLin, leather, gladiatorial, m -aclrchaimmd S 2 1 0 of-1) M-2) W9) w-4)

Chainmail shirt 4 S 2 1 0 M-1) W-2) M-8) W d p l a t e 6 4 3 2 1 0 0(-1) of-2) C h a i m d (fan soit) X+1) 5 4 3 2 1 0 N-1) Partialmfhnplate W+2) W+1) 5 4 8 2 1 0 Uoine w d l shield: Deduct 1 mint US& medium shield: Deduct 2 h b Usianl- shield: Dad& 3 wink I

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Character Creation All charactem possess ninesbts, and their numeric range can m a @ affeol pack fm an extended period of time, he may briekly lift greater weights The

aWln and mmhat. The nine indnde: maximum Ual may be lifted and mvscled out of the way equal. 20 lbs pr Streoglh point, minus any uuried. (And up to half the nrarimum lit2

l ~ ~ r e n p t h (St) I =el& may be raised over the h d if n m 7 y . ) Thus, Vanor in an emesency can lift u. to 2W l b ~ . ercludine ihe wei~ht of his normal war. Lifting more -

The Strength rating of a charactmrrflect~ several things. zequires a Strength roll, applying a penalty factor of 1 fm each five-lb i n ~ ~ c m e n t above the madmum weight normally allowed. That is, 16e player must roll a

Damage rulls DZO, ending with aresult beneath the character's Strrngth to indioate suwesT. A smre that qmls a erueeds the Strength rating is considered a failure!

One.$ Strength can modify the damag~ done with melee or hurled woapaos. Example: Vanm with his 10 Strengtb can lifta maximum of 2W lbe (if he d e s

However. regardless ofapenalty to damage rob, a a w a p s f ~ l hit always innicts no other weight an his p e m ) . But he waots to raise away a 220-lb slab of atone

a t leaat I p i n t of *e (although an armm might and seaGng ON an u n d e r m n d chamber. He most roll a DW against hi. strength,

negate this!). adding 4 to the reault fm the 20 extra lbs of weight. Vanar most tbus mll 5 or less on a D20 for s u ~ s . Otherwise, the slab jost proves to be tm much f a him

Extra Body points and he mustget help. The lime one can hold the extra weight eqvals 1 phase (or LO seconds.

A High Strength, coupled with a god Con, can add to a &am&r*s B& remember) per five points of Con. After this, the charader must set the weight

points, for they are determined by both together and then dividing by down and rest an equal length of time before undertaking any other tests of his

two, wunding up. Strength. The m i m u m 1LR ratin, also shows whathm one can climb a rope hand-

Forcing dungeon doom

Dmrs or other pmlals will oRen be raded or w a p d *hut fmm y e m of n e e d , and they must be fmced opn. requiring n simple Strength roll on a W!. Thi. may be attempted o n e each phase (or 10 a&anda), by s single character (in tht? ease d a n-al size dmr). N a h d l y , m e plrtals may be M, loeked or cwsCnrtod so that they just cannot be f d and must either be b a W do- or overcome thronpa m e . In breaking down a d m , some sort of ram mnst be used-* stntue, 1%. elc. To note access, the Strength of th- &riog the rain is mmhined and penentr7r: dim am rolled rqubing a .-.&ctxmath Lhr wruiiined h- d n g . In all us, s m a d W fils. Om attempt can be made each two phases.

~~ - over-hand, bearing his own weight and that of his equipmenl The rate of ascent equals G/phwe, and the character may climb without tiring for one phme for each two paints of& Can. After this, he mostrest an e q d period of time. If he doesn't, he 1-s ID8 points of S t d i each phase of dimhing until his Stamina is -nded (cawing him to fall), he stops to rest, or he ends the dimb. The Stamina loa4 is halved if the character is owming x rope laterally.

(Of course, usiog sheer moscle to move s e a t weights is the least efficient means of accomplishing the task at hand. So, a o h & who employa a tml for leverage eNcdively h b l e s his marimrm t i n rating. And obviously> two or m m ~baradeA may add their Strength in a moerted eNort to move nbjects that nre tm heavy for eilher to lifl u n d t e d . A single die roll is then made, d t h q h amU of 20 always resultsin failure, requiring more assistnnoe.)

Throwing things Table 1 is a quick reference to note modifications for Streoglh.

A& ham nororal rnisae weapons. o b a m c k s may throw th- at an enemy. Light a b W , rmch as acid vials, may be h d e d up to five feel distant i k r i l i k ( A d 1 per point of Slzength. Indoors, where there may be a low ailing, this range is q- Thmwing moderately heav abj&, smh a4 a beayr jsclr-0-lantern. A m t y awrjders nimbleness, mfleres, and W e y e amdinatinn. I t is a lowerti the range to two f c e t p r Strength p i n t i n nny sew. valusblc asset, &dly nNectjn~ the following areas:

W a n g strength h o w rating

One's S e n g t h regulates how much he ran cany. Armour, weapons and equipment weigh a lot, and those with higher Strength ratings can more easily handle large &ounta of gear. The working stmngth of a character denotes the weight he can paok with or without penalties to movement, skins, or Agility. Exduding one set of clothing mm, the load fadom that apply to charactem indodo:

Lieht loads. A liphf load eauals 2 lbe a l a oer Streneth mint. Thus " - - . \'anor. a cutpms with a 10 S ~ c n g t h , can eady blc an exha 20 Its of gear. \'?nn'slight mcumbmce may result in a b r h r chance ul i*rform Mls which tlmld be hindered hy hm packing g.4 roigbls. I t cerrjl~nls lets him move d 1 y and easily.

Normal loads. A m d bad -s between 2.1 and 6 Ib per Strength pint. If Vanor packs between 21-50 lba of gear, he ts toting a m-1 laad, applying neither bonus nor penalty to any skills or movwwnt

Heavy I d . A lrcoy bad averages between 5.1 to 7 lhs per Strength point Should Vanor top the 50 lb mark, the load starts weighing him down, affecting his freedom of movement As a ontpume, Vanor ean climb variourr wan .* Packing this much weight taLes its toll and his skill at dimbing declines from the s W n of the dead weight on his back His movement slao begins to slow.

Very hea- loads. A oery k w v y hmd varies between 7.1 to 10 lhs per Stlength point. Therefme, Vanor will be greatly encumbered a t the point he lugs 71 to 1M ILLS of eguiplaent. Climbing a wall with a heavy pack is all but impossible now. In f d he can hardly wa lkwihn t stumbling!

Maxim- Mt. Whils the preriow iigmes show how much a cbarader can

A gad armour rntmg makes s target m a e diIXcolt to hit, and the better reflexes fwm s high AgiEty may apply a bonus to the armour rating of a character. Likewise, alow Mli ty shows nlow readiolls, making it more di&ult to dodge or parry away an enemy's blows. Thus. i t esn worsan the arm- rding ( e e Table 2).

When rolling tonote a s u d u l strike during melee, one's Agility can alter the soore fa better or worse (see Table 2).

combat p*

Character's AgUB determines the p i n t in the game tom that he may atbci an enemy.

Chapter Sixpasintogreater detail on the m m b a t p k .

Resisting spells

Many a i d @Is--but not all-pitan Agility roll to leasen damage. In s ~ c h urses, a mll of s natlrml 1 i&tm no damage is talrenl

As noted, a c h a r u s Agility can be lessened if he to& h- loads of equipment or bmty as shown on Table 1. It can also be halved if a character for m e reason is f d to his hees m is mawling. AgUty can even be quartered

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1 2 8 4 6 6 7 8 9 10 11 12 13 14 15 18 17 18 19 20 Light I d (in lbs)

2 4 6 8 1 0 1 2 1 4 1 6 i S 2 0 2 2 2 4 2 6 2 8 3 0 i a ~ 3 6 8 8 4 0 Movement adjostment (in feet per phase): k,

Penalty to M l i t y 0 Nomnl I d (in b)

5 10 1 5 2 0 ~ 3 0 3 6 4 0 ~ M ) 5 6 ~ 6 6 7 0 7 5 8 0 f f i 8 0 9 5 1 W Movement adjustment (in feet per phw): 0

Penalty to Wty 0 J k m y loed (in lbs)

7 14 21 28 85 42 49 66 63 70 77 89 91 98 106 112 119 126 135 140 Movement adjustment (in feet per phase): -2

Renalty to AdiW -2 Very heavy load (k b)

10 20 30 40 60 60 70 80 80 100 110 120 130 140 150 lM) 170 la0 190 200 Movement adjustment (in feet per phase): -5

Penabr to AziEty: .6 Maximum lift (in lba)

20 40 60 80 100 120 140 lea 180 200 220 240 260 280 300 520 340 Sea 980 4w Damage adjmbnent to melee and h m l d missile attacks

-2 -2 -2 -2 -2 -1 -1 0 0 0 0 0 0 0 0 +1 +2 +3 4.4 +5

Table 2-.Armour r a k and attack mU adjmtmente. based on Adity

Table &Rest time. befme ~~ slob C O N D m m W E E

1 2 S 4 5 6 1 6 8 10 11 12 13 14 16 16 11 18 19 10 Horus of d needed

9 9 9 9 9 8 8 8 8 8 7 7 7 7 6 6 6 5 6 4 +5 minutea for each combined rank of soen cast

Table &Time needed to memorize ea~hspell, by rank CHARACTER Ie I

1 P 8 4 1 6 7 8 S 10 11'12 18 14 16 16 17 18 19 10 Minates to memmiee spen (if charaderhas slept.otherwise, increase tenfold)

* * 1 6 1 4 1 8 1 2 1 1 1 0 9 8 7 6 6 4 S 2 1

Mtnltiplid by the rank of the spell, * lmpeslahe to pdmm spllcaatingat these low Ips.

Table %-ReactLon adjustments, basd w Cham cHARM8COm 1.

Me mil Demeanor ofcharaoter R e d 0 I N&ml01 or less charminpinp Bhi Cwed: reni driven off

Intimidating, threatenina Ha- bar: attackedif-asma weiille Adjusted 01-26 Chming, glib Vidble nuiiendli-

Intimidating, Wvaatening Intense disliLe: lied toor deceived to get charader

say or do just sbovt

Optional adjustments to the d o n mu: +/- 6% for eachleuelofdiffmnce between the Ehrnscter and whomever he inkrack with. -10 if characteria knowm to haye a badreptation (onless the radim i. made by those dEvU ethics; in this m e , it operatesas aplus). +lo if char& ia knosm to have a good -tation (unless the re& is made by t h e of E d ethics, in thb case, it oprates as a minos).

Page 9: Quest of the Ancients

if one is f a d to his knees, is mawling, or txips and lies on the f lm . Activity in wld climates without warm dothine also nenali~es it bv 1D4 ooints. . ~~~

Underwater, ones Aahty ,core s l e a ~ n e d by 1U p i n e l However, rr.yardlru: of any indicated penalty Arrlily can never ir reduc-d blow 1 except hy maac. p r i s m disease, eu. Nntwaily, this hUs the eh~r.act.r in so domg.

l~onditioning(Con or Cn) 1 Conditioning is s general indication of the hardiness, health, and physical

mke-up of a eh-cter. I t also covers:

Doingwithout f w d or water

Apart hom going without sleep, adventurers may need to smrive without fcod or water. Of the two, water is the most important. To main* proper vigor, a character each 24 hours must drink at least one au- of water for each 10 lbs of ita body weight This amount can be adjusted -nlatiaely by two factors ar shownin Table 3.

Table 3-Smvival on reduced rations

Light (rest, relaxation, standing guard, ete.) x l adjustment

Normal (sbdying, light work, walking, ete.) rZ adjustment

ffiavy (lighting, working hard, etc.) x3 adjustment

The result is then mcdikd by the temperature:

Cold (under 40 degrees Fahrenheit) x.5 adjushent

Warm (41-75 degrees Fahrenheit) x l adjustment

Hot (76-100 degrees Fahrenheit) x2 adjustment

Very hot (101+ degrees Fahrenheit) x4 adjustment

Thus, a IWlb character performing m d activity in a warm area must drink 20 ounces (or 2 IR cups) of water each day or begin losing vigm. This is bardated by the temporary I- of one Con point per day without adequate water (or double this if no water at all is available). Restoration of t h e points is at the rate of four points per day after fluid intake retoms to acceptable minimums. If a character's Con falls to 1, he lapses into a wma and dies within ID4 hours if notgiven ample water.

Note that magic -not restore stat points 1-t h lack of fluid intake.

Surviving without fwd is somewhat easier. Afkr four hours per Con point, a creature needs one ounce of (normal) rations for each 10 lbs of weight every24 hours thereaPtPr or it starts weakening. T k results in a loss of one S t r e 6 point for each three days the ohmiter goes without adequate nutxi&, assuming he is undertaldng leht activity. Normal activity drops Strength by a p i n t each two days: and hay activity raises i t to loss of a Strength point each day. Point lossis a t +1 if the chmade~ has no fmd intake whatever.

If and when the Strength -re falls to 0, the character lapses into a mma and dies witbin 2D4 hours without navrishment

Note that magic spells will not restom Strength points lost through lack of f a d Even a strengthen spell will not cancel the effects of stamatios and functions only for purposes of Strength mlls or damage adjustments during the time the recipient is undergoing penalties for doing without food.

Nahrally, loss of Con or Strength points through dehydration or s+amation adjvsts Body points downward and can lessen one's weight by half. Thus, a dwarf who lost a Body mint through astarranon or dehydration woad drop about nine ofweight

Extra body points

A superior Con, coupled with agood Shength, can increase Body points

Heeling Body and Stamina damage

During combat, one can 1- both Body and Stamina +nts. StPmina damage, that of a p n e r a l deterioration of reflexes, alertness, and energy to turn away otherwise mnnecting blows, is regained a t a rate equal to the character's Con, for each full how of rest. Healing Body damage, that of true physical wounds to the character's body, is done at a& of but 1 paint, +I point for each 10 Con v i n e , each 24 horns of rest. Magic, of course, restoms Body and Stamina damage much quicker.

Eoldina one's breath

Adventurers metimes need to hold their breath The Conditioning score regulates how lang this may be done. In situati6ns where aue merely goes limp, seeking to hold hjs breath as long as possible, he may go without breathing one phase for each Con paint.

If the character hdds his breath while moving normally, without 0th- strenoons activity, the breath may be held one phase for each two Con points.

Holding breath while fighting, running, being strangled, ek, be done for only one phase for each five Con points.

All these times rn doubled if the draracter hrst h-entitates. At the point one's breath is held beyond what is allowed, he suffers 108

points of Stamina l m each phase. (The lass is doubled if the charader exerts himself, fm instance by resisting strangulation.) At tbc point all Stamina is expended, he antomatically 9MB to breathe unless underwater or he is being strangled In these even&, he passe out and dies in 104 phases.

- - - - -- -- Performing s h n u o o e activity

O d o r a & , a character may undertake strenuous activity. Conditioning orten regulates how lang he may do this (as in the case outlined earlier of holding great weight above the bead).

Going without sleep. H e m s sometimes go long periods without rest If the character takes thingoeasy (for instance, aa a guard), he can go Cuo h o r n per Con point before fatigue nets in.

A person mde- m m I activity, exduding f lghkg or spellcasting, can remain fresh for np to 90 minutes per Con poillt

Under k a u y d v i t y , oharacten can remain alert for one hour per Con point

Once a chracter has stayed awake tm long, fatigYe seb in. Each h w r thrreaffer, a roll must be made beneath the characteis Can on percentile dice. Failure me- his IQ and Conditirmingsmres temporarily drop by one point (In the case of the lowered IQ, this temporary loss does not affect one's level or expertise with general skills, although it penalizes IQ m k ) If either stat reaches 1, the chmxckr lam into a sleep hom which he cannot be awakened for a t least 2D4 h o w Restoration of lost stats ia at a r a t e d two points per hour of sleep after the Iimt six hours.

Fni8oddisoaw resistance rolls

Orten, m e o n e snbjeded to pison m disease, whatever the so-, must

Page 10: Quest of the Ancients

mmke a Conmll to resist same or all of ik banefol effeds.

Rest time after s p e l l d n g

make reaaion mlls on percentile dice when a cbarsetn tnlks with a game m s b r chmetemete (GMC). The oharadds Charm adjustment may alter the restion either npward or down, based on his demeanor as shown in TaMe 8.

Even the simplest spellcasting affects a magiciads psyche, impadng a rest period befare reg-g-nded spellcasting slots The rest needed varies with ( A ~ ) the eharader'8 Con m e as shown in Table 4. I

Appearme simply repreente the general atkadiveneul of the character in physical terms It can never be lower than I.

[IQ

IQ, m inelled, is exbemdyimpmtant and affects tbe follnaing areas. J l o a L ( L L ) I Finding ~aretprmels

By v+c&e d their canshctim, seaet panels are diffloult to locate. When cbaractem suspect one lies within an m a , those eearchii for it mustmll under their IQ on percentile dice to h d i t The time necessary generally equals five minutes per 10' oube of pace within the area (room, hall, ete) searched Regardless of hour many amas within a rmm m hall are examined by a character, only a single mll to determine sufcessis made. Some professions, nnd even r-. have bonuses to their rolls to find s e m t panels. Tricksters in particular. if they have &trap skills, supersede the IQ roll with a &lmp mll to " m e . seaet panels.

If there is mme than one secret panel in an ares, the GM should make additirmal mlls for each separate p a e l to note haw many are foond

Maximum level i n the ohaR&r'# profession

A peraads IQ regulates just how many of the inhieades he can grasp in masterine a nofesbion. The level limitations baapd on I 0 are listed in each of -~ .. . ~~ ~~ ~~ ~ ~

-~ ~~~ ~ ~~ ~. -- ~ - ~ ~ - p ~ ~~

the prufesion drssriptiono. Excepting IQ I- fmm 1.rrk of sleep, prmanmt- and often krparary-lors of IQ r;m 1-o me's skill lcvrl when 1Q level limir. begin to apply.

To use them, one must memaize spells, spell-gs, m prayers. The time necessary is ahom in Table L

Example: Ferial, a 3rd level druid with a 16 I&, has cast two l s t d spells dong with her 2nd. Atbr sleeping to regain her spellcasting slok, she awakens, get4 out her spell bmh and decides to memorize entirely new spells. Cross referencing a 1st rank spell with he. 16 IQ, we see i t will take her five minutes to memorize one 1st d spell. To note the h e needed to memorize a 2nd ranh spell, we moltiply the five minutes by the spell ranh (2). getting a result of 10 minutea. Thus, after a total of 20 minutes of study, Ferial will have both her new 1st and 2nd rank spells memodzed, and she may invoke them through her mstingslot4.

skill poinbr

Apart from the atil ls that may come from Cdluwing a certain protv~csn. d l charurlrn hnvr (nlent4 Lhey acquired during t h e youth. The number uf poinu that may k allotted into vanow Lzlcnts me based on the 1Q of the char&? multiplied by 10 (see Chapter Three).

I.wk is very zmportanr It is meant clrh<,r tcr pmuide s rsndom chanm of wrnvthnng helpful ocmming, m to note if ;m unvxoal action by n charmer dues what hr hopes 11 will whrn no other mll (such as a stat or akill roll w m s appnrprialr. In some itoar8nnr, for eramplc. a playrr may wek a doe lu a p u d e , or say something alum! the lines of "My rh:sscler'e looking fm a abpet urchin': ur 'Is there agladrws in the weaponsnu.42' In such cases the GM might permit the player to make a Lock mll to soo if fortune smiles and an urchin is nemby, or if the guards' weapons rack holds a mmmon blade like a gladius. H a w e w , players may not ask to make Lock rolls at their whim, m seek gratuities fmm them. A Luckroll won't provide heasme or magic items, nor will i t supersede the rule mvering a situation or action! Example: Vanm the atp- knows his gmup needs a set of keys held by a m t a i n guardsman. He cannot use a Lock roll to "oickwckst" the euardsman. or to see if the heys will . . just "fall oat": he must use acbd pie&i?w skill. A Luck mll jost might, howeyer, assure that the Beys Vana wants will be in the sardmmds packet instead of back a t the barracks!

Other times. the GM may allow a Luck dl for a to notice something. E-ple: The GM asks Bill, Vanor'a player, to make a Luck roll. The roll is suFEessful and the GM sap: "While Vanor's got his eye an the guardsman having a drink a t the bar, he notices a man sitting by the fire. The gay resembles the highwayman who mhhed him a few weeks ago.' In another instance, Vanm has missed his l+M mil and is standing around, mL46ated by a locked i n n chest. While Bill hasn't stated Vanor is searching the room, the GM knows help is in dear sight and d l s for a Luck roll. ARer it is made, he t e L Bill that Vanor notioes a set of keys hanging on a wall pg....

The GM may use a Lock roll if a char=& wants to do something reasonable that iw't mvmed in the rules. Example- several FCs, inclndbg a bard with a flute, enmnte r a banshee. As i t atarb to wail, the bard w h i p out his flute and blows an ear-splitting high note, praying i t will dmwn out the nobe to keep his comrades from running away. The GM panders the idea for nothing in the monster description or rvles suggest this action will he effective. On the other hand, i t makes some sense, and he thinks the p d ~ will otherrise have a tough flght . He thvs allows the bard a Luck mll. which if successful might let the idea wmk-this time1 Next time, he may decide otherwise, and he is within his right4 to do so for Luokrolls do not necesasuiy establish patterns of what can and cannot be done with them! They represent sheer Luck and little more! Thus, tbey are allowed only when the GM feels one is appropriate.

Lvck mlls a n neuer be rrsed to ouoid horn if o r e a i d o m or skill mll i8 failed.

The greatest use of Lmek lies in the option permanently erpending a Lock point to save tbe character's life, avoid a bad happenstance, or perform an espedaUy hemic d o n . Example: V-r is asanding a 100' cliff and misses his climbing dl. MI: charaoter death. Bill a& for a Luck roll to avoid falling. A Luck mll cannot n q + k the repemmiow of mising a skill roll. u, the CM says

Many rNan~ lhose i n v u l v l n ~ mind-mrm1 ur 'lono', wnolt an "a Rill..rpluctantly-.r& the GM he crpnd a point Vsnu<s Lo& save I 0 roll to ovommr their effects. A good I<) b handy in s u c h m u n o him (rum dvine. Vanor's Lwk anm is thus lonvnrd wrmanenuv bv I. bur the

Icb- (Ch) I While no help in mmbat, Chaw (or presence) can be very important. It

reflects in some instaness charisma and pers-ivenew in d e r a force of will, intimidation and even fear. Take Robin Hmd and Al Capow. Both had very high Charm ratings but each was baaed on different W t y fa&. flobin Hmd was a ehsm&n of the common man. with a mod renutation and se- of ju-occ. Thts mmbined r, make him popular wilh the peasanmy. 'Thus. when he enroontend people, hns rh~risma land reputation, nlmblned to plaa, them in a ~PCPDHYC mmd to hrm.

Capane, on the other hand, commanded fear and intimidation in those he ennmntemd. When he w k e , people listened-or else! Thus, the effects of Charm vary with the pemmdity and ethics of the character. Often, the GM will

7

. . . GMmlea tde i i 1 a t ihelestmment is broken by the irranehcsdatree. Later, a necromancer hits Vanm with an energy blast. BiU makes his Agility roll fm half damage, but even that ia enough to finish off the chmcte,. A Luck roll can neither supersede tbe normal means of thwsrting the spell nor can i t dbmont the penalty for missing a resistance d, so Bill must permanently expend another Lack point to guarantee V-'s survival, and M the GM mles Vanm avoids the dam= altogether. The next day, Vanor's group enters a trapped mom. As m e o n e steps upon a trapped section of f l d n g , the &starts to fall and crush everyone within. Standing near the wall, Vanm thinLs qoic%ly, and Bill t e L the GM the char& is wedging his d- behveen the mof and d l , hoping to jam the mofand keep it from falling. The GM obviously won't permit automatic suaress. but he also denies a Luekmll. pointing out that Vanor s h d d ham checked for traps earlier. Gritting his teeth, Bill then offers to deduct a pdnt of V m ' s Luck. The GM agree. and the idea works, stopping the h l h g mofl He thas saves his life and the lives of his comrades. However, in expending

Page 11: Quest of the Ancients

a Luck p i n t with the intent of atPeUiag others, a player must pmvlde the GM inmase in stats, the charaotefs Stamina cannot be less than i t was previmsly, with Borne r e m b l e idea of how the chrwder is doing that O t h m k , giving neither can i t be more, in the fsse ofrerollkg due to alatlw.) up a Luck point guarantees only the chsrader's survival. No justification is Chapter Six g n s into mme detail an how Stamina pints function in required for this: it is wmed m e streak of fortrme allows him to ddge -bat. aside, &k behind something at the laet moment, oose an opponent to miss the othemiae ~anne&mg b m ) , ek.

Luck a h plays a part in sp&asL%ng, far in= wlk require a I& dl to resist their e f f p t s . Other times, a maskian may have to make a Lack mU to successcons get a spell off when he tsLes damage. These instance are outlined in 3-merit chapters.

Luck rolls n e v a m t e e s death blowsor the defeat ofan enemy.

While GMCs also have Luck, the DM shoold remember that the world revolvea amnad the playn charactem Thus, except in the case of major personalities wh- aurvival is mitical to the campaign, GMCa should not be permitted the option of expending Luck points a. m w Luck rolls to pmantcs their continuad existence.

omiog play, the GM may 4 to quickly g e n d random characters withoot bothering with detailed generation of Stamina Assuming he wants a fast way to note Stamina range for tbmwaway character% the following soggestions are dfered

DlMevel l 'me B character: DRlevel .. ~ ~

5p C character: IJM*vel D character: DYkvcl

Once a c h ~ v w t d s LacL is gone, he truly is m t of LucU Few things short of agreahr wish m grant by a deity oan restore a h t Luck p i n t or permanently lBod BP mise it a h the starthg k. The dmid spell Luck h a t , however, ran raise I the Lucksoore beyond the n m a l maxim- on a temporary*.

A. noted in the races d o n , cbmctem mil 2D6 to generate their Luck -.But since hemes are a& an option for the DM to mndder is allowing for the chance of a o h a r W s having been barn under a Lucky st;n. This utn mean that the gods haw a specid eye an him, or that his m her birth d at just the right place and time to pmtend the potential of a great and consequentid life. The @cal effect is to double tbe rolled Luck -, to a maximum of 19. But such oceumnees are d n g l y rare. A GM permitting this optirm should allow hut a 01% cham ofsuch a blessinp. (As a point offad. within Islay, tha QA oameaign world, kwer than 10 GMOa have Luck mores exoeeding 121). Alao, some GMa may mn very tortgh cam- with a high amition rate. To help players somivet the GM may wish to permit the Lack smrr to be determined bymlling a DB and adding 6. Phuny, LucL mlls are the only stat rolls in whicb a tie amre is Eoasidaed a sluresr.

As characters adsawe in .hn lweb and work mtthmmgh frequent -bats and other strenmra activity, they build up a a natmale of enegy ealLed SLornrm. This energy m e is expended when rmdertaldng bsld ere& or during mmbat to ward off or a v d blows or magid effects that might otberaile harm a ' s body. The range of a characte?. Stunina potential is debmined both by his initial Strength and Con smres and the degree his p m h s h is oriented toward fighting and physical e x e t h . Gtamina is slao d q o e in that it -tinually inoreases with level advan-ent, reflecting its build-up over time. StartiQgat 1st level and mtinaingthmngh 20th. characters mn what is Lnavsn as a Skmim die to -ate this energy reserve. To determine the Stamina die of a dmacter, SiwStrengUl and Can saaas are added together and then adjusted by the prof& of the character as s h m below. (Dd-pmfeagimed characters - the mud favorable adjustment)

Type A char&r-Gleman; bight; +ry)

Type B Char*-CW mgae: mace9 wmdsmaa- +25 Type C c h a r & - - M n : b e cotpmse: dmid: earth priest; k&msire:

male g y ~ ; n e m m m e x +20 Type D character--Halala (female m k sorcerer; witch: No adjusbnent

The total is then c M against the fable below to Dote the Stamina die.

SMess : D4 8EM) : DB 61.60 : DB 61-11) : Dl0 80 : Dl2

E - n p k : a 1st level wmdsman bar a combined Strength and Con of 20. To this is added his profession adjostment of26, for a total 0145. Checking that sgainst the U t e , this reveabr his Stamina die wi l l ihem&m be s D6. The pkye. thus mlls a D6 to see how many Stamina pints the &an has at 1st level. On reaching %d krel anothn D6 is rolled and the smre added to the pints gained at 1st This PM ~ontinues to 20th h L Once the Stamina die has been determined, it nwer changer. T h q tam- or -anent las of Can a Strmgth does not a f f ~ t the d m m c t d s Stamina die. (Optioaany, the GM may dineollnt this rule if be feela the Brnpaign would be bettered. However, there would have to be rerolling d plevious Stamina dice, and in the event of an

The pbysiral body ran only withstand ao muoh damage befme death occurs. One's Body poinls are an indicalion of mass and jost how much physical punishment the Eharaaer can take. As mentioned, Body pints are determined by adding Strength and Con *the= and dividing by Cao. rounding up.

Chapter Gixgoes into more detail on how Body pointe function in -hat

Because of the dadslmtappaw methoda o f d i n g up slats, playera ebuuld mt alter nat. upward or swikb them around. U, however, tbr GM seeb m e d of hrmda far tbis. nnr optim is to prmit l b pints to be exchanged m a I to l ~ f a r . . . n y H l i a p ~ ~ p t S t a m i n a a r B d y .

Pm each two points of Agility, IQ, Strength m Con dedmdd any stat but Lodr ,StmbaaBody mayberaidbyapaint.

Such things as magic lomiaim =greater laiahes can alsobmst a charaEteI"s staa Anythii but Stamina, Body a LIlcL can be dsed by one point in aoeh caws, to a nm&n- dm.

Sometimes. two creatmea mav un-e an action oak one can n d in ~ ~ - , ~~~~ ~ ~~~~~~~~~ -

ca tpar 01 Strength to powcr a t of a bear hog, a an Agnlty muve (o grab an object before .-- else, as two trampler). The means of handlinfi Ulis is fa bath partkipants to make stat rolls. Whomever mns most beneath the stat in soeation wins the -teat Ties are remlled

Aaapw stab for QA into your game system may req- amne mk. Different games rme different stat nmw and wl- for the sta& themaelves In mnvertinp, the GM must decide which stat names in one system cmmepmd in type to t h e ofthe other. Sireilgth. for instance, is often w d in mla-playing games. However, systems may me amtber term sud, as mi&. The GM may thus have to translate termabsdr and fnth.

Other gsmes may hare stat typs witb no -ding QA mtmbrpark In cases such as these, converted QA &rac&m most generate the mar siat ULtepriesappopuiete to that game.

On the oWlsr hand, m e gama may not ntilize the same pmts of stab aa QA. b e games, it will be noted, go far realistio and plhL -bat, directly all* the body with each bib. l%tw, characters are wmbk to sustain much damage. The concept of Stamina may not be emflayed, and amly Body pints might translate over to the & system.

Nut , tbe GM most -par6 the stat val- dboth systems. QA - stss ranging fmm 1 to 20. In games with +A vd- rmg+mg up to 99 rr 00, a need o ~ l y m d ~ a a n e s b y 5 t o ~ .

Clones adng different stat farnolap nqoire the GM Srst divide the nm&nnm paaaihle stat saae ofthe game being tramdated by the marim- stat sme oftbe other game. The d m of the translated game's stat is then divided by that number, shoringthe value in the new d m . Example: A GM -tab banslate a QA stat into a game which - l2 as the highest normal sale a(

Page 12: Quest of the Ancients

state. QA w s 20. and sa the GM would divide 20 by 12 The redt is L& ~ e s a 1 s o b a n a m ~ - o f - t b e t y p a n d v d u e o f m e t a l s Assuming the QA atat was a Strength of 16, the DM wmld next divide 15by La dism~rred The resolt is 9.3, which is rnunded d a m to 9. Thus, the tio on is a S-a@ As the hands of a dwazfteud tobe large. they can wield any wespoll short of in the other game of 9. a two-haoded gmtswmd

[ a n a m 1 bonluw bud on e b b 1 The bottom table on Wgs S of tMs bmL is handy for noling the bmoses to

s ~ a n d m m h a t r d l s ~ o n a ~ s s t a b .

T h e r e a r e 6 v e ~ n t ~ e a f m ~ s n d t h g r t . f m d a n & q i n s p e d f l e a a p s ~ d ~ . B o t h b c m s s t m d t o b e ~ U l a n l i f e , a d r ~ ~ ~ ~ p o r r M g b s r a m r r s t b a n - . T h o a , while one might dl 6D4 to g e d the .Bb d a nmmd member of tht race. anadrenlmerosr~ammfavmsble~oktocreatehia

To mate adwmen chsrsrter, th. fobwing famula is wed. St: 1D12+8

5D4 G x 1D6tl4 IQ: 5 M Cb: 5D4 Ap: 5D4 Lt- 2D6

As the -lim&b of bis family line is impr tmt to males, a rarity of d-en femalw has f a d pnapectise suitara to gmer 1- dowrinin quest of a vile, and this has pmmpted many dwarves to undertake advenlufing, a baditional oath to wealth. Thus. d w m a mav he aeen -nn t h d muoh of

die the lands o f ~ a r - ~ ~ A l & d ~ l s t r ahee~tri ULMG of orb. Dwarves are p d i d a r i y motivated to advenhm in the hds of M a d H m t h , where they lost great empires in the First &. Otherwise. -here holding the pmmise of baffle and profit is to these N e t , p o w d beiqg a gmd place to be.

The m n o n a l i b r o f d v m e s

Dwmes tend to be aolemn, hum& and prartiEaL And. they -forst a wmng done. Thw, i t is d i l l id t for arme to make fried with them. Bnt the- who prove their in batUe quickly b e accepted hy dwszvea And, despita their apparent lack d m t h , a dwarf rill at- ba& s fellow advenhmr with hi. life and we-

The l6ghesthworadwarf-*may-ifa&pllabU atri . lrforthedarrrfovrrand~thnormd&mrmdrofbstt le .Indn ease. a dwarf s t mmhat's end may present the fe lbr adrentma with him weapon. A8 a d d s weapon is sacred to him (dten b.nded dam aer g a ~ d t i m e ) , t h b . i g n i f t e s h e i s ~ h i s m a s t p r a d o o p a g d o n t o o a e h c m ~ ~ a ~ m ~ . T h e p o p e r ~ f r m n t h a n e * , honored ia to wtmn the weapon withod mmment Henoefartb. the dnuf hp. "sdoptad"thepnond.sln-mtreatbimasfai-ashdone O r M s r r m L i p ~ t o ~ t t P n t b e ~ i s ~ ~ ~ t

FLnallv. dwarves are b d a w fm their ooosomntirm of almhd. A dwarf

Asading to their he&&+ the elsea rere the fwt in teM~nt beings to inhDbit Islay, ha- been d by their goade-s Brigit and Dellendryll a t th &an of t$ne some 15.m y c m sgo. Briefly, they enjoyed a gloriow reign under their king and qwm, the rvst cxeationa of Brigit Then other rams made their appeanmee. and with them eve,enWy came the rire of Gems and his Rid to the wed. In the ataE1ysmic wa. that foUowed, the Elseddng was slain by S a p n , the -nd I d of the Triad, and what was known as the First Age came to an end with the trio's deahuction. Since then, elves have remained at p e e with the outside world, and most are mntent to stay in their o m lands.

c m ~ntm ille aster, &I & c v m a @m.dmtgot does YUc mme The psnonsllnol.lve, tbanplaEetbemintdmabkfqld~toLbmPmmnatirmi00.

The M o d of dwmo. While outnvmked by humans, elves are truly the dominant rare in tbe

world. Noble and Gxd, they an renowned for their aflinity with nahm. Their politeness is legendary, and elves are ofien engaged in smne sort of creatne

The tyIdEal dwarf is three to fom feet in hei6ht. with short, stocky legs. and p-t, whe&n dmply -tiag @* an inrlrument, or moLing lollg. mms. b e d * h t for -me females. their ampledon fmd. an cV, is a pnei- giff the -laan .-,,dleas srnrce and hair adoring tmdt to he steely gray and their skin rough, redling the fwon. legend that -god As&-Naz mated them from atones in the deepest parts of W e there is k t me alren race, *hiraOy there m tao different the world. Dw- live to be anywhere fmm 200 to 6M) y e m ofage. & of el- E l m of BBrigit rm motbated towad athletic8 O h mastdid

rnehers. they m .-ed as hrmtsme., and ou-en They geod.1 a& are abo the ehief defenders of their lands DeZZendryIZian e l m are thase who

instead f m a mtidic pmsoits soch as m d c , poelrs-and magic TypiraOy Because of their extensive uodergmud experience, all dwarves an ,*- ew - the pea& to then

mmfortabte in mines, caves or dungeons, and thae desiring udergmund kphgrrrr-thedtyoftheIsce. general &Us mayporchase them at half the normal rmt.

Dwmes a t o see twice as far as svrfaDRdweUm in dark plaoe~ d h w h me phgdf.l ofekes they require s t least same li~ht. They suffer no p e d t g to attaEL rob in dimly

~ -

lit areas. The tgpical elf stands mmmd 6ve feet tan. and their feahmes an soR. with Becaw of their familiaritg with stone-k, dwarves have a bonrnd 10% to pdnted and so mew^ slpnted eyes of very intense mlm, rheir & m l a

note awet panels set in stone. llds hones. in the Fare of daaner *detmP re fmm laom to even dver ar gold. Ehen voices are soR and skills, monte only when osing those to sanh for -t panela It b not pk-t apply when making adoal detmp mils. Elea typleally attire in -e, mmfartable dothing of cotton a dlk.

Page 13: Quest of the Ancients

usually made up of several different calm lbey often live to be aver 500 ye- of age.

Special notes

Because of their culture. elves of Brigit may q u i r e ouldmr general aLilIs at half the cost Dellendryllian elves may do like- with artistie skilIs. Both have keen hearing. receiving a bonus of ZOB to hearing rob .

Elves are most mmfmtable in forrstr They dislike the undegraund. If they can be said to have a liability, i t may lie in the fact that young elyes

in their innaenee fail to understand what Evil troiy is. Salely ieolsted in the middle of the mt inent , immature ekes are not e-d to the harsh realities outside Ash*. and many who visit other tands s a e r a cultare ahoek Elves are ah small in stahne and leap dorable than other ram, despite the fact that s i c h e s ~ among them is rare. Tha, their Strength and Con tend to be inferior to that of dwarves and humans. A h , few elves today practice magic. a hdi t ion dating hack to the 1- of their apelluvlters in deshoying the Triad. Same, including the mmt d v i s m of the Elvenking, still learn the m a g i d art.. But typical elves either have no oapportunity to learn them, or else shun the spellcaster pmfePPioa9 to honor the memory of their ancestors. By no me- should this be in lemd as hinderine elves fmm bemminn m a d a m . hut - - u n d e r a h n ~ such a profemon should b vntewd lnlu aRcr some thought on the c h a r m s bsrLgmond concept Perhap the *If- study of mege has a& 11 somewhat unpopular w t h hcnds and funlly bark home-and pcmde the motive for hemming an advenhuer.

It is a fact that elves and dwarves share little enltmal sidki ly, and so there tends to be no m t v r d affinity between the two rases Howeser. when both poplea joined f m s against the l t iad in the Fimt Age, tbe meran enthusiasm of the moment prompted a joint declaration betrreen their tan young kinup that henceforth dwarves and elves would be brothers. Neither side has heen comfortable with that since. But to honor their ;mrestns. dwarves and elves treat each other with a cml palitenear And m d o n when elfand dwarf do share a h u e friendship, i t is of lasting commitment

Cmat ing elves

To meate an elven character, the fallowing formula is used. St: 5D4 Ag: 1D12+8 Cn: 5 M I$: 1D6+14 Ch: 1D12+8 Ap: 1D12+8 LL: 2D6

The bsckgmd of m o m e s

Gnomes m a brother raee to the dwarves, likewise h- their me& to the god Ashk-Naz. when they arm from the c h i p that fell as he chiseled the dwarves from the bowels of the planet.

In the Pirat Age, gnomes ranged far and wide maul Islay, e s h b b h g holds and lettlements thmughout Hocwrath and Andor. then called Modh W~th the rise of GRUS, they and the dwarves near them were the ti& to d e r persecution a t the Wad's hands, and many fled northward to Orlon. Af&r the demise of the Mad , 1-8 to both r-s were aa heavy tlmt neither made a concerted effort to redaim their territories to the -th. and thusgnomes fm lhe mmt part settled in their ancestral homeland of Naz-AI.

As gnomes are more acclimated to dwelling above gmond than are d-es, many have SDread out a bit Ram Nsz-AI. and small gnomish mmm11nities are to be f-d =&red t h m h o u t AV&L the E@hmhT and even ~cmmcia These ~ ~~ ~ ~~ ~ ~~ ~~ ~

mmmvluties tend (u ir. l-kd in hrgh marnuin pbEes where the p m n can enjoy a paceful. quiet existence as rsmdrmen m miners.

The pelsonallhr of@omem

Gnomes are jovlal and I r i v o l o ~ unlike their dour mnsins. and thus they p t on with other raoea somewhat better than do d w m e a The majmity follow the path of Omd ethka M-t speak with high-pitched voices.

Gnomes am ah renowned for their e o n of flnely wraoght jewelry and ather items. l k y are unrmps4sed as gemcutten and have always worked well with dwuven engasem to fashion the finest jewelry. In fact many a noble's mwn rm be traaed to gnomishldwmen workmahip.

The physical appearan- olgnom-

Gnomes stand about three feet tall, will long flawing beards (in the ease of males]. Unlike dwmes, their featmes are m e w h a t w-er. with hair calm ranging fmm black or blonde, to white. Tlry n r e ly attire in metal, wfer r ing the comfort of linen clothing m leatker armmu. Mcst live to the ripe age of 200 or SO.

Spedel notes

Because of their love for gems and jewelry, gnome chancters have a 7 W c h c e of comedy identirying gem tgps and guessing the value of gems or jewelry foond. They may ah orc chase m y rvnt of jewelry- or gemat t ine A h t i MIS at &UE &A

Gnomes ah sce .*ell in dark lbcir v m m in such m a a ia 1 V2 times hat o f s m f d a e n e r s . and they only d e r a penalty f a r m of 1 to atlack rolls if&ht&uin the dark " "

Due to their small size, p l m e s wield melee weapav uver 25- long only by ming n o hank Thlhisdm nnt include a pcat.sword.

To mate a gnome Eharacter, the foUmingformulais used. St. 5D4 & 1D12+8 Ch. 1D12+8 IQ: 1Dl2+8 Ch: 1DlZc8 A : 5D4 Lt: 2D6

The ba&rormd ofhaU.ehe~

W-e lves are -, for ekes t r a d i t i d y pair only with tbee of their o m race. Bmt near the end of the First Age, an elven princess m e d Ellendyryl marrlpd Cormorant ToIliver, a ymng Tmreneian warrior. Th@ banished f a the acl, the prin- settled far fmm the elven capitol and 10 ma9 were bom to she and her husband After the fall of the Trind, the Rinces4' gaang brother. now Elvenking, reunited with his sister m d her descendants since have overseen large partion. of the Eltlands and the Forest of Brigit Today the 10 branches of the f a d y still exist and may fm the ru f fesb l clan of half- elves. A listing of the various haU-eUelana fmm largest to smdksf indudes the DreatToIli~era, ErinToUivera, LeggothToIlivers, BerenTollnen, TbariUTOIliVe~. MorkothTollivera, MinosToIlivem, DarthToIlivers, TenTollivers, m d VanToUivera. Of these 10 dans. the TenToWers and VanToMvers play

~~~ ~~ -~ ~~ . i m m t roles in the world and should not he open to pla-

Because Bome eivea have martied hwnam. n' half+lses m y have bad no traditional elvcn upbringing, nor must they have m e fmm any of the 10 half. e U e h

The p e n o ~ l l t y o f ~ l v e s

Half-elves raised a i h the elsen cultmr tend lu net woilariy to thclr full- blmdcd m v d n s Yet i t is more mmmon to hnd a full range of rthirs amangst half-elves, though most follow a path of Cood

Page 14: Quest of the Ancients

W . e I w descended hum (heir o m ldnd tend to resemble eha, dUmngh tbeir fea- are mewhat less d m e rmLa sport f&al hair. amething othemim t n m only to bo k n h t a d tbe Ibyd Family. In other sua,* a few hsy-clm ria a hmmn patent cam bcn IiWs m m - m ~ m m d f . a p p e ~ r a a n m d m e m r o l u s ~ b a j l m e y e ~ i n ~ e c p l y a e a n b e b a y t b e i r ~ ~ e ~ ~ . ~ l i n t o d m .

Bemuse t h w m a y m p e h o m a n y satdbs4pmd.W.ehahm no d h n s f ~ ~ i ~ s a a l s M * H m m r , ~ ~ c o R e n l e s s f r d Wlan t- drsr Also. they h v e smmewhnt buer heating thl. htmmm, m e i r i n g a h m ~ c 4 1 0 8 t o ~ ~ ~ ~

To c w t e a Welf. the followiq lamula is d, on whether the character hu inherited more ftom its h m a n m ehm mcesby u envidonnd by the player.

Favc&zg e h m -m-drY- .ncatn-

St: 5D4 St 1 D M Ah-. -14 hs ml24 Cm 1D124 Cn: 1Dd+l4 I*. 1 0 1 2 4 1% 5D4 Ch: ID124 Cb: 1D12+8 Ap: ID124 & 1 D l 2 4 LL: ZD8 Lt ZD8

l ~ u m a m I

The hollpol lad of hvmuu

Homaas are the monl varied end plentiful race upan Ialay. and acmvnts of

11

Asin real We. bmmm am have arrg art of-alihr.

Toaslt.ah.p..&m&r,theMbrhyfmmolaisd st. l D M Ah-. lD124 ac ID124 IQ: 1 D l 2 4 Ch: ml24 Ap l D l 2 4 Lk 2D6

IWdsht table I

In naiins the weight ofa-. the fobwine Immola be ob.erveb b M e d r n r a o e a a s d h i y p D i n i a

H-: e l b a p r h i y p o i n t (Fm females, ddnct three ib. per BPI

4- 1 D l O B i n d r a

phsan !nay chmc the age of their c h a c t a (dth@ ku@b and - . k m n m m s can be no vmwer than their 2& as gbmm in the b e n dncnptlmr i the cpcalnd;l-~- &I& of c~ (mds to be on par mth h- tboogh .ddaosar h a m a a h a t I-. It is dmu.8 a d n i t b m d t J u l ~ l m o m t g ~ b o l g b R o m n ~ a i a a b l e

A g m d n m d d - p m d ~ ~ 8 . . m e a a i d . ~ o f c h n s c t r r nra. Unfmhumbly, sp.re limits -it dneriptiom d only the five most pmr*nt nm.. in Islay. Bmt it M d b l e la other mime ram e n v i s h d 4,

Fhr~ gue& rrr nos a h d d be d& primarily to c& and darelop ml~plny. Allenma na 4 have l&ir m sprnAc r u d ad.mrapr and dmadvao- which fm simplicity s b d d be based m d p m h t i n u of slat rnea rahs. than innate mqlicrl ponm (thowh m & d nu.. w i l l be dealt r i t h a t t b e a n d o f ~ h ~ . A l s o , theFholenmdedmahdmittbem. &ample: a plays. named S t m en* n new m p a i g n raa e d a a d . h m a b b m.stmm from a hpms mes of novels he d?lm s firfml. Skve d t a ritb Mike. hi. GM. ad tbe two mnnidpr the p5bb at.engU13 and w- d m & a chnactrr, amd a h t profedom might be apPmPthte. Both ackmw1cdPe a lmfmt d never be a witch m ne.romanoPr. Bnt Steve copy. pkying ctrtpttr4 lad ~rrb that becaw of tbe -., s m d tmd its pnt in the noreb) a lmfmt w d be rim& and qmck-uulhi ll fm a CnQlmJp. Mike ameem a, he must crute a slabrolling formula th.1 d d befit such n race. He id Steve consider NlEh cbmckr stat to devwine into what d i e range e d s b d d fall.

The small size of a Moo( m h it obvious s d a character wo8M not have. for instanm, a 20 Sbengthl ?dike therefore lists Strength as a

Page 15: Quest of the Ancients

rmm-pp mqm =m!uuaaap V KO T,C -d Jo m!mR IJAQI BOV'Ju qa M148) - .Kay" m .uqlOuq10 w P) -1 14mlw al9P '4Pl.J

-a%mmrn mmod xrm m dnslR1m110 a~dm DOYB anblm . . . . - - - - . .. .- .- alp- - -q rrsm uslnl ssrm"r3 .s+ ~mse &I opm em- =-as mw mrs qou- ssrmww ilolus 7! x9 alqw.

~ ~

q anp 'rmep3 w 'X.a mm8 w p)q 'bI P 4!@V bumpo*~ ~rnlan~~w~Xodarnmwm~onm~~do(nawlaps~

Page 16: Quest of the Ancients

uopqoad rapslap mqwa ue ad a? 1qSv a¶ -I zdeld ou 'nmmo~ .*dm%? a¶ maq ?uamicoCua ?a2 wq?~ os dqd

a q?y ?ma q IT aq *p PWT ~13 v *u!laaJ m P wmlo!m wy 1- aw appap ow0 w qoa 4!w!em s 'p-J aq 3.m a6!moadmaa

s 31 =S@~J aq? ~r! uadqd law a¶ moy lndo! ¶!a 'mapad aw Bma[osea e q daq aql aq PFO~S = ? m a d m PW =OR~&N -dd qua aw ww

op 4 s)wa rdqd aw ma suowfqo %Q w 4 AD lol sl sl~m qy au!pep pag- sr d6aa aw on PV a!~eoo)m m!as 1n0ww 4whq ~nq 'ad ow JO anwws aq? u!w!m -?!v PYP .)rpd W .Wd ?wm YYD w aw s! I! tax w la W aw m3-1 a= ~rnoqs uw FJA= a¶ P pm8 aql *mu .wLqd prena~ inq 'yyf) arm .Quo jo do apsm m dtw.8 muma B '[p

I rw .JW m uo~qaad iq~~laq. .I~PWO. ad q &-do am aadqd s duap ywqlqr. lane= ppmp YYD o 'uaq? usled- anb!m S~~daru waqs vqa 8 ua arm* m3 -P --&a P= 8-s

~UWA= am* Bolr(-ld JO -a= = = adkl-aw!-=+apo~ i JO aengs P r=ma aw n! wu- s! m!w ~wamfp

auo qms jo %- poa am 'mawamp .pmg. Lluo ad udqd ispu! pwsl~~~~~m~due~~~4~~~4PBdg)w~~~~~ww~ dep3a1cu pw )uamdqaaap ~a)rol~rp p asuadxa a¶ p oo Sug pm3 qomd 4 am^ sl H aw ~~~~ .IF& w a=@=ld ¶Y =m&v aw m -30 ww '=!we JO w- may PP~ lolasqal qw W81d X( uaq? PW s em3 = wm as 4 W==P 'awl- =J 'wd Sufiqd-elox g mpiuommm s! 11 pLqd s! aawmp aw dna aq? dm pzsq amo au!vap q YYD ew 4 a! +-I 'laps- s!q -3 J!wa w lsll ua- loo Iqaw aaqd = ZRJ UI .dqd WQ!=~P loo PPW am ww -3

i '-m pw a~~~soq = sla7wom LW --a '(LI~uII~ P- ppuarm $1 @!uas '(m 8 m a) am-q '~~~JJ!Pu!-~I~~~ aASq-4 rm =!¶a ai=!mlalaP=~ 30 SaIU78aW '3lpS9VUOU F U8!IIas = W!W em3 P SZqSUOIli 'lolaqX( p angdrusap dpwd ars wwa 'm ilsw mlns a~sq ov sla7q

'Iuamarmp .jlan pue ssanqsyln sp-=add* dam ?! &I!- moq aawm ou 'uopngom qeqp q! ?~pr pwl-em ol sl m-4 Rn3 w ¶w nLL pm3 due w ~~~pdpos w P- aww P- wuaq P aem WOIPJ '-w mdwp saux kwa am06 lad .sardnrsp q~ol pw ---dm jo zeuwm w

naq? 30 smalqoul aqa aqaj q 3s- + 7: faaj q puq Lev 'SanaaoH 'aruapsom pxx 2- s aasq d- daqa 'os "an3 -smq@ qhua ansq sqaw pw Kaq? aoj '-om dptl~ax l.~ aqa araqmamos waddq pqr 'sq~nlwqlpul O& .n?mmmo~ unro z!aq) pw i[q JO VamaJwapv pd0 w w!a Kpmm pau- 1~ tnq %ma pao3 jo aldod m q-mm m alqvmooq m

oaJ dam WWl* elmPJUWw aASq ~WJ JO ?W P- rr! sldoad ?mN

Page 17: Quest of the Ancients

=+a zwmmp a Kqd q aw sdpq qd p )as reap s auptlH imm a- o) oq* aop) im~apm +mu ippfi am aas lsnp iX¶psfi awe% L*V -%m = WE idlp an Ploy s qqqwa LOP o) adaq 611snlua~a mJBIOql W3 saOPW4A! 'W

'4-

Page 18: Quest of the Ancients
Page 19: Quest of the Ancients

After chmsiDg a rare and rolling up the character. it fa& to the pkyer to is an inherited one. T%(Is. itis also a saeial ?a&. pick one or two profesime.

In a -Id of fantasy, anything can happen. But in d n g agame sib the l ~ h ~ -d & ~ur~lss dthc o d I de- mad fashion a - W e set of r o l a m u c k e d in a r e d l e manner. This is why each following profession miline liste what - are mast &sacks date t h i c mi@n to a band dnmiw who battled the Riad under ndted to that sped% m p a t i o n . O w easily pictures, fa examp*. a human -Ch 8- the =tion's first cm. mie an themrtiany are enants of a witch. But the th-t of a d d &mhg a cauldmn d Wztfh's Brew the czar. the of the w& oser the pm be bemme w reciting a Shahparean incantation is laughable. h d 90 the hemin and d e q visw even m* poam t k the of ~ r n ~ n d a and the suggest what mfedolyl are mast appropriate to a @n me. and the he their de *thin tbe ~arions h d as snne of the campaign world ie s h M around these *lines. But d W b , esch *t),h are -b - be ins bn pop& in some m@o"s gaminggmup ahould or accept a reject these gnidelines as k s t smib their style with mismbt. of play and game system. Taking a erre horn T-nda the w h d hwe patterned

There are h e general cbarader ca-ea within Bk and e r h m f - i m themsslva afler its -is, hare w own d of h- &,, to the Code falling within them is listed hmwdkr. An have their o m he1 point o f ~ h n a t r y , ~ t s n ~ a i l m m a r ~ a s f D ~ w reqnirementr, dong with h i r own beneflis andbbilities. Honm to the Clm.

I Honm to t h e of&

[mphale cornape in the face

Death to the dishonorable. Fighters m a d c a l part dadsmtming party. I t is they who most dhaetly

pIace themselves at risk with Ialay's monsters, allowing the party mngidans to The aimplidty of the d mde results in no laas of Charm if it is not work their splleraft without hindrance. At one -me, these pd& cu! followed to the kaa. tmiiLe knights aith their chivahic d. However. be extremely simple. in the example of mgaes or l e g i o d m they can cssacks do take it s e h d y , .and edend the mmtesy of fmd and lodging to b e very eomptieated, in the - of hdgbts or woodsmen. A plus to Rghter Tnrsncim hdgbta pmfe89im is b t they often require fever level points fm dvaneemsnt than do other -ptions. llbogbsstwltedformmwwb I

Human

B& .Co&SwK PI^- of midn best suitad ~ a a r u r l . I 8arsia

ldrmmvrsarrrm I Cuaach Mtiad ly M t a shirt dlight chabmd end dirdain the ose of

a *ld The weapons gnuUcd them hcI&

.-. Bow ( r d ) , dagpr, light b e e , -tar L '.\ .c*. 2- L-- - Inittal n-ber of mnth.t sHU slots: I (plos the scimitar is antomatl c; ' d Y &.+&?i$E = p r i m weapon) . -11 Additional mmht &ill slots gained: USlesela

coat for iUap&"[email protected] weP- 2 dot8 umkukd pen.lt)n +2

- 1-0 h l r m ahwed I I;

Ceaacb may e m h msgic iterm, allowed fish&, excluding inappmrdate armour, ehieIss. et r 7 gc . .

&-

Cossacks farm the backbme ofthe Sarvian military, dtbaugh the profnudon

15

Page 20: Quest of the Ancients

/Level limitations e n d duabprofession options I (suggested)

Eaoe Charade r IQ Dual-profession options

I 13ness 14 15 16 17 18+ None i LEVEL LlMllATIONS

EUMAN (other)

SBiU Level Damage Special level point4 Horsemanship. bonus abilities

1 0-2,300 50%+ +1 A 2 2,301-6,500 D6% +1 3 6,501-13,100 D6% +2 4 13,101-23,m D6% +2 5 23,601-40,100 D6% +3

6 40,101-65,400 D6% +3 B 7 65.401-99,900 D6% +4 C 8 99.901-152.400 D6% +4 9 152,401.240.400 D6% +5 10 240,401-350,400 D6% +5 D

11 350,401.522,900 D6% +6 B 12 522,901-732,900 D6% +6 13 732,901-1,032,900 D6% +7 E 14 1,032,901-1,332,900 D6% +7 15 1,332,901-1,632,900 D6% +8

16 1,632,901-1,982,900 D6% +8 B 12 1,932,901-2,232,900 D6% +9 18 2,232,901-2,532,900 D6% +9 19 2,532,901-2,832,900 D6% t10 F 20 2.832,901+ D6% 110

IExplanation of skills I Horsemanship. As the knightk sEU, although the cossack may attempt

acrobatic riding maneuvers, such as picking up an object from the grovnd or swinging up a rider while a t full gallop. Alsa, a cossack's skin in riding is such that if he makes his horsemanship roll, he can hansfer all or part of the damage he would receive *om a melee or spell attack (excluding antomatic hit spells like magic dart) to his steed. If the hmse takes more damage than the minimum required to Bin it, any overage is taken by the cossack.

Damage bonus. Because of their mastery of mounted combat, cossacks gain a bonus of 1 to damage rolls every other level. This applies only to a cossack upon a warhorse, wielding a weapon in his primary hand, inclnding a light lance.

phnation of special abilities I

A. Mounted fighting. At 1st level, ca-cks have the skill of mounted fightins.

B. Combat skill slot. Self-explanatory. C. Eztra attack." At 7th level, the cossack makes two attacks each turn with

a weapon other than a lanoe. D. Establish bamny. At 10th level, a cossack sworn to serve a Boyer or the

Czar himself may establish a barony within a Prwinee, gaining 2D6 1st level cossack followers.

E. Extra attmk.* At 13th level, the cossack makes three attacks each turn with a weapon other than a l a n e .

F. EItra attack.* On reaching 19th level, the cossack's sMll is such that he makes four attacks in the turn with a weapon other than a lane.

* A cossack fighting two-handed makes but one attack with the off-hand weapon.

Page 21: Quest of the Ancients

Ol-eo: Shw. The .lave.* is re* to put in tbnee ye- of 6&ting, with hi. master gamerbg an pdae money. If be swvives, he is granted h e e d o m . T b e q t b r r e m e t n o r a y s t h e G M m a y h a n m e ~ a ~ , T h e ~ i s t o ~ t h e g l a d i p t m h a o a g e m m a s t n w b o i s s l l o ~ l l i m to adopt the life of an adrenhrer in re* (or a titbe of 10%40% of the hawe he fimh At the end of tbnee years of game t h e , the &am&r is given bis freedom. The second me- of handbig the Ehsrackx is to mnsidn bjm a -wag slave. This ca. pmvide some inbW oppmhlnities f a the GNI to hfminthe-pa@.

61-80: Dediticii. Tbne an heed slaves reaprmslble to no m e other than themselves. In &lh, however, they may not o m pnoperty, although they can mamyth- o f p l e h sodal class, -ling offwing the same status.

81-9e: Ple&zbs. Plsbeians are freebmn, middle-class farmera or m&ts They alsD mag o m property and marry into the equeeMan class, vantinp ofi?.pring tbs( 8taW

U): P i ~ l r ~ h l h n s . l b e r e are upper middle-class individuals who also are thc lowert MRI class in Kmlh endtled to the full benefits ofcirirennhip. Tbey nu,

marry into the patrioisn class, granting heim that status. Patrichions are forbidden by law to be gladiators.

[Races best snikd for sladiators I Dwarf, human

IPISI- of origin he& suited for rdadiatovr I Arwin ( sped fdy , the dtglpmrinoe of Amidu), RaspmZ KreIla

In KreIla, the gladiator enj-m a unique and popular plaee in &ty. Re- salelyon skill to preserve him, he enters the Bsld of the Ludium to the ]Arrnow& nrms I Ehaote of thouearth lifts his sword in aoknowledement of the Senate. then ~ ~ ~~~ ~ ~- - ba& man ur b a t . ~ f k n w the death. If wounded. he might dmp u, one h e Gladiators may dun thc traditional helm ad greave armom, along with a and raise a hnpr in plea for life. Rmided he had foughr well a -humbs up- a *man d PhieM. (Nore b t ose of the W l d h s aot lowm tbe &&tds the waving of a white do& spared him. Bat if his pdommnce w a poor, or if he &wed mwardiee, a "thumbs dawn'hughtwithitaswiftend.

A natural outpmwth of the Krellan l a r b (or martial &&-a, gladldns have always existed, and were one of the W hornan e h t e t pmPesaloas to appear on the continent Their m t y t!xm&ut hissry ia attaasd to by d & l a r s , a d a o & n a t i E e d h w e t h e ~ ~ e a t t i m ~ , W e v e n the heredo em-, Vd&m Gralm. is h a n to have fo&t over 50 timea in the Lud im to the wild afdaim of a hsndred thcmsand M m dtizms before his &

- - - . . . . - d e n o t e a o l l e w b o ~ L b e ~ . a n n a i r * ~ m p b y g t h e g l s d i ~ ~ a a s a p o s d m that sword is mtamatkdly a p m a y m t p m . The fall arms lisl fs as f & w

Initid number of -bat sLUl skds 1 (plus both net and gladinn are P-We-)

A d d i t i d cornhat skill dots gained; V5 kveb l h m t tbr bppmphts weape= 1 slot UndlIedatLolrped* +1

Today the pofcadan i. aW1 a timehonord hditim, and gladiaun -1 CMinOR horn kdnhm may add rhr Avwinian p n l a s w d W the arms lwf (or the hs& majority of k l l a n adsenbnem w lhey am the nm-dtary exchmgQ it f a a hand axe if a e y desire. penmml aOoed to openly w m a m a n and we- And t h e most -are h-, a k w d m - have even been b * m to wander into bIk tota tcmptbepmfesdon-pprbapsrr ragmder - to t ink~th~ enemies h the -Age.

I n a e a t i D g a K r e ~ ~ c b a r a d e r , a ~ s o d a l s o d s l c l a n r m l l i s madsby-nt i led*edrmthe~heIow.

Gladiatms may employ those magic items allowed &hiem, excluding happropdate arm-, shields, etc.

ChPlPOh. IQ -

Dopl -~011opaoas

llllless 14 15 16 17 18, None - LFlrEL -ATIONS

DWARF (athe.) 14 15 16 17 18 ZO

IwMAN 15 16 17 I8 19 20

Page 22: Quest of the Ancients

Skill Level level mints Net - Pun ~Wlitiorr

spsetal

(St) ua,

1 0-2.300 20%+ m A 2 2,SOl-6,700 0846 0896 3 6,701-13,300 0846 4 18,SOl-243W 0846 D8% 6 24,301-40,300 0846 D8%

6 4O,€€l147,2M) D8% D8% B 7 67.261-100,25CI D8% D88 8 100,261-167.760 D8% D8% C 9 157,761-245,750 D8% 0846 10 !245,751380,760 DS% D8% D

11 320,751635,250 D8% D8% B 12 533,251-758,250 0846 DS% 13 753,261-1,065,!260 D8% D84o E 14 1,05~,Z51-1,3S5.260 0846 D8% 16 1,353,251-1,668,250 D8% 08%

16 l,W,251-1,955.750 D8% D8% B 17 1,955Sl-2253,250 D8% D8% 18 2253,251-2.565250 DS% D8% 19 1,558,251-2,L?s3,250 D8% 0896 m Zgss,251+ D8% 0896 F - - -

IEh~anetim of akllls I o e r t a i n ~ l s s , s a v i n g t h e t r y f m a m m ~ h w h o i s y e t t o a t t a c k i n t h e bxn. In the same way, a gladiator batthg - m e tighting with both sword

Net me. A g e t m ern@- a weighted net in his is horn as a and dagge. mvld take the *r blow and pot into blocking the retorius, and he en* -Id. a trident irs his weapan. ~d rrse allom sword. (In cases where the gladiator does not chmae to pa-, the shield wi l l

several a d d i u a t t a c h ind- lowet his armour rating by apoint Otberniae, the gladiator never f a b in an Trip. This may be perf-ed - a bipedal meatme on& lag^ du, with ad-ent tohisAR whenUSiWashieId)

a s m & shn d in&akbg that the target has been pdled off its feet, le8sing two @ions Wt fmm a pmne pwition with a penalty fsctm of S to attsL ~11% a @ his fmting without p d t y a t tbe wrt mmbat pmse (or smwrifthegladiatndcedtstayonhim).

h n n . Dbmaing is perf-ed by tbe gladiator's entangling his enemy's weaponin his net and then p f l i it h. lh -2 however, is entitled to a Streneth d to mvlkate the aaaack A d i a a d chrnacter must resort to

The s k of the enemy. This skill is mast effective against a mediwn--&d enemy's p w d I t can even be wed against humane& atta&bg with w-ns. or aeainst the badilv attacks of snaU m mdiwn snimsls and . . - mmurrerp, hcqh a pmslly may apply in romr nrreo (.ee fib* 0). 11 is of no benefit a(raimrt the ath& ofcrtm-large rn,atme?c

&lily. Last of all, the character's Agilily can MTWI hism'ng. - - ~- ~~~~ ~~~~ ~- - ~~~~~ ~~

other arms unless he mmehow eta paEleaniun ofthe &&.Ms net, taking 1DB phases to Ree his we- Table k-Adjnstmenis to bslie parrying -, based on opponent's size

Emnure. Ta emnore a creatw. the gladtrta esab fmth the net (eff&e range 20'). 1- it. use until combat is resolved. Rwided he mas his percentape, an wponent will be caught xithin it far ID4 minutes, lordng any hadl Sldn hdved attacks daring that time, althoueb spellcasting withoat manual dexterity may Medium None be accomplished If throvn upon smll meat- 1IM wiaithin a Bvs-fmt &de =We Still habed are kapped. Otberaise, one medium-size aeatme can be manored. E*laWe SkiIIineffectim Largeledm-hrge creatws m o t be ern&.

Adj-ents to the akiII: )blenstion d d d amtie8 I Stnngth. The gladiator's Skengtb affects bis eapertise with the skill.

A. Two-hzdd fl8nting. At 1st level a gladiator is mMidered to haw the Pany. As the 1egionnaire.a gladtrta is spdany keined in shield uaage. skill of tun-handed mhting. As other professions, hm, be never makes

Bat instead of p a s i n g an effsths ~ m a v rating, he instead is given a m a e than lee attackin the turn for the &-band weapon, =haace of patn4ng away an &Rise -nesting blow, p m i d d he is B. &mb=Xotktll slot. %lf.explm&vy. employing a a d shield The chanoe of w d b g off the shot is determined by a C. &Un ottock.* AL8th level, the gladiator malres tao sttacks in the tmn. percentile roll againd his skill to do so, which may be obecked each time an D. Open school. At 10th h e l , a Fharader w i s b k to may open a schml fm oppanent Mble to the ebanMn makes an at& mu. If the gl%sdiata wishes to gladistom in either Aminiom, Freeport, m h l la In doing so, between ll,W par0 tbat attack, b h the DM announces whether or mt the atk& was 20,000 ounces of gold must be expended, and 6D6 1st level g l a d i a h will be suacessfol, the player mmstmn a DIW against the c b a r a e M s shi. drawn to erne and stody d e t the m a s h . Unless slaves. these are hated sr

Aaimrtmmb im tbe ski& retainera with a ban= of 26% to their loyalty. Thereafter, each will pwSe a The roll of the enemy. A aahal 1 Bnnot b prried, although the yearly incmne to the schml of lOOMO m a s of gold per l e d (The GM must

attempt stin manta determine any adP811eement in level for the student gladiatrw b k e d e w on The nrrmberofponiea within Llu hva. The %attsmpt.dpany in the turn the rumingofa ~~ s c h d will be given in a 6 t h ~ prod&)

is made at the fall value of the chmctds pmickncy in the skill. Each E. Rztm attack.* At 13th level, the gladiata m a h s three attachs in the sobsequent attempt requires the &yer mU be-tbhis last die scow. Example: tmn. MC~S the gladiator has a 66%- shn. An mc mmes a t him with a ward, F . W attack.' On reaching2Oth bvel, the gladiator m k four attaohs in and the player roUs a 4.9 on -l3k dice, indicating a svcaesfvl blook. In the the hnn. same turn, another mchib him with an axe. The player must now mn 42 a 1- to block the shot Asmdng he mlled a 19, his next attempted parry w d d 'A gladiator fighting *handed makes but a s i n e attack with tbe off-band r e q h that he d 18 m I- N a M y , a char& may chmse not to parry weapon.

18

Page 23: Quest of the Ancients

The knight is a newer p ro fdon , desc=?ndin.g from .the barbarian hordes of the wmlmd Tmrencs a t the end of the First Age. Today, after millennia of development, the orders of knights have made warfare into bath an art and a phikmphy. And a m the KnIlsns in their analytical way view battle as only a meats to an end, the knights of Torrenda traditionany consider it their meat and drink the highest possible means by which to demonstrate their murage, pmwess and chivalry. Rmes drange, however, and M a y knightbmd is losing m e of i k meaniw. Fewer nobles are Wdnn the Code of Chivalrv to heart and

rhr nmeneeessary to master the ighting teehniqnes ai m e knightk In tan* mnny Twrmnan noblca are nothing more than mgucs. lit* mow sh7led rhu, thru uun fwtmm f ven ro, there are ample men of s a l a yet haoaiDg the proud traditions establishedby W h t s of old.

Because of Tomenria's male-dominated culbsre, female generally arr nat members of this pmfession, although with an imaginative hadpmd -pt one c d d create a female knight Some benefits granted malea would m I y not be possessed, however.

Finally, becaw of the size of the nation's mqing cal- dieennt snB of knight backgmrmds are +1e for duvacters of this p m f d , ranging fmm t h w of the B r i M sort, to French-like chtvdiem (cavdiem), m even Cermanip

or Spab&type knights.

In T m n d a miii- service is mandatmy for males fmm the age of 16 to 21. Thus, even the of pea4ant stock some sort of m i l i w experience. Only nobles and the sons of the gentry (ie. free land holders of mme than MI a m ) may hmme b e knighb, however. Ibe oWpdDg of noawble gentry e n t e r t h e ~ a r m y a n d ~ t h e i r e e r e e r = a n e o f s e w r a l ~ t ~ a to a K i t of at least the Sixth Order, c&n&! for his horse, & p e n t and ~ n & I n r e t m n , t h e k n i g h t ' s p e r s a o a l ~ i n s ~ t h e ~ t s o n lhe line points o f ~ h a n ~ and &pent m&taame. At the end of two years mmee aaaignment to a &I for or -the of binhg onder cavalry knights. Next, they me farmed out as personal squires to a lmight of the Sixth m FWtb Order for two ye- The knight refines his sq-s arms pmxes. as w e ~ a s h i s ~ e r s s n d ~ ~ , a n d i f f b e s h u d e s t l e a r n s n e U , h i s L e a f h e r - ~ ~ b h i m t o t h e l a c a l ~ t o f t b e P o m t h O r d e r , ~ k n i g h t h m d b e granted. The request ia um&y approve4 and dm?= the next juhilea, the sqtdrr ia taken to Ta~nce, to be knighted by the m n t heir to the t h m e (um&y the Cmm Rince, a the Rmgs champion should there be no heir or if the beir is a child). ThereaRer, this new b i g h t of the Sixth Order whuna home mder the -011 of a knight of the Fifth Order to m e either his mont a the h w n , in the case of thaee h m the Rindpalities. The service prioa I& five years. TbreaRa, he is free to re-enlist or depart military semis==. Chcb high* do not -ls mat of arms, nor may they adopt the p h r of sir to tki~ names d s s they achieve ran!iing af at least the Fltth Order (though any b i g h t ia rrmrtwvdy r e f m d to as "Sir Knight" by the pubtie at -1. On leaving military service, such a knight is often referred to as a fm Ionce or know, which doaa not n e b l y denote Wonor . The term um&y refers to a non-noble knight without a spoasa, but can apply to a noble w t dismissed by a sponsor for wongdoing

The offspring of nobles have aneader thebecoming knights, for few ohmse to work up through the ranks. Fmm childhwd, they are raised ammd knights and by 16 know mast of the b d c a Fmm 16 to 21, the path bemmes a bachelor, m pennnal squire to a knight h m to his family. On reaching 21,

19

he most seek senica with a noble. Hk --who may be related to him-can range fmm the ~ollnt of the province, to a Bamn. The beohehr i s then knighted by tbat local imd and m e s him for at lead five ye-, becoming a bight -t (a u h t free to p his o m way) thereafh. Maot knight FCs win m e from wch b%kgamds. Aka, the pmaesr of thee knights v m widely, and they bave no dired authority over military permnnel unless

by a knight of the Foorth m hi&- order. They passeas mat of arms and may adopt the pn6r ofsir to tbdr nsmea M& trapel with a paid sqnire.

Knowingly re- to a noble knight in gmd standing as a kmue is wmidemdaoinwlt '

Only under very onique chmstanees may "on-Tmndans or peasants become knightk U&, these are not actual knights, but will be rogues or ather @@tern knighted in r-ition of some extraordinary act of courage, Such "knights" oRen pmsess superior iighting ability-and ~hivalry~sompared to their noble munterparte. They might also be assigned mat of arms and land8 by a p t e N munt or duke, thereby bemming minor nobility with the title of laird.

As mentioned, oob1e .h knight8 may call thernsslves ar . The preSI Lord. however. is res~rved to a hDlght who also ha, staw as a LaW n h i g h noble. Such a chlraccer appropriately referr to hlmself as Lord Sir -.

lbighb of th. lkd lance. There are bot 16 of thest lofty ,individuals in Tmmnda one for each mt, and the W s champion. They av"ge m n d the 15th level of shn, and m granted entraoce into the Order of the Bad Lpa- at the b e w of their mnn t being knighted by the reigning swereign in an ebbmate memony.

This is the bightst mder of knighthead within the nation. Duties include acting as their munt's -rial representative a t murt and defending his honor in matiem of dispute by a fight to the death if neceesary. The 16 knights also f m the hrmm guard a t public fanctions, symbolizing their monts unnverving loyalty to the h a m . Usually, these lmighk are of Ooad ethiol, altkmgh there are notable exceptions. lhey need not be noble-bars though most are.

Kntghb of the Filat Order (the Order of tbe Cmm). Tben an 11 knights within this order, one f a each principality, and one for the Navy. Thy average smond 14th level and oversee all Crown miiitar~ force within a principality. An reside in w U e s assigned them in Tomeme, their ordmhmtheKing,hwnRin~e,m~oftheIntedm,~~tbemrm to their knig-hts of the Gemnd Order. Thee W g h b are mble in hkth (many are in Pact relatives of the W , and attirsin flln plate armam.

Kntghb of the 8soond Order (the Order of the Shield). This is a Seld -hd within a prindpality, w s e l2tb level. He r e e k s mders fmm his knightof thePErstOrderand~tbat lhe~taof theThirdOndnkeep e-qtopar.Itisalaohis-Wtytoadrlsea-*or d u c h e 8 8 o n m a t i e m p e r t r d n i n g t o ~ t h e ~ t y i o h b s s b e s t interestwhiktheknightofthe-Ondnhap.~lQlityosaanBarmu and Lairds within a prieFipslity, he hap no direct d over a d u b m dllFhesPbsthefOrmerknights,tkeetbcseinpkteinplatemandbeof noble birth.

~ t s o f t h e ~ O r d e r ( t h e O r d e r o f o f t b s e ) . T b e r e m ~ of these knights in a &en M l y , headhg the tbsa boamen m mv&. They take orders directly from their knight of the - Order, aPsmingtbattbeschml.intheirmshiEtmaintainhighbinhg~,and tbat tA& - are wen equipped and paid promp*. M atlire in plate armmar

Page 24: Quest of the Ancients

and usually are noble barn, averaging amund the loth level of akin. Knighb of the Fourth Order (the Order of the March). This knight

averages 8th level and mmmands 1,000 lrmp of cav-, fmtmen, or bowmen in either e principality or pmvince. His traditional a% again is plate arm-. He receives no men-at-arms as do the orders of tnihthmd above him u k s s he pays for them. However. he may have 8a many quires as his hnses and arms require. These knights usually reside in large cities, laal bops. They receive all tax monies fmm the Bmns and are responsr31e for moving it d e l y up the chain of mmmand to the Minister d the Reasury. They need not be of noble birth.

Knights of the Fifth Order (the Order of the Lamael. These knights command 1M troops and average -d 5th leuel. Th& traditional attire is a colmful tonic over a set of pamhl plate. They need not be of noble birth, and they may not possess penarsl men-atarms, althmgh they have as many squires as their h-s and arms require. These are the lowest ranLing no"- noble knights who may adopt the p l e a of sir to their names, althmgh this daes not confer mat of- to a commoner.

Knights of the Sixth Order (the Order of tbs -1. These lowest ranking knights are most appropriately referred to as men-atarma, and mcst non-wble eharaeter knkhts mme from this bckmmnd. Their attire while in service can range horn chainmail to partial They may not parse- p e m a l men-atarms, although they are given several squires for their needs Often, such a h igh t oversees a quad of 10 or more pasant fmtmen when a knight of the Fifth Order a s i p s him a task.

(Ririleges of being a knight I Knights tend to be treated well. If an as5gnment h m a noble, they

mmmand full authority over all non-nobles within the principality or prwince. and may demand whatever assistance from them they deem appropriate--food. l o d g e , services. etc. Naturally, this is otten abused, making knights somewhat unpopular with the gentry, and especially the peasantry.

A noble-born knight of any sonis entitled by an article under the 6th charge of the Code of Chivalry to fmd and lodging for he and his party (for up to three days or u n l he is able to travel1 at the home of any noble he chance9 upon in his havels. unless there is currently war between his sponw and the noble's house. This holds tme also in Sarvia for both Torrendan knights and Smian ccssaclrs extend this murt~sy to each other, tho@ each mnsider their chivalric d e s superior.

Knights are entitled to mdesy bg all pesanL1 (and serfs). Those failing to show p&bed defence to a knight may be .lain if the incident is reported to their lord. Note a h that i t is d y death for a p m t who s W either a knight or his h a .

In gene&, the pe-trg most abide by the following rules when dealing with hnights:

The knight must be addre& as Sir KRishf. He must be sp&n to in a mft manner without bsrsh wads. His mmmandS mart obeyed without 4- they mnftict with the

gwd of the peasant's lord or the King.

The gentry of the land also must atow lespeetto knights. although they are m d to obey m d ~ n l g if the knight is ansigned a task by a Laird or higher noble. In the two former cas~s, d authmity extends only within the township of the Irdrd or the nhire of the Bamn. while a representative Of a count, duke or dosheg, has antbmity throughout the pmvince or principality. Outside it, soeh ahmlnre a&tyis lat, although the gened papnlace do wen to assist a IonP. knight* any r e d l e means.

PTrrally, noble-bmn bigkt4 are the only non.military personnel in Torrencia who may openly wear partial. or full plate amour .

1% Code o f c h l v a i r ~ I

Much has been made of knighthds Code of Chivalry While its varioos nuances are legion-and all tm &en inpmrnile for any knight to follow absolutely-the nine to the knight, repeated on the d o n of receiving his sword, and at all ae-oDid oaasimm are listed hereafter.

1. T o serve the& with faith." 2. Toserve the kng with life and I-." 8. T o serve my imd with honor." 4. T o render my ohligations faithhrlly unto death." 5. T o seek wisdom." 6. "To render mtntesy to t h e wmthy."

8. T o TO- amrender." 9. 'To seek glory.*

Wanton disregard for acharge af the chivalric mde muses the hdght to lcse a p in t of Charm (see the section under the spffial ability ofAdopt muse).

They cerkinlybave them. Firat of all, the Code of Chivalry, wMe relatively simple, has a plethora of articln undlicidb tagsd to e s ~ h charge. Many knights, for example. consider any hndtdm at battle a failure at fotlowing the 7th and 9th charges regardless of the re-. ("An hundred ore in yonder hills lorded by a demon with an anny ofthe dead. ye say? Verily. let om fekwship of four so& aany foah to vanquish them till the forhewn lie bloated and the disparpled bases pike to the outermost regiom of the land!' lbk fmm a 1st level .... ) Others taLe a mom liberal view, avoiding obvious smide in favor of a strategy which gives hope both for victory and the pese~*atim of life.

Still 0th- knights pmsess a samurai-like d e w o h to thir M w d . m e r i n g i t an dm&able breech of the 4th charge for loeing it once his lord haspresentedit to him with the mmmand to wear it wen all the days of his life. Such a knighhven against ridicnlons odmt-would not hesitate to quest after his mi&=, non-magical weupan.

Knights are known for a self-rightwrm armgance. As do witches. W h t s mnsciowly consid- themselves suptior to all other profeadons. And d l y it is they who are the h e leaders of a fellowship d advenhlren-theyk jast letting the others think they're deciding the best course of aedon when the bight himself Inch the experience in dealing with wiviranir..m wer* fighting-.or Ntpmae guilds... or ....

One of their beaer quirks is showing great courtesy to n-pe-t women. in foUowing the 6th =hags. A knight will always seek to protect a lady and defend her honor unless he or the woman is Evil. Even a female rogue twice his level woold find a bight comrade doing his best to draw opponents away from her and to him-first for persand glory, ht also to avoid facing the fact that a female might handle a s w d better than he. Of course, this can be a weak spot for them, and more than one knight has met his end at the han& of a smart witch able to twist the Code ofchivalry to achieve her ends.

Because of Uleir mientation w a r d warfare, even recreation wiU have nome martial significance. Apart from a gmd joust, a knight may well enjay a day of the Hunt, falloaiog the h o d as they chase dawn a stag. .hd smprisingly, knightp can show a great degree d charm and sensitivity--which can quickly disappear when a chance for battle shows itself.

Page 25: Quest of the Ancients

c9mPEElem--pr- (ttk Xjabht) O&onaIly, two W t a wiIl do M e wer their ha. In such osaes, l e a a r m s 1

ooteide interference is forbidden. l%e battle is tspiCany to the death, although one on the verge of winning, to show his ChRahy, may ask his opponent to *Id. Armom is very impatant to a hi#t as not only does it boast of his If he menders , the vanquished most by castom wrrender his armom, steed profession, ht it is the me- by wuch his rank and - and weapons to the v i c t a . displayed. The sat of m m m wmn gn pa?l fmm dudomail on up to full plate

W h t s win seive to outdo each other. A knight treated to a feast by a ,,,. M , ~ medim-dzed f e h Wt win a t the ffrst opptoni ty invite the maa ta a t&w feast One The weapons used by W t s indade: &en a -t by an equal will seek to re- an even gnats gfn, and so on.

That knights me somewhat i n a n d t e n t (some eay hypmitid) is wen D m , flailed mace @all and chain), lance, mace, rapid, sword mastard, known, An E d knight might lay his cloak upon a puddh fm a fair maiden to brnad) walk upon-then dap a pe-t girl later that day for not fetching water suickly enotlgh. The permivedrigihss ofthe Code of Chivalry bas also forred hldd number of mmba t sKl l dote 2 (plw the lane is a into adapting what is Lnow 218 cLw%dbn. This occur8 when one knight says pm something another finds offensive. Rather than drawing weapons and Additional oombat skill slots gained: 1/3 levels immediately do& bettle, the &ended e h t states his (trievance, asking the l3z.t f a r i ~ ~ ~ p p m p r i a t e weapons: 2 slots other if he wishes to darify what he meant This pewits the &t knight to aid UnsklUed .tt.a penal* +2 both in avoidine a fiehtbv honorable means ~ r e ~ h i s statement in - - - an inofknsive way. I t is thus a IamenkUs fact & I F ~ is--- because the C& of Chisalryis followed more in letter tbsn in spirit

One of the mmt mmmm quirks of knights is the hhmce, or the Art of tbs Boert All but the moat powerful imights eagase in this art of stniching the lmtb to the breaking point without a d d l y lyiog. It invokes the knight'* tatiog an incident in battle and embellishing it to the paint where even a mi& by a humble mc slain a moment later with one blow arn 4 like a He-anddeath sknggle. ("Verily, the araged varlet tlang to me as a machine, his breath foul as a swamp and uttering a hiss Imm the very bells W~th an llngodly strength, this h p d a den1 didst foin his @ive upon my shield. nearly tearing i t a&. Then by t h e m of the aods didst I sheaf my sword into i mesh part thrm+ the dogs &morn and withdrew it, temiDg overthwart the foe.")

laaces best suited for ~nlghb I

* The rapier is a relativeb new area- only jmst beginning to ba ahown favor by young nobles who emplay it whea not mmomed. Traditional knights disdain it, and the arm is not -in a W t ' s =eapmsljst onless the character drop something other than the lance h i t .

Bowdc~ossbowa are rarely employed by knights, ffo killing fmm a "safe' a a e is unchivalrous. Also, bowband the twohmdd petsword-are musidered peasantsl weapons. Even so, knights are not fmlr, and many ~sr ry

m S e weapons fm use against cowards who will not e q m e themsehes to except by long range (by, fm instance, casting .peb at the knight fmm

the safety of a flying rarpet). In the same way, a c h i v h knight will never tattle a normal opponent with a ceakward (not including a bastard d). He might, however, such B weapon against a manstar sveh s. a drake, which is both unchivalr- and wen able to defenditseIf. In the end, employment of such arms depends on how the Code of CbRahyis used in tho campaign.

fsugsested) Peoe Chnrsoter 1Q D o . l - ~ s l o n options

lPI1- 1s 14 16 16 1?+ None

UNEL LJMITATIONS Any

15 16 17 18 19 20

Page 26: Quest of the Ancients

SLLU Level Horsemanship Reaction Special level point, bonus abilities

ICb)

l~xp lana t ion of skills 1 Spreading the belief of the knight's chief deity. Semine (insert name of the Kine. m n t or oWler noble) with d l his

Horsemanship. ilia fvst of dl mnferr the talents b t e d under the horsemanship &ill in Chapter Three. I t also, however, permits the knight to accomplish some e&a riding abilities listed below.

The character may train a horse-like m&r (other than a unicorn hut including a pegasus) into a war steed, taking 2D4 months to do so if his mll is s-sEN. If the roll fails, the time is still spent hut the b a s t remains aild The knight may try again, however, until the roll is successful.

A steed subjected to the effects of magical fear against which there is a resistance roll may disregard the IQ or Luck roll and instead determine resistance by the lmighCs making his homemnnship mll, so long as the knight himself is d e c t e d by the fea .

m n s t m e n t s to the skill: we..-

Beection bonus. Because of their demeanor and profession. b ights mmmand resped wherever they ga This is translated into an adjustment to reaction rolls when the character to or negotiate* with someone. Thin bonus is cumulative with any beneficial Charm adjustment, and it also offsets some or all of any Charm penalty. (If two knights enmunter each other, however, both cancel each other's bonuses or penalties and operate only off of mnnm.1 rh- .rlin.tmmt, -.., - - - .- - -, - - - .. .. ,

Adjustments to the sklll: As per the normal rules under Charm.

~~ ~~ - . - ~ ~ ~ ~ - faithfulness and his verylife.

The Cause must thus be unselfish. A knight muld not, for instance, t& "Acquire beasure" as a Cause, although he muld c h m "Acquire tressore for the Temple of --", donating most of what he gets to a GMC-run temple of his deity.

Needless to say, the mme a knighfs Cause is likely to place him in great danger, the more respect he mmmands from his fellows.

In adopting a C a w , the character must, a t the fnst oppoltunity after reaching 5thleveL prenent himself either to his sponsm m a priest of his chief deity to confirm i t A day and a night of solitode w d contemplation are then ahrrved, and on the following morning the hnight in the presence of his witness fmever more binds himself to cham~on the chosen Cause. A feast is then thrown for the W h t and his friends. whereupon his Cause is announced

A. Lone ban=. As jousting is an integral part of the lmightg training reeimm. the character neriodicanv pains soecial exnertise with thelance. " . Beeinnine at M level. and each four levels thereafter. he adds a D4 to the .. - ~~ ~ ~ . ~

d.mdgr. iullicted (4D4 at 1 4 1~vl.l: 6D4 at 6th levrl. and u, on,. He mu1 .till m& a l.uct roll to retain U>F o i thc I- after i t s t n t t . ~ a wger, bur applies s bonus of 1 point per level.

B. Mosnted firghting. This duplicates the talent listed in Chapter Three, permitting the character to Wht from hmsebaek without penalty. C Combat skill slot. Self-explanatory. D. Adopt Cause. On reaching 5th level, the knight m u t ch- 1 cause to

serve. Thia is worked out between the player and GM, and examples would include:

Death to dl - Reedom for the downtrodden.

P

- publicly.

Fmm that point, the knight is strictly bound to follow the Cause in thought and deed, and must aaept any opportunity to advance it, unless &is would breech one of the charges from the Code of C h i v e . Failore to do so oauses the knight to ime a point of Charm that cannot be replaced except through n major quest in penan- (during which the c h a r ~ ~ t e r may bke no treasure). As an example. Sir Agravaine champions the Cause of slaying all Evil drakes and dragons wherever they may be. As a member of an adventuring party traveling in quest of a lost city in the d-rZ Agra~graaine along the way h e m tales of a drake menacing vinagera in a valley some leagues distant in the oppsite direction. While i t is his obligation to slay drakes, Agrasaine has @en his word to join the fellowship in quest of the city. Thus, if the p u p M s to heed hie w h to divert from the quest to go after the drake. Agravaine suffers no dishonor or loss of Charm if he gives in, since he is following the 4th e h q e : rendering & obI&ations faithfully undo deoth. (After that jaunt, of course, the c b i v a h Aglavaine will waste no time in questing after his d r d e with or without his friends.) Now assume Agraaaine has no previous commitments and learns of the drake during his tavek, hat thinking it too tough for his adventuring party avoids it Such an ad. even if nobly done out of c~cem for weaker members of the party, c a w s Agravaine to I- a @nt of Charm, far nothing prevents the knight from Lackling the beast alone if need be--even if the odds are suicidal. He can restare the point only by a future quest against another (pmbably more poxerful) drake, and he may bke no treasure, donating his share to a temple or other body aparl h m that w bya fellow character.

If a knigbtk Charm reaches 1, he is brbranded an outEast and m n e d by dl chivalrous knights. Suoh a dimputable knave mi he the target of enmity by any knight with honor, who may cbanenze him to battle upon noting his device-

Page 27: Quest of the Ancients

--ming he has the -age to display i t Ah. once a &wader ha. so h y e d fmm the path of h a m that his Charm reaches 1, no means will raiae it save a Rwer of ehtualgv ( x e Mansfem .Magic & SOIDLY In. While he need not be removed fmm play as a character. his life from that poiat win udmbtedly be hard

Once a lmight has chosen his Caw. whenever he undertakes a quest apecifldy to M e r i t . the character may apply a bonus of 1 to any redatan- or Luck rolls made doring the adventure.

E. Boldness. At 6th level. the bight gains spffial boldnes and mnfdenee. Thi read* in a bonus factm to resistanoe ralk vs fear 4 to It% skiU level. (Note that showiog fear is obviowly a great blow to a kcighb laide and a failure to follow the 7th charge of the Code of Chivalry. If the act is done willingly, the bight loles a p i n t of Charm rrs mentimed earlier. The lau can be cumulative with the penalty f a avoiding ch.mpimbg the CaoPe-and r-s two quests to r e s h bath. If the fear is d by magic, there is no Charm lw. although the duuaeteris shamed and l a m face. On recovering, the knight win likely not reat until he slays whatever a 6 4 him-- he rmde- a quest as penance, donating away all treawre he 4 normally

be endtied to.) F. Eztm dfn& On reachkg 7th level, Ihe kInf~Lnight makes two attask. in the

tmn with a weapon other than ah-.* G. Wwpon e~pcrfise. At 8th level, aad +n at 15th level. the lolight's

intense pap onby gaining a bmna factor of 2 to atlack and damage mlls with aprimary weaponofidaehoice. 116s bnua may be mnolative. K Bomny. At 12th level, the knight may establish his o w bamny. If

formed within a developd natlon, tbe cbrpacm must eitber fmd a aponaor (such as a mnet a ~~IIw in Torrenda) a eke swear fedealty to the rrigning mm~arch of the nation. In e n , the knight is granted s ahire 10 m more - miles in area Thh mag a may not mme wiiA pemb ss the GM detsrmiaea

I. Earn amck. On reaching lStb level, the ludght makes three attacks in the tmn with a w-n other tban a b.*

J. Edm afbxL Onreaching lStb 1-1, the knight make. foor attack in the him with a we- other than a lance.'

* A knight &htiagtao-hsnded makes bot one attack with the off-end weapon.

Page 28: Quest of the Ancients

The le@nnnaire MIS almost esclusi'~ely fmm the nation af Krek Thm, all males of Eqoeshian a higher soda1 rank most join the military at sge 15 f a a rreriod of at least 10 sears. And whik most leeiannairer re- to a wen- hesenred life of comf2 u p - mustered on2 a few who are lea. wealthy sometimes embark on a carper of adventming. T b . the starting age of s

legionnaire character is at least 25.

l ~ h e b e o b o n d & -e of the legionnaire I

r e b of Bal- at the end of the Fint Aue. Tqgether with his father. Buinh Galiua, the great empen. ariginated the -t of team Rghw, employing the glsrtms (&m+swad). His kpndaw vidmies. to get he^ with the fact only KraIla em@ m a t h e d from the W s m c t i o n . remain a testament to the m i i d s style of warfare.

hat legio& are rrnamed for tbd. mit tsstiss aver man-bman -bat m u t a for their nn, strategic n d t h e y are inferior to d 0th- fighter pmfepim in up stamina hr leogt41y individual mmbat Tbis makes them T y p C charactem, to re&Et their reliance on the grwp aa a whole. Thus, the Stamina bto7d.up ofme oaed tointense man-b- fipatingis usually b&ng in hgionnai.es Even so, this is largely baknred by *heir skill w i t h t h e ~ d t h e & ~ s M e l d , t h t . e u h m m

b a t sdtedbmli..lmmIrea I

may dm the hdi- h n z e toeastplate m segmented armom. An only the mfurn, nbichia ha ted as a large shield. The weapom q g m p i & to the prof& indnde:

M U nmnbslof oombat skill slob: 1 (plus the gladius is a u u f a l l Y sprirnory weapon)

Additional mmbat skill .lots dwd: U6 levels

kgkamha may employ ma& ilem. allawed lighters. erduding inappmmate mmour, shields. etr

Like mmt notable things in h I l a , Icgio&s date their fmding to the

LEVEL IJMlTATIONB HUMAN (other,

14 16 16 17 18 20

Page 29: Quest of the Ancients

lkvel table I

ski11 Level Eueotive Damage speotd kvel points AE* bone .biUUes

When employing legionnaire arm- and smtnm, and not factoring in o t k adjdmena & however, the k&mak emplorp the m t u m without m O 1 P . his effwtive armmratiagmoves d a m three fsctora Note ther bonoses never @pIy ritb .hie& other than a wtam.

1 mmmonly udmhke 20- a %mile m a r c h wlAe in the military, and trek8 of -0 to 70 miles bave been rm-n in tima of n&t. Thaw a kgioNdre ~~ ~~~~ ~

E W w aR %interne r(tb tbe -t- shield - &in a nry EharBCter poun*u a .operim (1SlphayI lodiml &wment rate; Aka. a

real way, f a with e& ~ v o af the mmes eff&e armoln l & m h has a daily base b m l tat. of30 miles, m d 6 d by terrain.

ratiag impmwa by 1 point. Thk bmms does not apply with any other sort d B. Cnmbat skill sloL S e I f - e ~ ~ .

&Id. Aho, becmse of their train& in d t hdim, whenever two or m e e C.Rdm oMek.* At 8 t h l 4 tbe k&mab makes two a&ku each tmn.

l e g i d figbt side-by-aide, bath m d v e an addit id tonus factor of 1 to D. Rdm &k.* At the point 15th level is reached, the legiaaaaire makes their arm- mlinp. thme attorts ush tmn.

Damage b u s . A. with his Bbield. the legionnaira haa ~ e x p e ~ with E. Rdm at&* On Anany re- 20th level, the legionnaire's is

the gladius. Sbrthg at 2nd Ievel. and every other h a 1 h&. he a such tbt he mates four in the tmn. t o n ~ o f l t o d s m a g e m l k T h k ~ e 8 o n l y t o a g l l v d i ~ d i a t h e ~ s primary hand. * A legionnaire figbaas t a o h d e d makes bat m e &a& with the &hand

w@awn.

A Pomd-nrych*yl. The Krelkn li&* man is r e m d fm hi d.iy to m m h inmdbly distances owr the mwe of a day. h@o&

Page 30: Quest of the Ancients

they wander the world, aeeingnen places and meeting new people.

The m n d i b s that can Cmm the baolrgronnd of a mgoe are legion. In general, he or she will have been raised whexe opprbmities for learning atber, more technical pmfessions were onavailable becatwe of low soda1 dass (fm btanee , Tarendan or &mian pe-t stack) or iadatirm.

r- oforlsin beet or - I

Rogoes may use any smt of -om or shield. The playrr alm ge& the arms list 01 his b d e ~ , chmsing any four.

Initial amber ofowlbat skill slob: 1 Additional oombptakill slob gained: l& levela Cost for inappmpdate weapon% 2 slots UmkUed sttattak penalk: +2

Rogoes can be T o 4 anywhere. And despite the name, there is nothing intrinsically q o s a ~ 1 e about the pmfsadan, for they sue merely &en. men-at-arms, and mercenaries w b talenb and abilities are self-I-ed as

1-D ibems allowed 1

lO/less 11 11 18 14 1st Asn Cm

LEVPZ LIMITATIONS Elf

15 16 17 18 19 20 Wler

A. Shield erperlise. At 4th levee the - gains special expertise in parrying away attacks with a shield. When employing a aMeld, he therefore improves Me armour d i n g by 1 &a factor. Or, the charadn may taLc a wnbotskill a b t .

B. Carnbaf M Z sld. Self-explanatory. C. W e o p o ~ ~ esprta'se. At 5th level, and each fom levels thereaffn, the rogue

gains wdal expertise with aprimory w- ofhis choice. % expert& takes the fnm of a bonw factor of 1 ta attacli and damage rob (The bonw may be cum-ve). Or, the - may taLc a wmbot ekill slot

D. Eztm alhz&* At 8th level, the mgue makes two sttacksin the tom. E . ~ m & . * At 16th level, the rque makes three attscLs In the hun.

* A mgoe fighting k h a n d e d maLes but o m attack sriUI the or-hand sea-

Page 31: Quest of the Ancients

Gorua turned the green iands of what was then known as Karnalr into a deserl Duriw this @ad of upheaval, the early inhabitants were reduced to near barbarism as the phareoie empire collapsed, throwing the land into a eenturies- long period of darkness Out of the ashes d what then was the moat ancient human dviliration. a hardy- emerged, pmudly redaiming an existence from the wasteland in follow+mg y e w the special mnditions of the land gave birth to a special warrior. well able to smvive in an everhattile envimnment.

ResenMay Saracens may mme from a variety of bacbgrounds, ranging from military service under an emir in m e ofthe w t a l cities, to being raised in one of the traditional nomadic dans of the inner desertr where survival is directly d a t e d ta haw well one handles a sward. In a rarer background, a saraeen character might even mme out of H d . for it has long been said that the Blaok M e of HaarraWs Land of Shadows have their &ins in Arwinian raiders rho long ago establirheda-t rity deep within its bardem.

IBawa best suited Lbr seracsna I Human

Plaoes of origln best suited for aaracens I Amin

l ~ r m o u r s arms I Beeaose of the hot climate. matt Saracens, if they wear armour at all. don - only do& or leather, along with a amdl shield. The weapons appmpriate the

pfess ion inclnde: Dagger, sdmitm (regrrlar, tarehanded), polesword, whip.

Initial nomberof combat akill slokx 1 Additional eombatsPill .lots gained; yS levels Cost €or inappropriate r e a p o m : 2 slob

Nearly all saracens hail from the Arwinian deserts, There, these hardy Umkllled a t tack pdts +2 swordsmen have cawed an empire out of the blistering -& through their bravery and horsemansldp. Bmt becaw Anvin is the matt reetrictive nation &dc item. upon the mntinent toward women, female mracens are all but unheard of.

I

I Saracens may employ magic items p i t t e d fighters

Il'he backgmund & pau'poss of the earawn

Saracens are a newer profession, dating to the end of the First Age, when

[Level limitations a n d duebpmfe~s ion options 1 lsugeeeted)

Baoe Character IQ Dual-pmfieapion options

LEVEL LIMITATIONS HUMAN lother)

14 15 16 17 18 19 20 20 x x x

Page 32: Quest of the Ancients

C ~ ~ ~ O - C h t e r professions (tlk S m m )

Level table I Skill Level spedal level m i n t s Horsemanship abilities

Horsemanm!~ip. This is as the bight's nldll. In addition, a -n who makes a horsemanship roll may i n m m the charging s p e d of his oteed by Eve feet Each -bat phase. the s a c e n may atkmpt another sped inaease. halving his horaemanshig skill percentage each time. Su- bmstrr the movement by another five-fmt inmment while failure predndes any fmther attemots A steed thus wmred can maintain the m for me m b t e oer two ~ ~ ~

Stamina p t n r r 7hcreafIer. it must h slowed to a hol n rested Ynor slowed the s a r a n must make s Luck roll each minule. Failon results in the hm mllapolng and dying from txhaure~n. The horse will dir in m y event if i t is so handled for a number of minutes equal to its Stamina p i n e .

I lkplanetion of special abilities I A. Endumnce. Beeaose of the harsh environment of Arwin, m n s passeso

a superior endurance in comparison to others They can go taze as long as other characters &fore needing fmd, water or sleep.

B. Morrnkd fighting. The mace" at 1st level also p o s e - the shill of mounted fighting.

C. Combat skill riot. Self.cxpianatmy. D. Fanatical mge. At 6th level, a mace" faithful to his etbiar may once

M y go into a fanatical rage by invoking hia deity ta imbue him with murage. This effect is activated inslonfmmusiy on any combat phase and lasts for 2D4 minutes. Enacting the r q e entails the m m n ' s dedicating the battle to his deity's glory. While under it. effects, he gains one extra melee athck each turn while receiving a h u e factor of 1 to all resistance rolls (excluding Luck) for each two of his skill levels. One drawback to this. howevsr. is that the charadrr -not re- horn battle mtil i t is was To do so dishonors the saracen's deity and will cerMnly c a w the lan. of this a b i t y ontil some Bort of atonement is made.

E . Ertm attack.* At 6th level. the earseen makes two attacksin the turn. F. Followers. Upon reaching loth level, the waceds repntzton is such that

2D6 1st level ~ I U I of Eke ethirs will seek to bemme followers. These followers often fmm the bactbane of a mere- group or caravan, and it is wtomary to tithe 10% of any treasure obtained to them. Such followers are maddered rehiners with a 509. t a tu s to their loyalty.

G. IWm attack.* At llthlerel, the saracen makes three atta&s each bnn. H . Eztm ot2oek.- At 16th level, the saracen makes four attacks each turn.

* A saraen fighting tw-handed makes but one attack with the off-hand weapon.

Page 33: Quest of the Ancients

Of all adven- pmfesskm. V i are the least often seen. Mast are content to remain within their lands in northern Rarenda, where the passage of time has kR little change in its path. Every ao often, however, a pa&darly adsenboos V i i ma& his i a y into fbs civilized w d d , and many of these have bemme legend, owing to their rarity, power, aal lust for battle.

R e d of ViLinp go back wen into the mat Age. Then. &red V i tribes made np Tarencia's izbbftantp and they had the dishdon of being the least tsebnalogicrrl haman race an tbe mntinent. And ss the -Age drew to a dose witb the rising of Gmus, the legendarg w m M Tome- rallied the rrPiDos mi, jiuing f- with the oppments of the Triad. Witb Dma.' demise, the horQI of T m n o e &d the wetem side oflslay. laying to

Hwwrath and Media. and rehmhg with va* amounts of brasme. Afterward. a split developed, with mart*= within the mnl- remaining underthe Dseran dominion of Tom-. A few m i h the northem islands, however. went their o m way, rehing to acknowledge tbe new king, beginning a poliey ofisolation that mntmues to this day.

A s Tarencia to the -th mabred and developed into the land of kaights and chidry it m w is, Ule Vikings of the far narth held onto their andent dtme, lit* changing in the fo- m i l l Indeed, the mme Tonencia adwnced, the mme the &pndi-, as t ky call themselves, moght iaalatian. And i t is became of this isdation that V i tend toward an Indeterminate aotlmk on Me.

even^, no one d a d ap& tbe pmd Vikings of the Nmth, and even t h y ship fmm the nstw side ofw rn obliged to make the lengthy sail a l e the southern mute to rekh Torrrnda. lest they fall prey to T i n g mmande& N a g o w fm p m Viking w a h has lomg been a h a m of memlmh and pvanmenta fmm Wh sides of the mnUnsnf and an endless ssries of am- h e nailed fm the lands of tbe N m . Nane b date have l e b n e d .

in the rsn, of a ViLing Eharader who has samehow jomneyed to tbe civilired lands, i t is a cartainty he or she -red the s k i h of this pmfession while being raised with a trh of P i from Scandia

laace. bastrmltadformn~ I Human

may don doth, a jerlin. m leather armour, and they may employ a mund shield of any dn (though @tics viIl .pply to annc aEllilla). The weapns a- to the pmfessim indrule.

Axe (hand, battla), dsggrr, nmrd (broa4 *handed)

WUd n-ber dsoabnt .till -2 Additional -bet skiualot. gain& Y4 levels Cost fw i n a m & 2 slots u n s w a t t a o r pemltw +2 .

1-e items allowed I V w may employ magic items pemitkd Whtem.

. I h l Umibtl- end ddpmfepdon options 1

(mesested) Race cluua&rq m - p f e d r m opu-

I 1S/kea 14 15 16 17 1s IS 90 None I LEVEL ~ A T I O N E

IiLtMAN (other) I

Page 34: Quest of the Ancients

&nd TrsDt Skin Level bemerker (Y B p e d d level points Cmflge. Climb. rape 8-g. aMUlies

uw (SU uw aw

Cnmouf&e. As the wmdaman &iIL Climbing. As the wmdsman M, although it is limited to wfaoes that

may he ascended witbout tmls other than a grapple a climbing hook. EMd berserker rage. While ping into a berserk rage may be done at the

whim of the player (see spffial aMlity B), h a l t k it is mother thing entirely. when the play- wants to end the cbarader's battle Imt, a m n most be made to do so. Fail- extends the rag. m h that torn. Further attempts to end the rage can he made dming d m q e n t tams.

A d j ~ t m e ~ ~ b s the d 1 1 : IQ. The V i s 1Q can pmide a bonus a penalty to his chance8 of

r a his se- All enemyfms m u M or dead. Ifhi. opponents haye been neutralized, the

character receives a bonus of 508 to bis chanas of coming out of the rage. Raonng or Seamanship. The p l a p has the option of choasing either the

wmdsmm'a t d n g talent or the general skill of seamanship (see Chapter 3). in the case of a seafming Viking.

A. Lonpm&. At 1st level, the Vildng may ch- a campaign Ian- he spakx roughly. This d m notinclude the ahUity toread or mite it.

B. Beraerke r. A h e all, V i are h o r n for their battle lust. A fen V i m bemme so hyped up during melee mmbat that they go berserl, a h k i n g enemies with wild sbandaa Character TWngs have this M t y , which maybe inatantoncously activated on any -bat phase. Upon chmsing to go h e m k , a su& melee Mt by the V i u g i d & maxim- damage. (O~timallv. GMs wisbine a more coma t i t i t i bonlls mav anow an exha

magic itcm a spLial -bat move, warn somerme h t an appmachbx mmter , offer suggestions, switch to a special opponenk retreat, ete. Also, a f h dispatching his -nt foe, the V i will battle the n e w t mature, s W n g with anyone who atbobs him. l%s can spell danger for his comrades, who may want to keep their d i s m . A berserk Viking, however, will avoid attacking a ' fenow advmtmer if a pmper enemy is within bis line of sight But even if the character sees no wts other than a friend, he is allowed a Ltlsk mn each -bat phare to indicate just enaughralkmality to el& a troe enemy if me is available.

Wltile b e ~ r k , the Viking alsaisimmune tomaot smts dfem. The 6erserk rage can he invoked mce each 24 bnvD by ist to 6th kpel

cbar80tus. and kept upamadmum ofme minute per two Con &its. If It LkrtS more ulan three minutes, upon termination the \ T i must rest a n equal per id before other activity. If chcomstanc~.l are such that resting would be fatal, the rsge may he extended bqrosd the normal minute-per-Con-point maxim-. However, an subsaq-t hits dl intlict Bafg damage, even if Stamina points remain. The same holds trne if the character is fmeed to light '

during the time he is resting. O m a rest per id is begnq the eharaetsr -not agah sgaio berserk 11r1til it is

oompkted. C. Combat skillslot. Self-lanatmy. D. B e ~ r k e r mgo. At 6th level, theViking may go into a bmerker mgr at

will E.%m &.* At 7th level, the Viking makes two at tackin the k n . F. Goin M r w r s . At 11th level, the Vildng may boome achieftain, gaining

3D6 families of Viking followem if he retams to his d e lands. E d family indudes a 1st level husband.

0. Erlm aftzck.* At 13thleve1, the Ving makes three attacks in the b. , H. &rtm oftne*.* At 19thlerel t b e V w makes fom attack4 in tbe Dm. -

&age &nt per two levels of &ill.) ~b'are are, however, risL involved in the . AVi lungw 6ngtwa-bsnded mahes but one the act: First of all, the character bemmes so caught up in battle that he loses I aware- of wlml transpire ma& him. Thus, he cannot make r a t i d decisions in the midst of -hati.e. cbaoge weapons (unless disarmed), nse a

Page 35: Quest of the Ancients

jay!& smq! doldma dsm uamsWM 'dlaposja smq P!@I aw vs Law im3 eql alw 'slarmnanw JO d!q%onaj = ormw dims

I peaone smql opq

JO amoJ lae* v aq q anold uq~o uopsapd q jo wql pm 'ZaAawoq 'uqlo%q I lanau e! dmaua ur pua4.1 .mom luop La41 sdaad punom alwlollumun . .- . . .. .. .

lsom ars ~aql s. luqslp ~eqmamas aq q puq uamspma .~qq~lva ay~ Z+ FW WIR-fl 'mauql+$ am o! XOJ paurlnq [lam sms purr 'amleu lo, am[ e ~w qOp 2 :1111Odm& q61.'dOZddsll&.r01 p03 uamoa pue rram am La- 'qsaq are asql zanalaqm punaj are namgpmh

VAal En Fnw -1s m.+v-- I-OUmW Z :w1s nRs ?v=-P 'q-nu I-RIq

.mpqs s.sadqd a¶ jo uodeaa am + '(~N~ZUJ aoq 'wS%p '(pw axv :apopn! oo-~oxl a¶ paaol~ su0dsa.a aq,c .(sl~qr am or sagpoad ¶MI)

plalgs e y)~ %OF 'marm~ laqpal u, 'qzal s '~lol~ uop 68m uamspm~ 1

'quamd wcq lo auo mozj uo~ajd q JO sllgs aql paqnbm aqs lo aq Xla~!l s! I! 'urrmspma ~adeld z jo m= aq u~

.a19-04 " p06: B JD pv aql q amoa 11" lsam purr 'saws jia9a q ploq mad 'a)!~ uo xoo"no q*lau!rmqapuI uv pmmq puq uamspoom 'amqm bq!los qaq) JO asneaag

'laplo pue uog=!lup JO peaads dlqsddqsun aql qlw Lllsa.4 alpu+$p slqmnu Iraq? qSnoq%p '[yguald llgs am uamgpmm LB~~J ,quamuan02 pazrue2xo pou ssqp JO

~uamdolaaap aq) ww pauassal sllqs uamspoom lo] paau aq? 'zanamoq 'paz!gnp amm atdoad w 'panwns auo q>!qm Lq Sueam aql SSM pm1 aq? JJO

au+g 'samy Kpa u! aoj 'suo!spajmd law0 isom a~ojaq pqspa UamSpooM

Page 36: Quest of the Ancients

Skill h e 1 h. , level polnb Cmflge. Climb. Eerh Traok 8Bnltb blow abilllia

a* (st) (rq, (I* up,

11 427.701-82,700 D8% D6% DBB 12 EZZ,701-882,700 D8% D6% Dm% I3 882,701-1,182,100 D8% Dm DB% 14 1,181,701-1,482,700 D8% D8% DBB 15 1,482,701-1,762,700 asS D84b D6%

Camowlage. T h M is d d h to the d s mnceolnrent taht It is usable only in n a h d terrain raith enom@ plant growth m debris tomasonably screen the cbaracier'8 presence (ia. bushes, trees, boulders, ek.). If the 1011 Is socoesafol, the woodsman is unnotioed

Adjustment8 to the sHU: h a r r r . Awom hindem the perfmanee of this SW by 1 W per (base)

arm- ratine. Carrvine a shield alw 10- the cbanaes of a s u d mll bv - . - ~~ ~~

3, 10 or 16, dependii on its size. Thuq mast ssmdsmrn tend to r e a r drab nlurpd u camcdagc iwb. One who f- armour in fave of s d atlire eairn n M h m U) the hi. -~ ~ ~ ~~~~~~~~~ -~~

h I U U of ambient light. Dim lighting can help the wmdsman, for employing the skill i twilight or night oonditimL. adds 26% to the character's dumees of remaininghidden.

IQ.AGmdIQ&",~int6is&ilL

Climbing Wmdsmen are skilkd in -n+ eserytbing fmm mc$r m o o n W d e a to sheer w&. In doing so, they aften re& to m e special eqnipmmt-pitons, elimbiaghmhr, cram-, eta.

Adjndmanla to the sbib h o u r . Amom is a bane to this BkiU, forcing the chsmcte1 to deduct 10%

per (base) -our r a w . T h q a wmdsman w d d be either fmlish or desperate to attempt this skin in bulky -om. A shield also lmera the climbing -atage by 5%, 108, or 16%. &pending on ita size.

W h - or smoolhnegl of fhe sw%m beiw scald. These tactom h e a marked effect on this shill. A-h sodace, such as that of m e m-taiddes- dl atre+ or b~ilding-dcdle the character's c h a m of climbing it. To scale this sort ofsurface, one either- his d s d s and feet or a climbing hpok. Movement equals three feet per phase nc6ng hands and feet

A no& swface is tbat mmt aften faced in the dungeaa Such smf- may be m e d r r n i s e but mdemd slippery Imm moist- or slime. There is no modification to the climbing from thie amt of smface, which is psllanyscaled by hands and feet, climbing hook, or cram- Movement equals two feet per phase (donbled iferamprma are employed).

A srnwth & inclndes a stone wall, sheer difkidw, e*. Asant of thek omfaces is diflidt malving the skill) and is 08mUy accomplished byimmekiw -keeping press- against two opprsing rorfaas with hands and feet while moring upward-or by pitons h-ad in ss handy footboMa Movement eqnals 1' per phase (doubled ifpitaas are dl.

In all -8, descent is at triple the rate of ascent, onlegl a character rappels down a rope. In this event, descent is st a rate of3o'lphsse.

52

Weight m d . The gear Carried alters the climbing percentage. A wmdaman toting a liglrt a m m t of weight adds 1E% to hi. clin€+ng skill, while one p a c l d a g a d mount of weight makm no adjmbenta, d me m g a h q I d deducts 26% fmm his cban- h e o n e trging to dimh with a wry hwvr load lmsl izes his .*in bv %1% for each mund h e his lvow ra*.

& : a m ~trcogth aidsin fbia Wrar. '

Table S is a quick refennee for climbing momficatioas

C-4' I = r_ - - g Z Z 1 Smooth W e M D-l' E-2'

W E I ~ C ~

Light +15% Nnmal 0% H e m -26% Very heavy -%%and -l%*for each pmmd canied

A-Hands 81 feet B -ClirnM h m t a prapple.. C -Crampens. D --Isornetria

filling domogo. If the mil is fail4 the character haa faaen and d e r s lolo pcintsofsody damage for each 10' ofths dmp, and a M ismDed to see at what point ofthe ascent he or ahe fen. E-ple: IagaR a w- with a 408 Ehaoceto-ndalWdiff,i.detamioedtofsll.AMismILedwithansultof 1. This shows he fen fwl the 26 point in tk armt Tbe GM therefme mn4 2Dlo+lD5 to note tlse Born, damape he takes If logen smvive8 or i. heaed he may try agsia FaMng onto a saR sorfaEe balws damage, whik falling onto spikes and thelike adds 206 damage, armour ahimpdan maybe appned .athe*d;amsge.

Note that charasters make an itendonal, rrmtmlled jump up to a marimurn of 1V without harm.

Page 37: Quest of the Ancients

c Y a E T % % I w O - ~ p r d & (tf ic W o o h )

l'hase olimbillg cannot fight effeotively or cast spells re@ring manual I~hti.,,,abspsotdaMUtla dexhi ty unless they make a Luck mll each ttne Failure of tbatmll indicates a I fall unless the obaradsr is bound to a safety line. In the m e way, someone exposed to violent ePPects, such as an energy b h t or a n sthck fmm a monster, muat make a Luck mU to remain in plaoe. Also, the GM should tahe for granted that some wrtr of olimbiw am basidly a u h a t i c No clinrbing m 9 fm iestance, need be made to gale a 8%-fmt fence. I n the same way, merely getting into a low-hangiag in& can be h e by anyone. Trying to scale the f e n o e w ~ t D t i n g a n ~ ~ i r i e n d , n c l i m ~ t o t h e t o p o f a M t r e e . however, requires a dice mu.

k Arm knowledge. y e n a amdanan is aaated, the player, with GM appmwl, swci6er on a map exactly where in the campaign world the character is fmm. A t ist he1 the wmdaman ta p ~ a n m e d to have W% knowledge of his h e area for a didarm of two days' walk over mugh termin (i.e. a 2C-mile radius). Thus, heis EamW with me& every tree, rook, cave, inhabitant, and all trails f d h g within the circle. Fmm a radine of between 21 to 40 miles, tbis degree of b M g e drop to 2%. Beyond a 4O.mile radius, the wmdsman k n m only what the GM debmines.

B. Z&nW drinkable leter. At 2nd level, the character can identi@ potable Herbalism. TMB skill is nsed to laahion healing and wimn-neutralizing -..+-

poultice8 and broth The hgmdimts rn a few -& of exex& herbs which to heal Sody damas are p - d as a podios. If needed to nemblize poison, the h e r b are instead made into a bmth that is fed to a character not adtlany slain &the poiarm. In the 6rst caw, aswxesaful m n heals a tatal of 1D6 Body points. I n the s e m d a s m r e d dl neotrdi.es the mison effects within 10-W ~~~ ~ ~

minotur ~ o a n e r . the SUU laay not be a d e k e u, restore certain exotic damage. 71ae &nt is ajmilsr to the regular shll, ereepl that it ran h.

c. c o m m skill slot. Self.exp1-tmy. D. Sa s m s l d i e nik. While w d s m e n of anv level can set simde animal . ".

imps, upon reaching 6th level, the woodsman may set snares a dig pits to en* a harm intelligent matures. These t r a p an camaullaged with their mmomdings and can only be found by magic, a suspicious character making a d e m p roll, or something probing the gmund with a long ahjeot. Fib may be fitted with spikes or other harmful things, and a matme walking upon them

used on aoimals as well as people. Regardless of saaess or Mm, ma of hsrlnlism expends the required

healing herbs. Mjmbnents bo tlss smlk IQ. A pmd IQ aids in the prfnmance of this skill. AUenzptiw to heal o disease. He&dism also can be used to heal normal

dka- in D4+l dam. a l t h u h the charactar's d i l l a t dobiz so is halved. . . - - However, if the disease is msgieal or very exode, special h e r b may be reqwred whi& the cha&r may not have ames to. (1.e. a quesr will be needed to lmsu

TreGng. This skill permits the wmdsman to follow a aeaturs's trail. The base percenbge presomes the trackingia dose on terrain showing an d o n a 1 sign of a weakwe's paswe--broken twigs, foot indentations, etc.

This skill also allows a wmdsman to identify tr& he encounters if he mlla his base izacking percentage, provided he would be familiar with the creabne type and the sips of its pawing. A skill roll c a ~ also mnvey b 1 B a g . of hoa

~ ~

old a trail is. Adjuetmentr to the M: IQ. A goal IQ is an asset in the perhanee of Ulis skill, NumZxr of c- beiw tmilcd. I f mom tban one matme is being

bailed each extra track-maker adds 5% to the u r w s dunces. Length of t ine the tmil has moled. Each hom elaped between the targeh

passage and the wmdrmads pickbgnp the tran dedods S% Imm his Ehanca of following the trail

Quaw's hidine bocks. If the c r e a k being followed taLes d e b t e step. toWiDatra i l258 isdedoctedfmmthe~schanaes .Nate . thoueh. - that one seeking to mver his tracts is re- to onegaarter movement

Termin. Employment of the skill over mom =colt terrain, such as over rocks, a stream, etc., halves the chance of following the hail. Following s m 4 m e thmwh very solt gmnnd doohles the ebsncess. Attemplkg to track ~ e t h i n g t h m ~ a d ~ m c a ~ e ~ r a t b e ~

Light. The base SUU presume8 a gmd light snnee. The chartoes are hah,ed in dim Wlbg mndiliom

Table 10 is n quickreference for thi. slda

will fall in. Something pa&ag within Sve feet of a snare mart make a Lswk mll or be

left hangms. Cl"l'os, snares are considered to have a 10' area of erposme.) The length of h e nece%say to fashion smh lzap is f m minute. per OJMO fmt ofa pit, and 10 minutes fm a snare. (Obviously, the pit m a d be large eenoogh fm the meahlre i t i s to hold, and the snare m a t be able to 811ppmtthe welghk)

This talent also permits the wmdaman to try and de tn t sucb mtdmr hapa In doing so, the chamder must his mwsmsnt rate and an IQ dl to determine sucres is made by the GM each time the wmdsman sppmaches wi& five feet of the tap's area of eipos-. Detrapping "p- no tmls and i s u s ~ ~ p W e d ~ ~ a h t a ~ a b j e c t a t t h e t r a p t o h a t e i L

E. Rope skZl. Although fmik with basic knots Iron early levels, armdamen a t 7th level learn a n n m k of em& knob and rmes for mpa Such shin@ as slings, lean-tos, mp W r a and the lihe can e d y he fashioned withim SO minutes, and the obaracter may also ose his skill with m p s to -me a b o n d ereatme cannot pmibly work itpelf free short of m a s i d means m a uni- e-oe ddl. Also. the character can note the tensile and strehgta of mpes, and the effectiveness ofany safety iima ~ h w any ragistan& orLuelimllamadein~asafemlioerieaedbvaw~mdonewitha ~ - ~ ~~ ~~ ~~~ ~~ -.. .". . b u s of 2 n 10% as appropriate.

P. I&doahfi plunk. A1 I(& bvel, the woadsmam may identify any mt of p h f ar h&inclodiog exotic cmes, pmnded they are native to the typs oflmds he grew up in.

0. Rdrn oLloeba At 9th lerel. lhc wualsman makes two attacks each nun. H. Anirnal handling. At lmh level, the wwdsman acquires h e ability ta

handle anb& Wfi Lpgt to thi., the character first of GI gains +20% to any r e d m mll made by nmmal animals (not including monsters), provided he attemptr to smtbe or beIriend them. The wmdsman may also attempt training nnmal animals to obey commands or Worm tricks. To do so, he must spend at least one day hying to teaoh the beast At the end of the day, the animal makes an IQmll which if sucressful i n d i h i tbas k e n taught.

I. FoNouem. On raaching 12th level, the wmdsman gains up to 12 levels of followera. These are chapen by the GM, and they can range from one a mom animals of exceptional (i+. double normal IQ) intelligence, to several peasant families seeking to appoint the oharaoter as their village elder. (Each family indudes a non.rated m 1st level husband and munts as one level of followers.)

Table 10-nackw adjllstmen~ 80 long as the wmdsman treats them well, these followen wiU be absoloteb

I -

-25ifqllarryattemi)ts tohide trail. weapon. Halve adjmted skill if bailing over difficult terrain. D d e adinsted skill if traitios over soft tenah.

h smn X X U ~ b r :

IQ b m or pnalw. +5 per matme above 1 being traned. -3 per hom the hail has m w n d d .

I ~ ~~ ~p~~~ - ~ ~~ ~~~~

Qrlilrrcr adjosted d i l l if t r a h g through dungeolvcave. H ~ l v ? adla-wd skill w m ifuallia. mder poor light I

loyal. J. Eztm attack.* Upon reaching 15th l e d , the wmdsman malreg Unee

attachs each tun.

* A wmdsman k h t i n e h h a n d e d m h but one attack with the &-hand

Note that the tracker's movement is halved unless the kail is dearly -bIe 6.e. in soft ground, a otherwise easy to follow). The percentage is Eheoted hourlv nntil the wmdsman catches uo with his a- or I ce s the trail One . . l u r ~ unl, u n ~ atu.mpt u n hr ma& IO relosate rhe trail, thia being through the w u d ~ r n m 9 fimr m&ng a l uck mD m d then the tmcbw pncentage

Stealth. As the d skill. Aseasein blow. As vmdamen are adept at ambush and stealth, they

posseas the eqoiwlent of the assasrdnSUU.

3s

Page 38: Quest of the Ancients
Page 39: Quest of the Ancients

[ ~ r i c ~ s t e r s I greatly aid an advenhuing party, pod-smprior combat and h a p h d i % aoppmt compand to their cutporsp mterprts.

Tricksters rely on stealth, glihnesa, m sleightof-baed to m d v e in a hp1tiIe world. Becaw of ~hk, they q u i w a wide array of s n that a e wetimes [The b c h u n d ~mposc d t h e d I augmented by limited magle use, offen making them the m& enjoyable charactem to game. This versaiiiity, however, tends to be expensive. luul so Aaaassins-tbat is tboss who are traiDed to spy, inlilhate and kill if trisbters as a rule require -me to advanee in level than do otber neceesary-hnue &dd fmm the beginnkg d time. m e y are to be found in profesdoan every nation llpon Islay, dthmylh the phibqbim behind the pmf-m an a4

varied s~ these who practice them. In Amim fm erample, whole secret societies d sssassins exlst. Maw of these - make the skill of -on a religim art, Wngit to the worahip G& deities, and acting at the behest of their qkilzd leadem to ebtinak inMeL perceived as a threat In Ashvryl, elves d this pmfesdan are doseiy tied to their Yop, keeping boned the &ills necessary fm spying, phollld wm ever again be forced on them. In Hacwath, assasim are baxly-mgmhd bounty h m t m and mnrdere~ avsilnble to the highest bidder, i t be- just one more p'akssion to be exploited. But the best- orgmked and maat sh7led m r m me tobe fomd in Reeport. There, under the shadow of Mt. Pirep4 and beneatb me city in a gigantic nndewmnd w-n ofbmied city hi&, these of Ibis profession have maatered the art of spying, slaying or apturin& with the guildmasters -ding 8Litled individual8 m teama of assassins to these cm the mntinent wedthy enough to afford them.

In the case of a. easassin character, it is likely he or she learned the skius from a parent who &d them in like ~ ~ D I I m by sewing in the military as a spy, smut, m kmnly hmter.

6L.w best snit& lor mssssins I

IPlaaea oforigin best dtsd for orsllsassins I

! Assssiw may emplq, any smt of shield or -our (with penalties to their dills)). The weapons they mc inclode:

Blowgun, bow ( m e d ) , dagger, +one weapon of the player'schdng

Initial nomberofcombat aYU dots: 2 Mditlotul mmbat sYU dot. gai& v3 levels Cart far inappropriate weapons: 2 slots

..- -- - UrmYUed at&& penal* +2

The aaasssin (m b t y htmter) is a person shied in inliltration, spyiw, and the eliminah of enemies in a emreptitioar mlmncr. He is not, as [ m e items allowed I belie~e, a senseless hilm any mare than a mtpwe by profession mast be an indisaiminate robber. Nor must an aaasssin hold to Evil ethics. In general, the Assasim may employ magic items anowed tricksters. pmfeeon merely represents one ahwe rslents are b a d on stealth and ambash. And fm all the ignominy d t e d with the profemdon. assassins can

ILevel limitations and dul-profession opiiolu I

18Aese 14 16 16 17 18 19 20 Bnr W d s m lIos Dnl Neo Wtch*

LEVJ?J. LIMITATION8 ELF

* Dd-profesfdoned witch/- are limited to females.

Page 40: Quest of the Ancients

Skill Level M- Ann. Epeeid level poi& Cllmb Cnolmt. Detrap DbS. Info. pick Stealth blow abilities

(st) (IQ) aw 1st) (cw ms, (AS)

16 1,874,001-2,174,000 D6% D8% 08% D m D8% D6% 08% +16 A 17 2,174,001-2,474,000 D6% D8% 08% D8% D8% D6% 088 Cl7 18 2,474,Wl-2,714,000 D W 08% 088 08% D8% D6% D846 +I0 19 2,774,0013,074,WO D6% 08% D8% D8% D8% D6% 088 +19 A 20 S,W4,001+ D6% 088 08% D8% D8% D m 088 +20

matim of #kills I her physical appem- and take on a convincing m a patterned after another race, pdedon, -p, etr Simple C i s , like 001dng one's

IimMng, As the wmdsman skill. hair, need not be mlkd fm. More d E d t alteratiom, such as a ymmg pewn gaising as an aged beggar, m the asasin atkrnphhg to pas. himself off as a

Concealment This talent permits the asasin to dmk behind an object at least half as wide as he, or witbin a darkened ama, and m t be noticed Obviously, the shin munot be cased mudm direct &nation. While the GM may

. permit the player to roll his own die, the Fbarader always presumes his hiding is sumessful and must be played acmdhgly. The &I1 can also be extended to mall objects, such as palming a gem laithont M i noticed, heew a dagger hidden hm sigh% camcdaging a pit, etc.

ML-hr to me eL111: A&W. Wearing arm- a carving a shield p a the skill by 10% pr

RmseJ arm- rating: and the shield & d m 6%. 1040, m 15%. Amm. Olwicnnly it l rhowes rhe -in u, wear d a r k doUnnp if to

be i a m p i m o v s in n shadowed area. One donning a ninja soil or similar dark atdm gains a S¶ hmrw tu this skill. Laeking tbis. dark* the ex-d areas of skin with w t =in euhrriluw fm weariog dark clothing, althowh ita bonus is not m u l a t i v e with the former. This bonus does not apply if m e is using an object to hide behind.

ZQ. A gmd IQ also aids tbe character in the pd-ance of this W.

Dshp. When the character sl~speds an objed m area is trapped, a single roll is made by dther the player a GM. Soaceas d t s in the trap--if present- kine found a d nemlzalkd (Note. however. that some tam auld be com"kn0tedin a d a way that &yj& cannot be detmpped. 8uoh'lzapl csnnot be added at all if kadd, their pqm$ being only to harm m e contachg them.) Failure indicates the character missed any t rap that wen, there. Some traps, it s h d aha be pdnted oot, are erpcinlly well mnsbted a &ky, and tbis ean halve a quarter the chances of neutralizing them. The s&x of t r ap tbatcan be n d r e d include small mechanical ones, tlmr pits, or sigiblnrner placed upon obje&--i.e. magical trap. Note that this shin in m o t cases reqniresthetlseoftools.Also,an~~~~hedetinestoset~me~ral trap, the chance of doing so equals the d s &Imp sblll If t hen is more than one trap, the GM should seoreyl determine whether the -d and sumding traps were neutraliecd by the ebaaetrr.

Adinstmenis to the sLU1: L o u r . Again, armam- the hae ta , pen&* the skill by 1046

per (baael m o m r a w . In nearly every ap, the asaaadn, if armaured, will lay aside the shield, so it amally plays no part in things.

IQ.AgmdIQaidsinove~~~ningbapa Note this skill &o gopersedes a dmmctde nmmal cham to locate -t

panels, althoogh a aeparate dl is needed to deal with any traps.

IHssdme. T h r o e employment of this a l l , the asrasPin may alter his a

necromancer, r m p k a dies roll that is affected both by hio IQ and the mmpligtion of the dispjrm. Mmt afthe percentage may cause a m to be cast upom the pedmman~.

Adjmrhnentto the &U: C W r attempts to pass himself of as anofher mix StAl paantage

halved. (Note that elves and half-elves may guise as either rsa withmt penalby, as c a n d w m s and gnomes.)

C-7 oftempts to pass himself off ad onofher ser. SkSU percentage halved

Chomckr atkmpts b t h of Wle above: Skill pmntage qma@?rd Chamcfer oftempts io oppsor Mtioeably yo~mgerlatde~ 30% to baaa skill

van tage . Character attempts to olkr Appanznea mom: -10% to bape skill percentage

per point of alteration (to a ~ ~ m of 1 a 20). ZQ.AgmdIQaidsintheperhormanaeoftbisskill. Note that the more d E d t d&@ses require use af a kit casting 20 gd with

a weight of 10 lbs- Pmtber, &mionsly ridid- disguises, such as a d d to masqurrade as an elf, camnot mkragardlans of skill.

This~mayalsobeosedtodisgoiseanotherperson,althovghno~Bto a d i n a emvim&g manner is im& to the redpienk

InPo-lion. Tbir shin aids the character in abeiaiag infmmation of vaiom snta Often, a h data is provided by "stnet" -lads, ~~ an ewndibme of ID4 gd f a drink0 and tipg The i n f d gained ts W t e d to that which might be known by the street mltnre of a p t t i d m ma

~ m r h n ~ n b to the smu: W n e s s of the infomation &d. If the M o m m a t h sought is or~ly of a

mmmon nature--fm instance, what time the Watch make ihr -dp-there is no djwtment to the mlL IMmat ion of an unmmmn nabme-sd as how me makes contad with the local Meves grrild-Mvea tbe -r's chan- of maldng the mlL Infat ian d a wly u~onunon natnre-hn instance, whom on the Watch m y be hzibd-qarka the &era&ds chances. (Note these penalties apply against the toteled skill percentage, induding any Cham adjushnent) Yet the GM should keep in mind that the roll is intended only if the character seeks E&ly s p e d i w d infmmstim from ~~ eomoea A local skeet merchant, far example, might well know and impart the M m ofa reputable inn withoot need fm a dice roll. In ths same way, a character d easily check with his guild on the WaYatch's movements withont having to rdl dice. A non&ldsman seeking the same data, however, -Id have w remmse bot lo make s skill roll toget the same answer. The pdse fa mkniw the roll is len to the GM's h t i o n . Ere mmyht fail to get m n g fm his m-oney with no otherlepacuasions, a,...

Charm. Any Charm adjustment affects the sLin e n - . 35

Page 41: Quest of the Ancients

Lockpiok. This is s i m i h b the detmp skill in that the same tmls are often use& Also, some locks cam be especially well made-= sticlr--and this cam unfavorably modify their ehances of being picked (halving or quartering the assassin's chances). If the character fails to pi& the I d , he must advance in level before trying again- he may m r t to magicif a spelloeater.

Adjurtmenb to the $kill: Armour. As alwayl, armour pnatioea the sb1ll.y 108 per (ba*rr \ R And

W, a shield can also lower the skill p e r w n w , though it's lrrnaliy lam >eldc during the attempt

Agility. Agwd Agility aids @ the performance of this skill.

Stealth. Thisimportant skill ia employed when the character seeks to move quietly down a hallway, slip u n n o t i d past an open d m , dock down an alley when goards suddenly approach, ete. Thus, stealth covers more tban just one specific act though it doesn't substitote for other skills. (A su-fot sleolth roll would not permit the assassin to pick a packet!) But tbe GM may call for a stal th roll when the char& intends doing something sweptitious. In using the am, the assassin most quarter any movement. Also, the GM should note that under some mnditions a stealth roll just won't work. An wassin mold not, for example, sneak down a well lit hallway with guards looking in his direction! However, if they momentarily divert their attention. ..

Aajonhilenb to the skill: Annour. Wedng m o m or csnying a shield penalizes a charader trying

to be stealthy. The penalty eqoals -108 per (base) armom rating of the attire, aad -5%. -1040, m -158, depending an the shields dre. A leather j e r m f a example, has an armour rating of 1. Therefare, 10 percentiles are dedoded from the skill. Were one carrying alarge sbield. he wodd deduct 15 more percentiles, or 25% total. Note there is never a lessening of the penalty if the annoor is magical, or ifthe character's armomrating is lowered by agmd AgUity.

&fib. Agility p n alsa aid or hinder an assassin trying tobe stealthy.

haamin blow. C e d n pmfeasioos, especially the d, sue trained to deliver a critical blow when the target isn't on goard. This is accomplished by a strike into a vital area, and the damage intlicted is Body damage. The number shown under the beading is the amount of exka damage added to that of the weapon and any Strength bonus. Example: Roth Daggerspeak, a 5th level a'&, makes an ossnssin 61- against an unarmomred 8 Body poinVl5 Stamina point rople. Koth is using a magic dagger that inllicts +1 damage, and his mll is a 3. He therefore adds 5 to the 4 points of dagger damage, as s h o w by the table, for a total of 9 points of Body damage to the rogue. The rogue. while possessing 15 S.tamina points, has but 8 Body points, and so he dies with Wth's dame* in his back. Were the man a rmour4 and therefore entitled to absorption of damage, he might have survived

The skill is limited in that the attack must be performed by a bladed weapn no lo- ULYl a gladiu. Also, the victim must either be -wme of a mconcemed with the mming attack. There is no question, for instance, that an

I t will be noticed that an m o o r e d character is greatly hindered in the performance of his slolls. The GM should therefore keep a close eye on those who go around in -our and then try to avoid the spirit of the ruling by shipping whenever they attempt using a &I. Soeh characters will spend quite a bit of time in the pursuit-time that muld well we a monster make an ap- while they are half-dressed, and therefme vkhdb helpless! ,4190, while dPtmpping or lmkpicking is -3le while wearing gloves. these provide no real protection fmm poison needles apart fmm a hmos fador of 1 to a resistance roll--and that &if= Luckroll is first d. hrther, the wearing af gbves penalizes the two sldlls by 5%.

lExdanstionof-dal abilities I A Cornkt skill slot. Self-expl-tory. B. Erlm attack.* On reaching 9th level, an M Eharader makes two

attscks c.?r turn. r ~ -

C. Form Gvild. U p reaching 10th level, the assassin may form a poop of followers. Thir requires the character curtail adventming, for running the guild will occupy most of his or her time.

After decidiog to farm a gaild, the character will at- 2D4 1st level followers, one of whom is chosen to be the guildmaster's chief assistant. This assistant may be played as a back-up charader, although the GM may later step in and tahe mntrol aver him, based on the nature of the d s guild and the campaign's direction. In determining the make-up of the followers, Table 11 shouldbe cheoked witb percentile dim.

0l.m: anntrygmld is formed in I 81-65:Tnrenda I wm Hocnath 71-75 Freepmt 7680: Sarvia 81-8s: Andor 8690. Arwin 91-95: Avalon

71-80: Dwarf 81-85: Gnome 86-95: Hall-elf

01-76: Single-pmfessioned

Note that large guilds hire mercenaries of various pmf-rn

assassin striking from an in-ble state is entitled to the attack The situation D. Poison-fashioning. Although familiar with handling poisons from early b-es mare tricky if the character seeks merely to move behind a mature levels, 12thlevelMslearn how tomatev poi sons, includ iogpoiso who sees him and deliver the blow. The GM therefore should reguiate the

chances dm- an in blow if the victim is of es of pations (if the character has shlls as a spellcaster). The mst varies with the types used in the eampaigu. To determine success, the assassin must make an

low IQ' 'Or instance' tend to to direct stimulus' Thus an Ogre httling a IQ roll. Failure a t GM discretion om result in no effects, a bonus to resistance knight may concentrate on the attacker currently swinging on him rather than another character moving to the side, unlike a human sorcerer who knows the mlls, ete. Todns talren from monstersquire no die mU to-ver.

danger posed by a trickster with a knife. In such -s, there is no chance of butone attactwith theoff-hand wespan, making the attack from a previously.seen position. The GM may therefme call fm a steolth roll if he is m u r e . ) Also, the skill does not work against matmes lacking vital wpm. If used against monsters based on a mmbined BPBP lhsassin I rating, an --in blow delivers double damage (as Stamina points, remember, are Instin a 1 to 1 ratio with Body points. Hence the double damage. Otherwise, the damage is still treated as Body damage in the case of separating Body and Stamina points). Sameone performing an ossossin b / m is entitled to the damage bmus only on the fnst attack. Subsequent melee is perfamed nmmally. Finany, regardless of the number qf attacks usually allowed in the turn, a character whonssassinoks may take but one attact during his mmbat phase.

It is also -%I1 to employ the talent with a misile weapon under the following mnditions:

The target most be unaware of or unconcerned with the attack. The weapon must be a hand axe, dagger, bow or =-bow. 1k m, dpjn most bc a primary arm The ~ l ~ ~ s ~ l t mosI be d tshav-d wthm $0 of the b ~ e L Two mual be deduchd frvm the damage for each 10 of d lsbnn

separating attacker and target. Note that b o n e s from another pmfession can never be applied to the

attack or damage of an assassin blow. Thus. a -el& with weapon e z p p e k , as one example, would &ant his attack and damage bonuaes imparted fmm the rogue profession.

Thmugbont Islay, an unofficial mde bas been developed amongst assassins fmm different regions so that they may discreetly mmmooi& with each other. The mmmunication is aaompiisbed while the assassin dines a drinks a t an irm a tavern where guild member -ins he doesn't h o w may likewiae be. A dagger and sheath are p h d to the assassin's dde, and the message conveyed varies with their preciselocation as shown hereafter.

Doggersheathed, with seobbordpoint town3 ossossin's heart: A s a s h just p* thmigh area.

Dogpr half unsheathed, with &rd pointing toward asss in's heart: A-wen wanIing lu wnuct mildin ordc,r w bind work.

Lkgger unsheathed olop smbhrd wrrh hlnrlo pointing &u.unl . rsosnn's head. on assienrncnt: desires to ~ck".l+kr with guild to nr,.,d inhinging on territory.

Dogger .mheathed, with smbbard pointing toward assassin's h r t and blode loin atop it ot nsht angte: I -a message from another g d d .

Laeal d n s spotting mmmnnication of this sort usoally try and make eye-contact, and if any sort of acknowledgement is made, a @Id officer is infowed, who later meets with the newcomer.

Page 42: Quest of the Ancients

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Page 43: Quest of the Ancients

c M l P B X . W O - C h t r r p r c r f i (the !Bard

[ ~ e s e l limitations & dual.profession options I (Suggested)

Race ChereEter IQ Dual.pmfesmion options

l M e s s 16 17 IS 19 20 Wdsmn Drd Wtch

LEVEL LIMITATIONS HUMAN (ather)

14 15 16 17 18 20 x x x

h v e l table 1 Sldll Level Pelfor. Song slots Special level points Miscellaneous rnance T.ivia 1 2 S 4 5 abilities ,

(T)peoial) (Ch) a*

1 a2.600 20%+ %%+ + 2 2 2.601-7,soO D6% 08% D6% 4 3 7,801-16,800 D6% 20%+ D8% D6% 4 2 4 16,801-31,300 D6% D6% D8% D6% 6 2 A 5 31,301-66,800 D6% D6% 20%+ D8% D6% 6 4 B, C

6 56,801.95,900 06% 06% lE% D m D6% 6 4 2 7 95,g01.145,400 D6% D6% D m D m D6% 6 6 2 A 8 145,401-235,400 D6% D6% D m D W D6% 6 6 2 2 9 235,401-379,400 D6% D6% D m D8% D6% 6 6 4 2 B, C 10 379,401-584,400 D6% D6% D6% D W D6% 6 6 4 2 2 &B,D

11 584.401-846,900 D6% D m D6% D8% D6% 6 6 6 2 2 E 12 846,901-1,146,900 D m D6% D6% D8% D6% 6 6 6 4 2 13 1,146,901-1,446,900 D6% D6% D699 D8% D6% 8 6 6 4 2 &B,C 14 1,446,901-1,746,900 D646 D6% D6% D8% D6% 8 8 6 4 2 15 1,746,901-2.046.900 D6% D6% D6% D8% D6% 8 8 8 4 2 P

16 2,046,901-2,346,900 D6% D6% D6% 08% D6% 8 8 8 4 4 k 17 2,346,901-2.646.m D6% D6% D6% D8% D6% 8 8 8 6 4 B, C 18 2,646:901-2,946,900 D6% D6% D6% 08% D6% 8 8 8 6 6 19 2,946,9013,246,900 D6% D6% D6% D8% D6% 8 8 8 8 6 A 20 3246,901+ D6% D6% D6% D8% D6% 8 8 8 8 8

Page 44: Quest of the Ancients

IExptanstion of skills I Miscellaneous. Because of their travels and experience, k d s observe

many different things. Thus, at 1st level they may c h m a desirable skill from another profession of interest to them-t-king, piekpockting, stealth r e d tert, etc. The skill must not fall within another profession's special ability category, and i t must be one which relies on rolling percentile dice to note success. (Should the bard chmse a sorcerer's fidd of knowledge, note that he receives but one such field: others are not avtamatically gained.) At 3rd level and a& at 5th. the bard may pick another miscellaneous talent (the bard's skill percentage is also affected by his stats if appropriate).

Performance. Bards are adept a t weaving a tale, singing a ballad, or performing kicks to entertain onlwkers. A skill roll is required only if the char& tries an outstanding display, and making the roll places onlmkers in a favorable -tion. In pradical terms, s succesful performmw roll after a nights entertaining a t an inn will net the bard ID6 gd in tip. Failure means only that the nawd was unimpressed (and no tip were gained). At other times, a bard may find himself asked to entertain a t an impatant banquet. The usual hire for a professional bard is 10 gd per skill level. In the ea~e of a PC bard, the GM must determine when or ifhis semi= are nought out.

The Went utn aLso aid in &tion, although a bard must spend a t least D 4 t l minutes in wnv-tion with the one whom he seek to impreas. Pe@ormance cannot be r e s d d to in mmbat a after the bard has shown himself to be an enemy. Otherwise, making the skill roll moves a person's reaction to the bard (as based on Table 6 in the section under Charm) np one category.

Perfonnonee is different than the gypsy s W of fmt-talk, which employs wnfusiou and deception. Instead, perfomonce relies m the bard's natmal charisma and glib t o w e to place him in a position where thme he eneouotm will natmany desire to aid him. This doesn't mnfer m t m l over the target, who will remain true to its ethics and r e s w b f i t i e s . But the object of the bard's attention will see the charaFter in the most fafaable light -ble. Example: the Watch catches Saralynne the bard snealriog out of a sewer that is generally off limits to civilians. For the next 2 6 minutes. she awloeizes to the sereeant. . .. " . cxplxlnine w 1 , ~ she is .md addtng she was un:tr;~rr th* srwcrs were closed, for sha R X ~ only t q ~ g tu reaver B nng that fell down n .rturm dr:iin a lie . M u g her pr<irn,on.i roll rcsults in the sergeant'* h.lnr\ln,: the. scory. He tbu. accepts Saralynne's explanation, lecture her, then allows her to leave without further incident (something within his authority to do if he doesn't suspect u.lawEul aetiviti-the-. he would reluctantly take her to his soperins). A gypsy seeking escape through fast-talk would probably distract the Watch into lmking inside the sewers by claiming a monster was there-then he'd slip away. A moment later, the Wateh would realize they'd been tricked and mme after him. If he managed to elude them, the sergeant would slii mark the ~ ' s face in his mind--possibly resuldng in futme problems. Thus, the difference between the two skills is that performance results in long-term benefits while fart-talk lasts but a short time.

Adjustments to the skill: Cham. The b a s s Charm affects his e e in the skill. Laat of all, note that o n e ' s p e r f o m m skill onnot exceed 95%.

Trivia. Also fmm their m v e h bar& qnix a wide variety of trivial knowledge. This can range Iram information regarding hiatorid subjects, to bits of general information on popie, places and things. E-ple: Saralynne enters a lang-abandoned temple. Examining same of the artifacts and mating a ski mil sbe e s Ulis was a temple to Istari. Putting that together with the laation. sbe & hearinn a stow of soch a t em~le k i n e abandoned after dememint by an ~ n d o r a n n&mancer.

A few dam later. Saral- and her friends enanrnter a hnieht and hi4 " rerainem. Mnkin~ s lnvm roll when nodng the device on the hnkht's shield, she rcalirea lhh i s llukr lc.?ymnnd. a d iomt mMn tu lbc King ~TTornncia,

Tn'uio imparts no details regarding magic items &as they are of legendary &in. Example: a bard is'asked about a wand with a head of bone carved in the form of drake. After a suacessfnl dim ron by the player, the GM informs him the character & hearing d a wand capped with a head of dragon bone that belonged to Tomnto, a famed Hocwrathian sorcerer who adventured thraoghout ADdn and Hncmath m e 60 years earlier. Amding to the story, Toronto disappeared on an expedition into the Land of Shadows. His wand is said ta be capable of inflicting great harm upon drakes by emitting powerful bolts of electricity. Thus, while the sldll might divulge nome historical de- about afamars maejc item, i t does not substihlte for spells such as dekd

enchanted oum, etc. Certainly it is of no use in learning anything about a mundane maeic item. - -~~

Adjustments to the skill: ZQ. The bard's IQ affects his expertise in this shill.

l ~ r p l e n a t i o n of speda l abilities 1 A Language. At 4th level, and each three levels thereafter, the bard gains

geneml fluency in a language of his choice, including the ability to read and write i t :Monstern languages may be obtained only with GM approval.

B. Combat skill slot. Self-explanatory. C. Instrument skill slot. Self-explanatmy. D. Apprentice. Anytime after reaching loth lelee1, the bard may take on an

apprentice. This is heated as a retainer, which m y be adopted by the player as a back-up character. While he remains with the master, the bard must see to the basic needs of the apprentice. Upon his reaching 5th or higher level, he may depart the teacher to make his own way in the worldif he wants.

E. Ertm ottock.* At 11th level, a bard makes two attack each turn. F. School. On r e a c h 15th level, the character bemmes a Madaater Bard, .

and as such may open an institute, attracting 1004 1st level students. In dmng so, B C 0 8 t expenditore of a t least 10,000 ounces of gold must be made for land, buildings, and equipment. Thereafter, the yearly upkeep equals 1W gd per level of the stndents. If i t is b d t within Avalon, the character must obtain permision to open the instilate, and swear ahsolute loyalty to the Queen and her descendants. Thereafter, he is appointed to the Council of Advkm? a 1-ly ceremonial psitior. (Note also that by tradition a master bard often k e e p his face masked.)

* A bard flghting two-handed ma& one attaek with the off-hand weapon.

As noted, bards employ magic BpeUsmgs. These are handled in the same way as spells. When the bard wishes, he effects the magic by playing his instrument a ceaain way. Not all smgs, i t will be observed, are playable on every i n s m e n t

Following is a list of h e w n bard songs, with a percentile formula for random determination, and a listing of what sorts of instruments can play them. Other than a handful of unique songs listed in bold print, it will be noted that mmt of these songs duplicate the effeots of various wit&, druid and necmmancer spells. Finger of amnesia, for instance, affects one failing the IQ roll even thongh the bard relies on his playing to achieve the effect rather than mncentrating and painting his Iinger at the larget

There may be diffexences in mmiug time or fundon, and these are noted. Also, the playing time for a spell-- eqoalp one phase per rank, with a minimum of one phase of playing required even f a spells normally with an instantaneous ~asting time. In other cases, the playing time for a song is indefmite, and all effects last unlit tbe bard e u a to play. Such songs activate their effects on the pame obase as would the normal smll. I m d i e n t s eenersllv " are nor r c q d unless the hp.U vnchmLc mmr sort of item. . C n c rhnr are pl.tyable on all insrmmenw arc. listed in rtolrs.

Repnning bards al lm with I r o randomly determined I d rank suw. and one c h m n with GM appmval. Thereafter, they may find other8 over the nnmai m w e of events and ala, -idre a random spell-song within the r- d 1 e by b, each time a level is gained. I t is the barss choice as to the song rank, ool- a paaiwlar rank song is needed to perform songs ofa higher level than the cbararter already owns. All songs are kept within bmks.

Finally, sound dampening i. the p a t bane tohard magic

Optional game "ariaat: h e GMs may favor a mote tradit iod means of soelleastine. In this case. the bard mav be treated as a m a l soencaster and . ~~~~ ~~

permtctrd ul CAI rpells m the wual fashion, pnrUmlnE the abilxry to learn magic is irpmr, d over the mlnae of his travels. The running rim< ior spells cast then remilin. uncbonmd, and in the ease of tbe s p e d bard x s n p equnlr 1

O p t i o ~ l gome uarionf: Group who feel the song.playing system as presented is tm wmplicated may drop the idea of limiting certsin songs to s w c k t m m t n t s and allow any spell song to be played on any instrument.

Page 45: Quest of the Ancients

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Page 46: Quest of the Ancients

[~pecial 1st rank spell-songs Area of ex-: Up to a Sr? length of mpe Maximum ran~c: Sprnsl Ronnmg time: WBE'

Fire dart Thissoogehtsakwthofmpeupto50'in

length, cmsbg i t to v-y rise up to its Wl length and hotd h. While the mpe is rigid, i t may be climbed by me ehrnaetar at a time weighing under4CQlb.Thempremrdnsskadyforuptoa minute &r the bard ce- to play.

ResisLm~e mu: None Area of e-me: One S length of r o w levels

Srmgranytype:yc Element; Sonic I n d e n t msC 0

misspell emhank one a more 8-6 lengths of mpeinto &like meatma the bard may send to M enemies within SW. The stab f a the snakes

Playable on: Cittem kkimumrange:w

are as f0IloWg Armom r&ks 0 Taaicd -: 10' kvek Srikes as 1 m 1 W U ) BP. Ulmlofcaster BP/SP& In Average stat 8 Spdnl ru.k &lily-16 A t t a c k 1 Dm@ m Ethic% 1

[special 2nd rank spell-sow I Rmming lime: Specid Resistance mn: Specid Area of e m : Spedal

BeMend animal When played, this song causes a mdl spot the

bard selects to b m t into flame. If mmbtwlibles are Song ran- 21A Elemenk hi ic I&.%it'x& 0 Rayable o!x &bged

targeted. the fire bmns until the foe1 snpply is expended m it is exdngukhed mas, a bard can quichly light a tmh, camp&, etc. If instead used offensively. the bard can briefly flame a hand-held object, causing, f a example. one to dmp his sword thas penalizing his combat phase by 1 wide i t is m e r e d However, a tare~would gain a Ltlelr mn

Size: S Special n&. Immune to Tgpe A Q H spec

take double damage fmm fm sttaekr and magic to .wid the effects if invoked withihe intention of causing harm, the target is allowed an Agjty ran to avoid ID6 point4 of fne damage. And if the intent is to des- a flammable item, it @ts a resistance mn w Mtuml elemental fom.

By this -. the bard may W e n d an animal, excluding a hiliar. Befriended animslp will not hsrm him, and, in the case of bmden or trained beasts, win -pt the bard as a rider, or will perform for him.

--

-a1 3rd rank spell-songs I Dispel fear Pacify snakes

Sonprant/type: UA Element; Sonic I-dient mat; 0 Playable OE Flote or pbawm Madmom range: 30' Runninp dme: WBP Resistance mE IQto nep. Area ofexpssre: A80' circle

Calm planta

Srmg rankltype: 7JA Element: Sonic Ingredient msk 0 Rayable an: Any Maximum range: 4'Y Ronning lime: 1 minuteneve1 Reskiaxe & Special Areaof-e: 1 plant or cdmy of plants

By use of this song, the bard may negate the e f f e ~ i of m s g i d feaz thew within 30' of him.

This song is effective against one or more snakes. Upon its playing, snakes and s i m k reptiles, starting with those of the lowest level, most maLe an IQ mu a become pafifed. ~ ~ a s i n g dl mooement. The bard may afleet one m more makes whae combined levels do not exceed his o m .

By this amg, the bard may d m an aggressive plant or plant cdmw, including a nZ assuming an IQ mn i faikd. The smg is alao effeehre against an area underaplantgmb spell, and is checked as though diuaehanUnont were beingqplied.

Night call

Sonp ranWtype: 3/D Element: b i c Ingredient mat: 0 PlayatJe m: Any Manmum range: 0 Ennuirip time: W BP

Fire mitea Rain shield

Songr*?/B Element; Somi0 Ingredient rmk V d e Playable on: Any

sQw-: 1X: Element Smk Ingredient 'x& 0 Flayable om Any Maximum r w 0 Btmning time: WBP RBsistance mn: N- Area of e w ~ : Circle 3'. +1' widelevel

ResbhUEB mn Spedal Area of upasme: A PW' drele

.kkimum range: 0 Running h e : WBP Resistance mll: S d

By this song, the bard h u e s a call to undead within listening distance of the music The effect is to earme one a mme &ad whose mmbined l m I s do oat exceed the bard's (starting with those of lowest lmll to BD- at normal tndiml The ingzedient for this spell consists of a flame.

Upon the song's being played, 10 tiny fie mites horn the Nether planes m e conjured and may be db&d toattaskone or more enemies within 20' of the M 'Ibe mites then dance upon their targetlsl, imlidw 1 paint d fire damage per mite. each minute The damage may only be avoided by a

making n Luck mn to indicate . . ex lmpdment of ID4 of the that hun. Y M y , eqeame to to 8.tmI or ~~ in water kills the mites.

- - . . movement to within 10' of the performer, where they wi l l remain m o t i d s fm the duration of his

k w h this sonn. the hard mates an invisible umbwna above his h&d pmledhg an- beneath Rom being drenched by h w d s While d mast oAsn to avoid ran, the shwld a h wards otiliqnids

playing. Any attempt to resbain, e u , d , m harm the monsters immediately ends the power of the m g an an affedees. such as oil or acid poured dawn horn b e . It

offers no hindrance to solids inclmding liquid or semi-liquid monsters,

SonpranLngp: m E k m e d Samic I&ent&Upto3sr Playable Flute or shawm Maxim- r-: 10' Rmmbg time: WBP. + 1 minute Resistawe mn: None

Song ranWtyp: !UF Element: Smic Inpdiant mst; 1 ~~/len@h Playable on: Flute m sham

41

Page 47: Quest of the Ancients

Soften material

s n g rankftype: sn: Element: Sonic Ingredient wet 0 Playable on: Violin %fanmum range: 10' Running time: WBP ReslaLpoce rou: S p d a l Area of e x p e e x e : ~ ~ p to a 10' cube

With this song, the bard alters the molecnlar slmctme of innganio material such as stone, metal, e k , making them softer. This bas the effect of permitting chnaetsrs to mwbmnel through an area in haif normal time. If direded toward a metal-amomed enemy, the song halves any armour absmp6on while leaving the armour rating uncbaagea

(special 4th rank spell-songs I Greater charm

Song rankltype: 4lA Element: Sonic Ingredient sat: 0 Playable on: Stringed Maximum range: 50' Castinp: 1 phase + mmmand time M n g time: Special Resistan- mu: IQ to neg. Area of uposme: A 10' drcle

By this song, the bard implants a mental sopeestion into the mind of one m m a s tareets vh- combined levels -not ercerd K. o m . ihis

range fmm deceiving a ncdm into beliemng and w i n g upon an mlmth, to merely eoenurwng him to go elsewhere and perform some mundane task, Thus, a nlahvely h m m o u s suggestion lasts until i t is camied out. Otherwise, an IQ roll is permitted each 24 h- to break the charm. A ~ugsestion that would d t in obvious sllidde immediately -tes the magic The ~ p e l l f w t JRecta thor of l m n t level 4- the bard specifies a w e mt.

Ice path

Song ranh/type: 4m Element: Smic Ingredient cost: 0 Flayable on: Bandore Maximum ranze: 20' -~ - Running time: 5 mmuu.s, . 21)4 minuten Resistance roll: >oar Area of exposure: A path :I' wide, , 10' langlesei

Through this song, the bard causes a relatively still areaof water to freeze into a 6 wide path of ice Ulat may be -d. The path supports meatvres weighing up to 3001b and may be -d safely a t a rate of Slphase. Attempted p s s g e at a greater speed reqmkes an Agility roll to Leep hom slipping off.

Song of the dead

Sag-:m Element: Sonic Ingredient -k 0 Playable on: Any Maximum range: 0

Running time: Rrmanent bsistanoe mlk special Area of- A 40' circle

By this song. the bard may attempt to bestow the p e s s of death upon a empmeal nadead moreter within the area of exposme. When he plays, a speeihd d a d to the melody mast make a n IQ mu, applying a bonus m penalty huctor of 1 f a ach l n c l of didiffena between i t and the bard. M m e lap the monster to reat as thou& i t had been aRected bv emrcism: success makes it h m - to subsquest attempm MI3 the bard n x s in 1 4 'Ibe bard may attempt to a R d one undead witb this song.

[Special 5th rank spe~-songs I Calm spirits

Song ranhnype: yD Elemenk Son* I M e n t mat 0 Playable on: WiDd Maximum r-: 0 Running time: 1 ham Reswanee mlk 4Rial h a ofexpsme:A 40' drcle

By this - the bard may attempt to calm h& d a d wte When he plays, such undead within the -ofexpawre must each make an IQ mu. a- abonrul or penalty f adm of 1 for each level of diff- hetween they and the bard. Failme cmses the srmit to de& and shun the bard and his psrty f a an horn. Any ofIensise afflon agaiost an JRpdpd spirit however, frees all imm their subjection Io this @I.

Ice bridge

Song r d t v p e : Sn: Element: Sonic I-dient cost: 0 Playable on: Bandm m eeltic harp Maximum range: 20' Running time: 2 minateSneve1 Resistance mlk None Area of expos=: A bridge 10' wide, + 20' longlevel

When the bsrd plays this song, he causes a 10'- wide bridge ofice to arias fmm a body of water. The ice bridge a p m its so- in a flat mc w a t e l y 5' S e the d a c e of the water, and mppmta m D r e s weighing up to 500 b. I t may be d at normal movement, and upon cqiration of the mnning time mkpses.

Mistral wind

s o n g r ~ s m Element: S d c Ingredient mst. 0 Playable on: Wmd Maximum ran*: 10' Running time: Special Resistance mlk IQ to neg. Area of exposme: A 20' circle

lhis song brings forth a magic wind inducing madness upon those subjected to the effacta. When the sang is played. intelligent creatures of equal or lesser level within the ares of expasme must make IQ rolls or act in a manner exactly apposite to their

42

intent at tbe -t tbe song bkes esect-attaEk their mmnvdeJ by weapon a speR heal their enemies; re- instead of chage, etr The effeds nprm those in tbe area of expame last while the bard mntin- to play. Those leaving the area are entitled to an IQ mn each tmm to retmm to n m d

Part water

Song ran*: YG Element: Sonic Inpredient mt: 0 Playable on: Bagpipe Maximum 20' C e 2 minmtos Rmmbgtime: WBP, + 1D4 minutes hsidanae mlk None kofe-. Apath 10 wide, + lo'langnevel

When this roag i s directed upon a body of nater, it parts in an area approximately 10' wide, + iff bn&vel, that moves with the bard. Thh area is centmad an the caster, thm he and others may rmul a We. river a s h a m in easy fashion.

Thaw

8angranUtyp:Sn: Element: Sonic Ingredient mat 0 Rayable on: B a ~ d m Manmum rang.. Speoal

&sis&ae plk s p e d Area of exposure: S p e d

This spell may be used in one of two ways. The mat has a range of 50' and a& to thaw a frozen m a equal to a 6 cube per bard level. This includes amahue fmzen fmm a witcWs ice blast spell.

me semnd form of the spell m a t e s a 10 sphere centered on the bard thht acts as diwmhanfmenf against c o l d - b d spells within the area ofe-me. The sphere lasts for as long as the bard mntin- to play.

Page 48: Quest of the Ancients

~ l % e b a c k m m u l & ~ o ~ t h e ~ I

Clltp- hm been d forever, md they can be found jast abmt everyrbnr. ~ r r m attraaed to tbi. pmfeeaion. not for ~C-OUS or slothful i-e- h t for ita developing nimbleneru and sLm. prtiPg a lock can an enjoyable if a m e fadmt lw bwscm might be revealed hy d

Elsewhere an the amlinen2 the pm&&n is *tea fm a mgriad of masom. In Tomencia, for imtama, the nranu of the major cities are m la% and onemplcyment so rampent Ulat maay have no other way of e m a ~.Thn,itisnotrmMlalf~a~topaathetradeatoamn,orfora homslesr&to~ethsaLmDahisamallllegm~qmthestreeta.

the &nt in Reeprt, meanwhile, the sldpnaa has k e n . nMintoandAanithnslasdns,tbelardsdthe~hmepcatyeafs deve- a *&men for MeLaters that is mvinlbd 80 UI

the @d there, Uut s -her d branshes edst to ass%w that= desiring it eaa be k imd in n .pdalhr-the use of spelk in -, and a, on.

I n t h e r y l e o f a ~ t p m x ~ , k a r e a n y n y m b e r d a a y s h e m a h e "* may have learned the sk i i bm atdk i t j, :? I&- bat multad f m m a I a' *

1- oforleln b-t am~ted for anmuraw I

lb m b u r s e is a -free a d sk ihd in namerbz a l ivin~ tbmzh stealth and a l i&~uyred too&. rather & U&b m&tai kbm. hi while a romtwhat qaedomblc pmfnuioo. a bained mipme a -0 can k an indispsdlr membm of an adven- party -be. mc rmddcn ths pasdble ~ o f a e a p p e d ~ o r a n ~ t e d b a 8 w a y .

In many W m mtpwses typify the advenlntemw spirit Cash, for instame, tend. to fh fmeb through their bands, a, mod are evmbmke and ever-ready for a new quest

* ( ~ r m o u r & urns I

Cutpurses may rau m y amt d shield or armour (with penaltiaa to their &Us). The weapons granted ths p ~ 6 h id&:

D=Esr. s a a WOEd 8t %adiw), =Pi=

1-0 itsma dowed I Cutp-s mpg em* magic items allowed triclrsters

~Lavel Umltadons and d d - e o n ootinu I

1Wkw 14 16 18 17 18 19+ E'm 8u Wdsmn md Nee Wtoh

LGVEL LUdlTATIONS ELF

12 13 14 16 16 17 20 I x I

-.ELF 13 14 16 16 17 l8 20 x x x x

DWARFffiNOME (other) 12 13 14 16 16 17 20 I x (Gnome only)

Page 49: Quest of the Ancients

Level table I Skill Level Lock. Pick- ksn. Special level points Climb. Cnolmt. Detrap Info. pick pocket Stealth blow abilities

(St) (IQ) @Q) (Ch) a&') (Ag) (&)

1 0-2,800 50%+ 25%+ 25%+ 25%+ 25%+ 25%+ 25%+ +1 2 2,801-8,200 08% DM% D6% D6% 06% D8% D8% +1 3 8,201-l6.m DM% 08% D6% DG% D6% D8% DM% +2 4 16,601-30,mO D8% DM% D6% D6% D6% DM% DM% +3 5 30,601-51,MO D8% D8% D6% D6% D6% DM% DM% +3 A

6 51,801-83,800 DM% D8% D6% D6% D6% 08% DM% +4 7 83,801-125,800 DM% DM% D6% D6% D6% D8% DM% +5 8 125,801-193.300 DM% D8% D6% D6% D6% D8% D8% +5 9 193,301-309,300 D8% D8% D6% D6% D6% D8% DM% +6 A 10 309,301-459,300 DM% DM% D6% D6% D6% D8% D8% +7 B, C

11 459,301-661,UUO D8% DM% D6% D6% D6% DM% DM% +7 12 661,801-941,800 D8% D8% D6% D6% 06% D8% D8% +8 13 941.801-1,241,800 D8% D8% D6% D6% D6% DM% DM% 19 A 14 1,241,801-1,541,800 08% D8% D6% D6% D6% DM% DM% +9 15 1,541,801-1,841,800 D8% 08% D6% D6% D6% DM% DM% +I0

16 1,841,801-2,341,800 DM% D8% D6% D6% D6% D8% DM% ill 17 2,141,801-2,441,800 DM% DM% D6% D6% D6% D8% D8% +11 A 18 2,441,801-2,741,800 D8% 08% 06% D6% D6% 08% D8% 112 19 2,741,801-3,041,800 DM% DM% D6% D6% D6% D8% DM% 113 20 3,041,801~ D8% D8% D6% D6% D6% D8% DM% +13

[Explanatirm of skills I

Climbing. As the woodsman skill. Concealment. As the assassin skill. Detrap. As the assassin skill. Infomadon. As the assassin skill. Lookpick. As the m i n skill. P i c k p k e t . l h i s skin is used by the character to filch valuables from the

person of someone else. I t relies on dexterity and sleight of hand to permit him to reach into the folds of n garment; slit a pursestring and remove it, etc. In general, the skill limits the character to remoring only small goods weighing less than five pounds. And should the roll be failed, the attempt has been noticed by someone--usually the target.

Adjustments t o the skill: The level of the target. This is entirely optional with the GM, who may

adjust the skill by 5% for each level of difference between cutpurse and target. Agility. Agility plays a significant role in the performance of this skill. The section fallowing goes into greater detail onpickpocketing.

lThe fine art of pickpocketing I Few actions attempted by s cutpurse character can be a greater strain on

the GM than handling a pickpocketing attempt. In contrast to designjng a dungeon layout or a specific GMC encounter, dealing with a sudden intention to filch a purse often results in a bogging down of the game as the GM quickly fashions in his mind a 'Targetq--his level; how much he carries, etc. And while this can be an annoyance, in fairness to the cutpurse he does have the right to ply his trade without earning the ire of the GM. The typical problem, however, is a lack of understanding on the player's part regarding what the action of ~ i c k D o c k d i n ~ truly entaits. . . .. ,

'I.h m.my pl~sr r , i*,umv rhr char srwr nwrvly ihcrlat 5 :& u,edlthy-lulklny pc.r*rl md m.,brr thr .~!bn?pr Th.. pnlbl.m 1. t h : ~ n L u-rurll) p<l\*il,lr L, ,mr . an on .I p?rnrular or, cr .\lsrb' ulth put .~dv.mc. ,,r..pn.rrlort m u .tud)

For while the cvtpnne keeps his eye out for a well-dressed merchant type with a nicely bulging purse, his main goal is to accomplish the deed without getting caught! There's no question that a cutpurse hanging around a street comer in a Isrge city will note many who )oak as if they have an ample amount of change on them. However, some will no doubt be goarded; some will be in a knot of people making dose access too difficult: a member of the Watch may just happen to be in the vicinity a t the wrong time, etc. These and other factms combine to make his trade a time-consuming one.

Then finally comes the best opportunity: A rogue with a loosely-hanging purse; a customer engaged in a heated session d haggling; a spectator absorbed in watching a street brawl, etc. So the cutpurse strikes, hopefully making off with a fortune ... and usually taking home a few gold pieces a t mast. (Although his general expertise in pickpocketing can play a part in the average number of attempts he can make in the course of a day. While the novice must sometimes wait all day for one good shot a t apickpoeketing, the experienced cutpurse is often in a greater position to make a move on a target difficvlt for someone lem skilled.)

Another misconception is that a cutpurse failing a t the attempt merely tries again an someone else. As webe seen, the pickpodreting p r e s s is not so simple a matter as dipping a hand in a random pnne every few minutes. The act takes time to do in a (relatively) safe manner. Thus, regardless of the player's views, the talent cadt be turned on and off like a faucet.

This doesn't mean the player has no right to dedare apickpocketing attempt on a GMC he encounters during the murse of adventuing, for i t is perfectly reasonable far a character to use his talpnts against a GMC known and detailed by the GM. The misuse occurs when the player seeks to exploit the skill outside the swped-out m a s of the campaign. The tables that follow are therefore provided for reference when a player's cutpurse ehaues to use his skills under circumstances the GM isn't specifically prepared for.

Page 50: Quest of the Ancients

Table 12-.Time spent in preparation 01-25: 8 hours 1 26-40: 7 hours 41-50: 6 hours 51-60: 5 hours 61-70: 4 hours 71-80: 3 hours 81-90: 2 hours 91+: 1 hour

Modifiers: +3 per level of cutpurse

01-20: Fighter profession of GM's choice 21-50: Normal citizen 51-65: Spellaster profession of GM's choice 6680: Merchant 81-90: Trickster profession of GM's choice 91-99: Normal citizen

Noble

Table 13A--Detailed table (optional) IOb05: woods ma^ I 0610: Normal citizen 11-15: Necromancer 1620: Bard 21-25: Legionnaire 26-30: Normal citizen 31-35: Male m s y

36-40: Druid ! 41-45: Witch 46-50: Merchant 51-55: Sorcerer 56-60: Cossack 61-65: Earth priest 66-70: Gladiator 71-75: Halalra or houri 7680: Rogue 81-85: Cutpurse or highwayman 8690: Assassin 91-95: Knight or templar 96-00: Saracen

Table 1P-Diffic"lhi factors

1 01.10: Bonus! (adventurio~ professions lsL3rd level). 1 Not attentive!: +lo '+-

11-50: None (adventuring professions 1st-3rd levell. 51-65: Slight difficulty (advenhwing professions 4th-

7th level): -10% 66-M: Moderate difficulty (adventuring professions

5th-10th level): -20% 81-w: Diffidt (adventuring professions 9th-12th

loarlb .Rn% . - . - ., . - - . . 91-00: Exhemely difficult (adventuring professions

11th-20th level): 50%

Table 16-Amount carried by target

1 Dl00 Dice roll: I

Coinage 1D6bz lD8bz 2D6bz 1D4sr 1DGsr 2D6sr lD2gd Reroll below 1D4gd lD6gd ID8 pd 2D6 gd 3D3 gd 22DO gd 3DlOzd Re~eroll below

Jewelry 2D6 gd 3D6gd 4D6gd 4DlOgd lDlWgd 2DlWgd 3 D l W ~ d Magic (Reroll]

01-80: Potion R1-9E Scroll

I ~~ ~- ~

9600: R i n ~

Modifiers: +1 per level of cutpurse (initial roll only1 Wealthy section of town: +I0

Porn sedion of town: -20

Page 51: Quest of the Ancients

I he first step as shown by Table 11 is to determine tbe am-t d time spent in fin* a suitable tagst (the m t p m ' s kvel is retlected by a b to the dice mll). Initially, the GM makes this check and begin. -ling 05 tbe h o w from the point the EharaEter fnst start8 his activities. (IT the eotpmr at any point bemmer tired of wraiting, be may ahandon his plans) Onse the chsl&s opporhmity arrives, TeMe 18 is referenced to determine the t rg r t f-d-n-al citizen, adventuring p f e sdm, m-t. ete. (Note tbat .ome pmfesiom are listed which mn be prrminiag in the u p m i n g QA F'Jqem' Pack.) Table 14 is an optional aid to &&y mte the level d adven- professions m merchants enmnnked, and it can also be 4 to - a dimcultv Iactm for nrpmai citizens. The laver tben adiostr his ~ i ~ k o o d d i ~ preen& by the d t s of Table 14, k I& and &ws his'&&. larZ percentile mU is made e t Table 16 to note what go& the m t p m bas managed to aqt~&,rmging horn to p c d b b je~eky, a even a ainm magic item. Maltiple pichpeckling attempta are pcdble kwmgborrt the day if the mtp- bas the time and patiem to workthrmgb the syatem agaia

As an example d how the system wmb, amme at 6m AM a M lenl mtp- wanders down to an rues near the mmreychangers' tables, redy br a W s d d t k The GM rolls a 69 on Table l2, adjwting it to 72 aRer ddiw 3 for the ehrnaetets being 1st level. Thi. shows he ssiIl be waiting thne haw ontil he spots a gmd cadidate. The GM now be* -dng ON the h in ease the dmack decides to give up the idea and e v m he i n f m the playerthatatga0AMalikely tagstisspotted. R d b g a Z Z ~ t g m r r a l Tahle 18, the GM tells the player that the target ap- to be a normal dtizen. Chmrdng to use Table 14, a dl of 52 cam the GM to decide that the c i h is talking with a friend who has a &ht chance of noticing the &.W&Q?'S adnus (i.e. aslight difiulty of -10 to hispic&ckting percentage).

The player, realizing that iSaning the oppmtonity as presented resldtr in lasing the chance altDgethar, deducts 10 fmm the otheraise 2596 of -, a d since the dunacter's A@ty is 12, no hrther adjashnent is 4. Rolling an 11, be is sumesshl. The GM mr* mIlr 84 agsiast Tahle 14 addiDg 11 (10 for being in a rich d o n of town and 1 fm tbe mtporse's level). Tbe result of 86 shows be has acquired ID2 ooncea d@ld.

Adjustment topenonfngr: +10 . & & m t e - ~ t i v e member of m e t e ser *ts with tatst; punching

match or fake swold~gbtbreab out ne-&, k Adjmfment topemntoge: +20

E r f m m e - h f d .pn goes ON in visinity: (11(~11dMhbn perf-ed on citizen near targe$ ~ h o ~ swmd6ghf etc.

Adjustment topemen+: +%I

When the 011tpme blona it

Unforhmately, the theheselaid p h d mice and &eves sometimes come to nought. So it's- that the GM have some p m l l e d city guardsmen for when the h t e r s either* m in a pomp eamonter the Watch. And, it should be kept in mind that tb-k -1y a mp & when you need me. 'I%-, there is a likelihmd that the cbmcter nil1 be able to flee the area without having to aetvally deal with the enrrmptrr. m e ideas falow.

Area where catpuna n o t i d Chance of ouwgbt evasion*

-Avenge" part of t o m Omsin-) "4venge" part of town (residential) Wealthy" ," oftom Omsineas) Wealthy" part oftam (residential) "Pmr"part0ftom

+ I % pr level of cotpmse

Note the above table dann't d d s r soch things ss invtnhility, s h 8 spells, el&, or special preparations m the #dlaar enforcement.

8 t e d t b . A ~ the a s s s h sMI. ksassin blow. As the w a s i n am.

While many Cirmmstan~e~ can mfavorably alter a mtpwe's chnaa. for lblanstlon o f s w a b i l i t l e s pi- @ta, the character Mt prevented from taking his o m steps to

I better things. Dislractlons are uaehl for this, and they typically consist of- or A rnmiv.# .&:I .mt ~ 1 c ~ i ~ ~ ~ t n r v "-."-.." mme d t e s who diskact a targees attentmn while the p i c k k t m a b his B. Porn guild. On rearhing 10th level. the character may form a guild. move. -118 can be as simple as haring an attractive female dnr the 4D4 bt level fonowers, attention of rm othersrire cazztioos fighter, to as elsbaate ss having a fake sword fipht break oot in fmnt of a m e r c h f s stall. Some wtential m & e ~

C. &rtm &b.* At 10th level, the mlpm makes two attacks in the tom.

follow. * A mtprse Sghting two-handed makes but one attack with the ON-hand weapon.

Slight-Asmiate hip in Imnt of target: asks directions; feignsibera. etc.

Page 52: Quest of the Ancients

separate. In the case of a Gypsy charactpl. i t is likely that he or she has been banished from the clan. or else is the last survivor of a Gypsy community no longer in existence.

As mentioned, Gypsy clans tend to rrspfft authority only within their own community. But above dl the scattered dsns there is a Gypsy 'King' of 20th level. Andor. Hocwrath, Sarvia and Tamncia all poswss one of these lofty individuals (while Avalon's Gypsie~. known as Linkem, boast a 20th level Queen), who retains very I- control over the Gypsy elms. His @tion is largely ceremonial, although some with deqeqte mlrvle exercise taxation upon the varioe. dans within their country. Each year a t Yuletime. the King may summon the c h to a meeting, issuing his directives, seWing disputer and receiving an aeh~wled~emen t of fealty.

The myalty of the ootside world, however. have BUle use for aoch rebel 'Kings", slaying them when their identities are knmm and they are cavght

The gypsy is a sojourner calling no single p laa home. and responsible to no one oubide of family or clan leaders. For this resson, few mmmunities tolerate their presence. And. like witches, they haw often faced much persecution. But unlike the Sisterhood. much of i t is warranted for many gypsies with no loyalties oatside of their communities do lead samewhat larcenoas lives. Thw it is a fact most Gypsies tend tow& Indeterminate or Evil ethics, although there are exceptions.

lThe b a c b u n d & D W o e e of the Gypsy 1 The origin of Gypsies has long been a mystery. Records d their exis tem

date to the beginning of the Second Age, and some think they were displaad civilians who began wandering in search of new homes. Unwanted by the nations they passed thmngh. the Gypsies settled into an endless pattern of sojourning throughoit Iday, moving on when their welcome w m thin. Other historians noting a similarity to the legend of the Witch Queen, together with the fact that Gypsies cast witch spells, have concluded that the Gypsies themselves may be d-nded from~mortnls who traveled with the Queen, continuing to wander dkr her passing from the world.

Today Gypsies are raised fmm childhod within a sodety made up of a single den or 2DB families headed either by a 10th or higher level Gypsy, or the patriarch of the largest single family.

Many Gypsies have been b o r n to steal or otherwise "Adopt" young children to i n m e the size of the community. and for this reason they may be of any race though most are human.'

Similarly to witches, whom they often arc equated withi*. Gypsies have a flare for fancy dress, although their taste leans toward the mudy rather than

* Non-human Gypsies retain no knowledge of the culture they were born into. and they may speak only the regional dialect and any clan tomes . Also, i t is not uncommon for such 'Gypsies" to have be taught the skills of other professions--typicany that of a w e . mtp-, ete., mther than the "pure" GYPSY.

** Althrmgh it should be noted that hue witches often detest Gypsies as second- rate tricksters who give them a bad name.

IRaces best suited f o r G m i e s I Human

l ~ l a c e s of orisin best suited for Gymies I

( h o o r & arms I

The weapons dowed Gypsies include:

Dapper, sling, staff. whip.

Gypsies are denied the use of armour and shield.

Initial number of combat skill slots. 2 Additional combat skin slots gained: v5 levels. Cost for inaoomwiate realans: 2 slab tmalesV3 do& (females) ~ ~ ~ . . ~.~~ ~~. Unskilled attack psdalh.: -2 rmaleaJt3 fmmlea~ Inidnl number of insburncnt s t i l l s l o b Imnlrs only : I Additional ilutrument .kin ~ l o m gained Sorlr

lnrsaio items allowed I Both male and female Gypsies can employ magic items dowed tricksters

while female Gypsies additionally may utilize items permitted spellearkrs. . . the flamboyant

Gypsy adventurers are unusual. for rarely do members of the community

l ~ e v e l limitations & duel-pmfasdon options I (Suggested)

Sex Character IQ Dual-prole-on options

la- 16 16 17 IS 19+ None*

LJ%VEL LIMITATIONS M 13 14 15 17 20 20 F 12 14 15 17 18 20

* It will be noticed the Gypsy itrelf is a conglomeration of professions-cutpurse. witch, etc. Therefore, a dual-professioned Gypsy wodd be most unlikely.

Page 53: Quest of the Ancients

l ~ e v e l table (male GMes) 1 Skill Level Fast- Plck. Asn. Song slots Special level points talk MLso. pooket blow 1 2 S 4 abilities

(Oh) ( 8 ~ 1 ) (4)

Fast-talk. This skill k employed to overwhelm someone with a tirade of arguments and assertions that momentarily deceive and bewilder. The effet lasts but ID4 minutes and is mostly used to get past guards or to a n one's way out of a dangerous situation. Example: a silk merchant notices Anton the Gypq's hand brush the folds of his robe--suspiciously near his purse. As the m e r c h t sstarts to draw a dagger, Anton unleashes a string of praise regarding the fine material of the robe, collars severd passersby and urges them to purchase a bolt or two of silk from the merchant's table. Briefly startled (and always anxious to make money), the merchant dive* his attention from the now-departing Gypy to close a sale with one of the those shanghaied by Anton.

Later, Anton approaches the city gates as they close for the evening. Knowing he won't be allowed to pass, and unwilling to pay for a night's lodging, he mns up to a pair of yardsmen.

'Is there still a reward on the head of Redbeard the bandit?" he gasps, pointing amom the street. 'If so, he just went down that alleyway."

Anxious to catch a major criminal, the guards run for the alley. But seeing nothing- and knowing the gates shouldn't he left unguarded, they mhlrn a minute later. Anton, meanwhile, is nowhere to be seen, having slipped out.

Adjustments to the skill: C h a m . The Gypsy's Charm adjustment affecfe his expertise with the skill. (The GM shoold my la t e this skill within reason. Someone the Gypy just

tried to hll, for instance, is unlikely to fall for his fast-talking excuses and apolagies. In the same way, a maneyehanger is not going to hand over his tray of wins merely bccanse a fasttalking Gypsy urges him to.)

Mi-llaneous. One talent of the Gypsy is that he may "steal" a ~Mll horn a character pmfession other than his own. Thus, when mat ing a Gypsy charader, the player picks any appealing profession skill that is based on mlling pemnt ik dice to note ~ueees-excluding those falling within a special ability categmy m relying on other tale"& the character doesn't possess. For example, Anton's misceIInmus &ll migbt wen be the assassids lockpick talent; the wwdsman's herbalism skill, etc-or perhaps something new he works out with the GM. I t cannot be something like the legionnaire's damage bonus with a -us since is not k d on rolling percentile dice to note snccess.

PicLpocLet As the mtp- skill. Asas s in blow. As the asasin &n.

I~a le Gypsies dt -U s- 1 Male Gypsies develop talents with musical instromenta in their youth along

with a few magical uses for them. And so they start play with an instrument

40

skill slot as does a bard Beginning at 1st level, the Gypsy may perform 1 M speU songs which he picks with GM approval. Thereaffer, he may gain other songs wer tbe normal m w e of events, and alw, acquire anothn random srmg when the table indicates his playing ability pmgrenses. (It is his droiee as to the rank of the m g d e s s a Wdar rank song is required to iill a srmg-playing allotment)

[Explanation of s&d ebilitles I A. Combd sMll slot. Self-emlaasmv B. htlp/follomers. U p n reaching 10th level, a male Cypry may declare

himself u, bc a Rino. of Gypies. A character adopting this self-appoinled. onlenmrioor title wU then attract 2D4 Gypsy families of the same e h c a , who will act a. followers or spies as long a. the prince sees to their needs. The families will not m e to the extent of entering a dongwn m &cing themselves in unreasonable danger. But they may be treated as retainers with a 25% bonus to loyalty. The monthly mst for these followers equals 5 gd per person. which includes upkeep of their wagons and &&beasts.

When determining the followem gained, These step s h d d be obremed:

1. Roll a 2D4 b notL haw many fmilies are gained.

2. Note make-up of each family by rolling percentile dice: 01-40: HusbandMfeInon-rated ohild 41-60: Husbandlwifeil.8 "on-rated children 61-80: Husbandlwifeflst level son 81-80: Hushandlwifeilst level daughter 91.96: HusbandlwifellstS~d level son %OO: Husbandlwifeilst-3rd level daughter

3. Roll percentile dice to note the level of the husband: 01-50: lstlevel 61-70: 2nd level 71.85: 3rd level 8695: 4th level 96W: 5th level

4. Roll percentile dioe to note the level d t h e wife: 01-76: 1st level 7685: 2nd level 8696: a d level

Page 54: Quest of the Ancients

F ~ t h l k . This s!dIl is employed to overwhelm someone with a tirade of argoments and assertions that momentarily deceive and be-. The e f fd lasts but 104 minutes and is mosth u d to net oasi euarda or to mn one's wav .. . " out d s dmgems sibmbn Ezample: a silk merchant notieas A n h the (:ypsy's hand busb the folds of his robe--rnPpi"omb near his p-. As the m r r h t arart . to draw a b r , Anton unlcasbn, a of praise m n g the 6ne material of the mbe, collars several psssersby and urges them to -base a bolt or tvo of Bilk from the m&ts taMe. Brieny startled (and always a n d m to make money), the m&t diverts his attention fmrm the now-&-Gypsy to elm a sale with one ofthe those shanghaied by Anton.

Later, ADton approaches the city gates as they close for the eve-. bowing he won't be allowed to panq and unwilling to pay fm a nights ldgiog, he mns up to =pair of-en.

"Is there dill a reward an the head of Redbeard the bandit? he gasps, painting anosa the k t "IT-, be jwt went do- that alleyway..

M o m to eatm a major criminal, the gaards run for the alley. But seeing nothing, and hosing the gates shouldn't be leR -Ed, they r e k a minute later. A n W meanwhile, is nowhere to be seen, haeng slipped out.

A d j e e n t s to the skill: cnMR. The Oypay'a Charm adjoDtment his e*pertiae with the &ill. (Ilre GM s h d d mgykte this &ill within resrum. Someone the Gypsy just

tried to h11, for instance, is nnlitely to fan fm his fast-tdkhg excuses and aplwes. In the same way, amme- is not going to hand over his tray of mins merely bemuse a fad-hkiug Gypsy mges him to.)

D l i s c e l w . One talent of the Gypsyis that he may "steal" a skill Rom a character pmfes6on atber than his awn. Thm -uhw maw a Gypsy character, the plqa any appealing pmtegdon sLin that is based onrolling p=mmntile dice to note ~ ~ 1 : ~ 1 u d i ~ those rsllinn within a wrM1 obilihl (ilk- m . - . . . relying on &her talenk the charade doesn't ~ s s . For example, Anton's &I&nnnrs skill mieht well be the d s lmknick talent: the w-s h r h l w m skin, ev-or perhap something new h. works out with Lhe OM. I c -not be mmethiag Eke the le@mdds damage b u s aith a &dims Grin. this is not bnsed an rolling perentile dice to note a-

Piokpotet. As Ule mtp- m. dsPaarin b h . As the as4assin skill.

Male Gypsies develop talsats r i th musical i n s h e n t s in their p t h akmg with a few m a d naes for them. And - they start play with sn i ~ h m e n f skill slot ar does a bard lkirmine at 1st level. the Gvnnr mav mf- ID4 soell -. - . . songs WM be w Xth OM appmval. n e m A r , he mag gain h e r w ' w over the nmmal EO- of events, and alm e r e mother random song rh rn the table indl8tes his playing ability pmsclaea (It is his choice as to the r w h of the song unless a particdar rank sow is repimi to W a song-playing

A. Combat skill slot. W-expkoatny. B. l'ille/filloruep~. Upm reaching 10th level, a male Gypsy may delere

himself to be a Xnoe of Oypsfes. A character adoping this self-appointed, astentati- title lain then stkaot 2D4 Gypsy families of the same eUlics, who will act as SIbowers or spies ar long as the prime sees to their needs. The fam- ssln not serve to the extent of entering a aongeon or placing themsel~es in -e danger. But they may be trrated aa retainers with a 25% h u s to byalty. Tbe monthly mst far these fdlmers e q d s 6 gd per persam, which indodes upkeep of their wagons and draft beasts.

When determining the follow-gained, These step s h d d b e observed:

1. ~ o u a 2 ~ 4 to ll~te how many families are &&mi

2. Note male-up ofeaoh f d y byrollhgpementile dice: O l - U t Husban&%ife/no~~-rated child 41-60: Husbandlwifdl-a --rated &Mxen 61-80: Husbandld&t level I Y ~

81.90: H u n L u n ~ f d l s t l e a 1 daughter 81-96: H ~ ~ d l s t - S d l m l son %W: H ~ & ~ ~ d h i f d l s t S l d level daughter

. Roll peren- dice to note the level ofthe h h t 01-50: latlesel 51-70: 2nd level 71-85: Srd level 8695.. 4th level 96W: 5th level

4. Roll percentjle d i e to note the level of the wife: 01-75: lstlevel 7685: 2nd level S s 5 : Srd level

4th level

C. gingship. Only one 20th level male Gypey can exist at a time within a given -by. A character with enmgh pDints to reach 20th level may seek mt the I h g of Gypsies dmiag the Yale fedidties and challenge bim to a death battle. The Kiag must abdicate or amept, and the battb. is a n~hoI&barred struggle where marly mything goes, though ouOaide interfere- is banned If the challenger wins, he admnca to 20th level and his d m be-es chief in the country. He also asmmes mmmand of the former W s 's fobwe18 (BDB famiiiaa). If he fails but swives, he loses s e e n & level paints to plaoe him midway betareen 19tb and 20th level. He may later re-cbalknge the ruling king after earning enough level pointe to r e d 20th level.

Hasing assumed the kingship, an mrmwied chara&m muet select a G- wife within one year ar forfeit bia pDsih. He must also kaep on &for there will always be a prie on hi8 head by the h e sovereign of a lsnd (although in cbaatic Hacwath the Gypsy &is as powerful as most other rolsn).

Page 55: Quest of the Ancients

~ ~ - C h a ? u c t r r prof^^ (the Gypsy)

ILevel table (female Gypsies-i.e. HalaLas) I SkiU Level Plck- Spell sl& Speda l level points Wsc. Mist. m k o t 1 2 S 4 6 abilities

(SPl) (SF.1) (ag,

11 615,651-165,550 D6% D6% D6% 6 6 6 2 2 C 12 755,561-1,055,550 D6% D6% D 6% 6 6 6 4 2 D 13 1,055,551-1,36K,~ D6% D6% D6% 8 6 6 4 2 14 1,355,561-1,655,550 D6% D6% 06% 8 8 6 4 2 15 1,655,651-1,955,550 D6% D6% D6% 8 8 8 4 2 E

16 1,955,651-2,266,560 D6% D6% DB9o 8 8 8 4 4 C 17 2,255,551-2,555,550 D m D6% D6% 8 8 8 6 4 18 2,555,551-2,865,550 06% D696 D W 6 8 8 6 6 19 2,855,551-3,155,550 D6% Dm D6% 8 8 8 8 6

, 20 3,155,551+ Dm D68 D W 8 8 8 8 8 F

r b l a n a t i o n OC~LLII. 1 center lever was the comet means of opening the chest, for instance, the reply to Maria's question OE "What does fate hold if I pull the en t e r lever?" would be

msceuanooull, me female Gypsy (or -la) may chmsc twos^& fmm Weal." This despite the fact that a a d cloak she would retrieve and wear

other professions as does her msle -- (Note fist since r ~ y p p i ~ ~ cannot would slay her minutes later. And, little benefit is to be &ned by apting v w e

use a shield, the GM may deny tbem tbe ability to chmse the m general questions. Example: forgDing a reading on the levers, Maris get4

skill. Or, he may a t his option pernit tbis tobe arcomp~i&ed by dngbracera. ln I- and polls the m e e t one to open the chest. Dimering a c l d witbin, she this went, should a Gypsy miss the mn, fun damage is kken.) asks the cards, "What does fate hold if I take the cloak?" The answer ia Weal',

Pickpocket. As tbe mtp- skill. for by merely isking the c l d she has gained a pi- of treasnre with no accompanying danger. Had she d e d her fate if she don& the d d , the answer, as noted, would be 'Woe." Additionally, a Gypalmay never combine two

l ~ r p l a n a t i w of special abilities I or mme questions into one. Example: What does fate holdif I open t& chest and fahe what's within?' automaticallv results in a nebulous answer. At best the GM

A. Fortlme-telling (i.e. mnllteo hflpalrn-reading). At 1st level, halakas may attempt to tell fortunes with either a deck of cards, tea leaves, or through palmisby. Fimt of all, she may foretell hers or another charadds lock during the next 24 hours. To do so, the GM checks the foUowing table by percentile dice roll to note what the cards, tea leaves or palm reveals.

01.26: Good luck. 26-75: No significant change inlock. 7Eh): Bad luck. Good luck takes the form of a bones factm of 1 to Luck rolls. Bad lvck

instead assesses a penalty kctor of 1. Either effect ends a t the end of 24 horns and quereots may act as they will on the information imparted by the Gypsy.

Only one reading per 24 horn is permitted a particuler oharaeter regardless of the me-. A h . the shin can never be used to provide an answer to a dilemma Example: Maris is h t r a t e d by a riddle. No matter what her Ekin a t telling forwes , she must figure the answer out on her own.

The shill may also be employed to learn whether weal or wue will be the r e d t of a specific action taken within the next hour, although this sort of d o g may be hied but once per day regardlessof whom the werent is. When the G- seeks to faretell the future bv this means. her chance of mmectlv -. - notinn what the cards. leave. or d m see e n d s 5W + .% oer level of her sbll. ~ ~ ~~~ ~.~~~~ ~ ~, . ~~

~ ~~~~ ~

This p.n*n~.tgv Ir rhrrkrd by the GM. who in fam~tb r playn of rithrr the m t h or 3 d m pllun .huuld the roll be failed. Note that rrgnrdle*~ of thr 1;ypsy s skill. a roll of 96W always result4 in a false reading. E m p l e : Maria comes upon a large chest uith ihn.,. levpr; on i t and mp+cVI two of thvm 4,; rmpped. Forusinp on Ulr nnter lever. she ch& themdo to know her fnw ~ i s h r pull3 tr The dice roll falls within the character's BLin prcenmge and tht. G\I. knuuing the center lever is kq@, t e k the player that woe will came fiom pulling it. Maria now has two other levers to deal with on her own, without help fmm either the cards, tealeaves, orpalm--unless she waits 24 hours to make a m t h reading.

B e u s e of the limitati- of fortune-telling, a h a l h , as noted, must be very specific *th e westion, and the GM must reply eracWy as appmpride. If tbe

may interpret the question to mean the character wants more to h a w the lisk of M n g the cloak, rather Wlan the danger that may or may not result from openlug thr chr.1, uhich could k mpped.

'Ihe last uay in which Lh,.sgill san be used is to ace ~ m l p . ~ t * n r \ r n ~ . >n the fumre regardinl: Umr (:- or another. The GM must rr~ulxcw ih~. undrr the following guidelines:

The halaka may see up to 30 days hence. The information gained win only be of a general nature. The chance of m& interpretation is again 605, +S% per level, with a mll

of 9600 giving a fabe impression, though a roll d01.06 provides a special bit of information as seleoted by the GM. (A misinterpretation may be handled as the GM -he% A stranger the Gypsy foresees meeting, f a example, muld turn out to be a friend despite the fact she believes the car& reveal him to be an enemy.) This type of fortune-telling will never fundion as well as cry~lallornonc)., although i t can be used to aid in confirming or questioning other auguries.

B. Bind lyeonthmpe. Alao at 1st level, a halnLa may knish or donriaote a lycanthrope in animal form similarly to how a necromancer does Nether creatures through erorcism. To do so, she must poses a a v e r pentagram or a sprig ofwolfsbane, which ia boldly p n t e d b any bcanthropes within SO'. An IQ roll ia then made for the monsters, applying a b u s or penalty factm of 1 for each two levels of difference between they and the Gypsy, with appropriate results. Each combat phase. the Gypsy may attempt this ability against a single target, thcogh one making its IQ roll is of mume immune to further attempts by the same Gypsy d- she advan- in level. Banished lycanthropes, not being undead, are never laid to rest. At dawn, when the lyeanthmpe retmns to its normal form. the effects of the binding wear off. Suhseauentlv. the halaka must " . . make anolher bzndit!# ntlt.mpt iisllr t~nrnunwre the monster ayaln.

C. Combo1 skrll sh.1. +lCcrpl.+n~t.~r) D. C ~ ~ t e p o M n ~ & rltrcm. r 12th lzvrl. the Gypsy may fashion potions m d

e m E. Cnote lyeantkmpe. Upan reaching 15th level, the Gypal has learned

enough about the nature of lycanthropes to d l y inflict the disease upon

Page 56: Quest of the Ancients

somwne. Needles to say. only Gypsies of qoestionable ethics w d undertalre The last benefit granted s 20th level halaka who righ* cans hemelt such a n ad, and ne--n for the ts?rL are e i h a d of blood fmm a Gmndmolkr o f~yps i e s are five qpen slots which ran be ddted as she wishes lycantbmpe of the sort the victim is be turned inio, a some rare and erode (live 1st rank spell slots, a 2nd and Srd, one 5th. and so on). flower or plant-such asthe legendary moon orchids (ie. the DM should send the character an along and dangerous guest).

Once the pmper materials have been obtained, the halaka must eaphne the l ~ ~ a l - and .psb intended victim. An hour-low wemow is then required dmine a n i ~ h t of the I fUu moon, with the victim placed upon & altar set $thin a pen&-dmun an As nated, halw passeas Spencasting apart - Uleir other slrills. the ground. The Gypsy then invokes her deity to c u m the hapless prisoner, and

G- i,,dode selee50ns fmm both the witch and newmarusr he is f o r d to drink a - d o n made hom the ingredients. The imbiber is then pmleasions, and are alwayl Lept within a spcn bmh stricken with lycanthmpy, metarnaphosing at the next M m-n and e=h fun ~ ~ d ~ ~ i ~ female Gypsies start play aith 2D4 1st rd spells, randome m m thereafter. determined, and rme ch-n with GM ap-al. Thereafter, they may obbin

F. Bemme Gmndmofher of Qypsba. On 20th level, the Power and others - ~ l e course of events along with a random spell usable by reputation of the h h k a are such that she earns the title of Orandmother. them, each tirne they advance in level Itis the halala's choiae what rsnk spell Along with this title comes nominal headship over all other h a l h of the same ,he a m& rank is needed to a spensa&ng dan nnle85 another halaka of sindm level is already in thin position. In this evenk the character may se- the aMication of the -nt Grandmother, Following is a list of available Gypsy spells with a percentile system for We nge her to a death dm1 f a headship of the clan women, a defer to her, -do,,, deteminsti,,,,, a numb ,,fspecial spens fanow, are acknowledging the aiginal Grandmother's headship and foregoing the right to listed in bnld call hersell "Grandmdher."

01-04 Alter animal (W1) 0 1 4 5 Altar lreaaurs ( W ) 0105 Awaken dead (N3) 06-10 Bone dust (NZ) 06-10 Babble (WS) 11-15 Cmss water 11-15 Black flaw

1620 Cure wounds W2) 1620 Cryatallomansy W3) 21-25 D e t e o t i p a n t h m p ~ 21-25 Ectoplasm (N3) 26-30 Discern enchanted ama(W2) 2630 Energy blsst (W3) 81-35 Enchant clothing (W2) 31-95 plringolock 3640 Finger of amnesia (WZ) 3 6 4 0 Forgery 41-46 MI of departing WZ) 41-46 Hand of glory (W3) 4650 Fhedarts(W2) 46-50 Laughing skull OKS) 51-55 Fire zones W2) 5155 Necromantic darkness (N3) 5660 G & W ( W Z ) 5660 Pathfollow 61-65 Net(W2) 61-65 Phantom mo-t 6570 Night sight (W2) 6670 R1dymse 71-75 h k m dagger (N2) 71-76 Sense fate (WSI 7680 Phantom valuables 7880 Shadmun(W3) 81-85 B e h o e path 81-85 Some doakOYS) 8g90 Running 8690 s t o n e f - ~ a ) 91-96 Gun ball (NP) 91-95 TreeW3) 96-00 Windstep (WZ) 96W Woodf-(WS)

01-05 Bat swarm (W4) 0145 Acid globes (W5) 06-10 Blade of biting 06-10 AsmW(W5) 11-15 Blwd tal l 11-15 Amulet 1620 Cat claw 1620 Ch~mlyoanthmpe 21-25 Cum pieon or disease (W4) 21-25 C-hanthmpy 2830 Death's eye (W4) 81-35 Dispel- 3640 Roger of fumbling 41-45 ~ b n e s (WQ) -60 Hsx (W4) 5156 Lycenthropio bolt 56M) Mindread(W4) 61-65 Neuhaliee ama W4) 66.70 Seaace 71-75 Seaet d m (W4) 7680 Wheel of summoning 81-85 W d o m d the dead(N4) 8690 X-ray viaion (N4)

9600 Remil or ehmse

2630 D i s p e l w l 31-85 Fetch (W5) 3640 Finger ofblindnew (W6) 41-45 Greater rhsenchantmant (WS) 46-50 w n t h m p i c h 5 1 5 5 L y o a n t h m p i c w d 6660 Moon web W5) 6145 Nemtrdize epen efieots 66-70 Nlmble hand 71-75 M y x i s daw (W5) 7680 Shadon shift 81-86 Spirit watcher (N5) 8690 Strengthen (W5) 81-95 Touch bane (W6) 96W Wall of bones (W6)

Page 57: Quest of the Ancients

~ ? u l o - c l i a ~ a c t c T profe55iun5 (tlic ~ y p 5 y )

[special 1st rank Gypsy spells 1 msgicdly allows the recipient to safely cross over a I)e- l y - k p e rope or a cable, provided i t will support the weight

Dandelion

Spell rsnWtype: llG Element: Non-sanic Ingredient cost 1 bz* Maximum range: 0 Running time: 3 minutes Resistance roll: None Area of enposure: A 20' cone ending in a 10'base

When the Gypsy blows forth the fuzz of a dandelion, this spell converts i t into a choking cloud, blinding thase within the area of enposure for one turn. For the remaining two turns, affectees then choke, suffering a penalty factor of 2 to attack rolls while halving their movement. (Leaving the area of exposure ends the penalties after a turn outside the cloud.)

Finger of dis-etion

Spell ranwtype: l/H Element: Nan-sonic Ingredient mt: 0 Madmum range: 30' Running time: 1 phme Resistance roll: None Area of exposure: 1 creature

l%is spell is often employed to aid in a pickpocketing attempt, for when i t is enacted, a tvget will momentarly fu his attention in the direction the caster points. At this time, a piekpoeketiw or other stealthy action may be attempted with a bonus of 10%. W e no resistance roll is allowed, the spell only functions upon someone neither in combat nor engaged in spellcasting. Also, the esse of the casting is such that the Gypsy herself may undertake a pickpocketing in the same phase she enacts the spell.

Phantom soaud

Spell rankitype: 1/G Element: Non-sonic Ingredient cost: 0 Madmum range: 100' Casting Instantaneous Running time: Up to 3 minutes Resistance roll: None Area of expasure: Special

When the Gypsy invokes this spell, she causes sounds of her choice to be heard from a pasition within 1W of her. These sounds cannot exceed the volume generated by more than two people per level of the Gypsy. (kssume n o k s such as that of an explosion or roaring monster equal that generated by 10 persons.)

Rope 6

Spell ranwtype: liG Element: Sonic Ingredient cost: 0 Maximum range: 0 or touch Running time: 1 minuteneve1 Resistance roll: None Arca of exposure: 1 creature

To aid in second-storey wmk, this spell

and i t is not anchmed a t more than a 60 degree spellranWtype: angle. Movement, however, is quartered. And Element:N on-so should the spell duration end before the charader Ingredient cost: has finished m s i n g , he or she will be left hangi"g ~ a x i , , , ~ ~ range: an for dear life. Running time: 10 minutes

Resistance roll: Nane Sphere of blindness ~ r e a of exposure: The ~ y p s y

Spell ranWtype: 1/B Element: Non-sonic Ingredient cost: Variable* W m u m range: 0 Running time: 3 minutes Resistance roll: None Area of exposure: A 10' sphere

By invoking this spell, the Gypsy brings forth a 10' sphere of intensely blinding light centered on henelf. The overwhelming brilliance of the sphere completely obscures the area from any sort of vision save that of the eye palm or sonic sight spells, and prevents any from IwHng directly into it. Even so, the sphere gives off virtually no illumination to the surrounding area. During the casting, i t is presumed the halaka closes her eyes

and is able to walk out of the sphem in any direction without risk. Thus, the sphere * useful to prevent effective attack of the caster, for those hoping to battle her if she stands before i t suffex a penalty factor of 3 to attack rolls. Note, however, that the spell is cancelled should the sphere be subjected to magical darkness. The ingredient is a fire source held by the Gypsy.

Spell ranWtyp: VG Element: Nan-sonic Ingredient cost: 1 bz* Maximum range: 0 Running time: 1 phasdeuel Resistance roll: Special Area of exposure: Up to a 30' x 30' x 10' area

This teck-like spell is often used by the Gypsy when conducting a seance to give the impression of a supernatural presence. When she enacts it, unlocked (or unshlck) doors will blow open m closed, candles will be snuffed out, larches dimmed, the wind will shriek, light objects will be moved by invisible hands, etc. Thus, the spook spell is mast valuable as finesse magic. The ingredient is a handful of dirt taken from a freshly dug grave.

l~pecial 2nd rank Gypsy spells I Cross natcr

SpeU rankltype: 2iG Element: Sonic Inmedient cost: 0

Area of expasure: 1 creature

This spell enables the recipient to stand or maw atop a body of water. If the water is relatively still, i t may be crossed laterally a t normal speed. If swiftly flowing, the water carries one upon i t in the direction of movement, and so m s i n g is done a t a 45 degree angle.

Gypsies are noted for their knowledge regarding lycanthropes, and this spell is one that assists in their detection. By passing her hands across her eyes, a halaka is enabled to note lycanthropie creatures within 20'. Such monsters-. even if invisible or in non-animal fam--will give off s silvery aura visible only to the caster, alerting her to their presence.

Phantom valwables

RanWtype: 2/H Element: Non-sonic Ingredient mst: 0 Maximum range: Special Casting: Instantaneous Running time: 5 minutes Resistance roll: None Area of expure: Special

This useful spell is aids inpickporketing. When a Gypsy filches a small item or a handful of coins from sameone, she may invoke tbjs spell in the same phase as the pickpocketing Uust after the action). Assuming she has failed her pickpocketing percentage by not more thsn 5 points, the aotion is considered a success, although the mark has felt the move. However, anyone checking his passessions will apparently see them untouched. Note that spells which see through illusions penetrate the magic.

Re- path

Spell ranwtype: 2/F Element: Non-sonic Ingredient mst: 5 gd Maximum range: 0 Running time: Up to 1 hour Resistance roll: None Area of exposure: Special

To prevent getting lost in underground mazes or in the wilderness, the Gypsy may enact this spell, anowing her to see and follow her own footprints back the way she came in. The spell also lets the character back out of a witch's curtain of darkness, although this spell ends immediately upon the halaka's exit. The ingredient consists of a polished glass lens through which the caster peers.

Spell ranWtype: 21G Elemen* Non-sonic Ingredient cost: 5 sr* Maximum range: 0 or touch Casting: Instantaneous Runnine time: 5 minutedevel " Resistance roll: Nane Area of e x p u r e : 1 bipedal creature

For times that discretion is the better part of valor, this spen can aid in a Gypsy's quick escape as the recipient's energy i s increased so he is enabled

Page 58: Quest of the Ancients

to run at full speed f a the spell duration without p& foUow tirina. The i-dient consists of a small mir of shoe; or boots_ Spell raowtype: 3/F

Element: Non-sonic

1- Ingredient cost: 5 gd*

ial 3rd rank Gypsy spells 1 fdaximum range: o Running time: 5 minuteslevel

Blaek iiame Resistance roll: None Area of expu re : Special

Spell rankltype: 3/E Element: Sonis Ingredient wst: 0 M u m range: 10' RDnning time: Spffial Resistance roll: None Area of expoaure: Special

This spell may be cast upon a small to medium- size me (a candle, tmch, bonfire, ete.). Thereafter, the tire and ib illumination become invisible to all hut the Gypsy and up to three others tauehed by her during the casting. Note that heat is not diminished, so heal sight is atill spoiled by being near the so- of invisible flame. Anything ignited by the flames burns normally, however. The spell lasts until the fire so- ha. been extingujshed or unbl a time period of 1 homllevel has elapsed.

Spell ranwtype: 3/F Element: Sonic Ingredient cast: 4 gd bbxkum ranae: 0 " Runmnr: time: Up lo SU minutes Rn-mrr roll. None Arcx uf v x p m e : The <:)p)'. cloak

This spell enchants the C&&S doak into a devise allowing her to fly at a movement rate of Wlphase. The spell, however, is broken upon the character's landing, although i t is not wbjeot to disenchantment.

Spell rankitype: SID Element: Non-sonic Ingredient cost: 25 gd* or 75 gd* Maximum range: 0 Running lime: Up to 1 hour Resistance roll: None Area of e x p u r e : Special

This spell is used by the Gypsy to forge a doeument in the handwriting of a particnlar person. The b&mdients for the spell indude a quill from a fantastic creahlre such as a pegasus, same ink, and a dmp of blood from the one whose writing the caster seeks to imitate. (Should a drop of blood be unavailable, i t is pasible for the Gypsy to use the targets wrptllred essence if she can somehow obtain it.) The h l d m essence is mixed t~gether with a 4 of ink as the halaka chants to her deity to blem the assembled ingredients. At the spell's mndusion, the caster mast pen the desired danrment, far the ink loses its enchantment within an hour. To t h e later viewing it, the writing will seem to be perfect@ mmistent with that of the target, alt$ough the caster must certainly be able to write the person's language, and her superiority or inferiority in spelling or gram- may arouse suspicion.

certain death. The maximum running time of the a m s t i o n is 24 hmm.

To function, all prickly m e s most he willingly handled by the target meatme, who then makes a Luck roll to determine whelher or not the -'r thorns prick the skim and activate their effects. (Of ruurs... ;% glove or ohrr 11 .nd covenng pr.:vme Ule rose i r c m pncking th. sk811 lithe roll ir x o u ~ ~ f u l no harm befidlr the inLnd..d victim and thy I~.-I.

revealed for a few moments unless they were under the dmid spell passage. The halaha must then ch- one specific set of prints to follow, and she will be able to follow only thase prints. The ingredient is alens.

m i s is . supe- v e ~ r s i ,,f the 2nd rank immedjately bewmen powerlffs, somethins also

spell. B~~ instead of only the OCCWing 72 hours after its mation if i t is not

caster's footprints, the spell reveals the path taken used.

by another person or creature. To enact the spell, the Gypsy s-s an area she suspects was traversed

spell ran-: 318 Element: Sonic Ingredient cost: I gd* Maximum range: 10' Running time: 1 hounlevel Resistawe mll: None Area of exposure: Special

by someone and the fwtprints of those whe have

The purpose of this spell is to conjure a mount or pack beast for the G m y when one is othenvise unauailable. The ingredient for the spell mnsishl of the powdered skull of a hone (including a donkey 01 mole, but excluding all other horse-like matures) similar in type to that summoned. Upon completion of the spell, a mount appears in a llash

Special 4th rank Gypsy spells

of smoke. 'Th.. ..ummoned bras1 pjssesses no a p e d abilities, but will perform n<rtnnlly. although it Iacksnding cquipmrnL At the \p:ll'r erplration ihr

wswd that wav within the last 10 minutes will be

mount returns (ram whence i t m e , dropping anything i t carries upon the gmund.

Spell rankitype: 3/F Element: Sonic Ingredient 1 sr Maximum range: Special Castinz 10 minutes - Kunning time. Sp-cul R s i q t ~ n c e roll. Special hn-;r o h ~ x p u t e : Specul

This spell enchants a rose with a particular effect depending on its cola as shown below.

Blaok. This rose aet. a. a deadly pokon. slaying instantly someone pricked by it. thoma.

Blue. This mse causes one to forget any past experiences and to accept a new history told by the creator of the me. The delusion Lvts until curse- dispelling magic is cast upon the affeetee.

Bed An enchanted rose of this mlor acts as a love potion against a parlimhrvidim. The creation of this rose entails its being bathed in a bod Wntaining the b l d of the person hoping to be the object of the hthhmtion. The infatuation lasts unbl curse-breahing magicis cast upon the affectee.

White or yellow. When enchanted by the spell, someone pricked by the t h m becomes s-ptible to a suggestion made by the caster. No redstantan roll is allowed d e s s the suggestirm greatly violates the targets ethica or will result in

Spell ranwtype: M Element: Sonic Ingredient cosk Variable Maximum range: 0 Running time: Special Resistance roll: None Area of expasum: 1 bladed weapon

With this spell, the Gypsy invokes her deity to enchant a bladed weapon she herself wields in -bat Par up to 10 minutes thereafter, tho blade holla the potency to inflict Body damage during the h t successful shike. Thos, many halakas synthesize an ossossin blow through this spell. After the first hit, or after 10 minutes in any event, the blade reverts to normal.

Blood talk

Spell ranwtype: 4iF Element: Sonic Ingredient mst: 0 Maximum range: 10' Running time: 1 minute Resistance roll: Nane Area of exposure: Special

When the halaka casts this spell upon a hit of dried Mwd of a deceased person, eonv-tion between the two is enabled. The aster may ask simple questions, such as "Who were you?"; "What killed you?" etc., reoeiving simple answers in return. Naturally, the Gypsy most speak the language of the original creature so she may well nse a talk spell in mncert with this one. Note the voice of the blmd is in every case a falsetto.

Cat e la r

Spell ranWtype: 4!G Element: Sonic Ingredient cost: 1 sr* Maximum r-: 0 Running time: 1 minotenevel Resistantan mn: Nane Area of exposure: The Gypsy

With this spell, the Qster c a w s her fingernails to barden and extend into r~e014mrp daws. She may then slash out a t opponents, rolling to hit as a monster of equal lerel. Those struck suffer ID8 points of damage which is not absorbed by armour. While the caster is under this spell, which she can end a t any time, i t is impossible to cast spells the GM infers require manual dexterity. The ingredient -consists of a -fa paw.

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Dispel - Spell ranutype: rbm Element: Srmic Ingredient-t: 5 sr* Maximum range: 10' castine: 10 minutes llunnine lint<: Permanent iku\wncr mll: Special Area of e-we: 1 creature or object

By this spell, the Gypy may dispel a ha , uey mil eye, ek. Casting the spell entails the character scribing a 10' pentsgram upon the ground and setting burning red candles a t the cardinal points. Thereafter, the affected meahlre 07 object is placed a t the pentagram's center and the halahs calls upon her deity to dispel the magic. The chance of suecew equals 5% per skill level. Note the magic functions upon curse-like spells beneath the 6th rank of power. Also, only one attempt a t thwarting the ape11 through this spell is permitted a particular Gypsy unless she advances in level.

Spell ranwtype: 4lH Element: Non-sonic Ingredientmst: 0 Maximum range: 20' Casting: 1 phase Kunning time: Instantaneous Resistance roll: Luck to nng. Area of exposure: 1 mature

This spell csuses a aeature whom the Gypsy points a t to dmp something i t holds in one hand, such as a weapon, shield, potion, ek. The dmpped object may be retrieved on the following phase unl- the target is in melee. In that case, retrieval and use unu on the nert aombat phase.

Spell rank/*: #C Element: Sonic Ingredient cost: 3 sr* Maximum range: I0'Aevel Running time: Instantaneous Resistance roll: None Area of exposure: 1 creature

When the G y p y invokes this spell, i t enchants a small silver sphere into a bolt of energy she may hurl a t a visible lycanthrape within range. No attack roll is required as the bolt unerringly shikes its target, similarly to a magic dad. Lycanthropic creatures in their non-natural form then sustain ID6 points of (Stamina) d m q e per level of the caster. Non-lycanthropes, or lyeanthropes out of animal form, are unaffected.

yppn ranwtype: 4 / ~

Element: Sonic Ingredient -t: 1 sr* Maximum range: 0 Casting: 10 minutes Running time: 1 minuteneve1 Reristanw roll: Special Area of oxpasure: S p e d

Needed to cast the spell are a t least two other people and a l i t white candle placed at the center of a table a t which all sit. The halaka then goes into a trance, calling upon the desired spirit and the Fhance of its arriving equals 5% per level of the raster -1% per year i t has been dead. (A bonus of 25% is added to the chances of the spirit's appearing if the deceased was personany known to someone a t the table.! Should a 95-00 be rolled, a maleeolent spirit inhabits the Gypsy, masquerading as whome~er is being sought, to cause mischief and deception. Optionally, other Nether creatures might be dramn to the Nexus through the ceremony.

Upon the s e t ' s arrival, qnestions may be posed, although i t is not mnskained tn answer. It might do so, however, if i t was dose to the querent. or if by doing so it can exact revenge on its enemies. Should there be no luck in mnjming the spirit, the caster may not try again for 30 days.

Note that a G- never remembers what transpires when a spirit inhabits her.

Wheel of summoning

Spell ranwtype: 4m Element: Sonic Ingredient cost: 10 gd + 1 pr* Maximum range: Special Running time: Special Resistance roll: Special Area of exposure: Special

The Gypsy may use this spell to summon a person to her. The ingredients indude a spinning wheel and a piece of parchment npon which the target's tme name is written. The parchment is affued to the wheel, which the Gypsy then spins while calling to her deity to invoke the magic. A charm-like fmce is then cast forth in all directions, and should the intended victim be within 1 mile of the caster per two levels of her a!dll, he must make an 1 8 roll or unexplainably head to the caster's lacation. The power of the spell also is such that the roll is made a t a penalty fador of 1 for each three levels of the Gypsy.

Spell ranwtype: 5iA Element: Sonic Ingredient oast: 1 gd Maximum range: 30' Runnine time: Permanent ~esistance roll: IQ to neg. Area of exponure: 1 lycanthrape

By use of this spell, the halaha bringa into -Nice s lyeanthropic creature. The ingredient consists of a small ailve? pentagram which is presented to the creature when in animal fom. Should i t fail an IQ mll, the lycanthrope mmes under the control of the caster. Note that creatures ehormed by the Gypsy remain so w e n in their "on- lymthropic form. Those bound to a Gypsy in thw manner, however, greatly xeaent their enslavement and will seek to betray their "mistress" if a t all psih le . Unlike the c h o n spell, this fmm of mntrol is more powerful. While an order that woold result in certain death k e k s the enchantment, the ly-thmpe most obey any lesser mmmand

Spell ranwlyp: 5/G Element: Non-sonic Ingredient cost: 1,040 gd+ Maximum range: 0 or touch cmting: 2 hours Running time: Permanent Resistance roll: Spedal Area of exposure: 1 creature

This spell grants the Gypsy a chance a t removing the disease of lyeanthmpy fmm an affeckd victim. The ingredienis for the spell indude a number of very rare (i.e. s quest probably required to find them) healing herbs which are mixed into a broth ta be drunk by the victim. The chance of being healed then equals 90%. -5% per year the person hm been infected with the disease. Should the roll fail, only a wish or grant by a deity will Sumce to cure him.

[Special 5th rank Gypsy spells 1

Spell ranwtype: yD Element: Sonic Ingredient cost: 10gd+ Maximum range: Touch Casting: 1 hour Running time: Special Resistance roll: Special Area of expasure: Special

This is very similar to the witch spell talisman, for with i t the Gypsy invokes her deity to enchant an amulet fashioned by her into a protective device. When the wearer is exposed to either a ohosen sort of damage-causing element (fire, electricity, cold, ete.) or a specific spell against which resistance rolls are allowed, half of the person's ourrent Luck may be applied as a bonus to the resistance roll. The amulet functions thus for three times, crmnbling to dust thereafter. Note that the Gypsy may cast this spell but once each 30 days, and she may only fashion one ornulet for herselfat a time.

Dispel s3ga

Spell mwtype: S/E Element: Sonic I w e n t as* 0 Maximum range: 30' h o n i n g time: Special Resistance ron: Special Area of e-"re: Special

This spell negates the power of sigillnmr-type magic (excepting the wit& mark spell) without alerting the original caster to the n;gil'n tampering. The base chance of su- e q d s 50% which is modified by +I- 5% for each level of difference between the Gypsy and whomever made the sigil. Note that permanized SI@LSINMS are not dispelled but are rendered inoperative for ID4 minutes.

This spell allows the Gypsy to summon the spirit of a dead person to speak thmygh her.

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Spell mwtyQe: M; Element: M e Ingredient mat: 60 gd* Maximum range: 0 Running time: I hour Rpsistance mu: Nme Area of e-re: The G-

The abiJity to change into the animal farm of a lycantbmp is conferred by fbis spell. The ingredient consists of a vial of blmd fmm a were oreah. When the bladis h n L by the character at the completion of the casting, the h s l h and her equipment undergo the W o r m a t i m , which lasts up to an horn. While under this metamorphosis, the caster has all the benefits appropriate to s normal lycanUnop of that sort (including attack table but excluding the ability ta inflict the disease on meone). TI bane to her is that she ala is subject to all spells and aU& farms harmful to sueh ereatmes.

Spell rank!- S/F Element: Sonic lngrdmtmsc 5gaa Madmum range: 10' Castine: 24 homs ~~~~

Running b e : I daynevrl kiitance roll: S p e d Awa of exposure: Special

The ingredient fa this spell consists of a silver pntagram. When the Gypay Fasis this spell upon it, the pentagram is enchanted into a pmtedipe deem against lycanfhopes. If wmn upon the mter

clothing, the w a d prevents dl sach d e s in their lycanthropic farm fmm appmwhing within 10'. This protection is last if the wearer takes offensive action against the lycanthrope.

Spell ranytyPe: SIE Ekment: Non-sonic hge l i en t met: 5 gd* Maximum range: 0 Casting: Instantaneous Running time: 1 p M e ~ e l Kesistantan mll: None Area of e-m: special

l'hk tempmarily removes the power of a spen dfedimg the caster. For example, s Gyp= trapped in a ban filled with sheel l & h W mald adivate the spell, allowing her to e-pe. In another instance, a G m struck by sponfaneolrs combustron could stop the effects, possibly allowing her enough time to Fast other neutralising magic or run to a nearby pond and jump in. I t & d d be noted that the spell will not affect spells bringing forth solid obiects sueh as h a i l s t o m &Is of bus, rlx . nor a ~ l l it nlTcci -11s that change the f m of somrthmg-poljmrph d glokr, and so m. The ingredient is a small hourdam

spell m*: sn: Element: Noa-sonic Ingredient mst: 250gdt" Madmum range: 0 Running time: 1 minutellevel ~~ mll: None

Area of erpanne: The Gypy

This spen permits the Gypsy's hands to opsrate for pmposes of pickpocketing as if she has a 20 Agility-orit it will g a n t a banus of lU% to the skill if her Agility is already 20. The hand of a 5th or higher level cutpurse is needed as the ingledient.

Spenrddtme:s!D Element: Nm-sonic Ingredient mt: 10 gd* Maximum range: 0 Casting 1 phase Runnine time: 1 minuWk"Il " Resistance m a None Area of erposme: The Gypsy

By oe of this spell, the Gypsy M e 1 8 ber mnsdmsnw ioto her shadow. Her W. while appearing entirely nmm* then bemmes the equivalent of e shadow, gaining immunity to p w c a l and targeted msgid attacks wch as w . 5 dart. The Gyp& "shadow", howeTer, retains the Ehsrscter's osnal m o m rating and is susceptible to an a- she w d d n m a l l y Buffer from, including th- spelk that damage undeed such as m n globe, armin of lrghf, etc While the Gypsy is so altered, she may not nndertske m e a l though ~ p n e s ~ t i n g is d e ~ t e d . Also, her voice can be heard to emanate fmm her shadow by thme within five feet of her. The ingredient is an onyx @urine ofthe G-.

* Ingredient disappears when spell is cast.

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SpeUcasters are the mmt powerful characters in the game, harnessing the power of Magic to achieve their ends Maskring such power, however, r e q h special dedidrm, and the demands rm a spellcsstds time are auch that he has littie wpdmity to spend on haining with arms and building up the Stamina for prolonged battie. Nor can he don arm- in mmt cases due to its redziclion of his movements Thm, a ~pellcaster ma& take great pain to assme nothing gets close enough to him to fmoe him into armed -bat, for he will then be Rghting on his enemy's terma Also, much nse of mseje relies m the g r a d m n e s of a oharacter's deity, and thin can pkce restrictism on me's freedom to act or do things his own way. Magicians also tend to be rmpopular with msny a noble, afraid of the bonble a mjghty spellca~ter er visit upon he a d his lands.

Spellcasters aLso must go thmagh a more complicated plaeess ta employ their talents. W e fightera and tricksters may vtibk their nonmagid skills at wi4 spellcasting is limited to a certain number of times per day. Changing spells also rsquires tbe oarry and study bulky spell, song n prayer boob, taldng up space and time.

and i t is the oldest known priestly profewion. Unlike necromancers, &ds are mativated to serve deities aliiliated with m h , and thm lbey have leas experience in dealing with Nether mmbmes. And tho& they are not actually witches, there is no question the two pro&sions are related, and bothgenerally get on wen with each other. Most druids tend toward G c d ethiw, especially amongst WC druids. Evil drnids are all but r m h d d.

To this day, a debate erists as to whether drddism predated witchery a was i t r e K b n d e d fram witches. In any case, p n b d a y druidism does have its roots with the first elves. In the time before remrded history, elven dmids established the srolship of Rhiannon (&kit) and her stater D e l l s n M while in Avalrm a primitive f- d druidism ass pradiced by the hmoan inhahiteats Wm&p of a natore pideas named Bridgin pervaded m d ofthis early human religion, aod during the Ayalmkd to elvenlm during the war ofthe First Age, the priestesses of Bridgitt became W e e d by the more refined wmahip of the elven w t " . Thus, both reX@ons were merged, with many . Avahisns concluding they were a sister race to the elves, which made the exclusively female Bbiannic d d d s the most numemvs of dnddbjnd. For this reason, Avalon and ths Ellhndsremain d-ly tied to each other.

After the end of the First Age, aspects of dmidism *red down into colts worshipping other deities, and this is why a few male druids of 0 t h deities maybe found in A d o n , whereas they are unknown in the E%&

Irleoe. best suited for druids I El€, half-elf, human

IPbces of origin bestwited for a d s I

I A ~ - & arms I Dmids me forhidden the use of armour unless thev m a s a second

profession a b v i n g it. In +hat event, they may don leather=mfter attire. The wes- they m skilledwith indude:

Dagger, sickle, sk i7

Initial numberof oambat mkillslotr: 2 Additional combat sklll alom gainsd: 1 4 lesela Cast for inappropriate weapons: 2 slats

1 Unskilled attack penal* +2

~saic i t e m allowed I Druids may e m ~ l 0 ~ items allowed an speUcash . They may a h e4e items

I allowed witches ~nl&~snch are speciflcallylYdenkd them

I As do witches. druds have certab holy daya w h m they honor their dciIieies. the most impatant being Uelteae, or ihv A& day of spring. They a h d m n e a bv other huly days, amow Bern Allhallows Eve, though *itches regard il more hiihly.

Druids do not practice human sacriflee.

ILevel limitations & dud-pmfession options I

Raoa m w - t e d )

Chamoter IQ Dvsl-pmfesslon options

I 1Bness 16 17 IS 19 80 W h n A m Clrs Bnl Wtolr*

LEVEL Ll?5TATIONS HUMAN(0tber)

14 15 16 17 18 20 B I x x ELF--ELF

15 16 17 18 19 20 x I x x I

* M-professioned dmidlwitchesare limited to f e n d s .

Page 63: Quest of the Ancients

Skill Level Spell s l o b a d d level points 1 2 8 4 5 6 7 ~bilitien

! 1 0-2.300 2 A 2 Z,.?Q1-6,7WJ 4 3 6,701-13900 4 2 4 13,901-25.m 4 4 5 25,901-47.660 6 4 2 B

l~ rp lana t ion of~pecid ebtlltios 1 next full mwn. the druid gains 3DlO 1st level &uid fonowera of like ethic%. G. Enter faerie realm. At 20th level the *r may, dvring the night of a

A. Banlsh animals. At 1st level, the char- - & -t k n i d new mmn, enter the Realm of Faerie mwitboot need of a gate.

normal animals, h h a rep t ih a. a n-m- does N e k mahnes H. Build temple. Also at 20th l e d , druids may mnstmet a true temple to

through emrcism. Eeeh t m , the drvid may attemptthis s t y e t a -le their deity. In building it, no a s h erpendihne is r e m d so long w i t is made

animal or mlony of animals (such as bees kts). th-h a 4 IQ fmm natural materials in a wilderness area C~rnfmdion h e is 2 5 months.

grants immunity to further haniahing attempts by tbat dmid *ti1 she r$ea in leveL F.llowb.g is a list of avaihhle drurid spells with a system fm random

Boniphed animals an never laid to rest, not being ondead. determination. Droids may cast a number d witch spells af equal rank as well

B. C o m a skill slot. Self-explanatory. as m e of their oan that are Wted in bold print. Novice oharacters atart play

C. Se faerie gotee. On reaching 7th level, the dmid is e d e d to aee the ~ t h 2D4 mdomly generated and One with OM apm*

invisible gaten d by friPi88 to &ifL between the Nexus and their lairs. TbrrsaRer, they may &An other spells over the normal course of adventming,

D. Crrorepofio~ & el-. ~ t 8 t h level, druids poti- andelid=. and also aalaire amdom spen aitbin the ranlrr they are able to =st, each time

E, Enter @, At lZth a may ntilize a gate, indudins a lerel is gained. It is the M s Eh- as to the spell rank unless a partimk

penetrating in m outof the area mated thm~hLyrarel'spocket dimension. m k spell is needed to I ~ I a q d l c a a ~ allotment AU spena are kept in prayer

F. E m t s h e . At 16th level. a dmid mav in~oke his a her dettv to elact a bmLa

s m e m l e as s place of vmhp lo h n p ; so. the &lty caw8 a nng of stones to - from a charn mt, and therealter the m a plllna is mnsocmred. By the

Page 64: Quest of the Ancients

l s t W

01-08 Bidanimal M06 Blood.bop 07-09 onf fire tree 10-12 Candlelire 15-15 Conjure animal 1618 Createfamiliar 19-21 Crown of light 2724 Detedenchanted aura 25-27 Disenchantment 28-50 Elemental protecdon 31-33 Fag 3456 Identifyessence 37-59 Magic script 4%42 Mistaight 43-45 Phantom&&@nhl 4648 Pop- 49.51 F." ,~ t ionhom

nnliviog 52-64 Boichsand 6657 Read magic script

68-80 Repair 6168 ShUofflame 64-BB -onwind 67-89 Thlkboanimals 70.72 Treetalk 75-76 Trick 7678 Wlltor 79-81 Whisper

62-W Remll or chmse

5th ranL

%.dm&

01-03 Animal mimi* M-06 Chameleon 07-W Charm animal 10.12 Cnre wounds 13-15 Discern enchanted aura 1618 Echo 19-21 lhchantcwhing 22-24 Eyes of the f a m h 2627 Firedart6 2890 me8

$193 Firewes 34-S FIn whip 37-99 FoodGeshen 4044 Lyr-Istreehoose 4846 Lp%weISs wind chimes 4848 Moonstairs 49.51 Nightsight 52.54 Roteetionhompoison 6657 Ring mu"$ the moon 68-80 Shiver

6lJ3 Telesight 64-W Thought projection 67-69 Whirlwind 70-72 WWO'tbe wisp 18-76 Wind-p 7678 WiWl wand

?a00 Remnmchmse

6th rank

Srd m k

01-08 A n i m a t e d 04-06 Ball lighbing M-09 Camooasge l&lZ Captme essence (taten

a u t o m a t i e at 5th level ifnot aheady possessed)

15-16 CLoaL ofehllls 1618 CLoeLof w a m t h 19-21 Elemental dart 2224 Enchantcord 2627 Enohant fire 2630 Fire blind 31-83 Fao fire 34-36 Gnarl 37-39 Asatmom 40-42 Know true &hi= 43-45 Nmant icbeU 4e-46 Rantgrab 49-61 P m b c U o n h r n aqoatic

oreatnns 52-54 Seal 5557 Shadows 68-80 Shapechange 61a3 Sheetljgblning bl-66 Staff& 67-69 Stone form 7C-72 Water tall %75 Witchring 7678 Witch wind E-81 Wbad form

62-00 Remll or choose

7th rank

01-04 Abys 0508 Alter weather 09-12 Bdyljgblning lb16 Conjure %rth element4 17-20 Comampi3on 21-24 Elemental wall 25-28 Greater foo fne 2932 Imm-ty to elements 88-35 Lymzel's h d of

sul~moning 37-40 Lmml's p o p p t of

pmtection 41-44 Lyrazel's talisman 45-48 Luck bowt 49-62 Permamze 53-66 F'hotasyllthesirr 57.60 Song of Ehiannon 61-64 Stone golem ffi-88 Stomguardian 69.n (lympathatic ward 73-76 Vionglobe 77-80 Whirlwind of fire

81-00 Remll m

01-04 BaalsbeLemeetal O5-W Bindnahlre WlZ Candlemagic 15-18 Cmlbmnrnagic 17-20 Elemsntal hlaet 21-24 Enchantf- 25-28 Enahant shone 2852 Eye ofBhiannon 8336 Faerie dust 37-40 name ofpoison 41-44 Greater disenchantment 4548 Lyrazel's p h e t

dimension 49-52 Orboftmth 53.56 Plantgrow 57-64 Protection lrom liquids 61-64 S m o b f m G 6 8 Stargems 69-72 R d e r e n o e 73-76 TRcmrt 77-80 WiWlfire 8144 Wmdmt

85W Bemnarchmse

4th rank

01-04 A i r d m 6 0 8 Batswarm 09-12 Create nature guardian 13-16 Cure pobnldiseaae 17-20 Delay spell 21.24 Faerie portal 25-28 Greater slumber 29-32 Haz2tanes 33-36 Hex 37-40 Ice blast 41-44 rWWl1e -w rain 45-48 L w 1 ' s globe of

pm- 4LGZ Neutratieeama ~~ 57-80 m f y fwd and M n k 6164 Roliing firesphere 65-68 ShaoSingstarS 69.12 sooicsight 73-76 Songlobe

77-80 Wan of wood 81-84 Water breathe 6 8 8 Witching horn

88-00 Reroll or choose

01-04 Bind plants 6 0 8 Bmth of healing 09-12 Cmtml weather 13-16 Dominate undead 17.20 Enchantfire 21.24 Enflame 25-28 h n o e g r a b 29-32 Greater win O' tho wiap 33-36 Lymzel's buch of

immunig 37-40 Wet moat 41-44 MmnsparUe 4548 U s e dead animal 4%52 Sleepmist 53-56 S p t a n e - m m h t i n 5 7 C StafiIoiheaUng 61-64 Talisman 65-68 Thunderbolt 69-12 Ransfer spirit 13-76 Ward of watching 77-80 Well

81-00 Reroll or choose

Page 65: Quest of the Ancients

[special 1st rank druid spells 1 Bid animal

Spell ranwtype: l/A Element- Sonic In,,rrdlmt roa'L'O \I.~r~mum rang*. 30' l iunn~n/: llme Spenal Resistance roll: 1 8 to neg Area of exposure: Special

This spell allows the druid to bind an animal of equal or lower level to perform a specific task, such as helping haul a wagon out of the mud: aUac!&g an enemy, ek. The spell permits the animal to understand what i t is to do, and the enchantment lasb to the tas8's completion.

Blood stop

Spell rankitypa: 1G Element: Sonic Ingredient cost- 0 Maximum range: 40 Running time: S minutes Resistance dl: None Area of exposure: A 20' circle

With this spell, the dmid may delay blood loss from a wounded c r e a k . At the point the spell is cast, unconscious a a t u r e s within the area of e x p u r e endure no blmd lass for the spell's running time. This often aids in preserving a comrade's life until further aid be rendered.

RanB/type: 1/F Element: Non-sonic Ingredient mst: 0 Maximum range: Touch Running time: Up to 8 h o r n Resistance roll: None Area of exposure: 1 tree or log

This vpell provides the druid with a me so- during evening hours. The ingredient consists of a shlmp, log m he. When the spell is cast upon it, a law-burning lire is generated therein which discreetly warms all within 20' of the source in temperatures down to 0 degrees Fahrenheit. Below this, the m@c flre is treated as nmmal. Note the fire can be exfinwished only through disenchantment or by the aster's d o u s will.

If not used upon n log or stump, mast druids will employ a sick or withered tree as the iowdient, so in no way should this spell he considered inconsistent with preserving nature.

Mist sight

Spell ranwtype: Mj F,lement- Sonic Ingrodientcost: 0 Maximum range: 0 or touch Running time: 1 hour, + 10 minutedevel Resistance roll: None Areaaf expo~ure: 1 creature

By this 8pen, the recipient is granted special sight, dineounting any mist, fog, smoke, eb., thus permitting unobetroeted vision through such obstacles excepting the fog from a mist m a t spell.

Phantom footprints

Spell ranwtype: UG Element: Sonic Ingredient cost: 0 laximum range: 30' Running time: Permanent Resistance mll: None Area of " p o ~ r e : Special

With this spell. the b i d may meate a set of footprints in terrain where impressions would normally be left. She may materialize whatever sort of footprints she pleases, np to one set per &ill level, in a path up to 5W' in length. The spell is most useful to distract purjuers into believing the ester and her party have ridden in a direction other than the one they actually have. A reverse of the spell erases existing fwtprints along the same guidelines, making them unnoticeable even thmugh spells svchaspoth follow.

Spell rankltrpe: VD Element: Sonic Ingredient cost: 1 gd* Mnnmum range: 0 Ilunnml: time. I mlnuLe I ..+.I I*.sistance roll: Zone Area of exposure: The dmid

This spell offers some protection against an unliving M i , acting as pmof against ii physical attack made by an undead, preventing witherings and damage from the body weaponry of these monsters (such as a mummy's punch, and various spells that cause withering, including withering devilddemons). The ingredient is a tallow candle -ed with crosses.

SpellranWtype: VC Element- Sonic Ingredient cost: 0 Madmum range: EQ Running time: I minutefle~el Resistance roll: Special Area of exposure: Circle 10' widdevel

This spell is usable only in an area of d l m sand, and with i t the druid oauses enemies moving thmugh the area of e x p u r e to sink to their waist, regardless of height Thase making Strength rolls can move in a direction d their choice, although speed is limited to Rve feet per tnm. Others failing the roll remain trapped in the muck, unable to escape nr cast spells requiring manual dexterity until the running time ends. If a natural 20 is rolled, the hapless victim is swallowed up and Wed.

Disenchantment has no effect against the speU

Spell rankhype: VG Element: Sonic Ingredient cost: 0 Maximum range: 0 Running time: 3 minutes Resistance 1-011: Special Area of exposure: Special

Tbis spell causes a strong wind to rush Ulmugh the area In e89tbg the spell, there are two possible

59

areas of expasure. The first is a 40' sphere centered on the druid This h l u t e l y prevents smoll flying creatures from effectively attacking in the area. The second form of the spell emits a me-shaped breeze extending 80' fmm the caster and ending in a base of 20'. The wind generated therein fmces creatures under iarge size to make a Strength mU to move b o g h the area of expure (s t halfspeed).

Th- firing missiles through either area of exposme soffer a penalty factor of 5 to their attaek rolls. Also. both forms of the spell are useful in dispersing smoke or mist, excepizng that from the mrst mcd spell.

Talk to animals

Spell rank/type: UG Element: Sonis Ingredient cost: 0 Maximum r a w : 10'/1eve1 Running time: 1 minuteilevel Resistance mll: None Area of expasure: 1 animal

By this spell, an animal is enabled to communicate mentally with the druid. This is inferior to the communication enjoyed by a druid and her familiar as only limited mgnition is possible on the creature's part, althovgh it will impart information in rudimentary terms. The spell does not confer any control over an animal, though with a gmd reaction roll i t may aid the druid in some way m cease attacking if offered food or assurance that its territory will be left undisturbed.

Tree tallr

Ranwt,",e: VD Element: Sonic Ingredient mt- 0 Maximum range: 20' Running time: 1 minutdevel Resistaotao mil: None Area of expasme: 1 tree or other plant

Rees often know more than people give them wedit for. Tbis spell peonits the druid to manifest the spirit within a tree, that both may Eonverse. Excepting trees and vegetatim h n d to an enemy through capture essence, the awakened tree will be on gmd terms with the caster and win answer simple questions--such as: what persans have passed, and what direction they went; the sort of creatures that dwell in the area, and so m. The spell a h pernits cammnnicatian with tree sprites and other fairies who dwell within pockets of the faerie realm set in tr-

Use of this spell in concert with animafe uood allows a tree to effedively hnrl mek or make other attacks as a 5th level monster upon enemies of the druid.

The spell has no effect againstintelligent trees.

Water stt.eam

spu ranutype: m Element: Sonic Ingredient cost 0 Madmum range: Touch Running time: Special Resistance roll: None Area of exposure: Special

With this spell, the druid conjures a s h a m of drinLable water from the ground. Up to one @n

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per pbase then nows forth to be utilized as desired. p j e o Running time: 2 haursilevel The stream flows for up to one minuteAevelzmless Resistance roll: None there is a high water table in the area. In this event, Spell ranwtype: z/R Area of eapaure: A 50' circle flow is permanent. (Allow a t least a 70% chance of a Element: Sonic high water table in heavy forest or jungle, half this Ingredient pr' Thk useful spell is attributed to Lyrazel, an elf in areas of lighter growth, and only a 1% chance in M-um range: So'nevel princess responsible for many witch spells, and. deserts). Running time: I minuteneve1 causes some to sup- Lylazel was herself a druid

Resistance roll: None .s well as a witeh. The spell utiliee~ a set of wind

Area of exposure: Special chimes as the ingredient, and when these are hung,

[special 2nd rank druid spells I the caster may select a pre-determined condition

This spell mnjmes a horde of fiery insects that guideline to enact the magic. This guideline must be

forth from the to either a verifiable by sight, and should the act occur within b- Animal mimic creak or a" within a 20. area. In fimt 2 5 radius of the chimes, they will ring loodly,

-, the frm,qks sqmou nd a chosen victim, diving alerting those nearby. The chimes otherwise remain spn r a n w t p : 2/0 in to inllict 204 of each tmn, Silent even if a l*ow windis blowing. Element: Sonic if the target does other than fend off the bothemme Disenchan'ment has no On the 'pel1' Ingredient mst: 0 insects, which will pursue him for ID6 minutes if he blaximum range: 500 yards moves beyond the stated spell range (thereafter, Moon S t a b 3 Running time: 10 minutes they return to the Nether planes). Resistaxe roll: Special In the second case, the &s SW- within a 20' Spell rank/*: BB Areaofexposure:Sped sphere, subjecting those within to 1D4 paints of Element: Sonic

damage each t m of exposure, doubled if they are I y e d i e n t cask 0 or 50 gd* This spen permits the druid to mimic some not fended off. The firefries are immune to all ljzpe Maximum range: 2o'

instinctual animal wunds, M b l y resulting in A ,d fire-based spells, although greater slumber Runnkgtime: 1 minutenevel certain effedr as outlined hereafter. immediately renders them inert, and they may be Resistantanmil: None

Danger. him* hearing this will flee from the slain by any cold-based spell inflicting more than s Area of elmasure: 2U, + l0.Aevel source while the spell is in effect. point of damage, or by immersion in water. The

Defend. This cry causes an affected animal type inpdient is a 'This spell functions similarly to the rank2 witch to attack anyone physically attempting to harm the spell moon mpe. However, dmids are able to bring dmid. Fire whip forth a stairway fi7e feet in width that permits

Mating oall. This mimimy summons a p-e by numemap rreatmes none of whom will particular sort of nearby animal. Such matures find i t insuhrtandzl. The stair. may ascend up to an hearing the call immediately proceed to the caster. ranwtype:

80 degree angle, and disenellantment has no affect arriving within 2D8 minutes if out of the druiss Sonic

against them. immediate vicinity. This type of call is used 1needientmFt.3gd*

primarily to bring an animal to the druid so that MBximumrangp:O

further magi- may bind m charm it into service. l0 minutes h t e d i 0 ~ fmm p 0 h n Unless visible. the GM must adjudicate whether Resistaneemll:Nme

desired animal types are in the vicinity (if he is Areaofexposure: Spell rmkltyp: 2iG unsure, a Luck roll can be made). Element: Sonic

~h~ ~d may affect multiple whose This spell enchants a six- to eighGfout red silken invedient -t: 0

combined levels do not her own, a single "to a fiery whip the druid may employ as a ~ a x i ~ ~ range: o or touch animal. whichever is more. A,, level pnm-r)i weapon. The even meahlres ~~~~i~~ time: 10

exceeds the caster.s, however, is to an IQ requiring BF I wenpons in order to be harmed, &sistance special

to avoid the effeds. ~~t~ the druid may mly inflicting 1 0 4 points of dam*. On a roll of a of exposore: 1 ~ze~ture mimic the ,,f one animal type at a natural 1. the whip entwines a v e a l target, time. Throughout the duratioq however, she doing One poiat of -age per skill level each When cast upon a lid% creature, this spell may the types of cries she m*es and the "mainins minute d running time. The cord can allows one who makes h ~ i resistance roll against creatures she desires to ose & ,,,,, although only be broken by a mature rolling beneath it? poison to auffer no damage. he spell also allows a

remains limited to the total ,,-ber ,,f Strength on w n t i l e dice, or by someone other n m a l con mll for half dam- against pisens she can affect. ~h~ can be used as a means than the entwined eotting i t with a bladed weapon. usually permining none. for the druid to signal others through making Undead in an suffer d m ~ . The certain preannnged noinen. ingredient, as noted, consists of a red silk cord. shiver

Charm animal

Spell rankltyp: UA Element: Sonic Ingredient cost: 0 Maximum range: 5U R m i n g time: Special Resirtancc roll: IQ to neg. Area of exposure: Special

This spell permits the dmid to charm an animal of equal or lower level. Charmed animals are not imbued with superior intelligence, nor am they mabled to mmmonicatc with the caster. They will. however. assume a positive attitude toward the druid and her Wends so lung as they are not mistreated or exploited unreasonably. They will also 6&t (for the druid if a mature comes near enough to engage her in actual melee. The charm lasts until the druid dismisses the creaturr, d y as the borders of its native lands are reached.

Food When

Spell rankltypa: Z/G Element: Sonie Ingredient cwt: 0 Maximum r a m : 6' " Running time: Permanent Resistance roll: None Area of expaaure: 1 IMevel

BY Ulis -11, the druid freshens perishable foal. even ifit hasbecome rotted or dehydrated Up to a pound of foal per s!dll level can be purified thmugh the spell, although neither poison nor living creames are affected.

Lyrazel's wind chimes

Spell rarankltrpc: 2iG Element: Sonic lnvedient mt: 1 gd Maximum range: Special

Spell ranwtyp: 2iG Element Sonic Ingredient cod: 1 ST* or .pecid* Maximum range: ZWAevel Running time: Special Resistance row Aeility to neg. Area of erne: Special

This spell creates a wave of bitter cold that sweep over a single target, causing various effects lo asported matures failing an Agility mu:

Nan-mebased living creatures suffer a chin. resolting in a penalty faetm of 2 to their eombat phase for 1D4 minutes.

Reptiltan creatures, exduding -1.3-lovers, strike last in the turn for ID4 minutes.

F i rehsed living ereahlrrs suffer 1 0 4 points pcr level of the caster.

Vegetation-based matures suffer one point of damage per level of the caster.

Undead are unaffected. The ingredient is a shard of crystal or ice.

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Wid grasp

hnkltype: ZIG Elemmt: Nun-sonic Ingredient cost: 0 Maximum range: 40' Running time: Instantaneou Redstance rolk Sprdal Arra of r,xposure: 1 mmall object

This spell evokes a strong wind gust to blow an object weighing under six lbs 10 the caster. The spell is not sufficiently powerful to pull a weapon from someone holding i t in actual combat, but a wand tucked in a magician's belt, or a sword casually hrld by someone can be affected. although the target creature can make an Agility roll to retain the item.

/special 3rd rank druid spells

Spell rankltype: 3iB Elemmt: Sonic Ingredient cost: 3 sr' Maximum range: 20'ilevel R d g time: Special Resistance roll: Special Area of exposure: Special

This spell conjures up n small blue ball of elechidty resembling a will 0' the wisp. Upon its arrival, the ball may be Gnt forward to attack, or the druid may have i t follow her for use on a subsequent combat phase. When the caqter chooses to use it, the ball may be ordered forward at a tact&? speed of lO[l'Iphase, up to its maximum range. It then detonates in a selected spot or upon a chosen target. releasing arms of electricity in a 1lJ sphere that inflict ID6 points of damage per caster level. Creatures subjected to the effect are permitted an Agilityroll for halfdamape.

Disenchantment on the ball results in immediate detonation. though an Agility roll is allowed for half or no damage. Thus, the ball is often left in one position that the caster may detonate i t with a disenchantment spell when she wishes, although she herself may some time be caught by an enemy spellcaster and subjected to her own boll lightning.3 explosion. The ingredient is a firefly.

Camouflage

Sp~ l l ranwtype: 3 H Element: Sonic Ingredient -t: 0 Maximum range: 30' Running time: 24 hours Resistance roll: None Area of exposure: A 10' squareflevel

This s p l l allows the druid to camoubge an indoor or outdwr area so that i t outwardly resembles a desired typP of terrain. Outdoors, the spell cannot hide trees or other large objects, but i t can alter their apparent form. Oaks, for example, could be changed to resemble eucalypti or other trees. The spell can also hide an opening in a hillside or ground, causing a pit, for instance, to loak no different than its surroundings, or a cave entrance to meld into a granite hillside. While there is no resistance roll against the spell, creatures touching an affected area will certainly feel a

difference in texture between that rem and what is felt. In the case of hidden apertures, something making physical contact (for example a probing hand1 will pass through, thus alerting its owner that an illusion is present. Note the spell can also be used to alter the appearance of living creatures. Those altered can mow through the area, retaining their camouflapr. but will lose it if pa-sing beyond the spell area, or attacking.

Cloak of chills

Sprll rankltype: 3/F Element: Sonic Ingredient mst: 50 gd* Maximum range: 0 Running time: 30 minntedeuel Resistance roll: None Area of exposure: 1 duak or cape

This spell enchants a cloak or cape into a chilly garment. Thus, one may camfortably endure an -a of extreme heat, though some sort of foot protection is advised to prevent burnt feet. The dnak halves any damage swtainrd from heatbased altacks. di th~ngh B penalty faelur of 3 is applied to resistance rolls vs cold-based attacks. The ingredientis the captured essence of a cold day.

Cloak of warmth

Spell ranwtype: 3iF Element: sonic Ingredient cost: 50 gd'

Area of exposure: 1 cloak m cape

This is an opposite form of the cloak of ci~ills spell. When the cloakis donned, the wearer, even if othenris naked in a snowstom. is kept a t a constant temperature of a t least 75 degrees Fahrenheit, though once again a light foot covering is necessary to prevent frosthitten feet. The cloak also protects against cold-ba9ed attacks, halving any damage taken. One bane. however, is that a penalty fador of 3 is applied to resistance mlls vs fire-based attacks. The ingredient is tho captvmd essence of a warm day.

Elemental dart

Spell ranWtypP: 31C Element: Sonic Ingredient mst: Variable* Maximum range: 20'ilevel Running timr: Instantaneous Resistance roll: None Area of exposure: 1 creature or object

This is a superior form of mogic dan in that it enchants a dart-like object into a missile that automatically strikes a visible target fm 1 paint of damage per skill level, + 1D4. A difference, though. is thal the caster may specify a chosen type of elemental base, ranging from that of a 'homfl mapic dart. to fire. cold. electricitv. ete. The swll is - . . thus handy for having a t hand an elemental spell to damage creatures subject to particular elemental attack forms.

Fire blind

Spell rank'typc: 3'TJ Elemmt: Sonic ~ n g r ~ d i ~ n t cost: Vanahlei', >>mimum range: Spetid Running time: Sprdal bsisl>,n<e roll: sp<.ciatl Area of exposure: spmd

This *pel1 protect5 the druid apainst those seeking tu learn h n uherrabouts or actions through a device or spell. Its maximum duration is 24 hours or until rxtinguishmmt of the fire,. Upon an attempt ta so spy on the druid, a searing flame bums the ryes of the intruder. If a Luck roll is failed, the affected creature suffem 206 points of damage and is blinded for 10 minutes per skill level of the druid. No sort of fire pmtection helps against this unless the creature itself is nnhlraliy immune to fire. In all cases, no information on the druid will be gsined. The ingredient is a fire which is consumed upon the spell's bping activated by a spy.

Gnarl

Spell rankltypr: 3lG Element: Non-sonic Ingredient cast: 0 Maximum range: Touch Running timr: Special Resistance roll: Con to neg. Area of exposure: 1 creature or abject

This spell causes either an appendase of a humanoid creature or a wooden object to be twisted and bent. In the ease of living meatures, the caster must ruccrasfully touch the target, which gains a Con roll to negate the effects. If the roll is unsuccessful. s D4 should be rolled against the following table to determine results.

1. Right arm gnarled--weapon or daw attack may not be employed.

2. Eight leg gnar/<!ii--movement and Agility halved.

3. Left arm gnarled--shield or daw attack may not be employed.

4. Left leg gnarled--movement and Agility halved.

Ifbath legs are ,snarled, the target cannot stand. All these effect< last for 10 minutes per level of the caster.

Nun-living targets receive no resistance roll. The effects a s p permanent warping and twisting of wuuden <>bjecls.

Heat room

Spell ranWtype: 31G Element: Non-sonic Ingredient coat: Variable Maaimum range: 0 Running time: I hourilevel Resistance roll: None Area of exposure: Up to a 10' cubeneve1

By this spell, the druid may heat a single r m . tent or other enclosure to approximately 75 degrees Fahrenheit. regardless of surrounding cold. This keeps the inhabitants comfortable, and also is a possible bane to cold-based spells and attach. Such that are attempted within a room subject to this spell are affected as though disenchantment is cast against them. The ingredient is a flame of any sort.

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Note the spell is immediately cancelled if the flame is extinguished.

Know true ethics

Spell ranwtype: 3/D Element. Non-sonic Ingredient emt: 0 Maximum range: 1 W Running time: Instantaneous Resistance roll: None Area of expwure: 1 creature

This spell permits the druid to see the aura of a creature or consecrated ohjeetiarea, revealing its true ethics. The spell is frustrated by the damsel spell as that alters a uitch's aura.

Protection from aquatic creatures

Spell ranWtype: 3/U Element: Sonic Ingredient cust: 20 gd*

Areaof rxpsure: A IS sphere

This spell crentes a shimmeling sphere of protection centered upon the caster. While up, aquatic denizen* seeking to harm the c a s k are restrained by an invisible force field preventing physical penetration unless the druid or someone else within inflict$ damage on Be creature. Also, the spell is only partially able to force something out of the way. A group could push away a sea witch with the force field. for instance, but not a whale, whose mass is so great that i t is immovahl~ by such a means. The ingredient is a pearl worth a t least 20 Ed.

Water talk

Spell ranwtype: :3lG Element: Sonic lngrpdient cost: 0 Maximum ran-: 1U Running time: Special Kenistancr 1.01l: None Area of exposure: Special

By this spell, the druid may converse with a body of water, asking up to one question per sUll level reprding the knowledge i t might huvr--such as: whit crratures live in it: where i t flows to: what

the spell halt% it$ aggression far up to on? minute/leurl while i t and B e druid parlay, although no control is -anted over the creature.

l~pecial4th rank druid spells I Air s w i m

Spt:ll rankitype: UCI Elrment: Sonic ingredient mst: 0 Maximum rangr: 0 or touch Runnin~ time: 5 minutedevrl Keristann nJl: Nnnr

Area of exposure: 1 creature

This spell alters the recipient so he may "swim' through air as though water, never toaehing a palid surface unless desired. Movement while under the spell's eff~cts equals IO'Iphase, and the spell may k interrupted numeroustimes a t win, so that one may walk normally for a while if he wi.;hcs.

Faerie portal

Spell ranWhrpe: BIG Element: Snnic Inenedient awt: 0 " Maximum range Jor lnurh llunning time. jpecid lL,*nldnce roll. Sone Area of expasure: 1 creature

By use of this spell, the druid, or one touched by her may enter a faerie gate.

Lyrazel's ~TTOW rain

Spell ranwtype: 4m Element: Sanic Ingredient & 1 n* Maximum range: 100' Running time: 3 minutes Resistance roll: None Area of ~POSDTP: A 301x301 cylinder

This spell is usable only if water from rain or some other source is falling upon the ground, and im arrow is wed as the ingredient. The spell is so named because water within the area of e-we coalesces into amow-shapd droplets, inflicting a variable amount of darnage upon exposed targets, depending un the intensity of the falling water as shown hereafte~.

Light: 1Dfi poinwturn. Moderate: 2D6 p+iinWturn. Heavy: 3D6 poinWLum. Very heavy: 4D6 poinwtum. In an -=s, armour absorption may be applied

"gainst the damage.

Passage

Spell rmwtype: 4 6 Nlemmt: Non-sonic Ingrrdient cost: 1 br* Maximum range: 0 or touch Running time: 10 minulrdevel tksistance moll: None Ar~n of rxpunure: 1 c r e a m

Hy w r of this s p d , thr recipient is enabl~d to employ normal movement even thmugh overgrown areas or snow, whilr leavin~ no noticeable trail even to heat slght. He may also avoid the effect9 of a plontgmh spell, for instance, although the magic is not sufficiently powerful to overcome spells such a q

t i m ~ di$lorfiun, which do nut rely upon altering natural Lprrain to impede the progress of those ~ a u i n g through the area. 'The ingredient is a bit uf grPil..

Purify food and drink

Spell rankitypr: UG Elemmt: Sonic Invrd~entcart. 1 gd Muximum range: 5 Running time: M m a n m t

6

Resistance roll: None Area of exposure: 1 lb of foodilevel

By passing hpr deity symbol over a meal or drink. the dmia neutralize8 any poison, disease, or harmful bacteria prex~nl therein. The magic will oot, however. restore spoiled food as does the food freshen spell.

Sonic sight

Spell rankltype: BIG Element: Non--ic lmedient-k 1 he* ~~-~ Manmum rang*: U Running time lv nm~r.ut.-. 1b.v. I k r t a n c e roll Z ,n., Area of mporure: A SW circle

This spell heightens the hearing of the druid so that she may "see'' even in areas of tatal darkness, or if her eyes are shut or blinded The effect .approximaten the sonic navigation of ha&, and obviously subjection to sound dampening fruskates effective uso. Naturally, sonic sixht alone does not show an objjrel'a color nor doe8 i t reveal fine details.

Note that the area of expure quadrmples in liquid elements. Also. a bane to a druid under the spell is that she suffrrs a penalty faetm of 3 to any resistantan rolls vs sonic at tach (auch as the stunning from a thundertolt, or a hanshee's wail). The in&ent is a pair of bat ears.

wall of wood

Spell ranwtype: 4@ Element: Sonic Ingredient cost: i bz* Maximum rim-: ?O(ilevel Kunning time: Permanent Resistance rdl: None Area of exposure: A lV x 10' sec t i dem1

Thiv s p l l causes a wall of w a d to spring up h-om the ground. Thv wall melds with any existing wooden walls or fuundations, or i t remains free- standing if crrakd between two or mare good anchoring points. The wall is six inches lhick, and may bP hacked through in 4D4 minutes by one or more normal creatures with iues, or ID4 minutes by a giant, for i~qtnnoe. Naturally, the spell wwd rot is a bane to this spell. The ingredi~nt is a sliver of wood similar in type to that of the desired wall. although the spell b f i n ~ s forth only mmmon w m d s oak, pine, rtc.

Water breathe

Spell rankltyp: BIG k:lement: Sonic Ingredient m t : 1 bz* Mnximum range: 0 or touch Running time: I houflevrl Resinhnce roll: None h a of cxposurr: 1 crcalurr

Thiv spcll alluws one whom the druid touches Lo breath water as would a Rsh for the spell duration. The magic is dispelldlh. a t will by the reccpient, hewever, so that he may breathe air apain if he wishes. Note that dia~,zehnntment has no affect against the spell. Thr i n ~ ~ e d i e n t is a bh's gill.

Page 69: Quest of the Ancients

l ~ p a i a l 5 t h rank druid spells make a ('on roll <,r dl . . \,,I.. rll:%t 1 ~ 8 . :hh I,-v..I of Klrsornl. Sunir the druid ahovr 1:)lh. .ht. m I) utk. I n l pr..nn ulrh lnmrdlcnt eocr:&lgd'

Banish elemental

spell ranknype: ND Element: Sonie Ingredient cost: 1 gd Maximum r-: 30' Running timc: 24 hours Resistance roll: Special Area of expsure: S p e d

By this spell, the druid may seek to banish one or more lrue elementals or l e m r elemental creatures. In doing so, she must present her deity symbol, abjuring such srealures to depart. An IQ roll is then made, adding or subkacting 1 for each Irvel of dimerence between the druid and the manater(4. Failure reaulta in the mature(si departing the caster's presence for 24 h o w . The druid may affect at least one such monster. or multiple elementals (starting with those of lowest level'), if their oombined levels do not exceed her own. Those maldng the IQ roll are subject to another such ape11 if the druid tries again to affect them. Disenchantment has no effect against the ~pell.

Elemental blast

Spell ranwtype: UD Element Sonie Ingredient cost: 0 Maximum range: 100' Runnine time: Instantaneous ~ ~~~~

KPsiiistance roll: A ~ l i t y far 112 h e n of *-"re: A 30' sphere or hemisphere

By this spell, the druid invokes her deity to unleash an explosion with an elemental base selected by her--&e, mld, steam (ie. "water"), etc. Creatmes witbio endme base damage of ID6 pointr per ease= level, halaled with a successful Agility roll.

Enchant stone

spell r anknm: YP memeot: Sonic lngedient mt: Variable Maximum -: 30'

This spell enchants an area of stme, allowing the druid to bring about certain effects as shown heredter.

Up in 10th level. Form stow. This version of the spell c a w s a

sedion of stone no larger than s 10' cube to farm into a rhape of the casteis desire, although tine detail is imp>ssihle unless the druid haa skills aa a stone rnaqon OF w l p k n . The running time is permanent.

11th level and above. Pmsinp. This version of the spell allows the

druid to 'nter n piece of stonework a t least as large as herself, to hide there, or to move through i t to emerge somewhere along its span. The maximum area that may be enchanted equals a 10' cube per caster level. The running time is 10 minutesflevel, and thc druid may perform either of the benefits a t will until the enchantment ends. Should she be augh t within the stonework at the spelys ending, she will be expelled, suffering no damage, bat must

her. Madmum range: MI Disenchantment has no effect against the spell. Running time: Permanent

Resistance roll: None Eye of Rhiannon Area of exposure: A SO' circle

Spell rank/type: 51G Element: Sonic In-edient cost 100 gd* Maximum range: 0 Running time: 3 minutesfievel Resistance roll: None Area of exposure: A cone 30' in length ending in a 2D'base

This spell d e n s p e d sight upon the druid, prmitting her to see invisible creatures, secret panels, etc., and to penetrate any illusion-type magic. The ingredient is a 100 gd+ sapphire held to the forehead.

Flame of poison

spen &type: m Element: Non-sonic Ingredient wt: 1 sr' w m u m range: 20'/level Running time: Special Resistance roll: Con to neg. Area of expusure! 1 mature

The ingredient for this add spell mnsists of a fire source of any sort carried by the caster, and a sp* of mistletoe. When the mistletoe is cast into the fire, the flame turns a cold black, lasting for up to 10 minutes. Within this time, the druid may select an enemy to attack, and tho flame then sumounds the victim for one minute per caster level. Though no heat damage is suffered, each turn of exposure a Con roll must be made, with the target sustaining 2D6 points of Ylsmina damage for failure. This damage is treated as poison damage, thus normal healing spells do not restore it. Spells such as uontml fire are ineffective &gainst flame of poison. Only direnehnnlmenf or entering an air s e a l can extinguish the flames.

Spell rankltype: 5/D Element: Sonic Ingredientmat: 1W gd* Maximum range: 10' Runnine time: 3 minutes ~esis&re roll: ~ r m e Area of expapure: 1 creature

This spell ir used to interrogate a ma& of equal or lesser level. The ingredient consists of a ball of perfect crystal whidr the caster employs to tempmarily aptrrre fhe essence of her prisoner. Upon the ball's being presented to someone, the druid may ask up to three questions. Failure to respond, or if a lie is related, causes the victim to suslain ID4 points of Body damage. However, a cunning evasion of the truth h k a t e s the magic. Note that the victim's caoflrmd eessenoe -not be used for any purpose apart from the spell. Alno, this spell may invoked against s specific persun but once per month.

Plant grow

Spell ranWLype: WG

63

Upon the druid's cssting this spell, plant life within the area of exposure instantly grows ta maturity. Thus, a humble sapling can become a large bee, or a plant blossom fully in but a minus* time. The ingredient is a handful of soil any druid has cast encharit focus upon during Boltane.

Tree fort

Spell ranWtype: 5/G Element: Gonic Ingredient mat: 0 Maximum range: Special Casting: 4 minutes Running time: 1 hourflevel Resistance mlk None Area of expapure: A circle up to 3' widdevel

This spell is usable around heavy tree go&, and c a w s nearby trees to move and mnverge in a cirde (with or without an opening to permit free passage), forming a stockade preventing passage of creatures larger than a cat. At the end of the spell, the trees return to their aiginal p~sititim Disenchantment has no effect against the spell.

6th rank druid spells I Broth of healing

spell ranwtype: WG Element: Sonic Ingredient cost: 50 gd* Maximum range: Special Casting 6 minutes Running time: Permanent Resistance roll: Special Area of exposure: 1 creature

With this spell, the druid mines up a magical healing broth that must immediately be drunk by the intended recipient. The bmth can restore ID6 paints of Stamina damage per &ill level of the druid, or i t v i U m e a single specified disease or poison sa long as the recipient is alive to drink down the mixture. However, some magically-mated p a m s or diseasessuch as lycanthropy or 1epms.v- urnnot normally be healed by the bmtii, but their o m t can be delayed up to 24 hours per sHll level. Subseqnent usage of this spell lowers in eflectictieness against these, requiring a Luck roll be made with each preparation, applying a cumulative penalty factm of 1 for oreah time the bmth is so used. Once the roll M s , the bmth thereafter has no effect. The ingredient is a handful of healing herbs.

Enchant fire

Spell ranlr/type: B/D Element: Sonic Ingredient cost: Variablr Maximum range: 1I7 Running time: Special ResiPtance roll: None Area of exposure: Special

This spell permits the druid to enchsnt a fire.

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m ' l w o - c h - prof- (the lhUidj

bringing forth one selected effect h d on her level. Area of exposure: Special strike suffer ID8 paints of damage per caster level. Up to 12th level. halved if an Agility roll is made, and all within a W Comrnunicotian. Through this form of the spell, This spell is ased by th i druid to fashion a radius of the impact point must mahe a Con roll or

the druid may use two fires to verbally p r o w v e wall of magic fog between she and her remained stnoned and helplees for 104 minutes communicate with sameone, though sight is not enemies. When cast, a thick stationary ground fog unless the area is protected by round dnmpening. passible between the conversant*. For the spell to 15' in height, and up to 40' in length per caster level, The ingredient is a pair of wi11ov twigs. function, the druid must be aware of the particular arises and rings a set of walls or other vertical fire suurer acting as the receiving paint, and surface. Excepting the druid, creatures penetrating Well someone obviously must be near i t to respond. The either side of the fog will become last and will running time is 10 minutes. always exit in the same direotian as they entered. Spell mnL/type: 6/D

13th level a n d higher. The same partially holds hue for *Us directed Element: Sonic Spyinglcammmimtion. If s target of hers is through the fog's area of expowre, for the cost: 50 gd.

within 80' of a fire, this spell form lets the druid spellcsster must make a Luck mll or the spell MBdmomrange: 10,hevel create a bond between h o fires, using that element penetrates five feet and then rebounds directly Running time: phase as a means to see, hear, and speak throogh i t The toward him. Creatures which by virtue of height an Ilesiatance roll: Agility to neg.

time is 10 minute&vol. Note the druid walk thmngh the fog while lmking above i t may i\reaafexpasure:A2ffcircle may use the spell O observe a chamber she is pass through without hindrance, while those familiar with if a fire source is present therein. tunneling up fmm beneath or falling in from abwe This is a 1-r venion of the 7th lank ab8s

15th level and hlgher. are lwt for the spell duration. similar to the effects spen, and it the druid opens a cincw portal to Tr~nspomt ion . This form of the spell permits of a witch's curloin ddarkncss. Note that the spells the Nether rrgions, All creatures

the druid to use two large fire sources as a means of mist sight and sonLe sight offer no benefits when wiWn the of cnpmure muvt make an Agility traveling from one place to mother. Both musl be at inside a mist moat, neither will disenchantment or fan into a buttomleS pit, not (?) (o be seen least equal in size to that which would fill a large cancel the effects. The ingredient is the captllred mg 6 t h the portal c~as,ng up after &m, fieplace, and the caster will he t-&d to a essence offog. Stationary objects within the area of exposme receiving fire nearest the intended destination if reseive no roll and are immediately lost. A riek of mnditiona me not such that a specific point may be Raise doad using this spell, however, is a Iw chance d a reached. Note that for each level d the druid above Nether creature-such aa a devil or demon-using 15th, she may bring along one person. Further, all spell llanUtupe: the pork4 as a means to enter the caster's plane. who make use of this fmm of the spell suffer no Element: Sonic harm from the flames. Ingredient cost: 50 gd"

All the above enchantment? work upon the Maximum raoge: plane occupied by the caster, but also can connect to Casting: hour

l~pecial7th rank druid spells I the Nether planes. Running time: Permanent

Resistanc~ roll: one Conjure forth elemental Essence grab Area of exposure: Special

Spell r a n m e : 7IB RsnWtype: 6iD By this spell, the druid invokes her deity to Element: Sonic Element: Non-~onic raise a dead animal (excluding hue monsters1 of Ingredientcost: u Ingredient cost: 50 gd lesser level. At completion of the ceremony, the Maximum range:3ff Maximum ran.: l0'ilevel animal is raised units. the deity xishes otherwise Running time: 10 minutesllevel Running time: Special 1i.r. OM discretion). The ingredient is a handful of ~ ~ s i s t a n c c roll: None h-s is tant roll: Luck to neg. incense burned in a brazier. Area of exposure: Special Arca of exposure: I crc'ature

staff of healing This spell allows the druid to mnjnre forth any This is an improved version of the capture sort of elemental so long as a large quantity of the

essence spell, usable only on ~ ~ r a t u r e s With i t the Spell rankitype: pmper substance is at hand. Conjured elementals

druid forces her target to make a Luck mil instead Nan-sonie are equsl in level to the caster and willingly obey of an 1Q mll to rmist the spell.

Ingredient mst: Variable* her commands The druid may conjure one ,Maximum range: Touch elemental far each seven skill levels.

Lyrazel's touch of immunity ~asting: 24 hours Running time: Special ~ O O P U ~ ~ ~ ~ O ~

Spell ranwtupe: 6/D Resistance roll: None Element .Sonic Area of expasure: 1 creature Spell rankitype: 7iD Ingrrdi~nt mt; 0 Element: Sonic Maximum range: Touch The i n p d i e n l for this spell consists of a sLPff ingredient cost: 60gd* Running time: 5 minutes/lcvel (either normal or one made from a hee limb) opon Maximum range: 50' Resistance roll: None which the druid carves certain magical runes and Running time: Permanent Area uf exposure: I creature symbols. For up lu reven days. the sldl remaim Resirtantanmll: Special

charged and upon heins lain upon a wounded Area of exposure: 1 undend creature BY luuching another, the druid m f n s creature heals all Budy and Stamina damage.

immunity to any harmful spell E-1 by her for the mumblinp to dust thereafter. This spell is a dreaded h e to undead, for with rpm's running lime. Example: a druid -ts this i t the druid boldly m n b n t s the creature with the sp11 upon n knight comrade. Ax he block? a Tl,,,nd&ft unnaturalness of it8 exisknce and abjures its dmrway to prevent passage by a p u p of monsters, essences to depart on to whatever awaits it. Non- she unlra-hes hailston~s upon the area, which kill

Spell r d t y p e : WC carpored undead--spectres, xlaiths, ek--are the manrCrs but bounce harmlrsly off the knighL

Element: immediately banished fully to the re& of the dead,

lngredient cost: 2 sr* departing from the cask 's plane. Corporeal Mist moat Maximum ranze: 100'hrvel ""dead-mummies, vampires, liches, etc.--are

Running time: Special entitled to an IQ roll to ward off the effeoia. If

Spell ranwtype: 6&7 Resistan= mil: Special unsuccessful, the ma tu re bunt8 into feral flame, Element: Sonic Area of rxpusure: Special severing the binding that permit the dead remains

Ingmdient cmt: 50 gd* usaMI outdM,,s only, the druid to stay animate. m d leaving behind only and

~ a x i m u m range: 50' calls down a mighty lightniug bolt the dusk such is We power of spell that the Running time: 30 minutealevel which impacts the with a resistantan roll is made a t a penalty bctor of 1 for Resistance roll: Special LTk*h, a radius of the each level that the druid weeds her -get, and not

even spen immunity ofFerv protection against Lhe M

Page 71: Quest of the Ancients

magic. The ingredient is a moss inscribed within a pentagram, containing a vial holding the essence of fire.

Lyrazel's hand of summoning

Spell rankitype: 7D Eloment: Sonic Ingr~dient cost 105gd' Madmum range: Special Running time: lnstantaneoos K c ~ i s b c p mll: S p e d Aroa of rxprrure: Special

Proper casting of this spell entails the druid chanting around a brazier burning valuable incense. She then wts a silk glove into it. and a spectral hand rises forth she may direct to summon a piece of property belonging to her lhat weighs less than SYJ I& (such as a spell book, familiar, weapon, etc.). The hand then depnrts and retuma in a minutei time with Be desired item so long as the druid b o w s the object's general location. If she doesn't, there is but a 1% chance per level of the cater that the hand can find the item. Also, the hand is capable of plane travel if necessary to obtain the druid's property. Noto that only one attempt a t retrieving a 'losC' item is permitted through this spell.

Lyrazel's poppet of protection

Spell ranklime: 7iD Elcmmt: Sonic Ingredient -t; Variable Madmum range: 0 Cantins 3 hours Running time: Spffial Kcsistance roll: None Area of expasure: The dmid

This useful spell protects the druid fmm the effects of Body damage. The ingredienls for the spell include a doll carved into the caster's likeness, into which has been set a mystal holding her essence. Thereafter, the poppet remains enchanted for up to *"en days. If during this time period the caster suffers Body damage, up to one point per level of her skill is instead transferred to i t (Conversely, if the poppel suEfers damage. the druid suffers a like amount, up to her full normal Body points!) After the poppel has ahorbed all i t can, the caster sostains normal damage. To function, the poppet must be in the druid's possession. Also, during the time the poppet is employed, the druid will be without the 7th rank casting slot used to create i t

Lyrazel's talisman

Spell ranWtype: 7iD Element: Sonic Ingredient cost; l,Wfigd(*) Maximum range: Special Casting: 24 hours Hunnin~ time: Uo to 30 davs - Redslanw roll: None Area of e-"re: Special

This spell enchants a talisman of precious materials into a storage device that holds a spell placed in it by the caster. Upon a preset condition pnidetine occurring, the spell activates, under the caster's dkection if appropliate. The talisman thereafter rrumbl~s to dusl Note that the druid may fashion but one of these items per month.

Luck boost

Spell rankhype: 7/D Element: Sonic Ingwdient msl: I fl' Mximum range. 0 or much Runningtime: lu mmuk<I.rcl Resistance roll: None Ares of exposme: 1 creature

This powerful spell bwste thp recipient's luck smre by 1U6 pints, to a madmum of 19. Xok. however, that any permanent Luck point loss must be deducted from the ohsmcter's regular Luck tolal; i t is never taken off of the exhn iruck bestowed by this spell. Further, the effects of this spell ;ire nut cumulative, nor will any means make the h n s t permanent. The ingredient is a large shrmroek.

Photosynthesis

Spell ranWtvpp: 71G Element Non-sonic Ingredient-t: I be* Madmum range: 0 Running time: 1 minutdevel Resistann mll: None Area of e-ore: The druid

This spell permits the dmid to draw strength and Stamina from exposure to natural sunlight. When the spell is invoked, IDfi points of lost Stamina regenmate each combat phase, along with s point of Body damage if the caster has been injured. This process continues a- long a- the druid isn't below -5 Body poi&. Usefulness of the spell declines if the source of sunlight is from a quiek- running time spell, far no benefiis are derived from less than a full minute of exposure to the sun's energy. Alsa, a bane to one under this spell is thal subjection to full darkness of any sort forces the druid to m a k a Con roll each turn or fall asleep until the spell eada or the darkness is removed. And obviously, no regenerative benefits apply in darknese. The ingredienl is a flower bud.

Song of Rhiannon

Spell ranwtype: ?/I) Element: Sonic Ingredient m k 0 Maximum range: 10'7level Running time: Special Resistance roll: None Area of exposure: Special

This powerful spell-mg allows the d ~ i d to make up a spell as needed, within the following pnramcters:

Offensive spells: Any sort of elemental base; damage -not exceed 1D6 per level of skill: area of exposure cannot exceed a 10' cubdcvel or 1 creatvre/Inuel, whichever i s less, and an Agility roll is allowed for half damage. A bonus to atLack or damage rolls cannot exceed I for eaoh five skill levels.

Defensive spells: Armour rating cannot be bettered by more than 1 per three levels of skill. Penal* factors to opponenW attack ar damage rolls cannot exceed 1 per four levels of skill. No more than one creature per skill level can be affected within an area of exposure 20' in diameter.

The dnration of damage-causing spells i s inslanioneous; all other; are one minutekvel.

The spell also may be used to duplicate m y regular druid spell of 5th rank or less. Roper

65

inprdirntu rrrr still nrcc.mary

Storm guardian

Spell mnk'typr: 711) Rlcmrnt: Sonic lnh~rdimt ewt r 50 gd' Muimum range: Special Kunning time: S p ~ ~ i a l R e s i - h c e roll: None .Area of rxpmure: Special

This allows the druid to protect her domain as d e h r d by her rnplrrn rssenw spell. If pred~trrminrd condition guidelines arc met, a girantir r loa x 1M' x 100') acntiant creature will farm within ID10 minutes to defend the druid's territory. Its description follows:

. h o u r rating: 0 Tactical move: 5Wlphase Ixvel: Equal to cask BAR: Variable BP/SPratia: 011 Average stat: 15 special slat; st--20 Attacks: 1 Iightninc bolt every three minuter or

iorm whirlwind as air elemental. ilmg: 1l)R per level fligbtning) or by whirlwind. Ethics: 1 Size: XI, Sprdd notp: Only harmed by mvgic or

mchmted missiles: immune to disenckanlmrnt and rlretricily.

Thv storm guardian appears as a massive black cloud crackling with l i ghbkg and acmmpanied by high winds. It attacks either by emitting a lightning bolt each three minutes; or by Louehing dom, which inflict* damage as an air elemental's whirlwind. The cr<?aturr remains until i t i s slain, i t has slain the intruders. or UIey lcme the druid's domain. (The elronliorr rcwnelates all damaee within 24 hours unlvu 'Killvd't 'The in~wdirnt is .c \ i d clmr.sln#nj,

~ h c r ~ w n c e of a smm. Only one such +,I1 !II~) 1,. c.rrl A d hmr wlhin the druid'slund.

Sympathetic ward

spell 7m Element Sonic Ingredient cast: 1,0011 gd* Maximum range: 30' Casting: 1 hour Running time: Special Resistance roll: None Area of exposure: Spo~ial

This powerful spell w a ~ used in ages past hy the first elves to protect their structures Rom magical damage. The ingr~dient consists of a diamond vial used as the normal mystal vial ne- far the caplure essence spell. The vial is used to cap- the essence of the area the ward is to pmtecL Thereafter, i t i s placed within a model of lbe pmtpcted ares. stored within the lacation in question. Prom this point, the ward absarhs ranks of m a g i 4 s p e h direded s m c a l l y a t slructurea, equal to 6 times that of the caster's level. An earthguoke spll . for instance, is a 7th rank spell, thus to ward against someone 1-g to destroy a castle by that means, the ward would deduct 7 from whateve absmption polential i t had remaining. The maximnm area Lhr ward may cover ia a 100' cube per level of the caster.

*Ingredient disappears when spell is cast.

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I ~ h e b ~ ~ d & p w m s e o f t h e e & p ~ ‘ i e e t I Earth pries- me we dUIs oldedpmfessim hrmun, dating to the creation

oftheir races in the First Age. Since then, they hne changed little, witb their hierarchy ministering to the DwsnenLing in the -tral underpound city of Orlon, where the -on is an inhrrited one. They were never large in nmbers, and many were slain d m the gendde of Corns against dwarves and gnomes before the itlad came into rrmflict with the rest of Islay. By the Triadb demise at the beginning ofthe 8emnd Age, mt many remained b carry on the badition. and their nmbers since have hardly h a r e d . For this mason, few dep& ancestral lmda and mmt thereby tend t o w d Indeterminate ethicp in the cpse of a playn 4 priest. there is likely a good reason he n abe has taken up the psth d advenhne. Perhap the eharaeter hopes one day to eqlore and rsdaim lost tprritaries. Or, maybe he is an a p d quest to reolaim a lost Artifact ofmwsr. It might even be pasaible that the e d priest has been banisbed Rom his clan fm some tr;losgression, which maybe forgiven in time ifhe ah- himself worthy.

I~eoa. best mibd wolarrth vririests I Dwarf, gnome

l ~ l a a a oio.ldn bestwitsdfareutb vrisab I Naz-AI

(Arrnotu& -. I E d priests may nse any emt of armom m *Id. fm theirs is a Unique

spellcasting profesian whme gods give them the a i t y to cast freely when in hdky -our. The weapons appropriate to earth priesbindude:

Axe (band, hat&). dagger, hammer

Initial number of d t sLLn a h 2 Additional oombst skill mbb gained: 1/3 l e d t3st foriaappmpriate weapons: 2 dots uluktusa ~lultr: +2

A priestly profession unique to dwsncs and gnomes. earth priests are I Mc Item. ailowed

among the rarest of a d v e n m fm they me not often seen outside the anestntl lands of Naz-AI. Eaah priestr may nse m@ items permitted an speIIcaskr8.

[level l imitdolv and dd-pmfession optiolu 1

Race C h o t s r IQ -)

Dtzd-pmh~ion optiolv

laas 18 17 18 19 10 None

LEVZL LIbUATIONS Any

15 16 17 18 l S 20

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skin Level s p u slot3 Special level points 1 2 S 4 6 abilities

[&planation of speoial abilities F. Permanize. At 20th level, the earth priest once each year may beseech his I deity t o p e m o n k a magical enchantment upon a n item or area The request is

A. Bind elementals. At 1st level, the priest may banish or dominote true -anted unless the deity has gmd cause not to 6.e. GM disnetionj.

element& as a necromancer does Nether creatures through emreism. To do so, G. h m temple. Also at 20th level, the character may f a m a temple to his he boldly wnfmnts one of this sort each phase. A,, IQ is deity, attrading 2D6 kt level earth priests as followms. If built in d w m e n or

then made, applying a bonus or penalty factor of 1 for each two lev&, of eomish lands, no cash expendihne is required as lay people me pesumed to

difference between the earth miest and the ~f the total aidin the temple mtmdicm. exceeds the target namber of the elemental by 1-9 points. it i s banished, and will not bother the character or his mtv for to 24 h- before another * A n earth priest flghting two-handed makes but one attack with the off-hand . , ~~~~~~ ~~~~~~ ~~

binding attempt must be made. But if the adjusted mU exceeds the target number by 10 or more points, i t is dominoled by the earth priest for the next 24 hours. Thereafter, another binding must be performed if the creature is not dismissed.

If conbol is gained over an elemental bmught forth by a witch OF druid there is no chance the creature rail retnm under the former summoner's control. Naturally, an elemental that is not bound is immune to hrrther attempt. by that earth @st unl- he advances in level.

B. Combat skillslot. Self-explanatmy. C. Extm attack.* At 8th level, the earth priest makes two attacks in the

weapon.

Following i s a list of available spells, with a percentile system for random determination. Earth priests may cast a nnmber of witch and necromancer spells of comparable rank, along with a handful of their own that are listed in bold print. Descriptions of these spell. follow at tbe end of the spell lists.

Beginning characters start with 1M randomb generated spells, and one chosen with GM appmval. ThereaRer, they may obtain others over the nmmal mum of adventuring. and also squire alandom spell within the range of t h e castable each time they adadan- in level. It i s the player's choice as to the apll rank unless a .articular ranL mll i s necessary to fill a speUeasW allotment m.

D. Brtm attack.* At 15th level, the earth priest makes three attacks in the ''lspellsare keptwit6mme'bmb'

turn. E. Pmyer. At 17th level, the earth priest may invoke the equivalent of the

7th rank necromancer spellpmyer. This may be done twice yearly.

let rank

01-07 Air ball (Wl) 0814 Ball of bouncing (W1) 15-21 Bl- (N1) 22.28 Control fne (W1) 2935 Detect enchanted aura (W1) 3642 Detect living creatures (N1) 43-49 Detect s e a t panels 50-56 Disenchantment (Wlj 57-63 Elemental protection (W1) 64-70 Hammer of thmning 71-77 Healing (N1) 7- Repair(W1) 6 9 1 Spell warning (W1) 92-98 Water conjure (N1)

99-00 Remil or choose

2nd rank

01-07 Blesa weapon (N2) 08.14 Embolden (THZ) 1621 h d a r l s ( W 2 ) 22-28 Firr flmr (N2) 29-35 Heat sight (N2) 3642 Markpaamage 4%49 Night sight (W2) 60-56 Phantom dagger (N2) 57-63 Smoke doud (W2) 64-70 Spirit flail (W2) 71-77 Stone speak (W2) 7684 Wan walk (N2) 86.91 W s p n wield 92-gS Whirlwind(W2)

99-00 RemUorchmse

3rd rank

01-08 Chalie (N3) a 1 6 Enchant armour (N3) 17-24 Enchant weapon (N3) 25-52 Hend of entrapment 33-40 NecromanticbeU (W3) 41-48 Phase effect (W3) 49.56 Seal(W3) 57-84 Sense fate (W3) 6 7 2 Sheet lightning (W3) 73-80 Sound dampening (N3) 81-88 Stamina transfer (N3) 8996 Stone fam (W3)

97-00 Reroll or shmse

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lspeeialist rank earth priest spells I By ow. of ibi np4I. the priwc wn mark walls haldng span the hand (requiring 2D4 minutes of with marts only he can w. 'lhr inpredient is a b,.

4th rank

01-08 Bet swarm (W4) 09.16 Body transfer (N4) 17-24 Create stairway (N4) 2- Cure pai&disease (W4) 35-40 Death's eye (W4) 41-48 Fist(N4) M Pmtal of escape (N4) 57-64 Secret d m (W4) 6511 Stonetongoe 73-80 Strengthen W4) 81-88 WormhoIs SM6 X-ray vision (N4)

9 7 m R e r o l l o r c h ~ ~ ~ e

Spen ranvtype: Yo Element No-ic Ingredient m s t 10 pd*

5th mnk

01-07 Acid globes W) 08.14 Conmaate (N5) 15-21 Creste wight(N5) 2228 Dispelweariness 29-35 Greater disenchantment (WS) 3642 Mute 43-49 Prevent ingress 50.56 Protection from liquids (W5) 57-63 Regeneration (N5) 64-70 Snmmon elemental 71-77 Summon weapon (N6) 78-84 T- -pt (W5) 86-91 Weaponward

92-W Reroll or choose

Maximum range: 0 Running time: 1 minute Resisknce 1011: None Area of expmum: The earth priest

By this spell, the earth priest is granted %pedal sight enabling him to natioe secret panels within a 50' radius drde. The ingredient is a gl- lens through which he peers.

Hammer of throwing

spen ran*: lm Element: Non-sonic ingredient mat: 0 Madmum range: IO'llevel Running time: 1 minotellevel Resistance raU: None Area of e r n e : 1 hammer

This spell enchant. a hammer into a bmmerang-like weapon the priest may hurl a t an enemy or, to 1 W distant ner skill level. The hammer

urriting device. &le the spell lasts, tb;. instrument may be nsed to mark arrows showing the d i d o n out; to ontline pit tr* lewe notes upon wslls, h, ek. The m&, as mentioned, are unseen to all but the caster (though &fed enekmtd awn m d nrogic Jaipt makes them -We to a spellcaster), ,and they may be seen even in anss d n d darh- After three h-, d mark8 a p p e s r .

Spell d t y p e : 1/D Element Sonic 1 w e n t 0 Maximum range: 0 or h e b Casting: 1 phase Running time: 10 minllteylerel Resistance mll: Nane Area of exposme: 1 meatme

By tbis spell, the earth plies& or one touched by him, is imparted with special melee ability, dowing him to wield any specific weapon he has not mastered as if i t were aprimory arm. Note the spell offers no protection against arms mnseemled to certain ethics, nor does it 0-1 any baneful etiects from enchanted or cursed weapons.

Ispeaial4th rank earth priest spells I

Spell ranVtyp: M Element; Sonic Ingredient & 0 Madmum range: 10' Ronning time: Special Resistance roll: None A m of expame: A section of stone

This spell is d 1 e upon a pi- of stone or stonework wdddne st least 10 b. and has the cffaet of enehaoUw-it to spat op to M w a d s when a preset d h o n guideline mmes to pssg d l h w h s p e h cannot be lasolvd (hmngh Uns proms. Note the m a h not radiate magic.

Spell ranhlblpe: 4'73 Element ME Iwgedient & 1 bz* Max3,Uum r-: 10' Running time: Permanent Resistance mll: None ~ ~~

tlies inward at s speed of up to lW@hase to its Area of-: E h v e l marimom ranee befare a normal i i t tackro~~ is made, fSwial 8,.d rank riest infliclbg Body damage with a suaeasfnl sMke. This spell pennits the caster to mahe an instant Whether or not i t hits, the hammer then returns to tunnel. The ingredient is a m, and when the its a m w e , landing =t feet and e n d i i the spell %nb of entrbpment spen i s oapt, a t n ~ m ~ a r t-el three feet high. and ifhe~oootordaesnotch~a~etoeatchitNatethe five feet long per skill level, is mated within an e b h n e n t u p the hammer makes i t im-We s p e ~ mne: 3 ~ : area of stone or earth. This and similar spells, fm me 0th- than it. thrower to pluck i t omt d the ~l~~~~~ ~ ~ ~ - ~ i ~ however, can be frustrated by the 5th raolrpmmnl air. However, the hammer urn he stopped, and the Ingredient mst ingress spell. magic upon i t dispelled, by rise dm11 of q u k i o n .

range: mbr wll, ete. Caa* 1 phase Running time: Permanent lspecial5th rank earth priest spells I R e s k ~ m l l : sttoneg.

Speoialand rank earth pried spells Area of e m m e : Special Dispel wariness

Spell ranwhrpe: 243 Eleme~t: Sonic Ingredient mt: 1 ST*

Maximum range: Special Running time: 3 hours Resistance mll: None Area of expasure: Special

With this spell, the priest enchants a d o n of stone h a trmnel, flm or wall, allowing him to entrap a mature under law size. When the spen h a t e s , a hand of stone forms h it. base and grasp hold d a single s p d i d target srithin 50' of the as ter , who must be within 10' of the base (that is, either walking dose by or floating jost off the -dl. A Skengtb roll is allowed to -pe the hand; failme means the vidim is trapped d- be uses magic to e-pe, m he is freed by a b i d e help

68

spell ranvtupe: m Element: lagredient & 0 Madmum range: 0 m touch -time: Permanent Reskiace mll: None Area of erposm: 1 meatme

By this spell, the earth priest may cancel the

Page 75: Quest of the Ancients

effects of exhaustion due to lack of rest. Thus, any lost stat points are immediately restored, and the recipient may function as though he had just ended a restful sleep. Dimel weariness in no wav restores

Mute

Spell rankitype: S/G Element: Non-sonic Ingredient cost: 0 Madmum range: Touch R-ing time: Spedal Resistance roll: Luek to neg. Area of exposure: 1 creature

By use of this spell, the earth priest causes one touched by him to make a Luek roll or become mute, preventing speech and the utterance of sonic spell elements. The condition lasts until a a r e (diseosei spell is obtained.

Prevent tng~ess

Spell rankitype: 5/G Element: Sonic Ingredient cost: 10,OW gdf Madmum range: 50' Castins 1 hour Running time: Permanent Resistance roll: None Area of exposme: S p e d

This spell is usually employed to protect a

temple, mmt, m other sanctified area from unauthorized ingress through spells that affect stone. The spell ingredients indude 10,000 gd of precious gems, which are consumed in a brazier as an offering to the earth priest's deity. Thereafter, the deity enchants the area in question. preventing any stone-affecting spell from allowing strangers ingress into the protected area. Thus, a witch hoping to employ stone form to penetrate into a lacked temple, or a dmid planning ta use erzchanl stone to walk through a wall into a crypt, would have no success. Other spells, such as astral pmjeetion and the like, would, however, be effective since they do not rely on magically alterins the stone in order to work Also, those with a legitimate right to penetrate into the area may discount the sp-ll.

Spell ranwtype: m Element: Sonic ingredient cost: 0 Maximum range: Special Casting: Up to 4 minutes Running time: 30 minutes after arriarrial Resistance roll: None Area of exposure: Special

With this spell, the priest attempts to summon a nearby elemental to aid him in some task so long as there is an ample amount of the proper substance in the area (air, water, Sre, earth). If there are uncontrolled elementals in the area one avtomatically appears within ID4 minutes to do the priest's bidding. Otherwise, there is a lOIb

cumulative chance per minute of the casting (cheeked by the GMI, to a maximum of 411% on the fourth minute, that an elemental will he nearby within 10-60 minutes tr, aid the priest. When an elemenbl is determined to be available to the caster, percentile dice should be rolled against the follawin~ table to determine its level.

01-50: 5 51-76: 9 7690: 12 91-99: 15 00: 20 Note the spell does not affpct demmtds under

the control of someone dae.

Weapon war;,

ILanwtype: SKI Element: Sonic lnpedient cost: 0 Maximum range: 0 Running time: 1 hour Resistance roll: Special Area of exposure: The earth priest

This protective spell grants the enrth priest s chance to avoid harm from a single specific weapon selected a t the time of the casting. Provided he makes a Luck roll each time an enemy shikes him, the spell negates d l damdamage. Note that only one such spell may aid the caster a t a time.

* Ingredient dkppears when spell is cast

Page 76: Quest of the Ancients

N e c m a - ~ (or priwts) are the mast mmmon swn& npon the mtinent. While some, perhap m e 4 bemme mnsumed in some of its darker as@, many fdow the patbs of Gmd ethifri, using the skills of the profession to attract new w o r s h i p to their deities, ar to resist cnunterprb who would employ the -aft as a means of achieving the domination of the world by themselvee-and oltimatelj the powers of dsrkness.

1 The -d P ~ m p a s e ol the -man- I Mast necmmsn- as t r e their mirin to Go& who lived a t the #

referred to ns the fom(b member of the Triad Osten- siik Semen's I - -~ -

A ---r---

lieutenant, Goth is said to have f m d e d n- I m a w as a BLaoL Art, head- -them a o f m ' y in Serpenalik. None me cer tain of his end. although i i is g m e d y be-

With the end ofthe k t Age, ne-ancy was driven undexgmd, with its pmolitionezsbeii hunted down by the -paging hades of Tomnn , and e n by their former sewitas. As time m, however, the Dark Covens, as they called themselves, regrew in powa, allying themselves witb the remnants of Serpen's sorcerers, and re-emerged as the dominant f- in Honurath. Rebuilding the d o n after the withdrawal of the Tmr~ncisna, both p u p s founded new mIleges, eslabikhing an unbreakable magmacy in the largeat cities. But in the ensuing centmies, many necmmsncers b e d from the pathe of darkness, -g+g benign deities and drawing followers wolkiag to mate the world a mme humane p k e . With their eEarts, n e w m a w mad ihrmghonl most d the human natirms, including Torrend*, witb the new pmditioa- dubbing themselves priestr n occlesiosts. But for many the en1 reputation of those who preceded them resulted in much p c u h and rejfftion. Evea witches, who had nothing to & with true nmmancy, were. mer the title of the Dark Coveaa and a similariB d spells, linked with Goth's descendents, e n d m i n g s k h unpopular hatment. So today, after millennia of winning over the approval of the common people, t he who refer to themselves aspriests, and th- who still maintain the miginal title ofnecmmmr, have at best a mol~egmd fa each other.

Resentday neomman- can hare a variety of backemund., fmm being raised in a temple or serving an ap-ticeship in a H-thh College of Magic, to indodrination in tbe a& from a humble traveling priest. There are oo known of the oaft among the elves, dw-es or gnomes, who instead have dnrids or earth priests, following their m deities.

lPhces o i o d d n beet emit4 fornsoromanoee I

Neemmamrra arp forbidden the a* of armour unles* .9ey poareas mom Lban one pmfeasion In char even5 they may don leather or wltr.r auire. T h w wea- appropriate to the profession include:

Dagger, dart, m e , staff

lalilal rmmber of -bat sUII slots: 2 Additiollpl -kt skill slots gained: W4 levek Cost for tnappmprtete weapons: 2 slats Unskilled nttaok penalty: +2

W c Items allowed I Necromancers may employ items anowed spne&ers.

aeved that he fen with Goms and Serpen in theirdemis~

LEVEL -ATIONE lluMAN (other)

14 15 16 17 18 20 I x I

Page 77: Quest of the Ancients

c-w-ter p r o f u h (the *-)

SEl l Level Spell slots Speoial level m in t s 1 2 3 4 5 6 7 abilities

l hp l ana t i on ofapeoial abilities I \. Ero~tmfi. The m a 1 lrnpnlant skin o f necmrnancy is the abilir) $ 2 r r p 4

clr hxnd tnw servitude undrad and Nether matmes. This is imparwd 1,) th. rh:~lrrk.r i PIT).. whogrants it 10 aid hw ful luwrrs , or for %me ulterior mu~ive The act is done thmngh boldly presenting an emblem of the necromancer's deity to such creatures during his eombat p k , sweeping i t in up to a 360 degree arc while commanding them to depart or obey. The area of exposure is a 40' diameter d e centered on the nemamancer, and assuming he wm see and vwally direct his abjorations to intended targets, all must make an IQ mll to resist the effect, applying a bonus or penalty fador of 1 for each two levels of difference between they and whomever faces them. In virtually all cases. a resistance roll of 1 overcomes the effect and a 20 fails. T h e resisting gain immunity to forther such emrrism attempts by that particular necromancer onb7 he advnner in kvel. ~~~ ~ ~~ ~~~~~~~ ~~~~~ ~-

At the necromancer's option, he may attempt to ererrck only a single target within a group, forcing i t to apply a penalty facta of 3 to its IQ roll. This dws not apply if the mature is not part of a group d a t least t h e undead or Nether matures

Optional same variant In the case of a nemmancer's attempting rwrcirm without showing boldne-ie. from the "safety" of one or more party members between he and the monster(s), the GM may consider disallowing any normal penalty h a o t a a to the 1Q mll. This shoold apply only if nothing hinders the character h m stepping forward and exposing himself dming the attempt Also. GMs who feel Ulat the number of Nether aeatures subject to eromkm ahonld be restricted may rule that each turn the chmader can aflect one rreatore par level of his skill, starting with the those nearest to him.

If the necromancer's intent is to banish, a resistance mll Ulat is 10 or mare abase the monsteis IQ (or 5 or more if necromancer and t age t are of like ethics), lays an undesd to rest, causing it to -ble to dust if ifomgoreal, or driving i t back to the Nether planes if i t is a spirit or Nether creature. A lesser failure causes i t to flee the nem-m '~ presence for tbe next 24 hours.

If the intent is to damimk, only one neatme per tmn can be affected, and i t must fail an IQ roll by a t least 10 points (or 5 points if necromancer and target are of like ethics), else i t is ansidered to have made its resistance mll even if a score of 20 i s thm-. Assoming i t dws fail as illustrated, resulh vary, depending on the ethics ofthe neaomancer and target:

Both of like ethics Serve faithfully for the next 24 hours, departing thereafter.

Of differing ethics, one step removed (i.e. one is Indeterminate, the other Evil or Gmd): Serve for one hour (but not in combat or other dangerous mle), thereafter departing as though banished Rom the necromancer's presence.

Of differing ethim, two steps remoued (ie. one is Gmd, the other Evil):

Answer un to three aues t im fun7 and tmthfullv lassuminr i t is ca~ahle of . . - cnmmun~rarion,. and o k y simple nnmmands rhar do not endanger ur harm rhr monrmr. departing after 10 minutex have pi~\cpdarif it were bontrhed trum the necromancer's presence.

Needles to say, m e usingerorrism must he in good standing with his deity, else his iargetp may receive a GM-determined banus f a o h O their resistance mUs, or, w m t of all, the character may discover the pwer shipped from him when he needsit mast.

IMiscellanea about esomlrrn I Erorcism by ability daes not a@& rreahnespsessing a pemn or abject.

Instead, the ranlr 3 erorcise ~ p e U mustbe employed When a monster is banished but not laid to rest, i t will exit the

necromancer's presence and avoid him for up to 24 hoors before a new erarcism must be performed, m l e s the necromancer or one of his party intlicta damage on it or makes i t clear the rreature(s1 will be destroyed. This immediately frees the monster-and aoy o t h m i n its general vidnity who are likewise threatened- -fmm the neaomanaer's power, and none can thereafter be -mimi (Ulmogh ability) by the same character unless he advances in level.

h r e h d m a k e s mi not attack any f m e r master. In fad &minated monltem bronght into the presence of a previous master who cap- them through an eroreisrn roll, ceremony of binding spell, or thm& conjmation magic, make a resistance roU as though disenchantment arere being prfmmed by the original master. Succeas results in the monsters retuning under his mntrol. This control m o t be broken by the character without the original master's death.

Spell immunity and dhmhontment are iwffective against ezorcism. A necromancer always s e w if the emrcism is soccessful. An intelligent

undead or Nether creature -not "fake it" in hope of betraying the character later on. Finally, neaom-rs should be considered to possess detailed knowledge regarding mmmm, types of undedNether creatures, and general knowledge of rm-mm monsters of these types.

B. Cornbat skiU slot. Self-erpl-tmy. C. Cmeate potions & e l k i n . At 8th level, the necromancer can brew potions

and el* D. B ~ i l d lemple. Upon reaching 10th or higher level, the charader, if be

d 1 s adventuring and settles down, may build a temple (or s~bm1) to his deity. In the process, he will attract 4D6 followers d like etldf8 who 4 seek to learn under the maste~. These are 1st level necromancers who are ansidered to have absolute loyalty unless the chwcter changes ethics or mistreats them. Needless to say, the temple must be of sulicient size to house the master and his followers. Generally, a casb expendike of 50.000 ounces of gold will be

11

Page 78: Quest of the Ancients

neeenary to complete the complex. Thereafter, upkeep funds are presumed to come from donations and tithes. Other followers may be gained at GM discretion.

E. Create goiem. At 12th level, the necromancer gains the knowledge of how to fashion any sort of golem hut those made of stone, brass, bronze or iron (see the monster descriptions f a full details). While there is no limit to the number of these creatures a necromancer can create, the mst and time involved will certainly place limits on them.

F. Ertra attack.' On reaching 15th level, the necromancer makes two attacks in the turn.

G. Become liche. At 15th level, the knowledge and skll of a necromancer are such that he discovers the means of becoming a liche. Obviously, many necromancers would be loathe to undertake such an act.

H. Creote golem. On finally reaching 20th level, the necromancer may fashion golems of brass, bronze or iron (see the monster descriptions for Mull details).

* A nenomancer fighting two-handed makes one attack with the off-hand weapon.

Following is a list of available necromancer spells with a percentile system for random determination. Neeromancers may east a nnmber of witch spells of comparable rank, along with many of their own which are listed in bold print. Descriptions of these special necromancer spells follow a t the end of the spell lists.

Beginning necromancers start with 2D4 randomly generated spells, and one chosen with GM approval. Thereafter, they may obtain others over the normal COUM of adventuring, and also receive a random spell within the range of those castable each time he advances in level. It is the necromancer's choice as to the spell rank unless a particular rank spell is necessary to fill a spellcasting allotment. All spells are kept within prayer books.

4th rank

01-04 Astral projection 05-08 Balance 09-12 Bat swarm 13.16 Bitingskull 17-20 Blight 21-24 Body transfer 25-28 Cloud leeoh 2932 Create stairway 33-36 Cure paisonidisease 37-40 Deathi eye 41-44 Fist 45-48 Greater helping hands 49-52 Neutralize aura 53-56 Phantom sail 57.M) Portal of escape 61-64 Shift 65-68 Snake arrow 69-72 Spirit hind 73-76 Summon shade 77-80 Sunburn 81-84 Vanish 85-88 Wisdom of the dead 89-92 X-ray vision

93-M) Reroll ar choose

3rd rank

01-03 Awaken dead 04-06 Babble 07-09 Black steed 10-12 B o n e m a r m 13-15 Chalice 1619 Edoplasm 20-21 Enchant amour 22-24 Enchant weapon 25-27 Energy blast 2630 Ether gas 31-33 Exorcise 34-36 Eye palm 37-39 Laughing skull 40-42 Lightning disc 43-45 Mesmerize 46-48 Necromantic bell 49.51 Necromantic darlmess 52-54 Necromantic familiar 55-57 Phantasmal fighter 5860 Phase effect 61-63 Seal 64-66 Seek object 67-69 Smoke sticks 70-72 Sounddampening 73-75 Spirit messenger 76-78 Spirit talk 79-81 Stamina transfer 82-84 Wall of swords 85-87 Warrior's might

88-00 Remll or choose

1st rank

01-03 Aura read 04-06 Ball of shadow 07-09 Bless 10-12 Bone dus t 13-15 Candlefire 16-18 Cimle of protection 19-21 Create skeleton 22-24 Detect curse 25-27 Detect enchanted aura 2830 Detect living creatures 31-33 Disenchantment 34-36 Grave 37.39 Healing 40-42 Helping hands 43-45 Magic dart 46-48 W m r 49-51 Protection from

withering 52-54 Repair 5557 Ringshield 5860 See spirits 61-63 Shadow darts 64-66 Spiritlights 67-69 Skull of flame 70-72 St. Elmo's fire 73-75 Talk 7678 Unlock 79-81 Voice mimic 82-84 Wail walk 85-87 Water oonjure

88-00 Reroll or choose

2nd rank

01-05 Acid dus t 0610 Befuddle 11-15 Bless weapon 1620 Cleanse 21-25 Diamond cloud 26-30 Discern rnchantPd aura 31-35 Fear phantom 3640 Finger of amnesia 41-45 Fire flonr 46-50 Fire palm 51-55 Float 56-60 Guardian skull 61-65 Heat sight 6670 Mind shield 71-75 Net 76-80 Phantom dagger 81.85 Shadow sword 66-90 Spirit flail 91-95 Sun hall

96-00 Reroll or choose

Page 79: Quest of the Ancients

Acid globes Activation Consecration Create wight Fetch Five fingers of death Greater disenchantment Mind meld Necromantic healing Nether bolt Protection from liquids Regeneration Shun Spirit wateher Stamina drain Summon Summon weapon Susoend animation

Ahdatlah'o sand castle Blade of beeking Body drain Bone cage Bounce bane Circle of healing Displacement Excommunication Enflame Greater healing Hydra's children Necromantic flame pentagram of protection Phantom Phantom door Shift spell rank Skill leech Skull wateher

01-04 Air steal 05-08 Blaok sleep 09-12 Ceremony of binding 13-16 Demon flame 17-20 Dimension walk 21-24 Fear 25-28 Immuniw to element. 29-32 Leprosy 33-36 Locust swarm 37-40 Non-corporeality 41-44 Pentagram of

entrapment 45-48 Permanize 49-52 Phantom member 53-56 Prayer 57-60 Red death 61-64 Restore withering 65-68 Rune maeic

73-76 Teleportal 77-80 Vex 81-84 Wall ofbones 85-08 Wall of repulsion 89-92 Watch dog

- 69-72 Shattering 73-76 Spell leech 77-m Summon Nether

73-76 Spell reflection 77-80 Stasis 81-84 Summon object 85-88 Ward of watehmg

89-00 Reroll or choose

creature 81-84 Talking skull 85-88 Transmute creature t o I

Special 1st rank necromancer spells

93-00 Reroll or choose

Spell rank/-: UG Element Non-sonic Ingredient cost; 0 Maximum range: 10' Running time: 1 phase Resistance mll: Special Area of expmure: 1 creature

dus t 89-92 Unholy sheng th of dar-

Sala

93-00 Reroll or choose

This spell enables the caster to read We aura of a creature, thereby noting any spiritual passession, heres, magical charm, ete. I t also can be used to scan an area suspected of exposure or eonsecntion to an eatremelv ~owerful beinz from another olane. such . . , . ~~~

%r a d ~ n l I'hr sp l l c m ala, $l lnhr knnwlcdge o i r rrrrlurr .xmrr.d rthxrs. with rhr chann. uf rutty* cyunlhng I t Y 4 prr level of the iarg.,t. Shcluld rhr roll fail, the necromancer may not try again until he advances in level.

Pal l of @bola

Spell rankitype: l/E Element: Non-sonic Ingredient mst: 5 gd* Maximum range: 1W' Running time: 10 minutes Resistance roll: None Area of expmure: A 20' sphere

Through this spell, the necromancer creates a spherical ball of darkness. Light within equals that of a dark night restricting vision to only a faot or two and completely blocking the sight of those outside peering through without hat-or night sight. The bnll also can mentally be moved a t 20'lphase.

up to 1 W away. If concentration is interrupted, or if the caster moves to another position, the bail remains where left for the spell dmation. The ingredient is a bead of onyx.

Spell ranwtype: ID Element: Sonic Ingredient cast: 10gd' Maximum range: 0 Casting: 10 minutes Running time: Special Resistance roll: None Area of exposure: Special

This spell is used by the necromancer as preparatory magic, including the creation of up to a gallon of holy waterloil. With it he c& upon his deity to bless (or curse) an item, thus rendering it fit for other magic use, such as candles in the reflect curse or erorcke spells. The ingredient consists of holy water which is sprinkled upon the object to be prepared. The spell can also be used to bless (or -) ao object m area up to 10' square for an hour. Thereafter, an undead or Nether creatvrc m&ng contact with the objecVarea sustains 1D4 Body pink of damage each turn of exposure. If this latter effect is invoked by a necromancer of Evil ethics, the magic is limited to creatures of Good from other planes.

Pone b a t

Spell ranWtype: liF Element Non-sonic Ingredient cost 1 sr" Maximum range: lOjlevel Running time: 1 minuteflevel Resistance roU: Special Area of exposure: Up to a 20' cube

By this spell, the necromancer enchants a sackful of bone dust into a swirling aloud that flies out to the area of exposure, irritating the eyes of those within. While no damage is caused, those in the cloud are mast uncomfortable and will seek to move out. Spellcasting from within the doud is possible onlyifa Luck roll is made each turn.

Ptirrle of protettion

Spell ranwtype: UD Element: Sonic Ingredient cost: 31 gd' Maximum range: 0 Casting: 5 minutes Running time: 10 minutedevel Resistance mll: Special Area of exposure: Up to a 20' circle

This spell offers proteetion from attacks by spirits and other meatares from the Nether planes. Casting entails smibing a circle upon the ground with bane dust mixed with a vial of holy oil. When the scribing is completed, the necromancer and anyone else he wishes may stand within. The circle offers an invisible force field protecting from any sort of physidmagical attack from mdead creatures (including devilddemons) of equal or lesser level. Those exceeding this have a 10% chance per additional level of forcing their way into the circle or overcoming its protection. People inside are otherwise protected so long as they take no offensive adion against their nemesis save for an exorcism by spell or ability. Otherwise, the proteetion is lost. The spell is mostly used to offer protection while emxi s ing spirits or negotiating with creatures from the Hells, although the 7th rank spell ceremony of bindins lets the caster use the spell to hold certain creatures within.

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Create &[toleton #enling Sbaboln barts

Spell ranwtype: m spell m Element: Naasrmic Element: Sonic Ingredient mst: 0 Ingredient cost: 0 Madmtlm range: m Maximum range: 0 or touch Running time: Pe-ent Running b e : Permanent Reistam mll: None Resistance mn: None Aread exposure: 1 skeleton, + 1 per 2 levels Area d e m 1 creature

Spell ranwtype: m Element: Non-sonic Ingredient eost: 0 Maximom Y-: 0 Running time: 1 minute/Level Resistance roll: None Area of erne: Special

Through this spell, the necromancer awakelu This spell permits the caster to heal either Body This unnmal spell provide8 the necromancer one or more intact skeletons, causing them to arise or Stamina damage by touching himseY or another with a ready supply of darts he may hurl a t and do hi8 bidding. while d i n g upon his deity. In the first case, 206 enemies When the spell i s invoked, a shadowy dart

points of Body damage may be healed, while in the appears in his hand, which may be hurled as a

Betat m r latter 4D6 points of Stamina can be restored. primary weapon up to 40' distant, delivering 1 mint. +1 w h t of Stamina damage per three caster

Spell ranldtype: 1ID Element: Nan-sonic ingredient cost: 0 M h u m range: 10' Running time: 1 phase Resistance ron: SDecid

spell ranwtype: M: Element: Sonic Ingredient cost Sgd* Madmum range: Sflevel

Area of e-: 1 cresh/objecVarea

By this spell, the necromancer is enabled ta detect a cmse and its type upon a perm" or area The swll can &c reveal if an object is cursed. although the chance of correctly noting the f ad is 10% per level of the caster, and only m e attempt is allowed a partieulsr necromancer until he advances in level.

B a t libing m m e 5

Spell ranwtype: liG Element: Sonie Ingredient a t : 0 Maximum range: 0 Running time: 3 minutea Resistance mu: None Area ofe-re: A cane ending in a 30' base

By -ng his hands across his eyes while reciting an mcient prayer, the necromancer is enabled to see intelligent living plant and animal m a w , which glow to his sight even if masq~~emding as non-living objects, or if under a stone hide spell. The spell does not detect someone usine camouflase or mneealment sub. nor will i t . note someone under a oonish or similar spell 8s i t in used primarily to determine if a suspicious object i s actually some sort of creature

Spell ranwtype: VG Element: Sonie Ingredient mst: 0 Maximum range: la Running time: Permanent Resistance ron: None Area of e-me: Up to 1W x 6' x 5'

By this -11, the necromancer prepares a grave or pit up to the size allowed, so long as the spell is cast upon natural ground, excluding m k AU excavated materials gather to the sides of the grave. which must be refilled manually, althangh a reverse of the spell acts accordingly.

Running time:-Permanent Resistance mn: Now Area of expasure: Up to a 10' square

Thmngh this spell, the necromancer creates a minored finish upon a solid surface of non-organic material The spell is thus useful to aid in lighting a medusa or other creature with a gaze attack, and smart garners may think of other uses. The ingredient is a small hand mirmr.

Spell ranwtype: 1/F Element: Sonic Ingredient eost: 100 gd* Maximum range: 0 Running time: 1 minuWkvel Resistance roll: None Areao fexpxweATdrdc

This spell radiates a shieldlike field of force from a ring of gold and diamond wmn by the caster. While up, the shield improves the necromancer's armour rating vs phyaieal at tach by 1, + 1 factor F three shin levels. Spellcasting is unaffected. although no benefit is gained if one is attacked while casting spells requiring manual dexteritg. T h e bonus conferred by the shield is cumulative with other m a g i d protections, although dual- professioned characters certainly -not employ a regular shield as well as the magical one, nor is two- handed fighting allowed.

Spell ranwtype: YG Element: Sonic Ingredient mpt: 31 gd* hlanmom r-: 0 or much Running bme: 10 minote4tvc.l h a l a n c e mn. Nunr Area ofexpsure: Creature touched

By this spell, the recipient is e n a d to see spirits or Nether creatures that are naturally invisible. This does not include ondead employing a uonish spell or similar invisibility-ting magic. The ingredient for the spell mnsists of a paste rendered from holy oil and the pulverized eye of a raven. When rubbed into the eyes, s@ sight is conferred, thus allowing the recipient to dearly see wraiths, fetchea, etc.

74

ievels with a successful hit. ( ~ ~ t e ~ t h a t damage is not absorbed by armour.) During subsequent -bat phases, the caster may matelialize and thmw more darts until the spell ends. Only one paint of damage is inflictsd if the dart is employed in an area with illumination equal to sunlight

Spirit lights

Spell ranldtype: Element: Non-sonic Ingredient mst: 0 taaximum range: 0 Rnnnmg time: 10 minutes Resistance ron: None Areaofexpsnre: A 1W' drde visible to the caster

This spell anow* the caster to note the presenee of dead remains. When i t is invoked. wispy lights appear before any spot where remains are W e d or otherwise hidden. This indudes both dead and undead.

at. Clmo'a fito

spen rmwtype: m Element: Nm-sonic Ingredient mst: 10 gd* Madmum range: 1W' Runningtime: 10 minutes Resistance mu: None Area of e-we: A 40' circle

By this spell, the necromancer causes animated creahnes to glow with a fiery aura The ingredient mnsists of a sunstone, and when the spell is cask an visible livinglunliving creatures within a s W e d 40' circle bemme limed in light. This hss the effect of cancelling any attack roll penalty for lighting in dim conditions, and also h e l p to hack fleeing creatures in the dark.

mil balk

Spell ranwtype: M: Element: Sonic Ingredient mst 5 sr* Maximurn range: 0 or touch Running b e : 10 minutes Resistance roll: None Area of exposure: 1 creature under 500 lbs in weight

This spell allows the recipient to alter the flow of gravity a h t his feet, permitting him to walk up a wall or even across a rotted rwf. While so altered, one may undertake any normal action while suffering no penalty to movement rate. The ingredient is a pair of shak

Page 81: Quest of the Ancients

W e r conjure

Spell rank/type: 1/B Element: Sonic Ingredient cost: Variable' Maximum range: 0 Running time: 1 phasrflevel Resistance roll: None Area of erposurr: 1 gallofievel

This handy spell is used by the caster to conjure up drinkable water. The ingredient consists of a bottle or other container into which is placed a small bit of pure water. When the spell is thereafter cast, the necromancer tips the container and 1 gallon of water per phase flows forth. The water lasts indefinitely and may be employed as desired.

Special 2nd rank necromancer spells

Maximum range: Special Running time: 1 minute/(euel Resistance roll: Special Area of expasure: Up to a 20' mbc

This spell releases a fine doud of acidic dust partides from a glass vial filled with a mixture of ash and acid. Upon the vial's being thrown and broken, the dust is released until i t fills a space equal to the maximum area of expasure. Creatures augh t within suffer 1 point of Body damage per turn of e x p u r e . Thin metallic objects (swords, armour, ete.) exposed to the dust must make a resistance roll vs lwht erposure to acid each turn or dissolve into useless slag. Creatures of metal, such as iron golems, sustain 2D6 points of damage each turn of exposure to the dwst. The range of the spell i s however far the caster can get the bottle within one turn. If not impacted by the end of the 6th phase of action, the m n d o n is rendered inert

RanWtype: ?JA Element: Sonic Ingredient cost: 0 Maximum range: Sflevel Running time: Instantaneous Resistance roll: IQ to neg. Area of exposure: 1 mature

By this spell, the necromancer charms a creature in melee to attack one of its comrades instead of an enemy. If an IQ roll is failed, a target creature makes its next single attack against a friendly person or creature so long as i t is within melee range (i.e. within five feet of that target). The spell has no affect against someone casting spells or using magicitems.

Spell rank/typ% m Element. Sonic Ingredient mt: Variable Madmum range: 1' Running time: 10 minutefive1

Resistance mn: None Area of expome: 1 weapon

With this spell, the necromancer passes his deity symbol across a weapon while calling upon his deity to bless it. For a period of 10 minutes per caster level thereafter, the weapon gains a bonus factor of 1 to attack and damage rolls, and is also enabled to strike creatures requiring BF 1 or better arms in order to be harmed. spell is not cumulative with any other spell that enchants a weapon.

Spell rankltype: 2iD Element: Sonic Ingredient cost: 10 gd+' Maximum range: Special Casting: 10 minutes Running time: Permanent Resistance roll: None Area of exposure: 1 creature or room

Tl& spell is orrd by the necromancer to prevent return by an Evil spirit or Nether creature, or to break the power of a onseemtion spell. In doing so, holy water is sprinkled upon the person or area that is the abject of the spell. In the first case, this prevents the Evil spirit from being able to return. Thus, aposs~ssed pemn i s freed permanently from harassment by a troublesome spirit or devivdemon, and an area or object (such as a vampire's coffin) is Wereby protected from a spirit or undead wing i t as a place of habitation. Only one attempt at breaking a mnsecration is permitted through this means, and the chance of doing so equals 5% for each level the caster is higher than the consecmlor. If successful, any magical effects from the mnseemtzon are broken.

Tire floor

Spell rankltype: ZlG Element: Sonic Ingredient mst: 0 Maximum range: IVflevel Running time: 1 minntenevel Resistance roll: Special Area of e-"re: Up to a 5' squareflevel

The casting of this spell entails the necromancer chanting while rubbing his palms together. The resulting magic excites the molecules of a vertical or horizontal solid surface, emitting large amounts of heat, pmsibly igniting mmbustibles. Creatures in the affected area without hard boots suffer Body damage as noted below, half that otherwise.

1st turn of activation: 1 point 2nd hun of aotiration: ID2 points Additional hvns of activation: 1D4 points

Note that spells protecting against f i r h e a t aid in overcoming this spell, which can also be directed against a single inanimate object that is not worn, inflicting the same damage to those touching i t (glovedgauntlets Fount as protection). If the object, which must be visible, is in the possession of a creature, a Luck roll is permitted to avoid the effects.

Spell ranWtype: 2/G Element: Non-sonic

Ingredient cost: 1 sr' Maximum range: 0 or touch Running time 5 minutedevel Resistance roll: None Area of exposure: 1 creature under 350 lbs

This spell grants either the caster, or one whom he touches, the ability to float upwawir a t a rate of up to IUIphaae. While so affected, the person may carry no more than he might under normal circumstances, slowing the upward movement in any appropriate ratio for a heauy load. As minimal concentration is required to maintain altitude, spellcasting while floating is passible only if an IQ roll is made. Floating may be intempted and begun numerous times so that the recipient may walk normally for a time if he wishes to. It is not wholly effective against falls, however, as i t takes up to a phase to activate, reversing the direction of travel in 2D100', although something impacting during this time takes but half damage. Even so, a ontrolled fall is possible if planned beforehand, with the recioient ~eentlv descendine a t a safe rate of smed. . - . " In all cases, the spell is controlled by the recipients conscious will. The ingredient is apair of war wings.

Spell rankitype: ?JG Element: Sonic Ingredient cost: 5gd* Mz.imum range: 0 or touch Running time: 30 minutesllevel Resistance mlk None Area of expasure: 1 creature

This spell imparts special vision to a character in darkened surroundings, permitting him to note the heat traces of objects and matures The effect is to "see" things in various hues of grey, akin to a photagraphic negative. Though the spell is frnstrated by objects with very high heat radiance which o w e the vision with a blob of white three times its diameter, the spell absolutely foils something's hiding in shadowed areas if scanned under direct observation, and also lets the caster follow the heat trail of a fleeing creature so long as he is not more than f i ~ e minutes behind it. (Undead, for th- interested, appear as b l aebh mid spots.) A bane to rme under this spell, though, is that subiectio~ to normal suolieht blindb him fm 3ix phases until his eyes adjust& the light. The area of exposure for this vision is 1W' in darkness, half that in torchlight, and the ingredient is a catseye jewel.

Spell rankitype: 21G Element. Sonic Ingredient cost: 1 n* Maximum range: 0 or touch Running time: 10 minuteslevel Resistance roll: Special Area of expowre: 1 creature

Through this spell, the necromancer conveys several farms of mental protection. First, one under mind shield is immune to spells such as mind meld or mind read. In addition, a bonus factor of 1 per five caster levels is assessed resistance rolls vs lhx A & H spelk. The ingredient is an oyster eaten- by the recipient.

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iibm ball

cm?two--prof-(tliG*-)

wn ranh*rpe: rn Element: Sonic Ingredient eat: 10 gd+* Maximum range: 30' Running time: 1 minutellevel Resistance roll: None Area of exposure: Special

Bl~untom bagger

Through this spell, the necromancer mnjures up a globe of sunlight in his palm. While held, i t has the effect of illuminating a spherical area 30' in diameter. Should the wish to, the sun ball may be hurled a t an undead, impacting with a succesrful attack mll. A monster shuck by the ball is then surrounded, sustaining ID6 points of damage each turn of exposure until the spell ends. Note that subjection to m 4 d darkness immediately -Is the &dl. The ingredient is any sort of yellow gemstone.

spells This spell is enacted by the ~ecromanw's Spell ranwtype: ZlF intense concentration, causing a ghastIy white mist Element: Non-sonic

%Uordun b a a to emanate from his person. This mist acts as tbe Ingredient cmt: 4 gd* caster wishes, forming itself into various shapes or Maximum range: Special

spen ranwtype: m words. Thus, &es put i t to great ese in seane Running time: 1 minutenevel scams. The greater power of eBefolum lies in the Resistance roll: None Element: Sonic

Ingredient cost: 1 gd f ad that the w t e r may form i t into roe gmds-

Area of exposure: Special Maximum range: 30' dothing. -Ls, rope, ete., up toone lb per shill level.

Things created of eetoplosrn shimmer with a pale When this spell is cast, the necmmanm Running time: Permanent radian- and am as durable as normal items,

enchants a normal dagger into amagic weapon that Resistance roll: None although a t the expiration of the spell the ectoploam appears next to him on his mmbat phase each turn. Area of exposure: Up to 5 sets of remains On completion of the casting, the a s t e r may pluck

fades into nathiqmess.

this dagger fmm the air and hurl it forth as a By this spell, the necromancer returns the spirit primary weapon. While i t passems no bonuses to one or more relatively intact aeis of remains. The @?kdJ& &Xi l IOaT either to s t h k or damage mlk, the dagger can remains rise aa zombies (see the monster shihe monsters requiring magic m s to be description). Such undead are little more than SpellranLltype:.3iF wounded. U p reaching the end of its fight, the mindless golems. obediently fallowing then mator's Element: Sonic WT vanishes and reappears a t the necromancerS simple commands ("Kill them"; "Slay any ma* Ingredient & 30@* next combat phase, when i t may be reused. If not but myself that approaches you." etc.). The Madmum range: Touch 4, i t remaihs floating near its creator until the ingredient is the necromancer's deity symbol. Running time: 10 minutedevel spell expires or i t is employed. Note the dagger Resistance roll: None must be thrown: i t cannot be used as a melee &jm Area af exposure: 1 set of armam weapon. Also. should i t make contact with something that would mnsume it-for instance an Spell ranurn: 3 / ~

This spell enchants a set of "on-magical armour,

acid monster-the dagger must make appropriate Element: lowering its AR to 0 and halving its equivalent bulk resistan- rolls to avoid destruction. At the Ingrrdient -t: 3gd* The ingredient mnsists of a vial of holy mil rubbed expiration of the spell, the dsgger mumbles to dust. range: 3(Y upon the armour.

Ronning time: 5 minutes S$aboltl &orb ~~ mn. None ttnd~& bragon

Area of e-: A lCV sphere Spell ranwtype: 2iB Spell ranbltyp: 3&i Element: Sonic This spell enchants a sackful of bone fragments Element: Sonic Ingredient cmt: 10 gd* into a cloud of shards that fly forth from the Ingredientmrt: 30gd* Maximum range: 0 necromancer to damage creatmes caught within the Maximum range: Touch Running time: 1 minuteneve1 area of e x m e . Those subjected to the whirling Running time: 1 hourflevel Resistance roll: None mass of bone suffer 2D8 points of damage each turn, Resistance roll: None Area of exposure: Special though armour absorption may be applied when Areaofexpasure: 1 raesprm

Stamina points are gone. This spell mnjures a shadov sword that is With this spell, the nmrnanaer invokes bjs

wielded by the caster as aprimory arm. In areas of Cfpliu deity to enchant a amma1 aeaprm with s p e d relative darhn- (i.e. bmhWht or I-), damage potency against one particvlar snt of neatore--arc, inflicted is 1D8 paiots. Under various lisht spens, Spell

hnmao, ogre, etc. For 10 minutes thereafter, the and in brightly lit -, the damage lowers to 1D4. Element: Sonic weapon gains a bonus f s d a of 1 per five levels d No damage anus under lighting conditions equal Ingredient cast: 50 gd+

the castds skill to attack and damage rolls, to daytime illumination. Note that the sword is Touch -bling to dost a t the spell's expiration. The ineffective against shadow-based monsters. Also, its Casting: minutes merit is a vial of holy oil prmred over the damage is not sbsabed by armour, nor will it Running time: weapon tobe enchanted. deliver an adbossinofion. The ingredient consists of roll: N,,,,~ s small myx model of a sword. Area of expmnre: Special wtbu n a

Special 3rd rank nerromanoer

The necromancer invokes his deity to enchant a chalice of precious malerials through Wlis w l l . One spe& effect may then be utilized by the caster fmm those listed:

Create holy rater. This serves to m a t e a vial of holy water retaining its power for up to an hour. The water may be used as the ingredient for spells.

Healing. A magical broth is fashioned through this version of the spell. If immediately drunk, i t cures both lD4 Body points and 3D6 Stamina pints.

Protection from poison liquids. In this case, any pisen witbin a beverage drunk imm the chalice is neohalized.

Area of exposure: 1 IMevel

Spell ranwtype: 31E Element: Non-sonic Ingredient cwt: 0 Maximum range: 0 Running time: Up to 1 hourllevel Resistanre mn: None

76

SpeR ranwtype: 31G Element: Sonic Ingredient cmt: M gd* Maximum range: 0 Running time: Special Resistance roll: Special Area of exposure: A 30' sphere

This spell aids in batlling nm-mpmal matures. The ingredient mnsisb of a borne rmed with a conmtion of alchemical hg rdkn t s . When the spell is then ast and the bottle unmrked, a -py cloud of gas splas f&. Illling up roughly a 30' sphere. Non-mpmal ondead and planc- haveling mahus tben bke on solid farm, ma* their armour rating 0 sl long as they remain within the area of e-are. Those under s p e b such as non-m'po1~~1lity, sha&w spy, etr. are instead afEected as though disenchantment were applied.

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Spell ranWtype: 3/D Element: Sonic Ingredient cost: 5 sr" Maximumrange: 10' casting: Special Running time: Permanent Resistance roll: Special Area of e x p u r e : 1 creature or room

This ancient rite is used by the necromancer either to ezorcke an Evil spirit possmingi a person. or a creature he has failed to lay to wst through the natural ability of the same name. The ingredient for the spell consists of a white candle the caster has used the bless spell upon. Together with a book of prayers. a small hand bell, and a deity symbol, the necromancer scribes a cirele of pmtection on the ground, then lights the candle. Standing inside with anyone paasessed, he then abjures any spirits to depart. The length of uuting equals one minute per level of the spirit in question, and when i t is completed, the candle is extinguished and an erorcbm roll is made to see if the spirit is banished, applying modifications as though the necromaneer were five levels higher in skill (to a maximum of 20th Ipvel). If the roll is successful, the spirit exits whomever i t is possessing and must be dealt with in any usual manner (a nmmal attempt a t ezorcisrn, fighting it, etr.). In the case of dispelling a Haunting, a sumecrrful roll forces the spirit permanently hom the room. While i t may seek a new home elsewhere in the general area, immediate use of the cleanse spell will permanently drive i t away. Should the roll fail, the spirit remains and must be fought, the cirele of pmtection being negated.

Spell immunity is never proof against this enchantment.

@pe palm

Maximum range: Special Running time: 3 minutedevel Resistance roll: None Area of exposure: The necromancer

This spell enchants the nemmanceis palms into magical devices permitting him special sight. The ingredient consists of rare inks that are drawn into a closed eyelid upon the caster's palm. Thereafter, the necromancer passes his palm across his eyes, immediately blinding himself and opening the eye upon his palm. The enchanted eye can see invisible creatures and also makes its mator immune to gaze attack-,. h his depth perception is affected, however, the necromancer suffers a penalty factm of 2 to any attacks he tries making, and his enemies receive a bonus fador of 2 to any resistance rolls to lessen damage inflicted by his spells. The eye can "see' as far as the caster would under prevailing conditions, and any spell like heat sight is transferred to the eye if the necromancer was under i t a t the time he cast the spell.

Spell ranhitype: 3/C Element: Sonic Ingredient mst: 50 @(*I W m n m range: 2OSAevel

Running time: Special Resistance roll: None Area of exposure: A 10' sphere

Through this spell, the necromancer launches forth a flying disc that explodes in a shower of electrical sparks when i t shikes a solid object. The ingredient for the spell consists of a runed silver disc six inches in diameter. At the completion of casting, the necromancer flips the disc forward, making an attack roll if aiming a t a particular creature or object. If the roll is ~ucce~sful, the disc strikes its intended target and explodes, inflicting ID4 points of electrical damage per caster level to those within 1v of the impact area. If the attack roll fails, the disc flies on to its maximum range, exploding if i t collides against a solid object. or falling inert if i t exceeds maximum range without impacting against anything. In this event, the disc is reusable.

Spell ranhitype: 3!A Element: Sonic Ingredient cost: None Maximum range: 30' Running time: 30 days Resistance roll: IQ to neg. h e a of exposure: 1 creature

This is a powerful charm spell that brings one failing an IQ roll into the service of the caster. In fi.rn~an,: the qprll. th.- nctmtn>.lnwr mu*t nm:rk- )c cc,n~ct uirh hlr victxm durln.:d r ~ r d ,In< ~rnl . I , .

f,,rong an Iq rc~ll a, lw tnxdv. I f i r f:ttls, rh,. \wr!nl > will becomes dominated by the necromancer and he willingly follows most any command, assuming bilateral communication is possible. Obviously suicidal orders, however, entitle the creature in a second IQ roll to overcome the charm. The spell is effective against intelligent monsters and people. Animals and undead are unaffected.

Spell ranhitype: 3iE Elementr Sonic Ingredient cost: 500 gd+* Maximum range: 1W Running time: 1 minutrnevel Resistance roll: None Area of expasure: A 30' sphere

This spell forms a sphere of utter darhness, completely bloc!dng any trpe of non-sonic sight, and negating various sorts of magical light unless their spell descriptions say otherwise. The sphere cannot be moved, and a black pearl worth a t least 500 gd is the ingredient.

i&fromantit familiar

Spell ranldtype: 3/D Element: sonic Ingredient mst: 100 gd* Casting: 1 hour Maximum ranee: 10' Running timy: P..rrn~nt.nr R ~ r i r ~ t n c r roll Sp.cinl hrrd .,i.,xp,.urr spwi.4

The ingredient of this spell is a handW of precious incense cast into a burning brazier. When the spell is cast, the necromancer beseeches his

77

deity to assign him a special familiar, and the chance of the request bring granted that month equals 5% per skill level of the raster. The form of the familiar k left to GM discretion, but i t will typically reflect the ethics of the deity-implike if Evil: animal if Indeterminate or Good. .4ll necromantic familiars are between l s t4 th level, with IQs ranging from 7-12, and 1DR Luck, which can be expended to guvrantee survival. In addition, the creature may uanish at will, and i t also possesses one ability chosen by the GM off devilid~mon powers table.

A necromancer may have but one familiar a t a time.

Spell ranhs'type: 3 f i Element: Sonic Ingredient mst: 0

Area of e-ure: Special

When this spell is cast, 103 transparent images of the necromancer appear and melee as he does, hitting when he hits and missing when he misses. A h t struck bv a ~hontosmal iiphter suffers

0, and taks two points of damage to dispel

Spell ranhitype: 3iG Element: Non-sonic Ingredient cost: 1 gd* Maximum range: 10'Aevel Running time: 1 minutellevel Resistance roll: Special Area of eqsure: A 20' sphere

This spell absorbs sound waves generated within the m a of exposure, frustrating spellcasting requiring sonis elements, and protesting against sonic attacks such as the thlrnderbolt spell. Apsrt from placement upon an object (such as a floor. arrow, etc.) i t may be cast upon a meahme, which gains an Agility roll, with success indicating the spell centers in the air nearby instead of on it. The k g e t may thus avoid hindrance by moving out of the area of expasme. A brass cone stuffed with wax is used fm the ingredient.

spell ranW1ype: 3/8 Element: Sonic Ingredient cost: 10 gd* Maximum range: 10' Casting: 3 minutes Running time: Special Resistance roll: None Area of exposure: S p e d

Through this spell, the necromancer mnjures forth the spirit of a dead human or humanoid to act

of a torch or other fire source, and the departed spirit will be summoned forth. The caster may then direct the spirit to deliver a message of his choim to

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someone, although it m o t be d to mnvey h k s as the righter even if his o m skill would %tiat m e w s back and forth, mr will tbe spirit reveal normally be superior.1 Note the m t e r may attaeh any information i t may be privy to. The chance of with weapons nmmalhl unfamiliar to him, applying ranwtype: the spirit's finding the intended target is 1009. if an a&& penalty appropriate to the donor of the that person was pwonany known to i t Otherwise, hair, ere" if he formerly was versed in such I.gnedient sr* the percentage dmp to 10% unless tbe caster w e a p m The mpt for the inpedient varies, range: 20, provides general d e w of the mt's whmabrmts. although s safe median w d d b e 10 gd per level. Running time: Permanent Note that a parfimlar spirit can be d BS B R e d s h c e roll: Spedd messenger but o m by the caster. Area of exposure: Up to a 10' square~level

Spell ranytype: 3/0 Elemenk N m d c m n t msk 0 Madmum -. Tm& Casti11~5 SDecial

~ e w - m mu: None Area d e w - : Creatme taucbed

With this spell, the necromancer transfers his own Staninn points to up to three matures that have lost some of their own. The casting time equals 1 phase per Stamina point imparted, and the necromancer may bestow as much of his Stamina aa he desires, although a recipient's Stamina p in t s aur Dever be raised above his normal maximum. Any Stamina lage is firat deducted h m the new points, and the Stamina drained h m the oaster may be regained in any normal manner.

Spell r d t y p e : S/B Element: Sonic Ingredient cost: Variable* Maaimum ranee: 1W'

This spell leb the raster bring Porth a wall of h h i n g swords to hinder Unoe seeking to F thmagh them. The spell may be cast either v e r t i d y or hdmntany, and the damage delivered to a aeabne passing thmngh the area of expmxe depnds upon its size:

S: 2DGpOmts P& 4DGpoints L: GDGPoints gL: lOD6points The i m g d e n t is a swmd.

s p n SK Element: Sonic Ingredient msk Variable* Marlmm -: 0 - Running time: 1 minuwkvcl Resistance roll Now Area of ex-: The acnomancer

By use of this spell, the nerromancer can be empowered with superior fighting ability. The m d i e n t fa the spell indodes a handful of hair lrom a deceased member of a a h t e r profession (bight, w e , stc.1. When the ne-ancer fans upon his deity, he i s imbued with the skill to attack as a fighter of that level. Thus, if the hair of a 16th level character was wed, the caster would attack ss a 16th level fighter, gaining any appropriate multiple at tach andlor weapon bonuses. (If the hair belongs to one of lesser level, the necmmancer

Special 4th rank necromancer spells

Spell d t y p e : 4G Element: Non-sonic Ingredient mst; 0 Maximum range: Special Casting: 3 minutes Running time: 1 minutelevel + travel time Resistance roll: None Area of exposure: The neeromancer

By redining in a comfortable position and then concentrating, the nemomance~ may release his spirit to travel to a known place of his chmsing. The mode of transpatation ia through the Astral plane. reqdring ID4 minutes of travel, dodng which time the GM may check for M l e enmuntem. If he arrives safely, the necromancer is vkiile as a shade, and is subject to t h e spells &S+ nndead and nmsorpneal creaken. He otherwise may freely pass thmngh solids or lly a t a tndical movement rate of 20'lphase. SpelleaPting while so altemd is impossible save for those magics that d d affect only the w d d s person or meatmer in a similar nan-mrpaeal state. At his de&e, or upon the @s e n d i i , the necmmaneer is immediately drawn back to his bady-so long as i t hasn't been located and destmyed in tbe interim! In this sad event, the caster bemmes a shade, forever mme mnsigned to the realm of the dead. Socceasful of d i sPnch tmnt by another magidan caneels the ~ p n .

Rankhype: rM) Element: Nm-xmio Ingredient cost: 10 gd Maximum range: 30' Running time: Up to 1 minutdevel Reds- roll None Area d e x p o s w : 1 mature

With Ulis spell, a necromanoer may detect the righteousmess of someone belonging to his own faith The ingredient consists d a hand scale, and when the c&r invokes the magic, i t shows the v ~ h i p p e r ' s degree of cmrsistenoy and truthfulness. Assuming the wmhipper is entirely faithful to the tenets of his creed (a rare event), the balance remains still. If the worshipper is leas than faithful but working toward perfection, the b h e e tilts to the caster's right. If the worshipper is unfaithful and unrepentant, the balance tilts to the caster's left. This may result in a shun b e i placed upon the d m e r (see 5th rank spells).

The spell can alsa be nsed to detect whether s creature of any faith is speaking an u n b t h with the balance tipping to the caster's left when lies are voiced.

This spell is used by the caster to blight vegetation and plant growth, and is acmmplished by the nemomaneeis casting forth a handful of dirt horn a grave while calling upon his deity to ~ m a e

the tax-get area. Immediately, any vegetation within the area d ax- withm and mllapses iota a dried husk. Intelligent p h b and the like are entitled to an IQ mll to avoid the eRecta

Spell rankhype: Ur. Element. Nonwdc lugredlent msk 0 Marimam range: Touch casting: S p e d Rnnoing time: Special Resistance mu: None Area of expmre: Creature a e d

This is similar to the 3rd m k Stomino tmnsfer although Body points are instead implnted to

Spen rank/*: 45 Element: Sonic Ingredient mst: 1 gd* Maximum range: 1 W Running time: 1 minut4evel Resistance mu: None Area of expasme: Up to a 10 cobellevel

This spell conjures a type of midnight shodow (see MMS 11) from the Nether planes. In oasting the s p n , s pinch of incense is cast into a fire source of any type, mnsuming i t while the black cloud leech billows forth, moving where directed a t a s p e d d lCV/phsse. Once the cloud has reached its destination, i t remains for the spell duration, disappearing at its conclusion. Living creatures +g through suffer a minor withering of 2D4 Stamina points during any hun they are e-d to the leech.

Spell ranWtrpe: B(G Element: Sonic Ingredient mat: 0 Maximum range: 30' Running time: Permanent Rasistana mu: None Area of S ~ M : S p d a l

This spell creates I stairway out of handy materials, for inatam a wall of done or wmd When cast, staim 5 wide and 10 long per level extend outward, allowing pwage up or down. S t a h of wmd auppr t matmes up to 3M) h in weight, rhii thoae of atwe permit use by thnr weighing up to BM) Iba The &in' 8 8 0 e n d l M 1V rm 10 o f l c ~ while d o n n i n g to any twists

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WOCliamter p r ~ ~ (the

they are useful in traversing cave or canyon walls.

*I1 ranvtype: 4G Element: Son-sonic Ingredient cast: 3 gd' Maximum range: 0 Run- time: 1 minutPnevel Resistance mU: Sone Area of expos-: The necromancer

This spell strengthens the castds fist into a lethal weapon, allowing him when punching to do extra damage equal to one-third of his She-. rounded up. Thus, a nemmancer with a strength of I9 would add 7 points of damagv to the 1 point he inflicts with a punch. The ingredient is agaunUet

@neater helping hwbs

Spell ranwtype: 4E Element: Sonic Ingredient cost: Variable* Maximum range: Touch Runnine time: I hour - RPsistance roll: None Area of exp08ure: A pair of hands

This is a supelior version of the witch spell helping hands, with these differences: First of all, the hands may be employed numerous times for various tasks. Their greater power is that they can employ a skill of their former host. Example: a necromancer uses the hands of a 6th level cutpurse. He may thus command the hands to pick a lock, and morning tmls are given them, the hands may aUempt that. though without any Agility banuses to their chances. The hands of a knight could wield a weapon and fight with any appropriate extra ahcks, Strength bonus to damage mlls, and so on. The hands m o t perform an os~ossinnlion.

Spell ranwtype: 4/B Element: Non-sonic Maximum range: 50' Ingredient cost: lo gd* Running time: 1 h o d e e e l Redstance mIL- None Area of e-me: Up to a 1(Y square ineremenfflevel

This spell creates a shimmering nonsnpneal sail that may be used to move a boat or ship in any direction desired. The speed a t which the a& moves equals 5 MPH times the number of sail increments divided by the gross tonnage of the vessel a 1, whichever is more. As an example, a loth level necromancer casts this spell upon a 20- ton vessel. Multiplying the sail increments by the caster's level, he gets 10 sail increments that have a base movement of 50 MPH. This is divided by the vessel's 20 tons, and the fmal result is a lumbering 2.5 miles per hour. One spell of this s m t may be cast per mast of the vessel, thus bettering its possible speed. However, very small ma&, such ar a ship's longboat, cannot operate safely a t speeds exceeding 20 MPH, neither can larger vessels at a speed exceeding 40 MPH. (These restriotions do not apply if the spell is cast within the Ethers.) The ingredient consists o f a patch of m e d silk.

Spell ranwtype: Element: Sonic Ingredient cost: 5 gdi* Maximum range: 10' Casting: 3 minutes linitially) Running time: Special Resistance roll: None Area of expasure: 1 door up to 7' in height and width

By w of this spell, the necromancer prepares a special dmrway he may dispel at his whim. To fashim il he must remove a portion of stone or w d w o r k and canstrvct a dmrway from the matprials, which is then rebuilt into the wall or floor. Thereafter. the dmr remains functional ontil the necromancer himself 4-s it while uttering a specific mmmand word It then is immediately dispelled aod replaced with a solid surf~ee.

spen m Element: Non-sonic Ingredient wt: Variable Maximum range: 50' Running time: Spptial Resistance roll: Special Area of eqosure: 1 creatum

This spell is used by the n e m m s n m to trap a spirit. To do so, the caster must emrcise the monster, gaining domination over it. He then e m t s this spell, abjuring the spirit either to enter a specific ares a object. An IQ roll is then made for the spirit, applying bonus or penalty factms of 1 for each level of difference between i t and the caster. Should the roll be failed, the spirit must obey; otherwise i t is banished Prom the necromancer's presence. It is then sealed within a closet, bottle. rmm, etc., and there i t must evemore remain unless released. Outd-, when this spell is used, the canter usually commands the spirit to enter the e& and an iron spike or other such object is then hammered into the ground, entrapping the creature until and unless someone removes the spike and frees it. The spirit is then released to act as spirits do. The ingredient m i s t s of the nemomancer's deity symbol and the spirits intended place of abode.

Spell ranwhlJe: 4!B nement: Sonic Ingredient mt: 1 gd' Maximum ranee: 10' - Roming time: 1 hmfirvcl Resistvlee mn: Nmc Area ofexp~~ure : S m a l

Thir speU allows the -ter to m m o n forth a shade (see the monstpr) for nse as a spy or guardian. The ingredient is a handful of h e dust from s human skeletan.

Spell ranwtrpe: 4fC Element: Sanic Ingredient cost: 50 gdr'

This bane to undead employs a large sonstone as the ingredient. When the spell is uut, a shaft of pure light up to SO' in length springs forth fmm the gemstone, striking a de6ir.d undead within range. A failed Agility roll results in the creature becoming engulfed in purifying flame suffeMg 2D6 points of Stamina damage each turn until the monster is destroyed or the flames are broken through disenchantment. Sucrrss indicates the creature extinguished the flames, taldng 2D6 points of damage in the process.

Spell ranwtype: 4iB Element: Sonic Ingredient cast: 0 Maximum ranee: 0 " Running time: Inoranlaneous Ksianrr mil. Yone Ares of exposurr The nrcmmmr..r

This spell may be used to aid in discovering information or the answer to same question. Catiog entails the nerromancercers calling upan the spirits of the dead to grant him wisdom. T h u , if the Gkf allows some sort of die mll for the character to m e out something. this spell may be employed to grant a h u factor of 5 or 25% to that dl. I t fnndiony. only when the intent is infmmalbn and noeoodistobeeaj,edthm~hitsuseiftheGhl - - - hasn't already decided on an appropriate dice m n to gain the knowledge. neither is any benefit derivedif the character previously failed the roll and seeks to try again, using this spell.

X-rap bieion

Spell rmWtype: 4/G Element: Non-sonic Ingredient mst: 5 gd* Maximum range: Up to 20' Running time: 4 minutes Resistance roll: S p e d Area of exposure: The necromancer

This spell enables the casteis vision to penetrate solids that he may see through them, assuming the area is lit or the necromancer also has heat ~ignt activated. The spell is foiled, however, by even a thin coating of lead or denser material. Also, each successive solid that must be penetrated results in a 20% ~ m u l a t i v e chance that vision halts a t that point. Example: Thoth the necromancer uses this spell to examine a locked wooden chest. He notes a small metal box within and seeks to lwk inside. Thoth has a 20% chance of failing. Rolling a 67, the vision penetrBteS, and Thoth, with his heat eht, now sees a small pouch. He has a 4 M chancp of his vision going no further, and with s mll of 32. he is frustrated in the attempt. Thoth must now manually retrieve the box and pouch to see what heas- may lie witbin. This spell i s espedany useful when employed by a necmnaneer with &imp &Ils, for i t doobles the chances of a sueceasful mU if wed against a trapped lock or area The ingredient is a glass lens through which tbe caster peers.

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Special 5th rank necromaacer spells

Re&tane d k None Ares of apcmue: 1 homan(0id) body

to wither, are the only means by which an nndead may heal damage.

Bv this the neeroman- transforms an Barr bolt i n k b o d y inio a wight thal it mry 9 - d i n t e n d mmsiru or a holy area. In doing so, thv u ~ g h w , arc set in the ares they are to guard, md the, r~m.!m Spell rddtype: Em

Element: Non-sonic Ingredient m t : 0 Mslimum r-: w

Spell ranWlype: yI Element: Sonic I n d e n t m k 6zds

a t rest ao b n g ss no one other than their meator or another necromancer of the same deity invades the m a . Otherariae, they arise to defend the object of Uleir guardianship From desecration.

- Running Lime: Permanent Kpsis(ance mll: None A m of erprpol.e: 1 Nether mature

- - .\laximom range: Special Casrinp-: That of ta%pt spell+ 6 ph- Running time: Up to 1 minoWJ levels Resistance mu: N m Area of exmure: Spedal By this spell, the necromancer unlesshes a bolt

of energy fmm his palm that is a deadly bane to Nether cFeatmes (devlidemdondead, eta.). Such that are i m w by the bdt mftb~ ID4 points of damage for each shi level of the h e r . Note that even spell immunity offers w protection From the effects.

spen ranbltyp: S/D Element: Sonic Ingredient m t : SOgd' Madmum range: 0 Running time: Spedal Resistance mlk Agility to neg. Area of expos-: The necmmmcer

Thisis&ihrtothe4thLtbraaLdelqxII,nsed by witches. A difiemnce, however, is that the wter may rpedfy preset mndithm guideliws that must - to trigger release of the magic. As always, they mnat be v&li&k by sight. Fwtber, octrmrtion cannot be w d on spell8 that require special targew on the psrt of the caster. F a example, d m t i o n 4 be placed upon a personal healing. a an air slwl sppll, but not upan a mogic dart, whichreqoiRs the caster apdflcally chwse a target in a EBttsin area to affect. Only one octiunlion spell

be p b d on a livinghmliving matore. retaining its potentid no longer one minute per three caster levels fmm when i t is invoted The iwrd i en t is a small howless.

This deadlv %ll enchants the necmmanda hand into a kthal.kapon usable again& Oprmnenb under size, exdoding &ms. The b g m d b t ~ o f a v i a l o f h o l y a i l r o W e d o n ~ t h e hand, and on his next mmbat pbase the nemmmcer may

spen -*: w Element: Non-sonic Ingredient m t : 0 Maximum range: 0 or touch Running time: Permanent Resistance roll: None Ares of expasme: 1 m a t m e

attack an enemy v+itbin melee w. In doing BO he ma& mll to hit tbe targets ~ O I V r a w , and the *dim then make an W t y mll. If tbe mll fails, the ertstrr Ulmstts his hand through any m o o r and into the chest cavity of his enemy. pdhg forth the heart and slaying his opponent. The spell can thusbe llaed to slay certain golems and ondead, althougb spirits and meatmes lacking a heart are unaff&

This spell i. used by the &r to "%enera& BOay damage Uuougb empathic excbms of life energy. When the caster lays hands an hinw?U or anathe., he may heal a paint of Body damage fm each point of Stamina he deducts. However, the loat Stamina can only be regained thmmgh adoal rest, at a rate of one paint per day. b, the S t a m i i laps mmes M y h the caster's oam Stamjaa--it may never be t&n fmm lceebed Stsmina points gained through S h i n 0 dmin, fm a c e . The spell can alaD regenerate lost a with& limbs ahntofadecapitatkmBObngastbespllisurst *thin an hom of the injury. The Stsmina paints

to enact the regeneration, however, are pe-enWy lost aod can never be regained thmogh any me- shat of expiration of a Luck point, a grant by a deity, or a wish.

Spell ranWtype: 5lJ3 Element: Sonie Ingredient mst: 5W gd* Marimurn range: %J Casting: 1 hour Running time: Permanent Resistanep mu: None Area ofexposme: 1 objector area

Spsu rsnUtype: m Element: Non-sonic Ingredient cost: 0 Maxim- range: Touch Ronnine time: Smdal This spell is nsed by the mmanm to

consecrate an obpa or area to his deity. In using this upon an abject, a t the splb mmpktion only someone of the rame general ethies of the caster msv handle the item. These of other ethim suffer

~esistsnce ~ I I : Special Area of exposure: 1 mature

This spell permits the necmmanen to pmbe the mind of an intelligent ma* end s eWve ly scan its memaies to extract any inlormation he see& The resistance mll is uluntal in that the ehanoeP of svaesdd m c l w equal 6% per point ofthe targets IQ as c r e a m of I- i n t e w n - have instinctoal rather than organired memmy. This charmisdoublediftbewbjectfm-eressonis d b g . Failing the -nta@ ends the s p n , inUictinglD6pointsof~tothenccromanm. The spell lasts while the caster tmwhes hts victim, and the GM may m e r any of the player's

regmdhg knowledge posssssed by whomever is being melded.

~~ ~~ ~

lD6 points of Body damage m y tmn they willincly handle it. The s p O can also mahr an nbjvcr f i r fop P* as 8 magic item, with a chansr o l lr,alouxl cqud to 5% per level of the caster.

If the spell is ugd upon an area, i t may only be d m in a temple a place of sacrifice. Thereafter, these not of the caster's ethics suffer a penalty factor of 1 to res ishce mlls if forced tom& them within the area of exposure. Likewise, t h m of the caster's ethM gain a bonus factm of 1 to resistance mUs within the same ares u n l e ~ they are deflSng it. Cowemlion also keep out spirits of different ethies.

Ra&Qpe: m Element: Sonic Ingredient mt: 1 gd Msximum range: 20' Running time: Special Resistance roll: Special Area of exposme 1 creature

This hex-like spell is moat offen ured as a means of enmwsging repentance on the part of one Who has offended the Chmeh. This can only be arh upon m e o n e beneath the level of the necromaooer, and when tbe speU tat- effed, the victim emanates an aura of unease, causing an but his chest mmpani- ta shun his company. During this time. anyone meeting the affpctee applies a 50 penalty to

The ingredients include 500 gd of incense that ar? burned m a brazier el within s pen- m k d on the pund.Dwnehantmrnt hasno affert against the spell, neither can m d n be cast on

s ~ n rddtype: 5m Element: Sonic Ingmdknt -t: 0 Madmom range: 0 or touch Running time: Permanent Resishcerolk None Area of exposure: Creature touched

something p&sently uader such magic

any reaetionmUs. Ifcsltmpaoamemkoftbesamefaithofthe 71, the eff& last until r e d l e spen ran-: S/D

Element: Snric 1ng raen t tmst: 0 Msximum -: Spedsl Cas* 2 honrs Rumiwtime: Permanent

-tan- is made. Othraise, they wear off affer one week per level of the &r has p a d . No reajstanap mn is permitted agaiast the spell unless it i. cast uprm m e ofa different faith. In this event, a Luck roll negates the magic. The ingredient

This spell heals 1D4 points of Body or Sbrmina damagerl~vel, as specified by the caster, upma a omporeal undead meetme. This spell, or an ability

80

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cutmists of the caster's deity symbol,

Spell ranwtype: 5/B Element: Sonic Ingredient mt: 1 sr* Maximum range: 30' Ca9tins 3 minutes R&g time: 13 homs Resistance ran None Area of expaame: Special

This spell summons a spirit to watch over an ares for the faster. Invisible to all but the aommoner, the spirit m o t be eurrdsed, nor can i t cause direct harm. I t is capable, however, of duplicating poltergeistal effecte as outlined in the 1st rank gypsy spell spook. I t may also communicate mentally with the caster, describing evenis i t has witnessed, or even awakening him should something unusual occur or if a preset plideline m e s to pass ("Wake me a t duslr," etc.). The ingedient is a handful of bone dust h m a human skeleton.

&rn~ina brain

Spell ranwtype: S/C Element: Non-sonic Ingredient cast: 0 Maximum range: Touch Casting: Instantaneous Running time: 1 hour Resistance roll: None Area of expure: The necromancer

This spell permiis the necromancer to wither a living person (excluding monsters), drawing away ID4 Stamina points per three levels of sLin and bestowing them upon himself, pmsibly upping his Stamina point total above his normal maximum. The leeched points laat for a maximum of an horn, any Stamioa I- fnst being dednded from these. Shoold the dice roll indicate the v i b i s drained of an remaining Stamioa poiu++ any owrage is b u n t e d as Body pointsare not hamferred by the spell. h, only one svcb spell may aid the caster at a time.

spen r a n w m : m Element: Non-sonic Ingredient mat: 0 Maximum range: 0 Running time: Permanent Resistance roll: None Area d exposure: Special

By concentrating, this spell enables the necromanoer to summon a weapon of h k To fundion, the weapon in question must be lain upon an altar to the caster's deity. The spell i s thus -lid in some instances to aid in obtaining arms in an otherwise se- area, or to re-- after losing om's flghtingimplements.

b)uapenb animation

Spell ranwtype: 5/C Element: Non-sonic Ingredient mst: 1 m* Maximum range: 0 or touch Casting: Instantaneous

h n i n g time: 1 hanllerel Resistance roll: None Area of exposme: 1 creatwe

In using this spell, the necromancer lowers his bodily functions to such levels that from outward appearances he seems dead. No pulse or respiration may be detected, and he suffers no damage fmm either poison or normal wounding (even a sword thrust thmugh the head or other vital part o f t . body will instenfly regenerate upon the character's deciding to wake up, although full decapitation. a monster's eating up the body, or something similar will indeed be lethal). While in this state, the necromancer can hear what kanspires amund him, although no sort of communication other than mental is possible. The spell may be cast upon a willing or unconscious recipient, and lasts unt0 the running time ends or the recipient decides to awaken an a combat phase. The ingredient is a human rib bone.

Spell r a o w w : m Elemenk Sonic Ingredient cc& 5 sr* Madmmn r-: 10 mileslleuel casting: 10 minutes Running time: S p d Resistance roE Luck to neg. Area of expasme: 1 m a h e

This spell is vsed by the necromancer to enact one or more baneful effects upon someone through sympathetic magic. The ingredient consists of a pmdl doll fashioned from a mandrake or hangman's tree m t , to which is f i e d either a lock of the victim's hair or a portion of his clothing. Thereafter, the caster calls upon his deity to curse bis target and one or more sharp abject4 are placed in the body part the necromancer wirhes to effect. Should a single Luck roll be n u c e e d , no h a m b e f a the target, and he becomes immune to a -nt casting of this spell until the n m m a m e r dses in level. But if the Luck roll is Mad, the vidim suffers wracking pains in the targeted area of the body translated in the following way:

Arm affeded-deduct 1 poiat d Strength ppr needle inserted (to minimum of 1 remaining Strength point).

Leg affected-deduct 1 paint of W t y p r n e d e inserted (to minimum of 1 remaining Agiitypoint).

Head &cted-deduct 1 mint of I0 rrr needle . . inserted (to minimum of 1 remaining lQ paint).

Baly affected-ddod 1 Body paint per needle inserted (to minimum of 1 M y p i n t leR.)

One sharp object per t h e levels of still may be inserted into the doll, and the remains in place unt0 the doll is found and desboyed or i t is litled by -IBW i n p c . ~f so lifted, a new do11 and W e n t s mast be obtained before the spell may be recast Only one uer may affect a creature a t a time.

Note that an affected p-n remains under the vex even if he moves beyond the spell range, although the effects are cancelled if he shifts to a different plane.

-. Element: Non-sonic Ingred~ent m t : 20 gd*

Maximum range: 10'Aevel Running time: 1 minutellevel Resistance roll: None Area of expure: A 10' s q m / 3 level*

A shimmering f m field is mnjmed by this spell, halting physical objects from approaching within 10' of a elected side, and c r e a m weking pa- may do so only if they make a Strength raU on percent& dice. Note. howeve5 that t h e within 10' of the wdl during its appearance, or those who pas th-h its back side. are granted immunity to its effect% The moll may be shapd as desired in 10' sqoare increment& The ingredient is a pair of m w e b

Special 6th rank necromancer spells

Spell rankltype: WG Element: Sonic Ingredient cast: 0 Maximum range: 50' Runnine time: 1 hornkvel Resist&e roll: None Area of exposure: A 10' cube/lerel

This spell is named for its M n i a n mator, who designed i t to f a m a tempmary dwelling-pk. When cast, the mud, sand m soil in the area taLe on the shape of a building or fort as envisioned by the caster, although h v n i h w doesn't mme with i t The *and eostle remains in- for up to an horn per caster level. collapsing afterward. The power of the magic also is such that the sbu-e is reasonably stmnp, poaaessiog the same stre& sr though i t were made of adobe.

spen ran*: M)

Element: Sonic Ingredient m t : 30 gd' Marjmum range: 0 Rnnning time: 1 minuteneve1 Resistance roll: None Area of exposure: Special

Through this spell, the necromancer invokes his deity to bestow a special blessing upon a weapon. For one minuteneve1 thereafter. i t is empowered to strike a specified creature requiring magic weapons of any rating up to BF 4 in order to be harmed, although no banus factors are imparted to attack or damage molls. If rnngic weaponry is not a prerequisite to attacking, a boom factor of 1 per three canter levels i s instead granted to attack roILs when employing the blade against =chosen creabxe type. The ingredient is holy oil po-d over the weapon.

gob? brain

Spell r a n w t y p M: Element Nm-sonic Ingredient m t : 0 Maximum range: Touch c e I o s t a n t a n e ~ ~ ~ Ronniog the: 1 born Resistance mn: None h a o f expasme: The necromancer

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This powerful spell allows the necromancer to leech away and bestow upon himself 2D6 Body paints fmm a living humanoid. Assuming his Body paints are a t their normal level, any subsequent Body damage is fimt deducted fmm these leeched points. If the caster has earlier suffered Body damage, this is healed a t a rate of one p i n t per hao leeched, and a t the end ef the spews nmmal w i n g time, any extra Body p in t s are last The victim, meanwhile, may heal the lost Body points only by rest or the mstorp withering spell. Note that only one Body dmin at a time may increase the caster'* Body points above their normal m-um. Thus, the e f f c are not cumulative, although multiple uses of the spell are allowed for purposes of healing Body wounds. The extra Body points gained

never be used by the caster for spells such as Body tmnsfer, ete.

Spell ranwtype: WB Element: Sonic Ingredient mst: 1 bz* Maximum range: 20'IIevel casting: 2 phases Running time: 10 minutedevel Resistance mn: special Area of exposure: A 10' cube

By this spell, the necromancer causes a cage of bone to a i s e from the ground, enhapping creatures of sma to law size. Erlm large beings are toa bulky far the cage and easily brush i t aside. As the bones regrow as quickly as they am damaged, someone within can only e m p e through magic (excepting disenchantment) or tonneling out fmm beneath. Also, dirrcting spells out of the cage against foes is dih%colt, requiring a Luck roll be made each time i t is attempted.

An Agil i ty roll to avoid entrapment is permitted if the easter e m the spell against a moving target, or one near the edge of the area of exposure. At the expiration of the spell, the bone we mumbles to powder. The ingredient is a shard of bone.

Spell ranwtype: MI Element: Sonic Ingredient cwt: 56 gd* Madmum range: Spffial Casting: 1 hour Running b e : Pe-ent Resistance mn: S p e d Area of expmm: 1 mature

This sppll grants the necromancer a chance of turning a curse, her, oes, edl eye, etc. bmk upon its caster. The ingredients for the spell constst of a brazier filled with burning incense placed at the center of a pentagram mibed in the gmund with blessed candles burning a t the rardinal pints. The affedee then enters the pentagram and the caster begins an hour-long spelleasling, seeging to break the power of the curse. To determine sums, a roll similar to disenchantment is made, applying a penalty fador of 5if the caster seeb to use the spell vpln himself. If a sufficiently high die seme is made, the e- li& from the affectee and centers w whomever cast it, remaining for a t least 13 days no matter what action is undertPken to dispel it. iocluding the destruction of any mntrol dous. Failure means the caster may not hy again to I-

the curse until he advances in level. Note that if this spell is east afkr the necromancer's awn magic has bet" returned to him through a reflect curse spell. sueeespfol use ends the effects after seven days of suffeTing.

Spell ranwtype: MI Element: Sonic lngedient cost: 0 Madmum range: 50' Running time: Permanent Resistance mll: None Area ofexpwme: A 2W circle

By tbis spell, the necromancer momentarily f l d a 20' circle with magical rays of healing, m t a i n g up to 3D6 points of Stamina and 1D6 points of Body damage to all matures therein except for undead, which suffer 3D6 p i n t s of Stamina damage.

Spell rankhype: 6% Element: Non-sonic Ingredient cost: 10 gd* Maximum mge: 10'Aevel Running time: Special Resistaxe roll: None Area of exposure: Special

By this spell, the necromancer mwes the center area of expasure of a spell up to 1' per kvel in any direction he cbwses, ending its power in the area cleared. For example, a necromancer whose minions are under a sleep mist spell may employ displar~ment to move the spell wer a few feet, dispelling the sleep fmm his comrades and possibly affecting someone new. The magic only functions against noninstantaneous running time spells &ding an area rather than specific targets, and the easter need not know the center of the spell in question. d h g h its leading edge must be within 10'af him per skill level.

Ramtype: WLI Element: Sonic Innredient cost: I =d - Maximum range: 30' R&K time: &ecial ~esist- roll: None Area of exposure: 1 mature

This is the next step after a shun spell, and is used as means of punishing one of the caster's faith who refizPes to repent from wrongdoing. When the spell is east, all deitical benefits granted the offending person are stripped, including the ability to cast Type D spells! Note this o-s only if the deity concurs that the transgression has been ongoing and flagrant (i.e. GM discretion). Restoration of these abilities may or not be possible as the GM determines. The ingredient is the necromancer's deity symbol.

Disenchantment is, obviously, ineffective against this spell.

Spell rankltype: MI Element: Sonic Ingredient cast: 0 Madmum range: 0 or touch Running time: Special Resistance roll: None Area of exposure: 1 creature

By calling upon his deity and then laying bands upon himself or another, the nemmancer may bring about a full healing of either Stamina or Body points as he selects. Note, however, that the spell has no effect on p in t s deducted as a result of losing a limb, or those lost thmogh disease, dehydration, s w a t i o n , or poison.

Spell ranhnype: Bm Element: Sonic Ingredient cmt: 50 gd* \Irxln>um range: 0 lC~#~nnng lime SO minuteflesel &.itltvnu mll: None Area of exposore: A 30' sphere

In casting this spell, the necromancer causes a cold tongoe of red flame to appear over his head. The h e flrst of all dimly illuminates an area 20' wide without hindering heat sisht. Its greater power is a color change to green as its caster enters an area under the effects of a magic spell such as mn~ernrtion, noor claws, etc.. or blue if undead penetrate within the 30' area of expasure (or greenish blue in the event both fadors apply). This warning of nearby undead prevents the necromancer fmm b e i i ambushed by such creatures. Last of all, the caster may reach up and hurl forth the flame up to 1 W distant, whereupon it will flare, bristly illuminatiw double the normal - . area of e x p - for five minutes. The ingredient is a ruby worth a t least 50 gd.

Bnntorn boor

spell ramtype: WG Element: Sonic Ingredient mst: 5 gd* IvIazimum range: 10' Running time: Permanent Resistance roll: Special Area of e m - : 1 door up to T in height

With tbis spell, the necromancer creates a d m in a wall where there is now, and the ingredient is a sale m d c l of n door similar to the type desired-. i.e. wmd or i m . When the spell is cast, the door disappears and materializes in full size upon the wan. A small tunnel beyond the dwr is also fashioned through the spell, entending l'nevel. lllultiple uses of the spell can create more doors and extend the tunnels to get thmugh very thick obstacles. Disenchantlnent restorores the wall to normal, deshoflng the dwr and tunnel, although creatures inside are entitled to an Agilihl roll to escape k i n g walled up and killed.

SbiEt spell rank

Spell ranwtype: WE Element Sonic Ingredient emt: 10 gd*

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Maximum range: 0 Running time: 30 minutesAevel Redstmce roll: None Area of exposure: The necromancer

This spell is used by the nemomancer to theoretically b a t the rank of spells so as to sect creatures normally immune to spells of eertsin ranks. Up to five ranks of difference may be invoked, and the specific spelLr are chosen during the casting. Example: a necromanee7 knows he will be battling a creature immune to 1st3rd rank swlls. He thus invokes this swll to raise his mwic - doH to the lh~oretiral equivalent of a 4th rank spell so that i r nil1 be effective. .7la#ic don is a 1st rank spell and he a raising it three ranks. Thus, he has two ranks he may distribute amongst other memorized spells, and he decides to up hisphantom dosger two ranlrs to the theoretical equivalent of a 4th rank spell. The altpred spells, however, may still be invoked fmm 1st and 2nd rank costine slots. The ingredient is a prism.

Spell ranwtype: B/G Element: Non-sonic Ingredient cost: 0 Maximum range: Touch Casting: 1 phasp Running time: 5 minutes&. Resistance roll: None Area of expmme: Spedal

This spell enables the necromancer to drain away, and bestow upon himself, a sldll (excluding special shilities) possessed by a live person of another character profession. For example, Mephisto the necromancer lays hands upan an sssassin. The s p a alerts him to the talents owned by the man and Mephisto leeches away the a s a s i d s s&aZth skin. He may then attempt stealthy actions with tbe same base percentage of sn- as the sssassin. At the end of the spell's mnning time Mephisto loses this abiiity and it will retmn to its aiginal owner if a Lwk mll is made. Othenuise, i t is lost for ID6 mon&, althoogh a grwter wish or expiration of a Luck pint can restore it earlier. Note that nothing will make the casteis retention dthe sldn merit.

Spell r d t y p e : M?

Running time:-1 m&utenevel Resistance roll: S p e d Area of exposore: The necromancer

This spell permits the caster to toetlect hack spells cast a t him if a Luck mll is suceemfol, affecting others as though he himself had east it. In reflecting back agiven spell, i t will rebound up to its full normal range before activating its effects. Note that the magic will not renect spells aec t ing multiple targets (energv blasts, etc.). The ingredient is a mirror set in bone.

Spell ranWtrpe: W Element: Sonic Ingredient cost: 0

Madmum range: Touch Running time: 1 dayllevel Resistance roll: None Area of exposme: Up to 20 IWIevel

This spell serves to keep organic material fresh and free fmm die- or decay for the spell's running time. I t is most often employed to presprve rations on long journeys for the spell may be r e i n f a d whenever desired I t can also he east upon a creature to pr-e its hide or or-. Note, though, that the recipient must either be unconscious or dead for the spell to function; in no way can i t be Uspd 0ffeMiYely to eve-e a foe. h o m i n g the spell is -t upon a comrade of the necromancer who has heen grievoosly wounded or m i m e d without available healine. it mav helo in ? ~ - ~ ~ ~ ~ ~ -. - . prolongn~ his life until later Ad for ;an uownriuur rsop~c,nt will not die .+ulc ,n~ .w the rpl l iq m-t upon h ~ m h, fsm the pmnt ~ I x t l ~ l l d ~ a t h .

Spell rankltype: 6/D Element: Sonic Ingredient cost: 100gd' Maximum range: 0 Casting: 10 minutes Running time: Special Resistance roll: None Area of expasure: Special

This is similar to the 5th rank summon rueopon spell, although the caster may use i t to instead summon an object weighing less than 50 Ihs.

Special 7th rank necromancer spells

Btr steal

Spell ranhitype: 7lG Element: Non-sonic Ingredient cost: 0 Maximum range: 20ilevel Running time: 1 minuteneve1 Resistance roll: Special Area of expasme: A sphere up ta S' wideneve1

This p o w e m spell causes gaqes to fly out of the area of expapme, leaving a partial vacuum. Breathing, talking, spellcasting with sonic elements, ete., is impmsible while the spell is in effect. Fire of any smt also is immediately mufled out. Thus, the smll ex ti mi she^ fm fines. ete. In eastine the swll. - . . . - . . the tarnet area must be clearlv visible to the caster. ~~ ~~~~~~ ~~~~~~ ~~ -~ ~~~ ~~,

and the hcfieca do not exteni thmugh w a . me spell may b ursl underwater. di9peIhg the oxygen in tbe area oferparme, h a l w fvlh from breathing. Creatures prevented fmm breathing must make an adjusted Con roll or pa98 out and die without aid (see the d o n under Conditioning in Chapter One).

This ancient spell enables the necromancer to halt all bodily functions as the supend aninrotion spell. It is more powerful, however, in that the caster drops into a catatonic sleep lasting up to 30 days per level or until preset condition guidelines mme to -. However, in undertaldng this spell there is a 5% chance that the caster's enchanted slumber win I& far longer than he desires 0.e. GM k e t i o n ) .

spell rawtype: 7m Element: Sonic Ingredient mat: 1.000 gd* Maximum range: 30' Casw 30 minutes Roooiog time: S p e d Resistance m* S p e d Area of e-re: 1 mahlre

TO -t Ulis spell, the necromancer must scribe a circle of prnfection. which may enmmpaS.9 a mjmat ion circle. This has the effect of keeping trapped any undead or mnjmed creature for 30 minutes. During this time, the necmmancer must bum a brazier iilled with precious incense to his deity while -king his blessing. No sort of interruption is permitted during the time of -ling, else the spell is bmken, negating any previous erarcism and wbjecting the character to harm from the released creature, which is now immune to emrcism by that necromancer. If the ceremony is completed, a monster that has earlier been captured through emreism becomes permanently enslaved to the necromancer so long as it is of l e m level. Otherwise, i t is entitled to an I& mll each 24 h- to break the necromancer's m n h l . If i t does so, i t cannot be exorcised by that oharacter unless he advances in level.

In veing this spell against a conjured undead from the Nether planes, a t the ceremony's completion an IQ roll is permitted to overcome the effeote, applying a penalty factor of 1 for each three skill levels of the necromancer. If the roll i s - p ~ ~ ~~ ~~~ ~~ ~~~~

successful, the creature may return from whence i t came or breah through the circle of pmtoetion to be battled normally, for erorcism is thereby ineffective. If the roll is failed, the monster remains indefinitely on the Nexus under urntral of the nemmancer. A demon or devil with s Dmwr name who fail.! its roll . . instead is forced to perform a single service for the summoner. This can raoge &om battling a specific person or adventuring party, to acting as a gasrdian, answering a question through triuio, or even teaching the caster a spell usable by his profession.

Spell r d t y p e : 7fE Element: Sonic Inpzdient mat: I,wO ga* M h u m r-: 0 Running time: 1 minutenevel Resistance mu: None Area of expasure: The necromancer

Spell ranwfype: 7ffi Element: Non-80nic Ircgedient msk 0 Madmum range: 0 Running time: Spedal Resistance mll: S p e d Area of expasure: The neaam-r

This spell swoonds the necromancer with a shroud of demon flame making him immune to fire, melting any non-magid weapons that &e him (with magic ones anawed a resistance roll), and woiding any damage from them in tbat event The flnrne also idkb 2D6 p i n t s of Stamina damage each tmn to anyone within 6, and ID4 Body FdLb

Page 90: Quest of the Ancients

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Page 91: Quest of the Ancients

spell r a n w m ~ : 7n3 Element: Son-sonic Ingredient mt: 0 W m u m range: Touch cast in^: Instantaneuos Running time: 1 horn Resistance roll: Some Area ofexposure: 1 cream

By Ulis spell, the necromancer drains away and bestows upon himself the energy to instantaneously load and cast an additional spell of up to the 6th rank of power. As an example, Dar the nemmaneer lays hands upon a witch, chaoping to leech away a 3rd rank casting slot The witch l m s it, and Dar may now utilize this ss both a rnernoriatron and mstlng slot within the next hour. invoking any 3rd tank spell he trio-ven if the spell was not currently memarized. (Note that an -emmized spell can only be cast through the leeched dot. not thmugh any otherall lf the &r attempts to leech a spell slot his target hasn't got available, the spell is wasted.

Sprll ran- 7R) Elemenl: Sonic Ingredient cost: 1,WO gd* Maximum range: Special Casting: 1 hour Running time: Spedal Resistance roll: None Area of expoam: S*

Casting entails the nmnmaneis SLTibing a circle of mnjuration upon the flmr. then burning a brazier of prrdour incense whik chanting to his deity to bring forth the desired monster. The creatures that may be summoned indub undead or demons of equal or I-r level, or a specific demon or devil of any level whose m e is hown by the caster. [Note that demonsldevlUl of higher level than the caster m y discard the smmolrirrg at their desire.) Snmmoned undead fallow the caster's bidding without question dming the 24 h- they can remain on the N e m . But in summoning devik a demons. they may be contmlled only Ulmugh s a d er(rmirm or use of the nmmony of binding spell. Thus the necromancer will d y employ a circle of pmtection when prfnming this spell-and the being so enslaved win evermore hold a grudge. An option. however, is to ciTer appropriate renumeration to the F i in rebmn for senice. In either case. the creature will make its best attempt to perform me swfif task for the casts. At the end of 15 dqs-m upon completion of the --the mmster returns fmm whence it m e . along with any promised tre-, @less of s t e p tahen to retain it.

Disenchantment will not re- a Nether being to its pmper p h e .

Spell rankftype: 7R) Elemcat: Sonic I d n t mst: 1 bz* Marimurn range: 30' Running time: Permanent Resistance mu: Lwk to neg. Area of expo-: 1 matme

Thmmgh this spell. the necromancer may mnjme forth a being fmm the Nether planes. This powerr' sem to a

mature into durt Casting entails t h ~ necromancer's letting fan a handful or dust from his palm while abjming the large1 of the spell to fall to dust If a Luck roll is failed, d l Wi ly fluid within the mahue dries up, leaving behind a dead husk that crumbles to powder before the ryes of onlookem. Thereafter, only a 8-kr wish or grant fmm a deity win sllmn to restore the character.

Spell rmkltyp: 7iD Element: Sonic lngndimt cort: 50 @ hlanmm rangP: 0 Running time: 10 minutps Resistance ran: Sonc Area of clrpmure: The m m a n e c r

his spell is named for the Hoswrathian nermmancer who orylnated if and with it the c+st, calk uprm his deity to imbue him with innedible stre&. immediately raising lhst Stat by D&1 points. to a m2ximnm of 20. If 20 Strength is already p a s s e d . his h y s factor to damage mlls ie1mrhanm3 hut fa. o m s of Suenzth rolls or - - - ~ ~~- , ~~. marimurn lifl ratings. the caster is treated as Wlougb he has a Strength of 26. The ingredient consists of a d of blood h m a giant or other powerful ma tme which is smeared over the hands. This is never -dative with a normal slnngthen spell.

Ingredient dhppzarr, when spell is cast

Page 92: Quest of the Ancients

l ~ h e beckemold & r)- of the ancerer I No one is oertain where ~aeerers miginated. That tbey played an important

part in the event. at the end ofthe Fhst Age is unqnestiond It is also bue that there are no traditional ties bemeen smeerers and ohes. Thus, s m a y m a y wen be the 6mt human spellcaster profeasiw if necromancy urn tmly be a th ib ted to Goth.

Today there are generally trao b a c k g m d for smoererj. In the fnst, a soreem may have m e out ofme of the traditional bwrathian schmt. d magic. In the -d, a yoong p- may have m e d an apprenticeship d e r ao old sage who has now given his *dent leave to make h b a her mn ray in the world.

[PIS- of orid,, baet suited for so-ra I

k r e n are fmbidden the use of armour u n l ~ they passeas a -d pmfessiondoraingit. In that event, they may don leather m softer attin. Their two weapons me:

nagger, staff

Initial numberofoombet s t i l l dots 1 Additional -bat akiU lrlots gained: U6 levels Cost for lnappmpl i sk weapons: 8 slot.

Sorcerers (or sages) -py a middle gro~zl~d between wibzbee and ~lffmmaneers. To those of tbir profession, magic and all it holds is ofpaamount Sorcerers may employ items allowed spenossters. interest And, in many ways, sacerers might be considered scholars, for they relentlesslyseek lhe answers to an questimur.

lLeve1 umitatlons Cdaal-prohnlon option. I (Suggested)

Race C-r IQ DmLpmk%eion opt iom

1mes8 18 17 18 IS all None

LEY&L LRuwATIONa EIJMAN (other)

14 15 16 17 18 20

Page 93: Quest of the Ancients

(Yi3WTERm-w prdlsdum (the Smuns)

]Level table I Field(#)

Skill Level Read of Spell slots Specis1 level points tent bowledge 1 4 3 4 5 6 7 abilities

(IQ) (IQ)

l ~ r p l a n e t i o n of skills I Read text. This &U permits the sorcerer to comprehend the general

subject of a text written in a common campaign language the character has pmbably seen in his lifetime but doesn't actually speak. (If adapting this pmlesioo ul game syxtems Lhar mnke of mage wiongs--such a* proll.cto invoke 4pll elfectx, the *kin rill p.rmlt the character to employ t h a r witinp by deducting 5% wr rank uf the ~r i t ings power. Slising the prrc.ntagt. rklolts in failure and should be handled as appropriate.)

Adjustments to the skilt ZQ. The smcerer's IQ has a deflnite effect on this skill.

Field(s) of knowledge. Fmm tbeir delving into the world's mysteries, sorcerers acquire a range of information regarding unique subjects. At 1st level, the player chooses a s p e d category of knowledge for the character. The sorcerer starts with a base knowledge level of 208, which increases by D8% with each level gained. Each six levels thereafter, anotbotbr freld of knowledge is selected by the player.

Some possible fields of knouledge are listed below, along with descriptions ofwhat they might do. The list is by no means complete. and the player and GM may deVipe others--for instance dwarves, which wodd grant a char- with an interest in that race a full compliment of howledge r e m n g the laws, customs and history of that people, excluding speaking the language.

It should also be noted that some technical skills might require the sorcerer mffit alsboratory andfor library. The cost for this would be 1,WO gd, increasing by a like amoont each h e a skill level is gained.

systems throughout the campaign world. LrnguistiCS. This allows the ohmwta to grasp the rudiments of a spoken

language. As with the read lerl a!4ll, i t doff not d e r linguistic fluency, but after 1D3 hours of dealing with a willing sobjed, the sorcerer can communicate on asimple level with intelligent meatmes.

Medicine. This indicates a familiarity with biology and the doctoring of wounds. A ~6ar8Cter with this skill may set bmbn limba. and can attempt to heal 106 Body points with s successful roll ii he has heding herbs. This can be done o m per battle, not once per wound. A sorcerer making his roll and tending a wounded person also doubles the rate of Body healing each day.

Mytho*. A sorcerer with this skill would be familiar with the various myths and tales of the campaign world.

Theology. This offers an understanding of the various religious beliefs customs, and tabom of the campaign world.

Triuia. As the bard skiE MJvstmenCB to the skill: Eactness of ony ininfannation &sired. When information of some sort is

sought from a %Id of knowk&-e, no adjaatment is made to the skill percentage for ouestions of a r m m n nature. Qae&ons of an unmmmon nature halve the . skill p:nvnrwr, ul181r inlrrrc@tivesof a rery unmmmon nntur. qu:sr. r i t . l'h. GSI h.b Rn.21 u y wtder wlna~eategmy agiseoquestion falls. And in c . w > whrrr a field of knowkdge is narrowed to one s w c race or ares--for example dwarves, as listed earBer--questions of ammmon natnre aduanygrant a bonus fador of 25% to the &ill preen-, while no adjustment is made for uneommon interrogadves, and very unmmmon howledge sought merely halves tbe chances of making the IOU.

10. The sorcerer's I 0 can affect his chances ofmakine the mU Alchemy. As m- do not acquire the ability to fashion potions or el&.

this grants thcse talents. with a ski1 roll to determine succes.9. The shill aiso permits identification of normal potions he handles. Non-normal potions on be identified after 2D6 hours of laboratmy rerearch (if the roll is successful).

k?tmlogy. This acts as the gypsysm offorllme-telling. Calligraphy. With colligmphy, a skill roll when encountering a sigil or rune

immediately confers knowledge of what magical effeas) would be activated by it. It is otherwise similar to the general skin.

Customs & Etiquette. One with this skill understands the proper behavior when in different parts of the campaign world. If dealing with foreigners, a sueoesSfu1 skill mll confers a 10% banus factor to any reaction rolls

Histov. This grants a knowledge of the world's general his-. Ikm analysis. This skill lets the sorcerer glean a baaic undenbnhg of a

magic item's general properties. Full details of all powedeffects may not n e d l y be revealed, nor will the number of charges. The skill i s nevn soperim to the disrrm enchanted oum spell.

Law. This skill imimparts a general understanding of the law and judicial

l ~ r p l a a a t i o n of smcia l abilities I A Ian-. At 5th l?v*l, m d each four I -"el$ thereafter, the sorcerer

hrrurne fluc.nt in a language of h ~ s choice I hlr iw.ludr. thr rl.ility to read and *,nw il. 'Mon~ta'langoagps may be ohtalncd unl) nirh <:\I ~ p p r ~ v a l

B. Combat skillslot. Selfsxplanatory. C . Apprenliee. U p reaching lOth level, the character may take on an

apprentice. This is comddered to be a retainer which may be adopted by the player as a baek.up character. While he rem;dns with the teacher, the sorcerer must see to the basic needs of the apprentice. Upon his reaching 5th or higher level, the apprentice may depart his teacher to make his awn way in the world if he wants.

D. School. On reaching the 15thlerel ofskill, the sorcerer can open a school, attracting 10D4 1st level students. In doing so, a & expenditure of a t least 500,wO ounces of gold must be made fm land, bdldings, saiptmioms and libraries. Thereafter, the yearly upkeep of the shoal equals 100 gd per level of

Page 94: Quest of the Ancients

the students. Also, i t is not unknown for a new school to attract tbe enmity of The sorcerer is specifically d-ed to be an open-ended character for the another if its masters feel an infringement is being made an their territary. GM to utilize ss he best sees fit As ao aid, however, a spell list fallows which

employs only spells from QA. With the release d the QA Ployen' Pock, in 1993. \~~mlels & spells I we hope to have a new spell lint for sorcerers induding their own unique spells

Srd r a n k

01-05 Animate wood (W3j 0610: Black steed (W3)D 11-15: Charm !W3) 1620: Daggers ( W e 21-25: Electric arc (W3) 2630: Enchant mrd (W3j 31-35: Energy blast lW3) 3640: Eye palm (W3) 41-45: Mi& refleetion (W3) 4650: Nemmantic darh- lN3) 51.56: Phantasmal lighter lW3j 5660: Phase eflectlW3) 61.66: Seal lW3) 68-70: Shift (W3) 71-75: Smoke stick IWS) 7 6 m Snsre doak (W3) 81-85: Wall of swords (N3) 86-90: Witch mark lW3) 91-95: Woad form IWa)

SBOO: Remll or ch-

6th r a n k

01-05: Bme cage (N6) 06.10: B k k rider (We) 11-16: Displacement IN61 1620: Enchant bottle (W6) 21-26: Enflame lW6) 2630: Ether ball lW6) 3136: Flmr d e s (W6) 3640: F- field (W6) 41-45: Pentagram of protection INB) 465@ Phantom (W6) 51-55: Phantom d m IN61 E8.m Shift spell rsnL(N6) 61-65: Sleep mist 0 eS70: Spellrefleaion (W6j 71-75: Stsnis (W6) 7680: Stone flesh (W6) 81-85: Stone hide (W6) 86-90: Touch bane (We)

91.00: Remll m eb-

1st-k

01-04 Ak ban (W1) 05-08: Ball of bouncing (W1) 09-12 Ball of shadow lN1) 13-16: Candlefire lW1) 17-20: Cat fall!wlP- 21-24: Conjureanimal (W1) 25-28: Dew living m a t u r e s (W1) 2932: Detect enchanted aura (W1) 3336: Disenchantment (W1) 3 7 4 Fog (Wlj 41.44 : Helping h a & (Wl) 45-48. Magic dart lW1) 49-52: Magicscript lW1) 53-56: Mirrm (Nl j 57-M): Read magic script (W1) 61-64: Ringshield (Nl) 6568: Shadow darts lN1) 69-72: Shut portal (W1) 73-76: Slumber (W1) 77-80: Spell warning (W1) 81-84: Rick(W1) 85.88. Unlock lW1) R9-92: Wan walk(N1) 9S-96: Witch warrior: (W1)

97-00: Reroll or ch- 4 th r a n k

01-06: Ashal projection: (W4) 07-12: Bat swarm lW4j 13-18: Create stairway (N4) 19-24: Delay spell (W4) 2650: Ear wall lW4) 81-36: IUusionlW4)- ,$.

37-42: Mindread (W4) ' a

43-48: Neubalize aura (W4) 49-54: F'mtal of escape (N4) 5560: Secret d m lW4) 61-66: Shooting stvs lW4) 67-72: Spider sigil (W4) 73-78: Staff of ahsorption !W41 79-84: Summon shade (N4j 86-90: Vardsh (W4) 91-96: X-ray vision (N4)

97-W Reroll or ch-

2nd rank

01-06: Acid dust (N2) 07-12: Chameleon (W2j 13-18: Diamond cloud IWZ) 19.24: Discern enchanted sma (W2) 25-30: Enchant bracers lW2) 31-36: Fire dartFW) 37-42: Fire m e s l W j 43-48: Float(N2) 49-M Heat sight (N2j 5 6 0 : Mind shield (N2) 61-66. Moon sigils (W2) 67-72: Net (W2) 73-78: Phantom dagger IN21 79-84: Smoke d m d lW2) 85.90: Stone speak (WZ) 91-9& Unloek (WZ)

97-003 Remll or ch-

6 t h r a n k

0 l c X Aaivstion (N5) 07-12: Agility (W6) 15-18: Ethereal vortex (W5) 19.24: Memory stone (W5) 25-30: Monster mojure (W5) 31-36: P o l y m q h lW5j 37-42: Protection flom liquids (W5) 43-49: Shadow visage (W5) 5054: Smoke form (W5j W. Talking script I W , 61-66: Telepartal (W5) 67-72; Transference (W5) 73-78: Wall of bones lW5) 79-84: Wall ofrepolsion (N5j 65.90: Wmdmt (W5)

91-00. Reroll or choose

7 th r a n k

01-07: Black sleep (N7j W l l Body lightning lW7) 15-21: color W ~ I (wn 22-28: Dimension walk IN71 29-36: Elemental wall lW7) 3642: Ethereal whirlwind (W7) 43-49: Greater teleportal (W7) 50-56: Immunity to elemenfs (W71 57-63: Non-corporeality (W7) 6470: h m a n i z e tWn-note this is a s p e d version of the spell which dwsn't require a deity's blessing to function. 71-77: Rune magiclNn 7584: Time distortion (W7) 85-91: Time warp (W7)

92-00: Reroll or chomp

Page 95: Quest of the Ancients

Of thare who practice magic in Islay. witches are the mast powerful although they are outnumbered by other spellcaster pmfegdons. Lqtimately. witches are spellcasters especially dedicated to the pmctice of elemental and sympathetic magic. And though presumed by many to be En1 ia nahm. this i s certainly untrue as mast tend toward Indeterminate cthies. The remainder who follow the paths of Gaod or Evil, however. invariably prove to be either very Gmd or very Evil. And due to this, the sinister reputation of some witches has mlored the perception of all witches amongst sariam peaple. Many "Goad" knights, for instence, never fully trost any witch. keeping a wary eye on socb party members if they bewme a w w of their tme prof&. Having on measion been subject to exassive pemeutin, in a -Id dominated by men, witches reciprocate the feeling folly, with even a saintly witch m c a s h d l y failing prey to a streak of m W c f present in all of hw porcpdm, perhaps "accidently* catching a self-rwteoua k n w t in the area of c x p a u . of her plant grab spen (al thoqh msoally when the d d s an not terribly I-.

Like dmid=, witches tend to respct and a m natme, with mast chmsing todwell a- horn lins e n t e r of population in n a M mmmmdings that suit her m t y .

l ~ h e backpound & vmme of the r f e h I The trne Bigios of wikhery lie with the ekes &me b u d . ray Magic was

given them by Brigit; others asert the elves dismrered it on their o m , ofiering i t as a gift to their deities Whatever the mth. most pesentday wikhcs arv either the re%- or children of witches, having learned fmm their elders the rituals ofwitchery. It is for this r e a m that they w r w l y fmnd within any of the Wtional H-athiau &Is of magic. and thus some &I-trained spelleastem aware of their existence view these practitioner of ancient sorceries as renegades

At soch time ns the witch reaches adolthood she mavleare Uu nest to seek

While i t has been pointed a t that m e witches have been and continue ta be m t e d wrongfully, in many undeveloped areas the loeai witch may be one of the moat important members of soeiety. filling the role of doctor. shaman. &st, etc. Thus, when and if a witch settlee in an area, instead of hiding her existence, she may make her presence known in a beneficial way, instilling a healthy respect of her powers in the minds of the commonfolk, who may look to her as a pmteeta and ally.

The Evil witch, of course, will not be so well thmght of. In general. she will lair in d i d swamps or darh wwds under her mntrd and bound to her mmmands.

One reason witches can bring persecution upon themselves is Uuovgh setting themselves s t d d s with political or rcligim leaders in the area they reside in by their habit of worshipping and swearing total fealty to their goddesses. Witches rarely fallow the mainsbcam deities ofa locale. and dl tend to have a marked d i s r e d f a the authority of petty I d s and mmigns. submitting themselves only to the Elve- (in the case of elfihalf-elf wikhes) or their deity. Ah, the fact that witchery was raid to be the first and greatest magic mated haa never sat well with many fmm the human nations, jealous of elven primacy in the world and witchery's female p r e d i l ~ b .

Because of this dual potential fm pe-tion, and became 4 jealously p a r d the ~eere ts oftheir smerics. a wikh may rmly admit to being what she b. steadfastly main- againat any evidence to the m t r a r y that tme witches are in fact am*, and that she h-Ifis a kmmer'm -druid." (In fact witches generally get dong well with m. and the similarity of spells pmvide a winitch with a mrrvfneiDg masqrvrsde a. an sdventmpr of that pmfe=wi-)

Yet another kait shared by many witches is a W f a tlamboyant dress. Female witches in particular, while o s d l y far off. aloof and aoWupd. will do a mmplete h a b o o t when in the presence of a source for h e clothing, m e t i m e s lasmg their mmpowe and throaing away money like water for a ebance to buy a silver-irimmed doah or a h e l y tail& mbe.

lasses hest suited for witches 1 Elf. halfslf. human

Wlkhs rue forbidden the - of m o m , although doal-pmfessioned witches may employ leather m sofie attire. The weapons appropriate to the p f h n &I&

Dapper. dart, Stan

Inldal nomberofoombet.klII rloh:2 Mdl t lwn loamba t .MU s l o e gained: 1 511~vrl.i Cost for inappropriate weapa11a: 3 slots UmMIIed atBoL penalty: +3

IlVLpfo items ellowad I Witches can employ those items allowed d l spellcasters. They may further

use magic items exclusively permitted druids unlrss such am specitically denied

a path toward perf* her Men% lo Lhr cap of a &yer character, t h i is translated into a desire t o p advenrrmng, thal the wiceh may gain bowledge and rwrienw before chmslng to r t U c down prmwenrly.

them.

Page 96: Quest of the Ancients

l ~ e v e l Urnitations & dual-profession options 1 (suggested)

Race Sex Character IQ Dual-profession options

M 11 12 13 14 15 16 x x x F 14 15 16 17 18 20 x i I x I

RUMAN (other) M 10 11 12 13 14 16 x x I

P 13 14 15 16 17 20 I x x x x

l ~ e v e l table I Skill lnvel Spell s l o b Special level points 1 2 s 4 6 6 7 abilities

1 0-2.200 2 2 2,201-6,600 4 3 6,601-13.W 4 2 4 13,801-25,800 4 4 5 25,801-47,660 6 4 2 A

6 47,551-18.600 6 4 4 B 7 78,601-126.600 6 6 4 2 8 126,601-204,100 8 6 4 4 C 9 204,101552,100 8 6 6 4 2 T)

10 352,101-522,100 8 8 6 4 4

11 522,101-769,600 8 8 6 4 4 2 3 12 769,601-1,069,600 1 0 8 8 6 4 2 13 1,089,801-1.369.600 1 0 8 8 6 4 4 2 14 1,369,801-1.669.600 1 0 8 8 8 6 4 2 15 1,669,60l-l,968,WO 1 0 8 8 8 6 6 4

16 1,969,601-2.269.600 10 10 10 8 8 6 4 B 17 2,269,601-2,569,600 10 10 10 10 8 8 6 18 2,569,601-2,869,600 10 10 10 10 10 8 8 19 2,869,601-3,169,600 10 10 10 10 10 10 8 20 3.169,601+ 10 10 10 10 10 10 10 E

IExplanation otgpecial ahilitlee If the f- can be destroyed, there is a55 chance per level of the witch that I she will be destroyed with it. If the witch survives, she wiIl lose all level points,

A. Create foeus. Upon reaching 5th level, the witch must call upon her deity to imbne a physical object of her choice with a special blessing. The item can be anything of small to medium size-a ring, book, d w , wand, mirror, d d , etc. On completion of the blessing, it becomes a focus th-h which the character receives from her deity the ability to advance in level over the following year. The witch may either stme her focus in a safe location or carry it about on her prson. But it mast be in the charaek's possession for her to e m additional level points. If the focus is ever stolen or otherwise removed fmm her control, she will advance no further in level elotil it is recovered. Each year, on Allhallows Eve, the witch most rededicate the focus to her deity in a semet ceremony. Failure to do --m if the focus is not in her passession at this time-. resulb in the eharader's being unable to gain level points until the following year (assuming 8he then enads the ceremony).

A witch's faens may be considered to be indestructible except by a unique method. Regarding this, should the witch a t same point use her enchant fmu spell to imbue the f m s with a magical power, that power may pmvide some ideas for how the focus might he desboyed. A cloak focus enchanted with the easenee of a shadow, thus anowing the witch to be invisible in shadowed areas, could have as its bane subjection to the noonday son on the summer solatice, as hut one example. In aqy event, the witch will certainly be aware of her f-i Achilled heel and win undertake all steps to keep it fmm danger. And so finding the means to deskoya witdl's focus can indeed be a major task, althoogh in the case of a legendary focus a bard or learned sage might or might not know some rumor connected with the task.

beginning anew at 1st level. Conversely, if its creator is slain, there is a 5% chance per level of the witch that a magical focus will 1- its special powers. Failing that, it will still lose the pmteetian which maluff it nearly indestructible.

If an enchanted focus m e s into the w o n of someone not meant to have it, its powers may be activated a t great risk. Each time the device is employed, there is a 556 cumulative chance the user Will come under the wnbl of the witch, retoming the focus to her at the tirst safe opportunity. Fnrther, every time her focus is used, there is a non-cumulative 5% chance per level of the witch that she will note exactly where her f a presently is. Failing the percentage, the witch will still gain a general idea of its whereabouts. Note that a f aus never radiates magic &as imbued with magical powers.

B. Combat skill slot. Self-explanatmy. C. Create potions & elizirs. At 8th level, the witch may create potions and

elidrs. D. Form muen. If she desires, a witeh on reaching 8th level will attract

twelve-1st level followers of the same general ethics if she curtails advenhlring and settles in an area These fesnnwers will be fanatically loyal and will remain in the same area as the wven head unless they are allowed to depart service and form their own covens (Fealty is still, however, sworn to the original coven leader, who is then entitled to he known as a Duke or Duchess of witches.)

Under unique conditions, it is posn'be for s lientenant or a leader of an allied coven to challenge the ruling witch for headship of the coven or cult. To do so, a challenge must personally he issned to the head witch, who is honor-bound to a m p t or face the break-up of her followers. She does, however. enjoy the

Page 97: Quest of the Ancients

privilege of determining the following: 1. The fight f o ~ control may take place when and where she desires, within

one year horn issuance of the challenge. 2. It may be by spell, non-magical weapons, or a combination of both (note

that paism is never allowed). 3. It may be specifically to the death or to submission (if to submission,

damage-causing spells m banned).

Should the witch achieve 20th level and form a temple, her coven members will become priestesses, personally ministering to her if they have not previously departed to fmm their awn covens. (Note that a coven at any time may ered a stone circle as aplace of worship, although i t is not onsecmted.1

E. Form temple. As mentioned, a witch achieving 20th level may build a temple in a secluded, relatively inaccessible area, most likely one in which she has employed the capturn essence spell to bind i t to her. The cost for the temple equals 1,000 ounces of gold per follower she attracts, and in nearly every case, this temple will be dedicated to Brigit (Rbiannonj, the traditional goddesses of witches, regardless of ethirs or race, although the goddesses Artemis and Hecate B have been known to be worshipped by small human witch-cults, and a few elVhdf-elf witches have built temples to Brigits sister Dellendryll.

On chmsing to build a temple, the witch will attract 10D4 extra 1st level followers of the same race and sex. These followers need not be bound to dwell with her, but may form their own oovens or adventure, tithing a portion of what they acquire to their mistress. The nominal title of this witch is R inces s of Witches, although a few in the past have dubbed themselves Queen of Witohes--and some of these have perished under suspicious circumstances not long afterward ....

LWitches and spells I Elsyra--Queen of Witches (25th level witch)

Witch spells are kept in a tome generally known as a b w k of shadows, which can also hold fmmulae for herbal remedies should the character have those sorts of skills.

Witch spelh dso have in common sonic elements that are almost poetic. A witch casting a witchfire spell, as an example, might mouth something dong the lines oE

"Haggard nun of mugh attire-- With blade unsheathed to strike our fighter-. The glou bum bright to tohow my i m ~ - And st* you now with mitchesfire"

lThe Queen of Witches a n d a tale of the elves I Amongst elven witches is told a tale that the elves of today are originally

descended from a race of immortal elves meated in ages past by Brigit and Dellendryll, their patron deities.

At the dam of their appearance, the elves were ruled by a dynasty of regarded as Brigifs first meation, the house of Pallandar, and one of these monarches was an elven princess named Elvyra (pmnonnced el-veer-uhj. For reasons long ago forgotten, she and the prince to whom she was betrothed were banished from their people. But prior to departing with a retinue of handmaidens, the story goes, Elvyra removed horn the inner-sanctum of Brigifs temple an ever-burning flame placed there by the goddess Herself. The theft of the flame was not discovered until after her departure, and though the most powerful elven spellcasters used their powers to scour the world for her, neither she or her followers were seen again.

With the s a m d flame gone from the temple, the hand of death came to embrace the elves as other races. Yet even so, their lifespans remained far superior.

Thmugh the power of the flame, E l m was able to hide both she and her followers from those who sought them, and while wandering the world in search of a home, the elves taught afew of the IEendly mortals they encountered a few minm wmkingrj of witchery. Thus witchwaft passed from elf to h u m a d .

The exact fate of E l m a and her followers was never known. But more than ~- ~~ - - -

onlc. h:%w :xdv.nlerrrr come n m t , ~ p n - ~ o lvmplc.s .mnd51 ~-.ld.&lr.d ulw,dl.tnd. hrnnny the t h n r fin hraners uwd in uor-hip I., I1riL<t \ J duubi ~i Ir.j,t 2 frw uf rhtrv db~ndv~,r.d vmplvs k,lunk?,d tu El\,)~.t .md her hmdn~mdenr.

The description of Elvyra, her familiar and chief handmaiden follow.

Armour rating: M-5) Tactical moue: 10' or aa applicable in different form BAR: 17/10/54 Stamina paints: 70 Body points: 13 Stots: S+-12; Ag--20: Con--14; IQ 20; Ch--20: Ap-20: Lk 19 At tack 1 Dmg: 1D4+5 (d~gger) or by spell Ethirs: I Size: 6' tall Special note: Shape change a t will; pmsesses Artifact of Pouer-the Scarlet Flame: her symbol is a 4-armed spiral, eagle or hummingbird

Elvyra appears as a tall elf with flaming red hair, typically attired in blue and white with a red sash b u t her waist. Upon her head she wears a silver mown over which floats a k g e emerald acting as a device that doubles her is+ 3rdrank spell slots. She thus possesses 40 slots of each of these spell ranks, and 20 slob each of ranks 4-7

The flame removed from the temple was later enchanted into her wand focus, meating an Artifact of Power known as the Searlet Flame. I t appears as a wood and silver sceptre with a huge ruby set into its tip, containing a burning name within. The wand ahsorbs all spells directed at the possessor, converting their ranks into potential that regenerates any stst loss, similarly to the Mind Sapphire of Serpen (see Chapter Eight). I n addition, the wielder is able to use any fire-based spell a t the 35th level of skill a t a cost of 1 charge off the wand per spellrank, castable in a single phase.

Elrna's rarely used melee weapon consists of a BF 5 unicorn horn dagger, which provides the further benefit of making her immune to poison and disease of any sort.

One interesting fact about her relates to her ability to shape change (as per the witch spell) a t will. When she remains in a single form, her eyes change color each minute.

The Queen has e h t e d in legend since the dawn of time, and most believe that if she yet lives, she and her followers no longer remain on the Nexus, but iastead dwell with their goddess, the Queen of Faerie, within Her enchanted realm. Nevertheless, some have claimed to have encountered the Witch Queen in the midst of isolated sylvan woodlands, and in a nyged area of volcanoes in Naz-A]. I t is even been reported that she hequents the Witchwood, a forest in hvalon, bul this ~ U n y i\givcn liltlv mwdmn.

I! she i* c n c r ~ u n ~ n . d , sh,. utll rnrhrr hc nmompo8cd by her famllLr, hcr chirl handm2ldr.n ur b t h 2M X + Z 'W . h r t 8.f ll, t:lv)r~ ib hrlirvrd to b o u Imt spells that are vastly more powerful than many used today.

Page 98: Quest of the Ancients

Familiar (AKA "Breather?-white dragon tiger

S p e " ~ White &awn tiger Arm- r a w 0 T a d i d mow: 7Cr kvek 6 (40 SP) BAR 17/10/50 BWGP ratio: m Aver= Stat: 15 Spsisl stat: IQ: 8 At tack 2 claws and 1 bite or breathe fire Dmg: lDBIlDBIlD8 or 4D6 Ethia. PZayful Siee: M Sneeial note: Breathes flre in a 20'mne e n w i n a 1V

A t t a c k 1 Dmg: 1DG (star blade Bcimitar) or by spell E-I Size: 8 tall Special note: BF 5 bracers + other magic items of OM'S cbda

Night is always dreased in a dark blue robe and d m d by two golden discs upon which are smibe-3 4-ed spirsla 7Rhib only Wtb' l e s besutiful than her mistress. Night prefers to keep her fam shadowed by the hood of her cloak as a t&n of honor to E b y m Her melee weapon is a star blade functioning as asdmitar. She otherwise relies on her considerable arsenal of spells to aommplish her ptupases, posressing 16 slots of each rank of witch and druid spells. Nights focus is a dDaL which grante her control over the winds and westher as wen as allo- her aaes to the Realm of Faerie. The cloak m w a l s o d - a e ~ ~ ~ t h e r ~ .

~

E l ~ a ' s fsmiliar is a dragon hg*r parbc;iarly I d of jmping Rom a gmd -lo fad it was N i 8 h t . h aminor pries& ulthin thy temple of B-who hiding place upon an uosuspeedng p m and hrlong their faa nnnl remained. removed the e v e r . b m m e , prrscnting it to her friend nnd mistress alter 1{1, mismear takes anextremely dim vier of anyone who harms her p-1. she and r wtinoc uf follmers had departed Rom h r i r p uple.

Night-Chief handmaiden

Armom W-6) Tactical *me: 10' BAR: 17110%

1 (!&d level witcbR3rd level Rhiannic druid)

Stamina points 95 Body points 16 S t a k St-15; Ag-20; Con-1% IQ 20: Ch-20: Ap-1% Lk 12

Poll+ is a list of available witch spells with a pemniile v t e m fm random determination. Nwice witches start with 1Ll4+4 randomly determined spells, and one c h m n with the approval of the GM. There*, the wit& may reseed or spells through the n d enw. of dventming, and fmther aq&e s random spell within the range of those w t a b l t eaeh time she g"im a level (her choice as to the rank of the speu des a prnfieular rank spell is required to fill her spellcasting aUohnent).

4th

0142 Banewater 0344 Batswarm 0506 Biting skull 0748 Create nature guardian 08-10 Cure pkon/disease 11-12 Curtain of light 13-14 Damsel 1616 Death's eye 17-10 Delay spell 19-20 Earwall 21-21 Pingerasdomn 23-24 Greater slumher 26-28 Bdsbmes 27-28 Her a s30 l e e b h t 31-32 lllusim 8S.34 Lyrazel'aglobe of

pmteFtim 3536 Masque 37-38 Mind read 89-40 Neutralize aura 41-42 Rolling Sresphere 48-44 Secret dwr 4546 Shapechange 47-48 ~hoatingstars 4950 Snakearrow 51-52 Spider* 53-54 Staffofabsorption 55-56 S&.ptaen 57-58 Songlobe 59.60 Timevision 61-62 Ransform BS-bl Vsnish 65-66 T i o n o f ~ l 67-60 W i t c h i hour 69.70 WiWseye 71-12 Words ofbewitchment

73-00 Reroll or choose

Srd ,-a&

01-02 Animate wmd 03-04 Babble 0508 Bubble 07-08 Blacksteed 09-10 Cap* ~urence

11-12 Charm 13-14 h t d b m m c y 1516 Deggers 17-18 Eledxicm 19-!XI Enehantmrd 1 Enem hlaat la-24 e r o f b u t h E-26 Pmfie 27-28 Hand of glory 2930 Laughing skull 31-52 Lyrazel's spinning top 33-34 Missile reflection 3636 Neermanticbell 37.38 Phase effect 3e-40 Plantgrab 41-42 Reflect- 48-44 Seal 4646 Seekobject 4 7 4 Sensehte r195oshadow 51-52 Sheetlightning 53-54 ShiR 55% Smokesticks 57-58 8naLebita 59-60 Snarecloak 61-62 Spirit talk 63-64 Staffsnake 65-66 Star burst 67-68 Stone form 69-70 Tree 71-72 Witch knock 73-74 Witch mark 75-76 77-78 Wmd form

7(MO RemUach-

1st rsnL

01-02 Air ball 05-04 Alter animal 05-08 Alter garb 07-08 Ban ofbouncing 08-10 B e m e 11-12 Candlefne 13-14 Gatfall 1616 Clean 17-18 C d m e animal 19-20 Canjme plank 21-22 Conbol fne 23-24 Create fsmiliar W 2 6 Gmmofljght 27-28 Detect enchanted aura 2930 Disenchanhnent 3132 memental protection 83-34 Evil eye 3536 Finger of beckoning 37-38 Fog 89-40 Helping hands 41-42 Identify essence 43-44 Light ball 4646 Limbstretch 47-48 Lyrazel's silent scream 48.W Magic dart 51-52 Magicscript 53-54 Mindshadow 5658 P D p m 57-58 P m k F t i O n h

withering 59-60 Read msgie script 61-62 Repair 63-M ShutpmM 65-66 SbU offlame 67-60 Slmber 69-70 Snapping pockt 71-72 SpeU warning 73-74 Talk 75.76 Trick 77-78 Unlock 7980 Voice Mimic 81.82 Whisper 83-84 Wltch warrior

S W R d or c h o w

Ilnd RnL

01-02 Altertreasure a344 Cbsmelwn MOB Curewounds 07-06 Diamond doud 09-10 D i m enchanted aura 11-12 Echo 13-14 Embolden 15-16 Enchant bracers 17-18 Enchant clothing 1920 Eyes of the familiar 21-22 Fear phantom 23-24 Finger of amnesia 25-26 Finger of depaaiog 27-28 Fire darb 29-30 Firepalm 31-52 Fire-es 38-54 Piretongoe 55.56 GmardiansLull 37-38 J&-0-lantern 89-40 Lpazelktre h o w 41-42 Maon- 4?-44 Maon+ 6 MwnsiIwr 41-1-48 Net 49.W N i t sight 51-52 Phantom double 53-54 Ring amund the moon 5658 Smoke cloud 57-58 Sparkle stone 59-M Spirit flail 61-62 Stone speak 63-64 Telesight 65-66 Thought pmjedion 67-68 Whirlwind 69-70 WUlUthewbp 71-72 wmhtep 73-74 wand 75-76 Witch wind

77-T-00 Remllorchmse

Page 99: Quest of the Ancients

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Page 100: Quest of the Ancients

~ ? U t o - C i i a I a c t e r prd& (tiie Wtd)

into a bouncing sphere the witch may W in the bottom: it must be enacted immediately upon area's being smbject to a tire spell or tire breath, the direction of her choice. The ball bounces in an arc 6 falling. The Merit is a bit of cat hrr or the enchanbent reduce two points of per high and 10' forward each seoond of activation, mptlrred essence of a cat. level of the csster from the harm that would be imp*- the ground with a force equal to the suflered. (Note that any of the caster's fire-based caster's weight. It most obviously i s used to check clean spells win not function in an area she uses this ward for pits or unstable flaming. Should the ball strike a in.) Last, the witch can eh-e to extinguish an non- wall or other impediment to ita direction of travel,

spell ranldtype: M: magical flames within the area of exposure, and for the enchantment is broken. the duration of the spell, only magical fires

Element: Non-sonic (including breath attacks) will function. Ingredient mrk 0 Begde ~ a x i m ~ m -: 10'

Rmning time: Permanent create f d ~ Spell rankltype: YA Resistance m k None Element: Sonic Area of e-: Special Spell rankltype: 1/D Ingredient COB* 0 Element: Sonic Madmum range: 30' With ujs spell, the witch can iwtantly make Ingredient cost: Variable* Casting: Instantaneots clean and fresh both herself and any clothes warn, Maximum range: 20' Running time: 1 minuteAeve1 even if just emerging from a fllthy bog, for instance. Casting: 10 minutes lhisbnce m k IQ to neg. Further, her hair will be perfectly arranged and Running time: Permanent Area of erposure: 1 mature ~ r l e d to her desire. Note the spen may be used Resietance roll: Special

upon a friend if the caster wishes, and i t also can be Area of exposure: 1 animal This spen is osed to charm a creature who employed to dean a room. In that case, the area of

understands the witch into aqoiescence. Example: expasure equals a 10' cube per casier level. This spell allows the witch to m a t e a a witch is ordered to pay for passa%e at a toll bmth. mmpanion out of an animal (or colony of animals, Ens- the spell, she suggests the tonman let her Conjure ema[ such as a bee hive) whose combined levels do not pay later. Failing an IQ roll, the man agrees, letting exceed her own. If the witch d e s a Luck mll, the her pars. Later, he wonders why he w e d , passing creature or colony is imbued with an IQ of between i t off as a result of w o r b g too hard. The power of Spe'lranwb'Pe: 7-12 and a Luck of 6, which may be expended to the spell is such that s penalty factor of 1 is assessed guarantee survival. (Failure means that the animal for each three levels of the caster. While the spell lwedientcos*O or colony is muitable.) The familiar will obey its can influence an &=tee to perfom some innocuous 1°' mistress' commands without question, and may actions, i t won't force a victim to undertake risky Running time: 10 minutes4evel emmanicate with her telepathidy within a 20' suggestions or thase conhadietmy to his ethics. Nor Resistance mll:None

ranpe. The spell may be cast once between new will i t cause one to hand over valuables. It works Area Of moons, and the ingredient is B m a p of fmd pleasing best as a means to allow the witch to undertake her to the animal. own non-violent actions without hindrance. This spell permits the to canj- UP a Creating a familiar is a long.term commitment

single animal of equal or lesser level (ouch as w d d and a witch can ever dismjs. itremaim exist in our own world) to serve her for the spell's

Candleire to her indefinitely. Also, deliberate sacrificing of a running time. While the creature is incapable of witbout gaad cause Mn certainly result in mmmunieating with its m b k , i t understamis any the witch.s deity causing this spell to if

Spell ranWtype: 1/F commands. subsequently attempted until . some sort of Element: Sonic Ingredient cast: 1 n*

atonement is made. CO~JUE plank Note that familiars are never affected by animal

Maximum range: 0 control or conjnring spells from other than their Running time: 1 minute/level Resistance roll: None Spell ranWtype: Lm mistress. Also, a witch may not have more than one

Area of expure: 1 candle Element: Sonic familiar a t a time. Ineredient cask 0

This spell imbues a candle with an iotense flame for use as a weapon. The candle easily ignites combustibles, or Lhe wiich may atback with it as though utilizing a dagger, inacting damage of 1 point, +1 point for each two shill levels, with a suaessful hit, althongh an mossin blow cannot be perfmmed. At the spell's end, the candle disxzlves in a puddle of wax.

Cat fall

Spell rankltyee: UG Element: Non-sonic Ingredient cast: 1 bz* or 50 gd* Maximum range: 0 Casting: Instantaneous Running time: Speoial Kesictance roll: None Area of exposure: The witch

I h8.. .y.ll pro,. rr. th. w w h n 1". thr drngerr of r huddrn r:dI .illhu,nl: h. r r.1 l ~ > d wivly upon her frr , I I i r mih!h!. lmmcdtlr..l) upcm rv?ll,ing she is plummeting downward, she may activate the magic, which permits a safe descent for up to 311, + l0'hevel. Falls exceeding this height intliet appropriate damage, although the witch may deduct this from her Stamina pints. No benefit is to be gained from invoking the spefl just prior to hitting

Maximum ranee: 10' - Running time: Permanent Resistance mil: None Area of exposure: Special

This spell conjures up common plant^, vegetables or fruit for use as rations. Up to one pmmd, + one pound per two skill levels, of these staples may be provided. The spell, however, cannot bring forth rare herbs and the like.

Control ke

Spell ranWtype: VE Element: Sonic Ingredient mst: 0 Maximum range: 10'Aevel Running time: 10 minutes Resistance roll: None Area of exposure: A 5' eube/level

This spell lets the witch m n b l one of several aspects of the element of fire as selected during tbe casting. She first may alter the course of aborning area, causing, for instance, a river of burning oil to flow m u a d of instead of over a selected spd, or the flames in a room to move away fmm a valuable tapestry and toward an enemy within the area of e x p u r e . She can also invoke some pmtedirm from magical fire damage. In the urse of a pmteded

Crown of k&t

Spell rawtype: VD Element: Sonic Ingredient cast: 0 Maximum range: 0 Running time: 1 hournevel Resistance roll: None Area of exposure: The witch

Though all but forgotten by witches of the present day, the origin of this spell dates to the first elves, who employed i t during certain gatherings and rites. Its pur- was to assist in ranking bath witches and Rhiannic druids -ding to power (is. level). When the s p l l is cast, a halo horieontdly aonoonds the head of tbe caster, glowing a certain color depending on her level :

IsbSrd level: Red 4th-6th level: Orange 7th9th 1evel:Yellow 10th-12th level: Green 13th-16th level: Blue 16th-18th level: Indigo IBh-Zlst level: Violet 22nd-Z4tb level: Silver 26th level or higher: Gold The exact l e d of the witch was noted by the

intensity of the glow, whether dim, medium, or bright. Thus a 5th lwei witch would have a

Page 101: Quest of the Ancients

~ ~ - C l i a r m t c r pr4kimu (the Witch)

medium-intensity orange crown of light encircling her head. The spell is of little use to characters of the present day but for the fact the own dimly illuminates an area five feet in diameter, which may aid in seeing in dark areas-including those of magical darkness. However, a few -ens of elven witches or Rhiannic druids might yet make use of the spell in their gatherioge or when they meet with foreign witches (as a means of establishing their rank during negotiations).

Detect enchanted m a

Spell ranhitype: l iG Element Non-sonic Ingredient cost: 0 Maximum range: 0 Running time: 3 minutes Resistance roll: None Area of exposure: A 20' cone ending in a 10' base

This spell grants special sight to the caster, allowing her to see the auras radiated by enchanted items or areas under the effect3 of a spell, although details of the magic are not imparted. It requires a minute of concentration to scan one full area, and so up to three spots may be checked before the spell expires.

Spell rankltype: VE Element: Sonie Ingredient mstr 0 Madmam range: I0'flevel Running time: Permanent Resistance roll: Special Area of exposure: Special

Dcsenchontment is used to disrupt or cancel the magic of another magician. When directed agsinst a spell or enchanted area, a resistance roll is made by dicing against the level of the original caster, applying abonus or penalty factor of 1 to the roll for each level of difference between the witch and the author of the target magic. (Optionally, a GM may also assess an additional penalty factor of 1 for each rank of the spell being targeted.) If the result is either a natural 20 or is over the level of the original caster, the spews effects are cancelled. (A natural 1 always fails.) Disenchantment in no way affects magic items, potions, etc., nor s p e b with a permanent running time. Other spells that likewise are unaffected by disenchantment have this fact noted in their descriptions. Ah, a particular spellcaster may have but one attempt a t osing this spell to negate a spell or magical effects unless she rises in level. Use of disenchantment against the ca~ter's own magic w& automatidly withuul need of a die roll.

Note that only one disenchantment spell per turn is effective against a spellcaster's magic. Thus, should two or more magicians attempt to cancel the same spell, only the higher level of the two checks for sumess.

Spell *&type: m Eleaent: Sonic Ingredient cost 1 bz' Maxim",,, range: 0 or touch Ruming time: 30 minutes Resistance roll: None Area of expos-: 1 creature

When used, this spell protects one from either cold or heat as specified during the casting. For the spell running time, Lhe re~ipient may comforL+ly endure any reasonable extremes of temperature, and if conditions are sufficient to cause actual damage, someone under the spell each minute dednds five points from the harm he would otherwise suffer. A bonus factor of 5 to resistance rolls is instead granted the recipient if he is subjected to a harmful spell with an elemental base similar tu that warded apainst. Note, however, thal this spell will not work in concert with any other spell protecting against heat or cold. The ingredient is a bit of weathered bark from an oaB tree.

Ed eye

Spell ranwtrpe: l/H Element Non-sonic Ingredient cost: 0 Maximum range: 30' Casting: Instantaneous Running time: 1 daylevel Resistance roU: 1Q to neg. Area of expasure: 1 person

Upon making eye-contact with a creature, i t will, if an IQ roll is failed, suffer a penalty factor of 1 to all resistance and attack rolls in addition to feeling uncomfortable and irritable for the spell's duration. If the target resists, i t gains immunity to that witch's casting of this spell until she advances in level.

Disenckontment b m no effect against the spell.

Spell rangitype: 1/A Element: Non-sonic Ingredient cmt: 0 Maximum range: 50' Running time: Special Resistance roll: IQ to neg. Area of enpatime: 1 creature

If an intelligent creatme viewing the witch fails an 1Q roll, i t will praeeed toward her a t normal laetieal movement, heedless of any obstacles-pits, waiting swordsmen, ete.--although the spell will be broken if any damage is suffered. Those affected by the spell remain moving un61 within 10' of the witch or until she ceases to beckon, a t which time the spell ends. I t is thus ~ s s i b l e that a witch. who can move while beckoning, could lead someone into an unfamiliar area, leaving him lost a t her leisure.

Spell ranlritrpe: l/B Element: Sonic Ingredient cost 5 gd' Maximum range: 10'flevel Running time: 10 minutedevel Resistance roll: None Area of exposure: A 50' cubeAevel

Upon casting this spell, a wall of nearly impenetrable fog springs up, limiting n m a l vision to 10'. Note, though, that creatures under any form of invisib4lity save that of the chameleon spell are outlined, negating any attack roll penalty against them. The witch may shape the increments of fog as desired so long as the shaping is done in 50' bloc& and the leading edge of the fog bank lies within the range she is capable of utilizing. Naturally, the

95

witch may limit the increments of fag as she chooses, up to the madmum allowed. The in-edicnt is a small crystal vial containing a bead of pure water.

Disenchantment has no effect against the spell.

Helping han&

Spell rankltype: L'F Element: Sonic 1np.edient mt: Special* Madmum range: Touch Running time: 10 minutedevel Resistance roll: None Area of exposure: A pair of hands

This spell enchants a pair of disembodied hands (including thase from a skeleton) to act as a servant for the witch, with their Strength considered equal to that of the host creature. The hands obey simple commands while moving up to 100' from the caster, although they are incapable of fighting, picking lacks, etc. But they can force d m and the like. Helping hands are not designed to carry people over ohstacles or danger areas. However, the GM may permit them to carry a wounded creature if it is

upon a sling or litter. At the spell's compleL2on. the hands turn to dust.

Should someone seek to harm the hands, they are AR 0 and take two points of damage to destroy.

(Readers should not infer from the listed ingredients of either this or the many slmn spells that a witch must resort to human sacrifice or grave-robbing to obtain them, or that these are 'Evir spells. Old bones and animated skeletons are common in dungeons, and a witch would likely have no problems in picking np a usable skull here and there without violating her morals. Likewise, the same holds tme far utilizing the hands of an Evil monster or enemy shin in battle. But as an optional game variant, those greatly troubled a t the thought of using "real" organs may employ substitute materials, such as skulls carved from waod: gloves wrapped with some hair from a strong creature for the helping hands spell, something's captured essence, etc.1

Spell ranWCrpe: 1/D Element: Non-sonic Ingredient mst: 0 Maximum range: Touch Running time: Instantaneous Resistance roll: None Area of exposure: Special

This spell permit.. the witch to identify the sort ufcuplurrd essrrrcu w13Lained iu a crystal vial (sew the rank 3 spell capture essence). Note, however, that the speD only confers howledge of the type of essence: i t does not reveal, for instance, the name of a specific person whose essence is captured.

Li&t ball

Spell rankltype: 1/B Element: Sonic Ingredient cost: 3 n* Maxim",,, range: 10' Running time: 1 hour, + 10 minutesflevel Resistance roll: None Area of exposure: Special

This spell fin- forth a small ball of floating

Page 102: Quest of the Ancients

light Y in diameter, which the c a s e may dim or brighten as she desires. It softly illuminates a 10' area, and moves a t e speed of 3Wlphase as the witch commands up to 3W' fmm her. I t does not interfere with heat sight, nor can the light ball be used to blind matures. The ingredient is a firefly.

Limb stretch

Spell r a n m e : UG Element: Non-sonic Ingredient cost: 0 Maximum range: 0 Running time: 1 minntefievel Resistance roll: None Area of expasure: Up to 2 limbs

This spell pennits the caster to temporarily stretch out and lengthen one or two arms m legs. The maximum length equals six inches per level of skill, doubled if only a single appendage is lengthened. Note that the lengthening of an appendage lessens its diameter. Thlts, the spell could be utilized to escape fmm shackles or ropes, or to grab onto a high tree Emb and dimb up, and so on.

Lyraze1's silent scream

Spell M y p e : UG Element: Non-sonic Ingredient cost: 0 Maximum range: 1W Castins Instantanem Running time: Up to 3 minutes Resistance roll: None Area of exposure: 1 creature

Lyrazel was an elf princess, who with a company of elven companions wandered Islay many seasons past, adventuring both in the Forest of Brigit and Tmrenda. A witch of unparalleled aEll, Lyrazel is responsible for a number of spells used to this day that bear her name. Tke k t , Lymzel'k silent scream, is employed against a creature the witch's party s e e k to slay quietly, for when i t is enacted the target's voice becomes a nearly inaudible whisper. Note the spell in no way prevents the utterance of sonw spell elements. It is most usefd to assure a quiet ambush or nssossinahon.

Msejc dart

Spell rankltype: liF Element: Non-sonic

Runnxnl: timv: Ins~mtaneous Redntsna run: Nonr Area of rrpasurt. I d+rl-like object

This spell enchants any sort of dartlike objecb- nail, knife, dagger, shard d g k or stone, etc.-into a missile weapan the witch may thmw. The dart unerringly strikes a visible target within range, inflicting Staminadamage of up to 1 paint per level of skill +1D4, doubled if the *get is undead. (The greater damage potential a t higher levels reflects the casteis better ability to strike vital areas. She may also do leh* than maximum damage if she desires) Note the spell does not deliver e x h damage from an assassination.

Magic a p t

Spell rzmkQpe: VH Element: Non-sonic Ingredient mst: 20 gd* Madmum r a w : 0 Casting: 10 minutes Running time: Permanent Resistance roll: None Area of expure: S p e d

By use of this spell, the witch may pen a map or docnment in a magical script readable only by herself. To others observing it, the script appears as a meaningless jumble of bl-d lines. The Merit consists of a vial of ink into which has been added a mushed prism and a pinch of ruby dust. The orenzed inkis sufficient to write uo to 10 . , ~~ ~ ~ . ~~

normal payee af mdarial. A h , it may be scored up to 30 dqr, rrL4ining irz potential use dunng lhls "me. The 9pell dcrb nnt wmk in rhe mesuun r f ip.11 bmks or other magic writings.

Mmd shadow

Spell ranWtype: UH Element: Non-sonic Ingredient cost: 1 sr* Maximum range: SO'. + lO'fievel Running time: S p e d Resistance roll: None Area of exposare: Special

This spell allows the witch to create a phantasm that a p p e m as a man-sized meature, heavily cloaked, with face hidden in shadow. The phantasm, which must remain in contact with a solid Pmfaee, will obey the mental commands of the Faster, appearing, for instance. to move its hands as though casting a spell, hunching over a chest as if a t temphg to pick a lock rvnning away (100'Iphase) or climbing a wall (Slphare) to "escape", etc. The phantasm lasts unhl i t moves beyond spell range or the wi th ceasesto concentrate on it. While i t has no attack forms, the mind shadow cannot be harmed. Note that the witch's casting this win not s c e l such spells as chameleon, shadows, ete., a natural abilities duplicating similar functions. The i n p d i e n t is a doll doalrodin black cloth.

Pop corn

Spell =&type: IJF Element: Sonic Ingredient mst: 1 sr* Maximum range: Special Running time: 1 minute Resistance roll: b l i t y to neg. Area of exposure: A 10' circle

The ingredient for this spell m s i s t e of an ear of dried corn. At the aster's desire, she may hurl the ear toward one or more enemies within a 10' circle. Upon striking the ground, the kerernels s h o t for& in all direction$, forcing creatures within the area of expure to malie Agility rolls. If they fa, each point rolled above the minimum number to lesist i n t l i h a point of damage. Example: a monster needs 10 m less to malie its Agility mll. A mll of 15 would result in five points of damage being taken. (Note that armour absorption may be applied vs either the Stamina or Body I-.)

A creature ao foolish as to attempt to grab or kick the corn ontof the way takes a flat ID20 points of dam-.

96

Spell rank/*: 1/E

Element: Sonic Ingredient mst: 30gd. Maximum range: 0 or tooch Running time: 5 minutedeeel Resistan* roll: Special Areaof exposure: 1 creature

This spell protects against the en& of withering. The ingredient &ts of a vial of holy oil mbbed upon the e-d parts of the body. If during the =pen's running time the recipient is struck by a withering monster, she gains a Luck mll to avoid any withering effects. Failing that, any non-permanent Stamina or Body point lms may be healed normany, without need of rest or the mslore withering spen. (Other stat loss returns normdy.) The spell also acts as proof against a necmmancer utiliang s spell that drains stat paints, negating their effeda altogether without need of a resistance

Read msejc scnpt

Spell rank/-: UH Element: Non-sonic Ingredient mst: 5 gd Madmom range: 3' Running time: 1 minutelevel Resistance roll: None Area of exposure: Special

This spell enables the caster to read someone's m@c m i p t by peering thmngh s polished glass lens, which is the W i e n t .

Spell d t y p e : UG Element: Non-sonic Ingredient cost: 0 -mum range: Touch Running time: Permanent Resistance roU: None Area of expasure: A 3' Nbe

Through thk spell, the witch oan fLr objects whih have been damaged as a result of breaking tearing, or smashing. To effect the spell, the broken pieces must all be within a 3' cobe, and the magic invoked through the spell then re&& them together. While broken magk iitem s be put back together by the spell, there is but a 1% chance that their original enchanbnents will be likewise restored, and this only if they are repaired within 10 minutes of the break.

Bmken items which are mising their component pieces, or items which have been damaged as a result of fire, rust or acid, efc, a n a t be Sxed with this spell.

Page 103: Quest of the Ancients

Bhut pdal

Spell ranwtype: 1lG Element: Non-sonic Ingredient cost: 0 Madmum range: 10'/Ievel Running time: Special Resistance roll: SpRial Area of exposure: Up to a 10' cube

This spell may be used by the witch to dose a hinged object from range. ObjeN, subject to this spell indude chests, d- windows, secret p e l s , and even open boob. The spell can be usedin one d two ways: In the ftRf all such objeds within a 10' cube will dose shot. In the second, the w t e r may soe& whhb o h i d she chmses to affect. Should . . .~n &pet be reshmad from easy clurmr, auch by hcnnp: blocked by a d m t o p . wedged against n hght object, etf, the wler must make a Strength roll to indicate sumess. If the object is blocked by a stmng p-me--thmugh, f a instance, water pouring though a submewd hatch or porthole; or by something trying to hold open a dmr-the witch must mll under her Strength on percentile dice. For a m o d of one minute per oaster level thereafter, the portals cannot be opened unless a meatme makes a Strength roll on percentile dioe to negate spell effects on that abject. Only one such attempt is allowed a would-be thwarter of the spell.

Spell ranwtype: 1/F Element: Sonic Ingredient cost: Up to 25gd(*) Miudmum range: 10' Runnine time: 1 hourAevel - Reoclanue roll Vun,. h e a of espaurv I human or hommond &dl

When this spell is cast upon a human or humanaid skull plsced on a stick or pole, i t will flame andilluminate the m a as a bmch. Should the witch desire. she may hurl this skd-torch up to 3W. The skull then explodes in a small fireball, inflicting ID4 points of damage to anyone within f i ~ e feet of i t Use of this skull in this manner destroys i t

spell ranwtvpe: Mi Element: Sonic Ingredient mst: 1 sr Mmimum range: ZO'flevel Running time: 10 minutes Resistance roll: Con to neg. Area of exposure: A 20' sphere or hemisphere as chosen

When cast, this spell will ea- one a more creatures ta m&e a Con mll a fall asleep either f a 10 minutes, until they suffer damage, a until they are awakened. Shmber &-st affects those of the lowest level nearest the center of the spell, d e s s the caster directs the spell only oprm a single target. In all cases, the witch may affect a number of lwels equal to her OM. (Thus, a 3rd level witch could slrrrnkr three levels' worth of creatures.) Note that if the spell is w t upon someone on a horse, he does not awaken when he falls off The ingredient is a n@htcap.

Undead subject to this spell include mummies, wights and zombies.

Bnappq pocket

Spell ran*: 1/P

Element: Sonic Ingredientmet: l sr Madmum range: 0 Ronning time: Special Redstance roll: None Area of exposure: Special

Some believe this spell came about through wiaiWlei desiring to pmtect their foci from pilfering by thieves. The ingredient of the spell mnsists of a pair of jaws from a human or humanoid skull that are placed within a pocket, purse, or backpack The jaws thereafter sot as a guardian against pickpocketing. Should a hand other than thek creator's come within reach, they will clamp down, biting for a point of Body damage, which usually alerts the caster to the presenae of a robber. Tbe spell lasts for a madmum of 24 hours, and the jaws will only snap once per spell, holding on mtil pried loose.

SpeU w m i q

SpeU ranhllwe: yI Element: Sonic Ingredient mst: 1 gd* Maximum range: 50' Rmmhg time: Special Resistance mll: None Area of exposure: Special

This ublity spell aids the caster in not being caoght by smprise when a previously-cast spell suddenly ends. The ape11 warning is directed to the area of exposure of the former spell, and 1D4 minutes before its expiration a bell-like gong sounds to inform the witoh of the imminent cessation of her magic. The ingredient is a small hand bell.

Talk

Spell ranwtype: Mi Element: Non-sonic Ingredient met: 0 Maximum range: 10' Running time: 1 miautenevel Renistance roll: None Area of egpa~me: I m a m e

This spell lets the witch to mmmunicate with a creatme m i n g a language. If wt with the intent of mmmunicating with an animal or creature kcking a t m e language, only rudimentary mmm-tion is passible on the targets part. although it will understand what the caster speaks to the best Emits of its intelligence. The spell does not confer any control over the target or its actions, however.

Spell ranw*: VG Element: Non-sonic Ingredient mst: 0 Madmum range: Z'flevel Casting: Instantaneous Running time: Special Resistance mll: None Area of exposure: Special

This simple spell allows the witch to aeate one or mare minor tricks. Such hi& are rmder GM

91

discretion, but examples might indude the instantaneous snuffing out or lighting of a tonh, campfire, etc.; a smoke puff to m e n the casteis movements for a phase; a flash of bright light the mating of a section of a hallway with grease; the opening of an unlocked dm? while the witch has her hands full, ets. The trick also duplicates the function of the clean spell, though only upon the caster; and to a minor extent i t ads as the rank 8 shii? spell in that i t cnn teleport the canter. However, the range is limited to no more than 5',+ 1' per level. Also, the energy to enact the eNect is such that i t requires the complete power of the spell. Thog no other t r i ck must have been enacted, nor ca. sobsequent ones.

Tricks themselves never m s e damage, although malive players may find a means for them to delay the combat phase of an enemy by 1, or to asist in msking other spells more eNective. At best, a very creative irick might force a magidan to make an IQ mll to avoid being distracted while casting. The area of expasure of a trick is also left up to the Ghss dimetion, although a suggested madmum of 10' in diameter may be employed as a guideline. Also, the mnning time of a trick (not including WIP fire of a lit tmch, or a similar mundane intent) will be but 1 phase a t most. When the spell is cast by the character, i t remains as potential for precisely one hour. During this time. the witch may enact one trick + an additional trick per five levels of shll. Players are v g e d to have their oharacters practice ahead of time the tr idu they want to utilize so as to not cause headaches f a the GM.

Unlock

Spell rmklh.pe: VG Element: Non-sonic Ingredient east: 1 sr Maximum range: 10' Ruoning time: Permanent Resishnee roll: None Areaof exposure: 1 portal or lack

By concent raw on an area no larger than 10' sqnare, the witch may cause a door or secret panel to swing open even if barred with a latch on the other side. If either is looked, there is a 6% chance per level of the caster that she oan mentally manipnlate and unlock the door. Note, however. that the spell has no effect against a portal secured with a heavy m s bar. Naturally, the spell may also be cmt upon a lack the witch would like to pick. although no detrapping ts done. Missing the roll in either case requires another spell be hied, although the initial failure springs any txaps. The ingredient is a sprig of mistletoe.

Voice m c

spen ranwtype: YG Element: Non-sonic Ingredient mst: 1 sr* Marimum range: 0 Casting: Instantaneous Running time: 1 minvteflnvel Reis- mlk None Area of e-re: The witch

By this spell, the caster may alter her voice to mimic the speech tones of someone else whose voice she is familiar with. In no way, however, is she physically altered. The ingredient is a mockingbird feather.

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%pa

spen m t y p e : m

objects appear precious.

Chamelem

Running time: Instantaneous Resistance roll: Special Area of exposure: Special

spell raidtype: 2/G 'lement: Sod= Ingredient wst 1 Maximum range: 0 ol taoch Running lime: 5 minutede~el Resistance rot None Ana of eIP"ur111: 1 meatore

With this spell, the witch may comprehend the aura given off by enchanted items a amas under the effects of aspell In the case of o h j d , the witch must take hold of the prtioular item (paasibly subjecting herself to any repemwiona from doing SO!), and the spell d then show the item's general function, althoogh fnn detaih of all powers and liabilities may not necessarily be revealed. As regards areas under the effects of a particular spell, the witch, if fam& with that specific magic, will note what spell affects the area. otherwise, the caster will l e m only the general nature of the magic--prokcti=, harmful, etc.

Casting: Insbntaneons Running time: 10 minates Resistme r o t None Area of e-lare: Up to a 1W' circle

This spell projeds the witch's whispered voice, making i t sound as if coming from an n n h a b l e M t i o n (or e~erpvhere) within the v d l e areaof exposure. Only those in that area cao hear tbe voice, bowever.

This spell allom the recipient to "blend in" with her mmmndingx aldn to the camouflage abilities of a chameleon. The spell wmks best if the recipient remains atill, in which case she is in-ile. Movement of up to 6' per phase d e l y re* the invisibility (although armoured cbiackrs might be les. than silent!), but a faster speed allows tbom sMMing the area to note the witch's faint, bl- fmm. While the spell is not cancelled by the witch making an attack. she will bemme visible during her combat phase, rehming to a state of camouflage on the fallowing phaap. The spell otherwise lasts live minuteslevel. The ingredient is the skin ofa chameleon.

Witch wm%Jr Echo Spell ranlinj.pe: I/B Element: Non-sonic Ingredient cost: Special Maximum range: S. +l'Aevel Running time: 2 minutes, + 1 minutelevel ReAshmce roll: None Area of e-me: Special

Spell ranWtype: 2/(: Element: Non-sonic Ingredient cost: 0 Maximum range: 0 Casting: Instantaneous Running h e : Spedal Resistance row. None

Tbb spell creates an invisible fmae controlled by the caster. While the spell lasts, the mitch warrior strikes with the same chances of hitting as ite caster, inflicting one of two s o h of damage: either that cawed by a weapn held or by a punch or kick The witch warrior strikes as many times per turn as may the caster (for instance, twice if the witch were time-dislortpd, using two weapons, etc.1, and a hand-held weapon is necessary only if the witch desires to c a m weapon damage, although magical bonuses h m a weapon never apply. Thus, a BF 1 dagger would not affect a m k l r e -siring magic weapons to be woonded, nor would i t allow the bon- to attack and damage rolls. The spell allows the caste= to undertake battle immediately upon artiwtion. It d not deliver an assnssination, nor is damage 8bsorbed by armour.

Area of exposme: Spaial

This spell lets the witch project her voice in all di&m so that op to 20 words may be heard by BU m a k e s within a mile of her.

spen ranwtype: 2 / ~ Element: Non-sonic Ingredient cost: 10 gd* Msximum range: 0 or touch Runnine time: Permanent ~ e s i s t i c e roll: None Area of exposure: 1 mature Spell rank l,vv P .\

Element: Sun-wnic Ingredient c e r C This spell effects a healing of 206 Body points.

Or, i t may instead be used to rrstme 1D4 Stamina points for each level of the witch. The hgpdients are a small hwdful of healing herbs either purchased or gathered in the wild by the character. These are robbed upon Body wounds, or eaten to restore Stamina damage.

hlanmum range: buch Running time: 1 m~nutellrvvl Resistance roll SprMl Area of exposure: 1 ma tu re

By tcuehing someone other than berselt the witch mt. the recipient immonity to any smt of

Diamond cloud l2nd rank witch spells

Spell ranhnvpe: UG

fear and allows him fight with a bonus factor of 1 to attackrolls. Note, however, that Be spell$ effects also make i t impossible to retreat fmm or refuse -bat even if it mieht be wise to do so. Also.

Alkter treasure Element: Non-sonic Ingredient mst: 100 gd*

- vikings in a kraerk rage are unaffected by the spell. Th- choosing to resist gain an lQ roll.

Spell ran*: 211 Element: Non-sonic

M a h u m range: 0 Running time: 10 minutes Resistance roll: None Enchant bracers

Ingredient east: 0 Maximum range: 10' Casting: Imtantaneo11~ Running time: 30 minukdeeel Resistance mll: Special Area of expasure: Up to aS cobe

Area of exposure: A 20' hemisphere Spell raid*: 7JF Element: Sonic Ingredient wst: 0 W m u m range: Touch Running time: 1 hour Resistance mu: Nane Area of expasore: 1 set of bracers

Thia epell is used when the wikh f e w danger fmm an invisible creature nearby. To enact it, the Easter h s up a handful of powdered diamond dust. which rains do- in the area of e m u r e . , ~ ~~. mamg any msmres lhenln. Thtw under any sort of tnvisibihty-including v r d h r , tcrchl.a .I iri'k-ter hiding in a shadowed area ur thcw under <p.!ls

The appearance of valuables is altered by this spell, making them resemble ordinary materials. Gdden goblets, far instance, would seem to be ootbing more than tin, and a witch casting this upon herself could make her jewelry and clothing simulate the raiment of a peasant, as the dtergarb spell. Affected things also remain mder the enchantment even if separated and removed fmm their original location. The spell b &n nsed by witchlcutpurses in pursuit of mare effective

This spell enchants a pair of bracers to absorb exba Body damage equal to 1 paint, +I pdnt for each five &I levels. (Thus a 3rd level witch's bracers would absab 2 points of Body damage instead of 1, as non-magic bracers do.) The spell does not work in concert with enchanted clothing that a h h i Body damage nm does i t affect magic bracers.

such as chameleon, shadows, uanish, etc.. - immediately are muinedin a shimmering coating of dust, revealing their presence. At the same time the dustmating prevents all who were struck by the dust, including the Easter, from becoming invisible until the spell has run its course.

Discern enchanted aura hurgltrs zlrhough romp faerie neslures may <ax1 $It,. .peII. trtclud!ng leprechauns, who w it U, illi~sk thr rdu. .I thew trcasuro. T h m handlhg allrrcd Spell ranWtype: 2/H

Element: Sonic Ingredient wst: 0 Maximum range: ZQ or touch

98

items gain an IQ mll to note the ill,laay change. A reversal ofthe spell is permissible, maldng valueless

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Enchant clothuig

Spell ranwtype: Z/F Element: Sonie Ingredient cost: 0 Maximum range: 0 Running time: 30 minutesllevel Resistance roll: None Area of expure: The wikh

Thmugh this spell, the easter enchants the clothim she we-. so that i t will ahorb Bodv d..m;xv : . .q~~a l to 1 point. - 1 for each .IX skill I~vi.1~. Thc spc4I doer not funenon if bmrr.rr :,mwur, or item* that Improve the armour ratlng arv w s m .

Spell rank/@pe: 2m Element: Non-sonic Ingredient cost: 0 Maximum range: 1 milelleeel Running lime: 10 minuteslevel Resistance roll: None Area of expasore: A f- iz ofthe witch

This spell allows the witch to both see and hear thmugh the eyes her familiar. She also can mentally emnmunicate with the creature for the spell's running time.

Few phantom

Spell ranwtype: 2/H Element. Non-sonic Ingredient cost: 1 gd* Maximum range: 20'flevd Runnine time: 5 minutes " Resistance roll. IQ to neg. Area of exposme: S p e d

This speU materializes a ghastly apparition that makes threatening gestures. Though harmless, any facing the phantom must make an IQ mll or flee in fear for the spell duration. The ingredient is a b n e doll cloaked in spider webs.

Spell rankltype: ZH Element: Non-sonic Ingredient mst: 0 Madmum range: 10'flevel Cmting: 1 phase Kunning time: Permanent Resistance mu: IQ to neg. Area of expasm~: 1 creature

ThiS enchantment oauses an affected creature to farget an happenings within one minute pa4t for euerv level o f the witch. (This includes the I- of md r,w~ILsnr fz~lurr of any spell bemg -1 by s targeted cncmy .u thlr *pl l L l k n r l l e c t , The loo1 memmy can bc r r \ t o r d t h m q h a ulslon of m i l

Spell ranwtype: 1IA Element: Non-sonic Ingredient cast: 0 Maximum m g e : 20tflevel Casting: 1 phase Running time: 1 minutelevel Resistance mll: IQ to neg.

h a o f expasure: 1 creature

Upon pointing her finger at a target, an aec t ed creature will depart its present loeation for tbe spell's running time, exiting whether or not it i s aware of the witch's presence while avoiding obviously dangerous obstacle. Of murse, should the target be attacked aRer i t has begun to depart, the enchantment win be bmken.

Fm darts

spen ~ ~ w t y p e : m Element: Sonie Ingredient mt: 2 gdldart* Maximum range: 0 Running time: Special Resistance roll: None Area of exmure: 1 dmVtwo levels

Thh spell enchants up to 1 dart per two levels of the caster's skill. Thereafter, she or another may hurl them normally a t a chooen taget, and upon coming to the end of their flight, the darts explode xnto flame, inflicting normal dart damage (ID4 Body), plus an additional 1D4 f i e damage (applied to stamina points). AU darte must be released within 10 minutes fm their magic to W e effefed.

spell rankitype: 2/8 Element: Sonic Ingredient mt: 1 sr* \l&mum rangc. J Running "me: 10 mlnukul.:vrl &.si.mce roll: Sprclal Area of expcaure: Sperial

This spell ca- a fire to spring forth hom the caster's palm, allowing her to illuminate a 20' area. At the caster's will, however, she may dim the flame to nothingness, that she may reach into a pack m mt, for instance, and then restore i t later when i t pleases her to do so. If foreed to battle an oomnent. the fire~olm inflids ID4 mints of fne . . damage lo unr <truck The mgrcd~cnts are a In1 of pnuh and Lv rubbed over the uraur'a palm

Spell ranwtype: Z/F Element: Non-sonic Ingredient e s t : 25gd* Maximum range: 20' Casting: 10 minutes Running time: Special FIesbbna mn: None h a of exposure: One 10' x 10' wall section

This spell allows the witch to leave a message up to 50 words in length on a wall. The message remains invisible until preset mndition d e l i n e s set by her are met. These guideline* cm be as bmad as desired, but depend upon criteria that urn be visually ve.riIied. At that time, the words bmn the message into the stone or wmd withoot mnsuming the base i t imprints upon nor igniting nearby mmbustibles. The ingredient indudes a special ink mixed with a crushed piece offire opal.

Spell **type: ZIC Element: Sonie

99

1-dient coat: 1 gd* Madmum range: Special Running lime: 1 hourfievel Resistance roll: Special Area of exposure: Special

The spell may enchants the caster's mouth. enabling her to hurl s fiery spittle a t a nearby enemy. The inpedients include a small mixture of sulphur and pitch which are swallowed. The witch may then spit fmth the flammable concoction up to 20' distant prior to the expiration of the spell. A creature then faibg an Agility mll suffers 2D4 points of flame damage. Note that no roll is allowed if the target faces away horn the ca ter when the attack is made. The GM may also rule there are other chumstances under which no resistance roll is allowed. (Por instance, if someone is shouting a t the espter with his face deliberately t h m t mere inches from hers.) The spittle may also be ured to ignite combustibles, or against such things as mpes binding the casteis hands with a resistance mll w spell-caused damage indicating whether or not they are burned through

Spell ranwtype: m Element: Sonie Ingredient mst: Variable(*) M u m -: 10' Runoing time: 3 hours, + 1 hourfievel W t a n c e roll: None Area of expasure: A 20' sphere

When a skull is placed upon a pole or staff set into the ground, this spell enchants i t to wakh over the witch's party. Should any creature of hastile intent approach within 3W, the skull shouts a warning to awaken any sleepers and then vanishes in a flash of light, illuminating the m a for one minute. If no encounters ocnu, the skull may be reused.

Spell ranLyrpe: m Element: Non-sonic I-dient cost: 1 H*) Maximum range: special Running time: Up to 30 minukdeeel Resistance roll: None Area of exposure: S p e d

This spell enchants a pumpkin of any size, causing a feral glow to show forth fmm a face that spreads a c r e its &ace. The fiery illumination equals that of a candle, but the greater power of the joek-0-lontem lies in its use as a weapon. If the caster desires, she may hml forth the pumpkin by hand or device, and upon impact with a solid surface i t explodes in a 10' fireball. The damage vloies with the pumpkin's size as shown below:

8man lmder 6 h): ID6 points. Md- (610 lbs): 2D6 points. Lag. (11 l b or more): 3D6 points. If the pnmpkin is not employed as a weapon, it

is reusable.

Lyrazel's tree house

Spell ranhitype: ZG Element: Non-sonic I n p d i e n t cost 0 M n m range: Touch

Page 106: Quest of the Ancients

Running time: 1 hamfinnnl Resktantiln roll: None Area of -: 1 large h e

This spell aids in pre- a restiog-place during the evening if a large tree i s handy. When the spell is c a t , the upper branches gmw and ehaoge shape, f m i n g themselves into a rough platfano 10' sqoare. Aftaward, th- in the witch's party cao ascend, and camp foz the night. Failure to d-nd before the spe11's expiration, however, resultsin a fan to the ground.

Mccm rope

Spell ranhityp: 2iE Element: Sonic Ineredient wt: 0 or SO ed' - " Marimum range: 20' Running time: 1 minuteneve1 Resistance roll: None Ares d e w r e : 20', + SAe~el

The m w n mpe spell allows the witch to m a t e a shimmering rope of maonbeams atretching between two points of her chmsing (either laterally or to a 45 degree angle) within the area of expasure she may employ. She and up to one person per level of her skill may then crass in safety to the other side without need of die rolls to determine success. (Should additional meaturea attempt marsing, the rope will seem to be insubstantial, cansing them to fall.) There is no ingredient necessary for the spell if used under the night sky when the mwn is present. Otherwise. the witch may employ a vial containing easence of moonbeams (obtpined Rom a copBm essence spell). Those initially crossing the rope may r e m s at will for the spell duration.

Moon sigh

Spell rankl*: ZT Element: Sonic Ingredient cost: Special* badmum range: 0 Running time: Permanent Resistance roll: None Area of exposme: 1 written document

This spen allows the witch to invisibly pen a d-ent, including a spell within a spell book. None but Lhe writer may see and read what is written unlesg the text i s read in mwnlight. The ingredient is a powdered mmnstone(s) of mot less than 25 gd in value for every rank of the spell. which is added to the ink If speIls are not involved in the work a single moonstone with a value of 25 gd is acceptable.

spen X-: zle Element: Sonic I-dient upt: 0

maximum sizeof a 3' cube). Items of m m n siluer are nearly invulnerable out of d w s while the spell lasts, having8 resistance roll of 1Mess vs any effeot. Indoors, the roll is lowered to lMess and if magic light is present, the roll worsens to .We88 vs all effeds.

Mwn siloer is particularly useful when made into weapons, for i t is a deadly bane against lycanthropes and other monsters harmed by silver, inflicting double b a g e upon a successful hit. (Note that the boneweapon spell will not function with a weapon made of this material.) The spell, of course, may only he cast a t W t , when the mmn is present. At nighrs end, the moon siluer disappears.

Net

spell r a n w w : m Element: Sonic Iwedient cost: 1 gd* Madmum range: ZVilevel Running h e : 2 minutedelevel Resistance mu: Special Area of e-ure: Special

When the witch cats this spell, she spmp forth one of two sorts of magical nets fmm her lingers The first chokes an ares with a thick mass of sticky netting, forcing creatures within to make Strength rolls to avoid entanglement in a heavy silken earnon. The area of erpaslre of this form of the spell equals a 40' mne ending in a 2ff base. If formed so that the net is anchored at two or m a e p i n t s with a solid, hemy m- (such as a wall or &kg), it d retain the patential of entrapping others for the spell dmation. Otherwise, i t win rain down and Mlver any presently within the area of e-me, but will thereafter prove h l - to those moving mer them. While matures inside this form of the net may not cut themselves h e , someone else may take a minute to do EO provided they rise a samd m dagger.

The -nd form of the spell allows the witch to create a giant net up to 40' in diameter This net must be anchored between a t least two pints, and is used primarily to seal a passage, for creahues larger than a cat will lind the-hes unable to pass between the tough, elastie strands while they remain, although me may cut through them with s magic weapon. The net othenaise may be cast between two or more points of a chasm, acting as a &er to catch someone who may fall from above. Or. i t may shakily be n-d by charadera a t a rate of Slphast.

Note that the net is flammable only by means of magical fire, which mnsumes i t in 2D4 phases, subjecting those caught to 2D6 Body points of fire damage in addition to that ca-d by the magical lire. Also, disenchontmenf has no effect against the

ranging from that of total darkness to night, vision within a 40' sphere is as in twilight. In even brkhter conditions i t is similar to daylight Note that someone with night sight negates someone's hiding with a shahus spell or using c o n d m n t within a darkened area. The ingredient fm the spell wnsbts of s pair of cab or owls eyes.

Phantom double

Spell ranknyp: 2/H Element: Sonic Ingredient mt: 5 gd* Maximum range: Special Casting: Instantaneons Running time: Up to 1 minutekvel Reistance roll: None Area of erposme: Special

This spell is most uhelol if cast oatdm for i t can aid in distracting pu1911- When invoked, an exact dupliaue of the caster and any mount she rides separates fmm her and moves off m a direction of her choice at -parable speed, following any mad or +. The phantom will mntinoe an its way m M the spell expires a i t

up with a solid object such as a wall. While there is no msiskmce m n against the spell, the fact the d d l e is d e n t and may do such m d things as cross atop the waters of a stream m river can enlighten a pmsuer as to its magical nature. The ingredient is a small mi= into which the caster has earlier a u g h t the reflection of both she and her lo-t.

I2q m d the moon

Spell raovtype: m Element: Sonic Ingredient mpt; lOgd* Maximum ranee: 0 - Gas* 10 minutes Running time: Untit dawn Resistance roll: IQ to neg. Area of expasme: A 3U' hemisphere

During evening hours, the witch may cast this outdoor protective spell should a ring be present arwnd the moon (allow a base 20% chance). For s 30' cirde centered an the spot she casts from, any hostile creatures must make an IQ roll to enter the protective k l e unless attacked from within. The ingredient is a moonstone valued a t not less than 10 pa.

6rnoke cloud

Spell rankltype: 2iG spell. Elemenl: Nun.~unic

The ingredient for the spell eansiats of a handful Ingredient cost: Special of silken netting. Maximum range: 0

Running time: 1 minuteAevel

Nt&t .&t Resistance roll: special Area of emmure: A mne 10' londlevel .

Maximum range: 30' Ronning time: Dusk to dawn Spell ranWtype: ?JG This spell causes a thick cloud of smoke to billow Resistanw roll: None Element: Sonis forth from the caster a t a speed of Slphase. The Area of exposure: Spedal Ingredient cost: 2 sr* cloud forms in a care, expanding in width by S f a

Maximum range: 0 or touch every 10' of travel. Thus. a 3rd level witch who cast Through this spell, the witch binds and focuses I this spell woold meate a cone of smoke which would

the rays of the moan, altering them into the solid extend 30' and end in a base of 16. Air-breathing form of shimmering siher. Up to one lb of silvw Ares Of exposure: mature creatures within the area of enpasme will be may be seated per level d the ca t e r in any shape distracted by fits of coughing and choeng, soffering desired fmm that of a br to very this the recipient is to an roll penalty of 3. Spellsasting f a air- ornately e n p v e d goblets. platters, chests, etc (to a

see well in dimly lit areas. With illumination is possible only ifa Con roll is made each

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~ 2 W O - C b o c t e r profwions (the Witch)

tura The ingredie~tis a fue somce of any smt held other side, with answers along the lines of "A an area 20' in diameter and can move a t a speed of bytbewiteb. creature"; "Nothing'; "Solid mk": "Dust": "An 2WIphase up to 600' Emm her. It obeys simple

abject", etc. All questions must be asked within 10 commands such as "Go dawn to the ~ n d of the hall

8 p d e he minutes of casting the spell. and wait; Follow me," ete. If the witch desires, she mav order the w i s ~ to attack a creature. It strikes as

Spell ranwtype: ZIA Element: Noo-sonic Ingxcdient cad: Variable Maximum range: 0 Running time: 1 minutdevel Resistance roll: 1Q to neg. Area of expa4o~: 1 neatme

With this spell, the witch may enchant a small stone she holds, causing i t to sparue with patterns of multisolmd radiance. She may then tass the s h e in the general direction of an opponent. If the stme lands within 10' of a target, i t must make an IQ roll m bemme fascinated by the hypnotic shirtings, forgoing other activities to pa- and examine the stone for the spell duration m until damage is suffered. The spell is limited in that the stone will not affect one engaged in melee. An archer or spellcaster making his own attacks fmm a position of relative safety, however, would be fvlly auhiect to the charm. Note that the witch mav onlv . . select one wtential t m t end sa no extra bonuses -~~~~~ .~~~~~~ ~~~ ~~-~ . ~~ ~~ ~~~ ~~ ~ ~

would be gained by G n g the atone Into a nowd of enemies, for instance. Funher, no resistance mll L4 allowed if the caster persuades a victim to willingly grasp the stone. The iagredient is a shiny stone tnken ham a stream.

Spell rank/*: 2/F Element: Sonic Ingredient cost 8 gd* 3lanmum range. 0 Hunnmg nms I mmuwrlevel I(r.n-r?ncr roll. None Area ofexpom~e: Special

This spell is often d against undead spirits, especially these possessing a companion of the witch. The ingredient iqdudes a normal flailed mace that dematerializes when the spell is cast upon it. leaving the witch holding a faintly glo- field of force in the same shape. The we- may be wielded by the caster as a primary arm, and i t a c t s t s y spirits and other non-cmpmeal ereatme, who &er 2D4 points of damage with a

strike. If employed against an individual presently adhg as il hart for soch monsters, a mU must be made to strihe the person's nurent armom raw. The mnRoIihg spirit then &ers damage as noted, thou@ the hostibwlfis mharmed.

spell ranh/type: 218 Element: Sonic Ingredient d 0 Maim- G3rKe: 10' Rmning time:-s@d Resktanoe mn: None Area of--: A 1(Y 1 10' done sedian

This spell mnjures forth the heessence of an elemental in a d o n of stane. Once i t is summoned, the caster may ask up to three questions regarding the knowledge the stone might posses. Fm instance, the witch mnld cast this @I just before a cbsed darr or a wall suspected of hiding a secret mom and query on what lies directly on the

SpeU ranwtype: 2/G Element: Sonic Ingredient cast: 1 sr* Maximum range: 0 Running time: 1 minutelevel Resistance roll: None Area of exposure: The witch

Upon casting th is spell, the witch's sight is improved to the point she may focus upon and observe goi-on within a 20' area up to two miles distant as though she were but 20' away. The ingredient is an eye from an eagle or hawk.

Spell rankitype: 2IE Element: Non-sonic Ingredient cost: 1 gd' Miudmum range: Special Running time: 10 minutev'level Resistance mu: None Area of e x p a : Special

This s p l l permits the &I to mentam project her thoughts to an intelligent mature, although she -not receive replies. The range fm the spell is a maxim- of 300' d e g g two witches mordinate like spells simnltaneoosly (the range then is mnoidered to be one mile, and they may send and receive thoughts baek and fmth). The ingredients are two piece of silver wire dram ioto aloop.

Spell ranwtyp: lls Element: Sonic Ingredient d 0 Maximum range: 50' Running time: 10 minutes Resistance dl: St to neg. Area of exposore: 1 neatme

When the witch casts this spell, she summons forth a whirlwind that moves a t a speed of W'lpbase while seeking to envelop e medium-sized or smaller target of her choice. If a Strength roll is failed, the mahue eaugbt within the whirlwind will be cut to half movement and attack9 fm the spell dwation Further, the affectee may not employ missile weapons. If the roll is suaessful, the whirlwind seeks to envelop the nearest creature until i t finds a victim. The witch may dismiss the whirlwind on any mmbat phase.

UW 0' the aisp

Spell r&typ: m Element: Sonic Ingredient mst: 3 sr* Maaimum range: 30' Running time: Special Resistance roll: None Area of exposure: Special

When cast. the uld cowrue, a a x k h n g , semi- srnl~snt ball of clesaieal energy which illumlnaren

a monster of es& level, inflicting 204 p in t s of damage to no"-metal-armound targets, or 404 points of damage if the target is either metal or wearing metal amour. An undead stmek by the wisp suffers SD6 points af damage. Irrespective of whether or notit has atruck the intended Larget, the wisp dissipates. It otherwise lasts for an how. Should something attack the wisp, i t is musidered to be AR W-5). If the attack is one whieh would mndwt the electricity, the attacker is affected as thongh the wisp had struck him. Otherwise, there is no effect to the attacker or the wisp. The ingredient is a firefly.

Spell ranknype: 2*0 Element: Non-srmic Ingredient mst: 1 bzL Madmum rango: 0 or tonch Rmming time: 10 minotes Resistantan mn: None Area of erpomrr: 1 mahue

l!h spell allows the recipient to move with absolutely a n t fm- even in the mast oneondmive sitnations (me* fl-, dry leaves, ek). The w e n t is a feather.

spell rankltype: 2m mement: Sonic I w e n t mt: 1 sr or special Max%n* range: 0 Runaing time: 1 minntdevel m t a n c e ran: None Areaof e x m e : Special

Through use of this spell, the caster may temporarily enchant a Y-shaped willow or hazel twig into a magical detection device. When performing the casting, the witch may imbue the wand with one of the following hmctians:

Defect enchnnted aura: 20' range Detect wafer: 1OW range Detect Gaal aura: 20'range DetectEuiianra: 20' range Delect undead: 30' range. Detect living creatums: 50'range.

Upon concentrating and turning i t about, the twig will point tnward the direction of the desired subject if i t is within 7-. Note that all ranges are doubled if the witch manages to obtain a twig &om an intelligent tree as the ingredient.

Witch Mnd

spen ranlo'*: 218 Element: Sonic Ingredient cost 0 Maximum range: 1 mildwe1 Running time: 1 minuteneve1 Resistance mll: None Area ofexlmptlre: 1 mature

This spell brings forth a msgical breeze Sowing the witeh to mmmonieate with someone within

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range,eneblinghertospakaitbandHrtentoany Armoar r a t i w 0 respmse.Whileihespenornnotbelrsedasameans Tactical mwe: W to & a harmful spell at someone, tba witch may Level: 8 use atoIk spell in -rt with it BAR- 18/11/57

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1Srd rank witch spells I himate wood

Spen ranbrhl)e: SIF Element: Srmic Ingredient owt: 0 Madmum range: 80' Running time: 1 minuWhel Resistawe rolk None Area of expawre: 1 wmdenobjst

Wxth this spell, the witch may mima& a wooQn object, indumbg a kee. which dl obey all mmmands given while the spell lasts, but is limited in the operations that may be performed. A door, for mstanoe, mald be mmmanded to open and then dse i k l f and hold f a d requiring i t to be forced open: a h e w vmden table oould be ordered to mme against and bloek a d m , but neither mold @t likewise, an oak muld lower its boughs and then lift the witch un to zet a sod view of the s m w munoysldc, but the eyeless tree d d rroletTtNvrly hurl .% ruck at an enemy.

Babble

Spell renbltyp: sm Elemsnt: Sonic Inpd ien t COA 0 Maximum r-: 20'/level Run* time: 1 minuWLevel aesi&mmn:spefia1 Area of expowre: 1 or more c r e m within a tide

Thia spell amiws verbal communication, ca- those within the m a of exposure to speak an inmmprehendble kabbling rather than normal speech. Tbis fmskates non-bardio swllcastiag with sonic elements and makes ~eoslmuni&n im-. Note, however. that babblers believe their own speech to be entirely n m a L Though an IQ d is permitted to avoid the sEe& a penalty factor d 1 is applied for each th- caster his.

Black steed

Spell ranWtyp: 3IE Element: Sonic Ingredient met 50 gdf Madmum range: 101 Runniw time: SO m i r m ~ ~ e l

Tbis spell conjures a fiery h l a d abed fmm the Nether planes to sew* aa a mount. The steed reeembles a large, muscular mare with flaring ncskih be- smoke and h e . Normal hnees and animals will avoid the steed and it win not allow mom than two riders, one of whom mwt be the caster. The mature has two &A& fmm s pidous kick with its hinda&rs or a mne of fire ~ ~

extending 20' and ending with a 1IY that may be employed twie~ daily. rThP damage is donbled if the manse98 attack roll ia nuarmful.) It will k h t for the witch only iraheia ridingil i h n t a k follow.

AT- BodyLStsmina: 1 W 7 (40) Average stat- 15 spefia1 skk con--a0 A m 1 Dmg: 2D6 (Lick); 4D6 (breath) Ethics: E size: M The hgmdient is an onyx stahle -ededin the

shape of a mme. Note that disenchontmnt dl not retorn the

steed to the Nether planes.

Bubble

speuranwtyp: 3/C Element: Non& Ingredient msk 1 gd'

W* this spell, the witch may blow forth one of two sarts of bobbles as listed below.

PIviw. Thisis al- bubble. clear on the inside - " - bru opaque from mrhomt, which allolas up u, one e-a &#urn-nzrd creature pw chree levels of the castn to enwr. Thr / ub / . k may then be commanded to fly st a movement rate of WIpbaae for up to two hours or 10 miles of distance, whichever ts mme. It m ~ s u p t o 4 0 p o i o t e o f ~ Q m a g e b e f m a bursting, and i t may only be a b c k d eN&Iy by spell. Its mcupants, though, are in no waypmteeted from physical m maejcal a t k h Note those inaide also may enter or leave at wil for the spews duration.

Oygm. TI& spell form mates a bubble simiLv insi%eandfnadiontoafly+wbubblewithtwo ai&nnces: I t W i d only atop m under water and aon- en- -n for t h m within during that time.

The m n t s for both bobbles include a small vial with a soapy mncodion, and a metal ring affached to a handle which ts dipped in the container. Neither ts subject to disenchantmed.

Spell r&type: 31D Element: Sonic Ingredient cost: 50 gd Madmum range: Special Running time: Special FasiBtance roll: Spedal Area of expmme: Spedal

This most important of all witch spells is autmmtiralhr taken fa the witch's 3rd rank arrell afquirnhm when d r reashes 5th level S not already -oped 'Ihu spell la frequently used mth the h i g k level ernhant i- or kr spells, lor wich it the witch may caplam the vital esselup of virtuany qy ihhg . For instance, she might use the spell to capture the essence of the wind to help faahion a ring of mkhi~g; the essence of a bird a t flight fa a flying bmorn, eto. The effective range of the spell sgajnst bindunliving &gets may be omsidered to be IWAevel, while the range is onl imi t4 and an IQ roll unnecessary for n a W fmces-wind, smlight. the moon, eto. Note, however, that when a spec&

mature's mptumd essence is mqrked as a spell ingredient, i t moat be alive when the -nee is obtained, and Ulat it suffers rn d i d eN& fmm the spell, althoughits IQ d ts made with a penalty factor of 1 for a a ~ h level of difference between i t and the witohif& ts h i g h in h 1 .

In mring this in conjunction with a he%, the wib3 need not know the target's true name nor -a lock of ha+ or dothine to enacl that snell " 2 an IQ d is failed against this rpeU. ~ophre essence may also be d in the creation of potions and e l i x thas mhlihlbng for solid ingredients. (Reearch msts still apply, however).

To store Ule essence, the witch mud have a piece ofaystsl worth a t least 50 gd.

Another way in which the spell & wed is O enchant the local6 m o d the charactd~ permanent b e . Ekm 9th level onward the witch may cast this swll when she r&?dicates ber focoa to her deity & Allhaliows Eve, assnming she bas claimed an area sa her own. Up to the 19th level of skill, a drele one mile wide per kvel of her shSl dl radiate outwand. and the -tnnide within it4 area of irpasure d l begin to take &her general nabme. In the case of a Gm3 witch living deep in a remote forest. a m and wgetatlm win gradnally become I d t , game dl be plentifol, and one or more faniasiicmatmes, wch aa a &my of fairies, might be &awn then.

Tbe h d e of an Indeterminate wit& might not ehaoge at all, m might take on the nature of any C m d m Ed tenden& poaaessed by the character, depending on +heir degree of depth. The island lair ofan Indeterminate witch with Evil tendencies, fm instaxe, might become known as an areaof somber, grey dies and choppy seas. In the case of an Evil witch, a fmest with a good water smme might take on the fmm d a swamp or dark, thick wmda The creatures left to inhabit it might indude -I-, Evil spiders m venomow "rpents. Again, one m more mmtern auch as a pmng drake m a t n i of goblins or m a might ch- to d d n k.

Inhabibnts drawn to the area dl be on god terms with the witch. wiIlin& a d k g as henchmen if re-, though d y within her enchanted domain. (Of mwe, the GM sboold keep a careful eye on campaign integity when determining what mdmes,ifaoy. m drawn toher baae.1

Note, however, that the spell effects do not s M h l t e fm the character's sctaally clearing the area of ban& maapters, nor does i t automaticany f- ndrhdly inhabitanb to depart. In fact the act d bindine the lands to a witch w d d immediately be sensed by any patential enemies nesrby, -by precipitating a mntlid (which is why such an a d is usually performed only in isolated areas). A Good witch who b a d lands to her which included the lair of a liehe, fa example, would cause the c r e a k to immediately smr the unpleasant aura of Good Such a monster 4 thareafter feel most mmx&&dle in the area end might attaok the witch's base to do away witb the source ofhis a n n m , &r tbanjastmove on.

As the witch gmwp in power. UR lands under her mntrol wil bsome mme attaned to her. Fmm between 12th-16tb level the witch may wind speak her lands once per day aitbollt resating to the apell. At 17th 4 higher level, .he may do thia a t dl, and her o n e m with ber domain is such that her lands wil mntain a d w e e of sentience, able to commmricate with her of their own volition if Uwatcned m bftlkated by enemies. In the event two witches find themselres under oircamstanFe8 where both their rneas of exposure omlap. the mde~ with the greatest numbex of lmel points d l cancel mt the other's binding of the lands in

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l?%wlBtm--terpr4h (6 Mte15) question. And should the caste, fail to enact the dngem at one or more targets within a 10' mbe np EnePey blsgt spell yearly, her lands will gradually revert to their to 59 away. The dagg- strike as monsten of equal original condition. level, iatlicbhg Body damage. Thereafter, they lase

their enchantment. Spell rank&p: 3lC Element: Sonic

UWn? Note that only one sueh s p d may aid the caster Ingredient cost: gd* at a time.

Maximum range: 100' Spell ranWtype: SIA Running time: Instantaneous Element: Sonic Eledrrc wc Resistance roll: Agility for V1 Iwedient cost: 0 Area of exposure: A 30' sphere Maaimom range: 40' spen 3 ~ : Running time: 24 hours Elemen* Non+onic This spell oauses a small sphere of plasma to Resistance mll: Special Ingredientcost: IOgd* appear in the caster's palm, which may immediately Ares of e-re: 1 eresbme Maximum range: 0 he hurled up 0 300' distant or held for up to two

Running time: Instnntaneous minutes and then dismissed if not cast forth an a This spell fwls a target wiUl an IQ of 4 or Resiatancero1l:None combat phase during this time. If launched, the

higher into becoming a servant, or a t w m t tAing a Area of exposure: An arc 10' wide and 50' long sphere has a movement rate of 150'/phme, and i t neutral attitode toward the caster if communication explodes a t the witch's cmnmand in a 30' area of is not passible. While the mature is under the This spell evokes a blue bolt of eleetri~ity that exposure inflicting ID6 points of damage p r caster effects ofthe spell, it will obey mast requests to the arcs forward from the caster, delivering 2-5 (i.e. level an those failing Agility mils, half otherarise. best of its ability. An order that would result in D4tl) points of damage per caster level to those Should the witch suffer damage while holding the certain death, however, negates the spell. Likewise, within i t subject to electrical attacks. The i y e d i e n t sphere, she must make an Agility roll, applying a something's being told to commit an act grossly consists of two magnetized iron rods horn which the penalty fadar of 1 per point of Body damage against its ethics, s ~ c h as a G a d elf's being ordered sre originates, lashing out in a flat cone shape suffered; failure means the sphere detonates. Note to betray a friend and comrade, also breaks the roughly in the specified area of exposure. While that spells pratectingagainst fne/heat are efledive spell. Note that this spell funotians only against sufficiently powerful to blow through a normal door, against an energy blast. The ingredient is a creatures beneath the urster's level who fail an IQ the arc rebaunds like a billiard hall ifitimpads with sunstone. mu. Also, the power of the spell is suoh that a a heavy d i d object such as a stone wan. (Creatures penalty factor of 1 is applied to the resistance mll subjected to mme than one strike of the m take Fmgm oftruth for each 3 levels of the caster. additional d a m e , but can make a Luck roll to

halve the extra harm they might otherwise suffer.)

C ~ ~ O r n ~ ~ y If the are hits a large object of metal or other Spellranh/type:wA

eleehidty-conducting material. such as an ima ~~~~n~~~

Spell rankltype: 3fl grated flmr or flmded hallway, i t p u n k going no

Element: Non-sonic further but elechimng up to 5~ sqvare feet of Mm-'lw

area. The spell -ot be wt underwater. Gaslhg: 1 p P Ingedient mst: m gd Running time: 1 minoteflevel Marimurn range: Unlimited m c e rdk Special Running time: I minuteflevel Enchant cord Area of erpoaue: I mature Resistance roll: None Area of exposure: S p e d S p U rnnldtype: S/P If an IQ mll is failed, a mature subjected to

Element: Sonic fbis spell win answer any of the witch's questions With this spell, the witch may temporarily lngredientmsc 2 sz iXiy and trnthfnlly for the spell duration. The

enchant a hall of perfed crystal worth a t least 5W Marimurn range: Touch power of the spell is such that the IQ mll in made gd into s crystal ball. Fmrther, she may attempt to Running time: S@al with a penalty factor of 1 for each positive level of see up to one day distant in the future per &dl Resisbnceroll: None difference between the witch and the target. level. I h e infarmation gained mold be along the Area of exposure: 1 rmd 10' to 30'long lines of B gypsy fmtune-teller ("I see a tan, dark stranger who stands in opposition to yoln venture," A p i e of mrd is enchanted by - of this spell,

Too fire etc.). The chances for socaess are determined by imbuing i t with one particular ability chosen from using the folmula below. the listbelow. Spell rankltype: 3/8

Binding. This version of the spell magically Element:Sonic

Baae chance ofsu-: strengthens the cad, which may then be used to lyedientcost:Variahle*

10% per level of skill. bind a aeature. Regardless of its Strength, the one Marimurn 30'

so bound will find i t impossible to break free, Modifiers: although a aniqoe escape skill could be employed to Resistance for *

-10% per day in the future the witch seeks to slip out. Should the cord be used as utility line, it Area Of

foretell. safely holds UP to 1.000 lbs of weight, breaking if This is to the 0. the wisp spell in +5% per 1,WO gd of the crystal ban's valne. subjected to more. The duration is 1 hourilevel.

This version of the spIl causes the that i t summons a small hall of e n e w 1-ldng very

Note that aroIl of 9600 always resulk in a false cord to laterally sn& out as the oaster deskea much like a creature of that type. An important

reading, regardieas of banuse9 either binding up a mat,,re no larger than tall: difference, however, is that * fm frm 3s conjured

or affudng itself to a selected point as s means of lTom the Nether re@oos and is

D w ~ spanning a small cham, for example. In the former based rather than ele-ztrical. I t iIIemioates an area

ease, the range equals two-thirds of the cord's in diameter and moves at a hpeed Of lMY/pb while obeying simple mental -man&. Its attack

SpeU ranwtyp: W length, and a tage t creature gains a Strength mll to -Eom expldmg in a smsll 6reball 2w in

Element: Nw-sanio snap the entwining eard in two. In the latter, the

Ingredient cost: Igd+ range approximates the full length of the cord, which 5LM points of to although i t supporte no more than 150 lbs Of course, those in the area of e-re. The fm fve ean be

Maximum range: Spedal Running time: Up to 20 minutes the cord could be tied to a thicker piece of rope and moved up the caster at which

then Imp itself around an anchorhg point and it "winks out," returning to itri own plane ud- Resistance roll: None Area of expajwe: Spedal rehun to the caster so that the heavier line could be mdered to explode at Iange. Once

employed. Needless to say, this halves the range. -edtoadvaoce and the witch need not

This spell eno hants up to one The daretionis one minote/le~el. -centrate on it, but the fm fin -not be halted c[irn8ing. of the spell in ~ b e ~ i n g i t a k t a d e r s to the letter. Thw, if the

dagger per two levels of the witch, causing them to mrd rising upwerd up to its length and holding witeh orden it to explode in the center of an enemy

float up and follow her about. At the witch's desire, may be by -P i t d do so even though its a p ~ r w h may she may use her combat phase to launch the

under 300 ibs The darationis two m i n u ~ e ~ e l . have been noted and the area vacated. I t otherwise

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lasts for an hour. The ingredient is a fire so- of any kind.

Hand of glov

spen r w t y p e : SIF Element: Non-sonic Ingredient cast: MX) gd + 30 gd* Madmum range: Spedal Castins 24 horns h i n g time: 10 minotesllevel Resistantan & spedal Area of exposure: Circle 5' dimeterneve1

This spen allows the witch to fashion a unique magicitem allowing her freedom of activihr whiIe in the presence of sleeping individuals. The ingredient for the spell consisb of the right hand of a 10th or higher level catpune or essassin, and a candle rendered fmm line wax which is fued in the hmd's palm. The casbing time considers plimntily the enohmtments enacted upon the candle, and when i t is completed, the candle when lit keep all sleeping oreatwes within the area of expos- from awakening. In addition, the power is such that there is a 5% chance per level of the caste= that anyone not already asleep must make an IQ roll ar fall into an enchanted slumber. While the witch may undertake virtually any action without fear of awakening any sleepers, if her intent is to kill. targets gain a Luck roll to awaken. While the hand may be reused, the candles may not.

La+$ skull

Spell ranwtype: 3iF Element: Sonic Ingredient cmt: 25 gd Madmum range; 10' Running time: Special Resistance roU: S p e d Area of expnmre: 1 human skull

% speIiimbaes a human skull with the ability to emit a diabolical laughter when preset condition guidelines are met (as in the case of lire runes). Any intelligent 1st level creature will flee in t e r r a upon seeing andim hearing the skull. Those of kvel two or mare must make an IQ roll or mewise follow suit. Creatures frightened away d not willingly return unless they first receive an embolden sppll or are shown that the skull has been destmyed The skull only laughs one.

Lyrazel's s p q top

spen ranbnrpe: 3/c Element: Sonic Ingredient mst 1 s* Max%nom range: 0 Ronning time: 6 phases Resistance ron: Sped! Area of ex-e: A path 120' long and 10' wide

This unusual spell -s a child's top as the in~edient . The top may be hnrled up to 20' h the caster, and i t then begins moving f m a r d a t a rate of 20'lphase, unleashing spiral arms of electrical energy that inflict 406 pink of eketrical damage to t h e within 6 of it. An Agility mn i s permitted to d d g e the arms, although metal-armoured creatures must aodv a oenaltv factor of 5 to their roll. Sucoess

a hillimd ball, pmsibly inflicting a second attack on those i t earIier passed.

As an alternate usage, th. witch may la-h 16e top in such a way that i t remains statio---ta block ch 10' hallway, for example. The top then lntlicts damage without s resistance mll to an- willingly attempting to pass.

Spell rankltype: 3X: Element: Sonic Ingredient mrt; 5 d* Madmum r-: 0 a touch Ronning time: 20 minutes Iklstance roll: Special Area of exposure: 1 creature

Ihis sp l l allows the recipient ul reflect away any *mall m mtdium size m i e l e (armw, bulk spexr. ,,u.., e n , his dircenon if a Luck mU k rorrp9rrp9fully made for each missile. Further, it someone is attacked by magic, shodow a elemental dam while under the protection of this spell, a su-ful Luck roll will send the incomingdarl back upon its caster. The ingredient is a small mima of polished silver.

Necromantic hen

Spell ran- .%I@ Element: Non-sonic Ingredient m t : SO gd Marimom range: 0 Running time: Instantaneous Resistance roll: None Area of exposure: A 30' sphere

The ingredient for this spell consists of a clapperless hand bell of silver and bone which aids the caster in battling skeletal mature. When the bell is rapped sharply -st a solid abject, it emits a high-pitched sound wave having a deadly shs*tering effect against skeletons, liehes, etc. Such monsters within the m a of exposure immediately suffer 4D6 p in t s of damage. Note that a soznd dampening spell or employment in a medium that muftles naise abolutely foila the magio. Also, spell immunity is no proof against the magic.

Phue effect

Spell ranUtype: 3iE Element: Nowsonic Ingredient cost: 10 gd Maximum range: Special Casting: Instantaneous with another spell Running time: Special Resistance mil: None Area of emure: Special

Employment of this magic causes a second spell ost by the witch to h a ~ e its effects transferred to another plant as seleoted, affecting m a k e s presen* there. The spell may also be used to make non-mrporrals vulnerable to spells they might otherwise be immune to b e c a w of their state. The ingredient is a prism.

Plant grab

6peU rankhype: 31G Element: Sonic Ingredient m t : 0 Maximum r-: 10'Aeeel

Rrmning time: 1 minute~level Resistance d: St to neg. Area of e-m: A 30' circle

This speU is usually cast outdmrs in areas of wmds or gr-lands. Its effect is to cause any vegetation to enlarge and strengthen, re- up and out to hold f a t creatures within the area of exposure. A Strength roU is allawed to break h e of the plants, although in heav gmwth, such as a thick forest or jungle, a penalty fadm of 4 applies.

Reflect curse

Spell ranhltype: 3/D Element: M c Ingredient mat: 50 gd* Madmum ranee: Unlimited - Casing; 10 minows Running time: Spcial Kmslance rolt Special Area of exposure: Special

This spell is employed by a *h to turn a m , her, uer, euil eye, ek., back mpon its -ter. I t is special in that members of a witch's m e n may also participate in the casting, which en- chanting around an altar upon which i s placed the affected p e m n and two braziers flied with burning incense. The cbance of turning eqoals 1% for each of the combined levels of those chanting. Note that the head of the mpen, should she be the one affected by the c u r s e l k , must rely an another witch to enact the spell, for she cannot take part in its -sting. M a b g the hzraing percentage results in the bane affecting the original caster as if mother magician of equal level had succesfully sku& him with it,

'

lasting a t least seven days no matter what adion i s tslren. Use of bounce bane &pels the magic with no other affects after seven days pass. Note that a partiouI%r ooven may have but one attempt a t thwarting a particular effectwith this spell.

SpeU r d t y p e : 3/G Element: Sonic Ingredient met: 0 Marimom range: 10' Running time: Permanent Resistance roll: None Area of expure: 1 object

This spell is employed to seal objects sllch as smmphagi, bottles, boxes, eb.. for when two matching pieces are fitted together and the spell is cast, the pair meld into a single, seamles fmm. The spell is limited in that fhe pieces to be joined must be of the same material PmWler, disenchantment negates the seal only if the two mated pieces originate horn different sources. Thus a m p h - fashioned from a single piece of granite would remain intpet while a box made of different wmden materials win revert to its earlier multi- component fmm. Objects over 10' in length, width or height r-e multiple uses of the spell fur each extra increment Use of detect enchanted u r n reveals the seams to the caster's sight.

. . - .~ . rcsulrq in half damage The u p vlll connnuv i n thr dinc"on it is sent for up to 12(1. * I ~ t ~ o q h ,I i t

rtrikwa solid object, such as a wdll it wldusd* lnhr

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Seek object

Spell m t y p e : am Element; Sonic Ingredient -t: 0 Meximum -: Spedal Casting: 10 minntes Rrmningtime: I ~ t a n e o u s Re&- *. None Area of expowre: S p e d

This spell alloars the witch to know the general direction (North, Sonth, East, West, etc.) of an ohject she is p e m m d y familiar with-such as her focus if it is stolen. Range is not s factor, although the spell functions only if the object is on the same plane as the caster, and the vagueness of the information is such that ever1 hiangalation reveals little detailed knowledge of the item's whereabouts.

Sense fate

Spell ranwtype: Element: Non-sonio Ingredient cost: 0 or 50 gd* Madmum range: Special Running time: Instantaneous Resistance roll: None Area of exposure: 1 person

Through this spell, the witeh is enabled to h o w someone's general state of being-whether they are alive, unconscious, dead, imprisoned, haveling, etc. Information wined is vaeue. and so no disclosure of " location is provided. S o ingredient is necessary if the object of the spell is well known to the caster. Olh*ru?w, the Mwh must ~ 8 e hiemplumd e m m e .

Spell r m t y p e : 3/E Element: Non-sonic Ingredient cast: Variable Marimum range: 0 n touch Running time: 30 minotes Resistance rolk None Area of exposure: 1 creature

This spell p i t s the recipienl to meld undeteaably into shadow+ similarly to the way a !zickster might ose mncwlment dill, although spells soch as heal seh4 sonic siglrt and the like frnshate it While movement tempaariiy negates the speBs effects, upon once @ ha lw, the Witch may reactivate the spen. The ingredient is a hk-mlmlddoah- or ouffit which must be -.

Spefl ranhngpe: 31C Element; Sonic I&nt d z pa* Madmum range: lwflevel Rnrmiog time: 1 minuWlevel R e r 6 s t a o e e m m t y f a m Area of exp3mm: A 10' squzmenlerre1

This spell c a w s stre& of elechicity up to 20' in height to shaot upward fmm a floa. Creatures cavght within the area of expapure sustain ID6 points of damage per level of the caster for eaeh bmn the" are emased. or half that if an AdiAeilihr mll . . - - is sumessfol. The ingredients are two magnetized pieces ofiron entwined with copper.

Spell rankttype: 3/E Element: Non-sonic Ingredient mt: 0 M u m range: 20'Aevel casting: Instantaneous Run- time: Instantaneous Resistance roll: None Area of expure: The witch

This spell allows the caster to warp the fabric of the time-space continuum and instantaneously vanish and reappear in another visible looation within spell range, facing the direction she desires. Or, the witch can instead tramprt herself to a no=- visible location she specifies up to maaimurn range, althovgh she m s the risk of striking a solid object, sustaining 306 points of Body damage while being displaced as dosely as podble to the intended destination. Note the spell is sufXioiently powerful to transpart only the witch, her normal equipment, and perhaps one other person. And should the caster be =strained by a li-glunliving creatnre when she enacts the spell, a Luckmll must be made for the magic to wmk, and the reshiner i s not brought with the witch. ORen. doal-pmfegsioned witches d l make use of i t to simnltaneously get behind a tage t and --inate on their -bat

p h .

Smoke sticks

Spell rankltype: 3/G Element: Non-sonic I l l g r e d i e n t d 5gdf Madmum range: 0 Casting: 1 phase Runnizlg time: Up to 1 minute!level Redstance ma. None Area of expame: A 10' mne of smoke

Thin spell shmts forth a sman cloud of thick, nmdous smoke in the face of an enemy, forcing i t if an air breather to blm away from the irritation, thereby fmsk85ng attempted attacka The ingrediene include two s t ick previo* dipped in an alchemical mnmstion which must be held bv the

Bnake bite

RanUtype: S/C Element: Non-sonic Ingredient w e 1 sr* Madmnm range: 0 Ranning time: 1 minuwtwo levels Resistance mn: one Area of exposure: The witch

Thmugh this spell, the witch mutates a desired band inta a piemous serpent's head. She may then attack opponents within melee range, with those bitten suffering poison damage as appropriate to the ingredient, whioh consists of a poinonous snslre's head Note that the witch's poison reserves last the fvn mning time.

Snare cloak

Spell rankltype: 3/F Element: Non-mnic Ingredient mst: Variable Maximum range: Special Casting: 1 phase

105

Running time: 1 minutdevel Resistance mll: 8t to neg. Area of expasure: 1 creature

This spell will illuse a non-magical cloak to fly up to 30' fmm the witch's hands and enh.ap a medium a smaller creature if a Shength roll is failed. Onee bound, the creature may not free i h l f , but may be cut loose by someone else. The spell even affects spirits or non-corpmeals.

Spell ranlritype: 3IS Element: Sonic Ingredient mst: 0 Madmum range: 10' Casting: 10 minutea Running time: 1 minutukvel Resistance ron: None Area of erparure: M

This spell summons fath the spirit of a dead human, eU, dwarf, etc., to speak with the witch. The ingredient is the &dl d the deee-d, thmugh which the spirit mmmunicates.

Spell ranhngpe: 3m Element: Non-mnic Ingredient a8k 1,000 gd+ Maximom range: 0 Runningtime: 1 minotdkvel Redstance mn: None Area ofexp3me: I carved staff

This enchantment changes a staff fmmed in the likeness of a serpent into a creature of the sort i t resembles. In preparing the spell, the witch must f i s t mount a pair of jewels valued a t not less than 5W gd each in the head d the staff to aot as "eyes." ARer this, she must employ a capture essence spell upon either a constrictor or venomous snake as the staff is carved. The staff is then sufFioienUy prepared as the ingndient of the spell. When enlivened bg the enchantment, the specifias are as follows.

Constrictor stafi. Armour rating: 0 Tacdcal move: 5' (note: cannot charge) Le7ek 3 BAR: 1619/45 Body points. 2 per level of the witch BP/SPratio: lil Average stat: 10 S p e d atat: St-15 Attack 1 Dme: A man-sized or smaller tareet successfvnv

shuck by the snake will be bounddfor the spell; duration, suffering ID3 points of Body damage each minute if the witch desires. A happed mature gains but one chance to be freed, by making a Strength mll.

Ethics: I Size: M

Venomous sfoff. Armour ratingr 0 Tact id move: 10' (note: cannot e k e ) Level: 3 W 1619145 Body pint.: 1 per level ofthe witeh BPBP ratio: Vl

Page 112: Quest of the Ancients

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Page 113: Quest of the Ancients

missile weapons, and exti- tach- Creatures subjected to the bats may undertake no other actions except movement at h a speed to escape. The ingredient is a pair of bat wings.

Spell ranlrltype: m Element: Sonic Ingredient eosk 26 gd Maximum range: 0 Casting: 10 minutes Running time: Special Resistance rdl: None Area of exposure: 1 human skull

When this enchantment is cast upon a human skull, i t is imbued with the ability to act as a guardian, attacking intruders by jumping np to seven feet high and then snapping a t its opponent's head and shoulders The $klrull leaps up to 10' per pbase More aUacking as a 1st level monster with a damage potential of ID6 paints. The skulrs armonr ratiog is 0, and it takes five paints d damage. The skull(s1 win a-k when preset mndition guidelines are met. Huwever. they may not move beyond the immediate area--room, hallway, ek.--they are set to guard. Further, only one skull may be set per 10' area The skulls -not be exorcised, are rmaffected by disenchantment, and their goardiaaship lasts until they are destroyed or their orders are changed. While almost any condition goideBnes om be imposed upon the skulls to actisate them, the grddelines are not so broad, for instance, that a witch mnld carry one far use whenever she desires.

Create nature ~ w d m

Spell mwtype: m Element: Sanic Ingredient cost: 0 Maximum range: 10' carting: 1 hour Running time: Permanent Resistance roll: None Area of exposure: 1 tree or vine

With this spell, the witch may m a t e a nature m a n within her domain (as defmed bv her & p e n essonee spell). The guardians that may be created depend on the witch's ethics.

Cood or hdeterminate-.Nt Evil-Strangle t n e (other sorts of guardians

may be allowed a t the GWs dkmtion]

The gwrmlions are M u t e b loyal to the witch and will not h a m her in any way. Also, their combined levels cannot e x 4 k o e the a s k ' s . The ingredient is a tree.

Cure poison or dsetse

Spell ranwtype: 41G Ekmmnt: Sonic Ingredient cosk 50 gd* Manimum range: 0 or touch Ronning time: Permanent Resktaace mll: None Area of e-ure: 1 creatme

Through use of this spell, the witch may heal either poi- damage or disease W not both a t oneel as desired. In either case, the recipient must not ha-re a c t d l y died before the spell was &

umn him. The ineredient is a handful of exotic healing herbs obtained only from sylvan forests or purchased from an herb suvrce (usually druids).

Spell ranVtgpe: rllS Element: Sonic Ingmdient cast: SO gdf Maximum range: l0'nevel Casting: 1 phadwall d o n Running time: 1 minute~level Resistance roll: None Area of exposure: A 10' x 10' sestiodevel

This spell brings forth a wall or curtain of light hc t ioning as a barrier to undead creatures Undead passing through sustain 1D4 points of damage for each level of the witch, assuming they m o t move ammd m over the altoin. While the mlfoin may only stretch in one direction, the witch may increase its height by penalizing its length. Also, the &in, while bright, is not entirely opaque, thus i t does not blockvkkt. The ingredient is a vial contddq the e-nce of sonlight.

Spell ranwtype: 4'G Element: Non-sonic Ingredient cast: 1 gd* Maximum range: 0 R-ing time: 30 minutewlevel M t a n c e ran: None Area of expamre: The witch

Through tbc urr;tinb. of this spell. a female witch is warsformed inlu a fair (up u, 20 Appearm~r maden u ~ t h a Gwd a- The spell mmr ohviourly is employed as a mesas to permit a witch to pass herself off as something she wbd1y is not, although spells that penetrate illllrions 4 1 m a l the caster's natural form. A reverse of tbe spell transforms the w t e r into a twisted (down to 1 Appearace) old crone with an Evil au ra The ingredient consists of a doll formed in the shape of the &sired change in physical appearance.

Disenchantment has no effect against the spell.

Death's eye

Spell ranutype: 4n Element: Sonic Ingredient -t: Sgd* Maximum range: Touch Running time: Instantan- Resistance mlt: None Area of exposme: The wit&

The caster may use this spell to observe the last thing glimpsed by a creature as i t died. To enact it, the witch, uskg fine i n k , must paint eyes i n s m i within pentagTams on the palms of her hands. These are then placed over the eyes of the deceased, and the caster then catches a vision of the last thing seen by the cmpae. The spell obviously works only with thee recently slain (i.e. within seven days).

Spell ranwtype: 403 Element: Non-sonic Ingredient cost: 5 gd* Maximum range: S p e d

Running time: Special Resistance mu: None Area ofexposure: Sprdal

The effects of another spell are delayed by the witcKs lird taLing a turn to cast this. On the following tmn ibe caster may then enact another spell of her choice, which will not take effect for one or more minotes as specified. The amormt of time the delay ean be in effect varies with the rank of the companion spell as shown.

1sMrd rank. Up to seven minutes. 4Ur6th lank. Up to five minutes. 7th rank. Up to three minutes. The ingredient is a small homglaos.

Ear w d

Spell r a n k b e : 4/F Element: Sonic Ineredient md S n e d " Maximum range: Spedal Casting: 10 minutes ar 1 phase Running time: Special Resistance mfi None Area of exposure: 1 room up to 50'r W'

This spell permits the witch to listen to gaings- w within a rmm up to the dimensions listed in the spell outline. Initially, a wall must be selected which there- must have an ear carved, seolpted or otherwise attached to tt, including a hung tapeshy. (Certainly the ear may be part of a demrative scheme to - 4 a g e its h e purpwe.) Next, the spell most be cast upon the ear, and any time - w e n t to this, the witch may ch- to activate the magic allowing her to hear through i t for one minute per level of her skill at the time the spell was cast. Or, she may instead specify preset condition guidelines that will automatidly enact the magic. Note that distaxm is not a factor although the witch must be on the same plane as the wall for the spell to function. Upon activating the mngic, the spell must be renewed to allow subsequent usage.

An alternate -age of this spell is that the caster may enact i t and then place her ear to a dmr or wall. For the spell's running time, she may then hear perfectly all that transpires on the other side.

Spell =addtype: 4m Element: Non-sonic Ingredient cost: 0 Maximum range: 1O'~evel Gas% 1 pphase Running time: 1 minutellevel Rrsirtancp roll: I$ to neg. Area of exposme: 1 creature

When the witch points at a desired target. a feeling that dmm is a t hand sweep over the creature, causing if if an IQ roll is failed, to be tentative in its attaclis, doing but half damage. The elfed, if the spell is employed against a berserk Viking, is to instead end his rage. (Fmm that paint, the Vildog may 6gbt nmmslly, although hits from melee a t tack do Body damage until be can rest and regain strength if the rage lasted mme than three minutes.) Note this spell i s effeclioe only against intelljgent, non-spellwtstiag oppmenta

Page 114: Quest of the Ancients

bounce bane spells are cast against tbe her. If the witch lacks the proper ingredients,

Lyrml's dobe ofprotection

Spell ranwtype: 4/A successful xw of arptrrre essence will 8 6 . Should

Spell rank-: 4% Element: h i e a captun e s s e m be osed in mncert with the right Element- Swic Ingredient met: 1 ar ingredients, no resfstance mll is allowed. Note the cost: 5Wgd' Maximom range: PWllevel vidim may have but one het: spell upon him a t a Madmum range: Ronning time: 2 minukdle~el time by members of a particular coven. Ranning time: 1 minutslevel Resistance roll: Con to neg. Resistance roll: Nme Area of expasure: A 2V sphere a hemisphere as blaslt Area of expasure: A sphere 1' diameteflcrel chosen

This is similar to the 1st rank shnzbpr spell, although i t affects all creatures under halfthe kvel of the witch rounded up, who must m&e a Con mll m fall into a deep slumber for the spell's duration. Thaae d higher level me dd. Iwgedients are identical to the 1st rank counterpart

Hial stones

spell ran-: 4m Element: Sanic Ingredient cost 50 gd* Marim- range: lWAevel Running time: 1 minutslevel Resistance roll: None Area of e m u r e : Circle 6 diameterkvel

This spell allows the witch to summon forth a hailstorm intlicting 1D6 p in t s of damage each to any targets in the area of exposme. The ingredient is a vial containing the essence of a hailstorm.

Hex

Spell ranwhip: rM) Element Sonic Ingredient cost: 5 sr* Maximum range: Unlimited Casting: 1 hour Ronning time: Special Resistance roll: Special Area of exposure: 1 creature

With this spell, the witch i s able to cause one or more baneful effefeds upon someone. She must &st dirover the true name of her enemy or else obtain a lock of his hair or portion of clothing, and then fashion a doll hwm either a mandrake or hangman's .tree root On completion of the spell, the meatwe is allowed a Luck roll whioh if succesful wards off all effects and makes him immune to fnrther such spells from the caster until she advances in level. If the roll falls, the GM m y mi some sort of bane on his own a refer to the table below for some random atllilietion (In that event, 1 should be added to the roll for each level of the witch.)

01M: Penalty factor of 1 to resistance m k 41-65: Penalty factor of 2 to resistaoce rolls. €676: Victim in continuous pain; if a

spellcaster, must make a Con mll to invoke each spell successfully.

77-80: Penalty factor of 8 to Luck rolls. 81-86: Victim heals a t half normal rate; any

healing s p e b work a t half effectiveness. 86-BO: Strength, Agility, Con m IQ lowered

ID6 p i n & (but not below 1). 91-(h5: Random arm rendered usel leak 96-99: Random log rendered nselm. W+: Reroll twice.

All effects remain until the witch is &in, ends the her, the doll is destroyed, or the mAed curse a

Spell rankitype: UC Element Sonic Ingredient wsk SO&* Maximum rage: 0 Running time: Instantaneous Resistance ma: S p e d Area of expmmre: Spedal

This spell bkes one of two forms: the Srst shoots a erme of ice extending 30' and ending in a base of 10'. All but undead smffer one point of cold damage per level of the witch (Sr~based creatures-- elemenials, dragons, ek-take double damage).

The semnd form of the spell consists of a narrow beam of abso11zte zero temperature which when launched at a target forces i t to make an Agility mll or be encased in ice and "Rozen' f a ?D4 minutes. If the target resists, the next crea- in line with the beam must do likewise or suffer the same effeste. Both undead and fire-based creatures are immune to this farm of the spell, whose length i s fmed a t 50'. The ingredient is a vial containing the essence of a snow- or hailstorm.

Spell ran*: 4m Element: Nan-sonic Ingrdirnmt m t . 0 hlaximum r~nge . IU&vel Running: time: While ursfer conatmrrnu r

Resistance roll: 1Q to neg. Area of expmore: A 1W nrbenevel

This powenid mind-affecting spell allows the cater to implant semi-hallucinogenic visions in the minds of those observing the area of expasre. While she conoentrates, the witch may create whatsoever sights, s o d and smells she wishes. Immediately upon the phantasms' appeamnce, an IQ roll must be made by all who are exposed to determine if there hap been a successful melding of their mind with the caster's. Success rosulta in me or mare targets noting a shimmering and thinning of the scene, andlor the disappearance of any smells m soonds. Thereafter, they are totally nnaffected by the illusion.

Those failing the mU consider the musion real and bemme subject to any appropriate damage. An illusionary wall of h e , for example, would caose those failim IQ m b to s a e r nmmal fire damam if . ~

they were caught inside it. Zlluaion win duplicate spells such as en-

6 M . Thase believing in such phantasms suffer damage as per the normal spell. (Agility rolls are anowed for "half damage'' if a real spell of that smt permits.)

Once something has f d e d an IQ roll, i t will continue to believe in the Pusion wen if advied of its true nature. However, those told of the coming illusion before the spell is cast, or those who have earlie? practiced with the caster to note the a p ~ c e d a particular sort of illusion, may be masidered to automatically resist

The ingredient for this spell mnsists of a rmnd diamond of at least br3l gd in value, which is ased to aea te a mobile globe protecting those within from one +c spell chosen by the aster. Fm instance. a witch stopped by a hallway filled with sheet lkhtning may enact the spell to protect her as she passes through thp electrical dkharges. An energy blast cast a t her during this time, however, would be fully effective. The globe protects only from the effeds of a spell whose area of expmure wadd encompw ita oocnpantds). Thus, an e n e m blast illusion would dissipate around the cimumferrnce of the globe, but the phantasm of a dragon 50' away wouldbe viewed, and perhaps believed.

Masque

Spell ranWtype: UG Element- Non-sonic Ingredient mst: 1 gd* Maximum range: Speoial casting. 10 minutes Running time: 10 minuteaeve1 ReJistanoe roll: None Area of expsure: 1 person

With the m m p e spell, the caster is enabled ta communicate through an intermediary of hers The ingredient is a tiny war impression of the w i m s face tbatis canied by a servant. Upon the senantk rmshing the impreaeion in his m her palm, the magic is activated for its full rrmning time or until the caster wishes to end it. While the representative is under the effects of the spell, the witch dl see, hear and speak thmngh her, imparting whatever message she desires. though spellcasting ability is not conferred, nor does she mntrol the body. A bane to the witch is that she too must resist any gaze or sonic attack forms directed a t her messenger while the spell is in effect.

*n ranwhip: rn Element: Non-mic Inmedient mst- 0 ~~-~ ~~~

Manmum rnw IWIlescl or u Runrung time: 1 minuw/level RPsistana mlk Uonr, or 19 coney. Area of exposure: 1 creahue

Upon concentrating on a chosen vkille target within 10' per level of the caster. this spell permits the witch to read its thoughts if an IQ mll is failed. Optionally, the witch may invoke the spell by touching a target, which in that event is no& permitted arrsistance roll.

Note that the spell functions only against mahrres m e s s i n g a language the --ate; understands.

Page 115: Quest of the Ancients

kuk&~e aim RuMing time: Special Nether planes to attack thme violating a place the Resistance mll: None witch desires to pmteet. Casting entails the witch's

Spell rankltype: 4rE Area of exposure: The witch mixing n vial of rare ink with gold d u d and the

Element: Non-sonic essence of a spider. Next, she must draw a lage

Ingredient cost: Special This spell allows the witch, along with her spider uprm s surface at least f i ~ e feet square.

Madmum range: 10' epoipment, to shape change into any sort o f n m a l specifying preset condition guidelines with which to

Running time: Special animal as exists in ow own world--such as fish, activate the magic. Upon these wnditions being

Resistance roll: Nane fowl, reptiles or mammals. (Note that no poison bite met, the ink malesces into s spider demon that

Area of exposure: 1 object capabiliw comes with a shape change, nor is attacks any nearby creatures, excep!ing the witch. speUcasthg apart from a tliek h permitted.) The The monster's dewription followwa

This spell the of an spell remains in effect until the esster chooses to reborn to her own form. Only one shape change is Armour rating! q-6)

musing detect enchanted num, whether by spell or pogdble perwll, Theingredientis a wcoon, Tactical move: 1S

device, to reveal nothing d the item's h e nahrre. Note that the enchantment is only eff&e a g a k t

Leu& 8

the first spell or device used against it, and that a 8 h o 0 h ~ h 6 BAR: 1W1 V57 BPEP ratio: V1

subsequent check through either another detpd Average B o d y h i n a : (40) enchanted num spell or a different device with that SpellranWtype: 41C Average s t a t l5 power would reveal the m & d aura. The E1ement:Sonic Special stat: NIA ingredientincludes the object to be protected. Ingredient mat: 10 gd* or 100 gd* Atk3Cks:lbite

Madmum range: 10'nevel Damage: 1D6 + wither Con R o ~ ~ &sphere Running time: Instantaneous Ethie~: E

Resistan- roll: Special Size: M Area of expaswe: Special

Spen ranhngpe: 4lC Special note: Withers a Con point when i t hits (this Element: Sonic has the effect of regenerating one point of damage Ingredient mst: 10 gd*

This creates an eqMVe that the monster has sufferrd, although its Stamina Madmom range: 10'fleeel

shmts forth from the witch's Palm toward asel& CBM,,t be its starting level); it also

RuKjng time: Up to 1 minutekvel impacting and exploding for 4D6 points Of the natural abilities of all demons

damage in a 10' sphere of lire if i t strikes a solid Resistance roll: Special object or a creahrre (which gains an Agility roll to Ares of exposure: S p e d Note that only one spider sifil can be placed

dodge). I t otherwise flies on un6l the range is within sr- a hall. Also, in no way is the monster

at which time it loses all potency. me under the cuter's control. ~t remains for np to 10 This spell creates a rolling sphere of fire that iments are are ormmepiecesof a meteori te--or moves in a desired direction a t a s p e d of S'lphase, a me opal ofalhst ingredient

minutes after its appearance, re- to the rolling upon and over any obstacles while intliaing the lire to 4D*), Note that the witch

Nether planes afterward. Disenchantment will not ID4 points of damage per caster level (half that if

may one shmti"g star for each four of return the mans& from whenceit m e . an Agility roll is su-full and W t i n g any sldU, combustibles. Although the sphere's initial MOD cannot be changed once the witch orders it to

Staffofabaopptim advance, she can W~II it to whenever she Snake WOW wishes. The detonation then ea- dl within a 20' spell m radius to make an Agility mll for half damage of Spell r a n m e : 4iF

Element: Nm-sonic Ingredient cost: 10 gd+(*)

lU6 per level of the wit& Should the sphere of fue Element: Sonic enmunter an obstsde it m o t mll oper (fa Ingredient mst:60gd* Madmom range: 0

instance, the end o fa d m ) , it doubles back. The Maximum range: Special Casdng: 10 minutes

sphere dl otherwise mll until willed to explode or Running time: 6 minutes Rnnning time: Spedal

the spell runs out, when i t will dissipate. It may not Resistance mll: Special Resistance roll: Speoial

cross water. The inaredient is a fue opal of a t least Ares of exrmsure: 1 w e d m w Area of exposole: Special

. 10 gd in value.

Spen M t y p e : M Element: Non-sonic 1 ~ e d i e r . t cast: 1 s* M u m range: 30' Runnine time: 24 hours ~esist&ce mll: Special Area of exposure: 1 d m

With thh spell, the witch may camonflage a dmr with its surroundings, thus hiding it fmm view. Pm others ta note the M s presena, a snmssful roll to find s e t p e l s must msl be made and then an IQ roll (note dekd e h R t e d earn clearly rewals the d m ' s presence). This spell wi l l not benefit a s e m t panel. The ingredient is a chamelm shin.

Shape c h a n ~

SpllranMype: YD Element: Nan-sonic I m d i e n t mst: 1 rrr* Maximum range: 0 Casting: ImUantsoems

This spell enchants an arrow w e d in the general likeness of a venomous serpent with an ability to a e M y become a poisonous snake once i t is fired a t a taget. Assuming i t sMkes its intended vidim, a Con mU must be made; fail- means loss of 2Ll6 S t r e d points, none otherwise. A struck target t h e w must spend the next combat phase removing the serpentarmw a else make aucee&ve m& in the same manner. Once the snake is removed i t shwld be mnsidered equal to a level 1 p+snous snake which the caster has no mntrol over. If the arrow misses the intended target, the magic is dispelled. The ingredients include the w e d arrow and the rnptured essence of a poison snake.

Spider sigil

RanWtype: 4/B Element: Non.sonic Ingredient cast: 100 gd* Maximum range: Special Casting: 1 hour Running time: Spffial Resistam mll: Nane Area of expoawe: Special

This spell conjmes a spider-like demon horn thc

This spell prepares a w e d staff to absorb a particular spell of the witch's choice. To do so, the &I specifies the spell in question the staff is to ahsorb, and i t thereafter remains enchanted for up to one hour per two levels of skill. If during this time the witch is caught inside the area of expos- of the chasen spell with staff in hand, i t absmbs the baneful spell, protecting its creator and crumbling to dus t The absorption is automatic if the spell can affect only the witch. If i t is instead one which has a large area of exposure (d BS 8. energy b h t ) , the caster must make an Agility mll in order fw the staff to absorb it. Shoold she fail the mll, the spell centers direcay on her.

Spell ranwtype: 4/G Element: Sonic Ingmdient cast: 1 bz* Maximum range: 0 Ronning time: 1 hour ReAstsoce roll: None Area of exposure: 1 creature

This spell betters a charadeis Strength by 1 paint per three levels of the caster, to a madmom of 20. The effects are not cumulati~e, and the ineredient is a handful of spinach eaten bv the

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~ ? w o - C ~ prdfcssimrs (the WtCJi)

recipient Natmally, Strength inme- thmugh this V&h This spell may be used at midnight, under a full spell can op Body points, onless a penalty i s in mmn, when a t least seven members of a wiW1's effect horn h a t i o n or dehydration. s p n raahnype: m coven are present. Thus, only a witch of 9th or

Element: Non-sonic higher level may inyoke the spell. Ttnongh the 81x1 d0be Ingredient cost: 0 casting, one of the m e n membm to whom is given

Manimum range: 0 yesemiom of a vial (which k e e p up to 24 hours)

Spell ranwtype: 4iB Casting: 1 phase mntaining the e~9en-x ofthe oeremony receives two

Element: Sanic Running time: Up to 1 hour bnefits for an hoar aRer he or she calls upon the

Ingredient cost: W gd* magic. Theyinclode: Resistance mll: None

Maximum range: 0 Area of erpawue: The witch Wee mns are based on cas tds (normal)

h i n g time: 1 minutellevel stats if they me superior.

ReGtulce mil: None Effective level of (witch) speUcasting raised by This spell a state dinvisibility upon the 1D4, to a 20th level, this

Area of e-e: A 10' sphere caster. -using her to disappear fram sight. Wme fonctions only with to range. of the is in effed, the witch with expasure and damage. I t does not allow ertra s p l k

This spell surrounds the caster with a stationary we- or urst spells without bemming -ik. to be oust. Further, no magic will sastaio the level globe of shimmering sunlight which prevents the Opponents aware of her general position. howesler, bonus indefinitely, including a wish, permanke i n e m of undead creatures, i n c l u k shadow can mehe blind attacks with a penalty f h 6 3 to spell, etc,) m a t e m and someone under ah& spy or shadow attack rolls. The GM should not take lor granted, she 9peIIs. Such creshves caught within thegloWs though, that enemies easily b o w a uonished witch's ant ines during its initial appear- suffer Z D ~ location. in general, this can &be i-d oat if she W'tch'~ eye points of damage, and a like amount for subsequent attacks someone with a melee weapon, or if she does minutes of exposure. Undead outside the gtobe will something thnt makes her presence very obvious. Spell ranlrltype: 4/F not enter u n l w = t e e d from within. The While the caster's scent is not hidden, i t should Element: Sonic ingredient is a vial aontsining the essence of be noted that normal animals will tend to recoil ingredient-t: Wgd' sunlight fmm creaturrs they cannot see, rather than Marimumrange:O

ahking. Emtile monsters, on the other hand, tend Running time: S p e d

Tie vision toreadin the appasite manner. Resistance mll: None Area of exwsme: Special

Spell ranknap: 4A Element: Sonic Ingredient cost: 6 gd Merhnum range: 0 Running time: Up to 1 minutellevel Resistance roll: None Area of exposure: Special

A vision of past events is d m e d to the witch through this speU. To invoke it, the caster stands in a dmrway and activates the power of the spell by overturning a s m d hourglsss. She then specifre8 the staning point, to a maximum of 30 minutes per caster level into the past. Thereafter, the witch may see, but not hear, events transpiring beyond the doorway as if she were staoding there as they happened. The ape11 is most w f n l for noting who might have burglarized a rmm, h i k d a guard, etc., although the witoh must h e a r d l y gwd idea of how far back in time to go with the spell. Such -M may be viewed mom than once if desired.

spen ranuw. a Element: Non-smic Ingredient cost: 3 sr* W m u m range: 0 Casting: Instantaneous Running b e : 10 minuteAve1 Resistance roll: None Area of exposure: The witch

With this spell, the witch may transfarm herself into the form of a will 0' the wisp. While no special attack forms are gained, she can fly a t a movement rate of ZWlphase for 10 minutes per level (or about 13 miles per hour). Regardless of her usual m o m rat&, in this form it will be AR q-5). and she may only be harmed by magic dnrt spells or magic weapons The ingredient is a firefly.

Viion of recall

Spell ranwtype: 4/H Element: Non-sonic Ingredient cost: 0 Maximum ranee: 0 Running time: 1 minute/Level Resistance mll: None Area oferpasore: The witch

This spell permits the caster ta "replay" clearly in her mind an episode she has witnessed up to one day past per level of skill. While the spellis in effect, the witch may view a scene, focusing in on details, causing events to move in slow motion, relistening to convemtion, etc. With respect to sight and m d s , however. the caster must hwe achlally heard what she seeks to r e d , or have had in her field of vision a par t idar episode she desires to b m e . For example. an -nation is performed on sameone n- the witch as she dines a t an inn. Although she only raught the incident Prom the m-r of her eye and did not aotually see what happened dearly, she au ld employ the spell to observe the scene as though her eyes had been f-ed directly on it. In another example. the wit& enters s chamber and glimpses a map befare its owner m n i t from view. Later, she may employ the spell to "freeze" the *ision and see the map dearly. As regards sounds and convers~tion, the caster may use the spell to recall someone's precise words or isolate any ambient s o d which may be of interert. Once a prtieulau episode has been rrviewed, i t cannot again be studied. Note that the virion mnld be viewed and heard by another party if the witch is sobjeeted to s mind read spell.

Wtchmg hour

s p u d t y p e : 4ID Element: Sonic Inpedient cost: 50 gd' Maximum range: 0 Casting: 1 hour Running time: 1 hour Resistance mll: None Area oferpanue: 1 designated witch

110

This socll creates a visible se-m nean which . - ~r~nsmi l e visual informrtiun to thr a s t e r while nrcveling sr a movement raw of op to IIiiphase. The v),. l t ~ s the fdo- abiliticr, rmr nf uhirh may be chosen when casting the spell.

Bed sight-mning time 2 minutesne~el. Night sight-rmnning time 5 minutedevel. X ~ a y uisian--running time 1 phasenevel.

The witch's eye may move up to 100' h m the caster. Note i t is stopped by dmrs, walk, etc. Further, the caster is fully subject to gam attarkq directed a t the eye, which "see" up to 20' before it. The ingredient is a catseye of a t least 26 pd in value.

Spell -: #A Element: Sonic Ingredient wt; 0 Maxk~om range: 40' Csstjnp: 1 phase Running time: Special Resistance roll: Special Area of exposure: 1 mature

Often caned a hwikhing or the mmr hither, this is a powerful charm spell employed only after a creature haa declared some sort of intention or belief. The spell then beguiles the crealure and deceives i t into following another murse of action, or twists its beliefs. Example: a witch is stopped by a constable who informs her she's wanted lor questioning, and that he will esmrt her back to his headquartera. The witch muld suggest he meant only to a d h e her that she was wanted for queshoning, and that .hr "0 mmr lo headquarlpn on her own when uhr &lr thr chsnv Ifan IQ mll is !sled the urnstable would belnere her In another ease, the witch enmunters the chamberlain of a local duke, who ref-s to d o w her admittance to comt since she has no appointment. She could then assert that an important person as henelf need not make an appointment. A failed IQ roll would result

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in the chamberlain's believing her and granting entrance. The spell i s limited in that a c r e a k anno t be tricked into killing itself, for instance, or doing something groa9ly contradictory to its ethie. such as a Cmd knight's being told to commit mm&r. The power d the spell is such that the resistance roll is made with a penalty factor of 1 for each positne level of diffezenee between caster and &get The spell also remains in effect up to an hour after the tar@ has left the caster's presence. Nate that meatures m d y immune to Type A spells receive no res ishce apart from the IQ roll againat this spell.

15th rank witch spells I kid eJobes

spenranutype: 5/G Element: Sonic 1-dient cask 1 pa:- Maimom range: 0 Running time: 1 minute/level Resistance mn: S p e d Area of exposure: S p e d

This spell converts a vial of water into an acid- slime that may be hurled up to 30'. impacting and breaking with a auoeessfut attack mil. One struck then suffsm ID4 Body points of add damage each tarn until i t is washed off with water or wine or the vicrim'a dothing is disuuded. Metal armom also worsens in absorptim capacity (while lowering in m o m rating) by 1 p i n t fer each turn vf expoame until the acid eats it away. While the armour la,ts, however, i t will absorb some of the damage the character is otherwise subject to. (Nate that magic armour entities the wearer to a resistance roll vs hay e~pos- to acid each tnm to avoid damage to it). One globe may be created for each three levels of the caster's skill.

Spell rankitvpe: 51G Element: Sonic Ingredient cast: 1 ar* Madmmo range: 0 or touoh E m i n g time: SO minutewlevel Resistan- mil: None Areaof erpa~me: 1 creature

This spell magidly raises the recipient's Agility by 1D6 points. lo a madmom of 20. The effects are not cumulative, aod the ingredient is a piece of sinew from an agVe meatue. As with the strengthen spell, no me- win make the baast -anent.

Bmd nature

Spell ranWtype: 51A Element: Sonic 1neredier.t ast: 0

Area of orposure: S p e d

When -ting thi3 u p a colony of n m a l animals, insects or reptilea, the wiixh temporarily binds them to do her bidding. To note success, the caster must d e a L d m n . C r e a k s charmed by her, while unable to mmrnoaigte, will obey

mmmands as they are able. A swarm of homek would sting her enemies; beavers -Id fashion a dam: fenets wuld gnaw apart a rope to lower a drawbridge, etc. The spell may also be cast upon a single matme, which makes an IQ mll to avoid the effeeta If employed against meahmes under the contml of a monster or other spellcaster, the resistance roll is made a4 though direnchontmrnl were being performed.

Candle magc

Spell ranldtype: 5dF Element: Sonic Ingredient cost: 1 srt or 50gd* + 1 a* Maxim- range: 0 Running time: Special Resistance mil: spffial Areaofe-me: A 10' sphere

This spell enchants a lit candle with one special effect selected fmm the following list:

Candle of secret panel detection. This makes such th ing within the area of the cam3Ws light glow with a faint blue am% outhing their hation. The running time is 1 minute/leveL

Candle of mechanid a l p detection. As above, but mechanical traps are revealed

C w d l e of invisible illomination. Thin version of the spell hides the light of the flame, permitting the witch to see normally while preventing others from noting m y light fmm the wndle. W u s o of the spell's effects, heal aiglrf directed toward the inli4ible light reveals only a spherical wbite blob. The running time is 10 minutes/leveL

Candk of life. Thk candle alerts the caster to the &aih of a per- m familim. So long aa the object of tbe male lives, the h e will burn. Upon its death, however, the flame is snnMed out. A necessary ingredient ls the target's mphlred earn-. Also, the hecandle anno t be moved frers the rwm or area it is fashioned in or the spell is disrupted.

Candle of multiple lights. With thk version of the spell, the witoh may seled one or more s@ to leave a sphere of cnndlelight. Vp to toone sphere may be created per urater level, and an last until the spell itself expLes ($0 minuteskvel).

The area of e m u r e for all candles is a IU' sphere. Nmmally, no check need be ma& to see if the Hame goes ou t If the caster is attacked, moves suddenly, or is subjected to a strong wind, however, an Agility roll mmt be made to sustain the h e . Movement ereeeding lfflphase also requires a check to determine if the flame p out. Note, however, that the witch may place the candle in a lantern to better p t e c t i t

Cauldron mqc

Spell rank/*: rn Element: Non-sonic Ingredient cast: Variable* Maximum range: 0 -. 1 hour Running time: Special Resistan- roll: Special Area of-m: S&al

W1th thia spell, the witch may conjure certain magics from a cauldmn rmed with a boiling mixture of secret herbs and ingredients. What she can wnjure varies with her level of shill aslisted below.

Bth level snd above.

Fqg bank. This wnjuration pours out thick mists the aster may direct anyplace within a mile. The fag may then be shaped in 100' x 1W' x 50' blocks (up to one aueh bloelr per level). While a stmng wind win blow i t away, the fog otherwise lasts for two hours per &r level It is unaffected by disenchantment, and virdmty within is limited to 10'. The a s t far Uis wnjurafioo is 100 gd.

11th level a n d above. SrnobP clmd. This mnjmiltim arises fmro tbe

cauldron, and i t may be dir- up to 5(m away and laced in a blodr up to 50' r 50' r 10' in size. nose subjected to the doud endure eye initation, sde r ing n p e d t y factor of 1 to attnck mile vhih inside it and for three minutes after leaving tbe area of expasure. The olond lasts for 10 minutes/leveI, and the oost for the conjuration is 15 gd.

I6thlevel and abov9. Hrrrrimne. This mniuration brines forth a small

hurricane (treat as a whirlwind of an air elemental). The witch may send the hmriane in the direction of her choice but thersdtex she I- wntrol of it. The hurricane lasts for an hom and is d e c t e d by disenchantment, although spelh wntmibg weather can have an affect. The mnjnratioti's cast is 100 gd.

Spen ranklhipe: 5iB Ekmenl: Sonic Ingredient oxt 50 gd* Maximom range: lW/le"21 lktieg. 1 p h d w a l l section Rooning time: 1 minute/level Resistance mil: Luck to neg. Ares ofe-me: A 1V x 10' ~ectiordlevel

This spell brings fmU, a curtain of ntter blackness to f o m a barrier against non-undead meahmes. Excepting the witch, anyone seeking passage hhmugb the barrier mask m&e a Luck to svoid being trapped within a nil+ for the spell's duration. Missiles and spells cast thmugh the curtain toward its creator are also absnbed (without harm to the occupants] so long as the witch makes a Luck rdl. Otherwise, the spell penetrates and generates normal effects. (Note that i t is also Be- f a the -ter to make a Luck roll to east through her o m nrrtnln.)

The wit& heneHmay, if she chooses, antcr the nilspace a t one point. exiting anywhere almg tho boundary she charses on the Ionowing phase. This may be done with others if they hold hands with the caster d enter. 'rho spen thus be used as s handy means to -% a chanm, for i~~stance. although i t daes not penehate solids. As with the nr&roin of Iiglit spell, the height may be varied at the witch's desire. 'fie ingredient i s a -vial conhhing the essence dn$ht

Enchant f a

Spell ranUtype: m Element: Sonic I&ient mak Vlviabk Maximum range: Too& Cast iw 4 hours Running time: Permanent Hesistance mlk None Area of e x m e : S p c S

On Allhallows Eve only, the witch may ase this spell to invoke her deity to enchant her focus into a magic item with one Specidpww. h e eiamples

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wauld be a ring f- enebanted into a ring of uanishing; e wand focns enchanted into a magic wand; a mi- f- enchanted into a spying device-m W b l y m e t h i n g entirely new. The chance of the deityk granting the request is SO%, + 5% per level d the caster, and the ingredient, natmany, is th. witeh's focus. Note this spell may also be wed as the means to fashion a magic item if the witch desires, although the so- of the e n h t m e n t i s her deity, and the spell may be sash but once per year. ID this case. the chance of the deity enchanting the item eq& 5% per level of the witch -1Wo per bonus factor in the ase of weapons, armour, etc. (The GM may alw,ays ignore this formula and deny the enchantment if the player seeks to m a t e somemjngunbalancing.1

(Note that some other professions--notably the mcerer-may ead a non-deity-based version of tbis spell. The casting time of the spell is sesen days. and their chance of successfully enchanting the intended item equals 70% + 1% per caster level. Fdme means that the item is d t l b l e f a use in the spell, and a aubstitvte m-tbe found)

Ethereal vortex

Spell rankltype: 5/B Element Sonic lngmdient-t: IW gd* Maximum range: 10'IIevel Running time: 1 minuteflevel Resistance ron: St to neg. Area of exposure: Special

With this spell, the witch may open a 10' x 10' stationary vortex or hole to the Ethers. All rreatures within 10' of i t must make Shngth rolls m be sucked within, vanishing into that plane, not (7) to be seen again. (Note that those able to return still suffer a time-wazpge of 2D6 hours.) The caster mag also use this spell as a means to enter that plane. although a subsequent spell must be used to open a gate back to the Nexus. The ingredient is a pane of diamond.

Spell ranWtrpe: 5/F Element: Nonuonic Ingredient -t. 5M) gd' Madmum range: Speeial Castine: 12 hours " Running time: Special Resistance roll: Special Area of erposure: Special

This ingredients for this spell are a handful of crushed crystals, rubies and diamonds. When the spell is -t, the dust is magicany enchanted for up to 24 hours per caster lwel. Thereaffer, the dust i s kept within a handy pouch, and s h d d the witch find i t nee-, she may hurl i t forth to enaot one of the following ch-n effect%

Burning. This form of the dust causes an onpleasant burning sensation upon the exposed epidermis of a creature. One so affeded sostabs no actoal damage, although he suffers a penalty factor of 2 to attnekralla far 1I% minutes.

Range: 10' Resistance mll: Agility to neg.

Charm. This causes one stmck by the dust to read p 4 t i ~ e l y to the witch for I0 minutes, fmgoing any desire to harm or restrain her, although no

control over the a e a k is conferred, and the charm is bmken shoold the witch seek to hano the &-tee. When thrmaiog the dust, the wikh must malie asucemfd sttackroll.

Rnw: 10' Resistance mll: None

Invisibility. This dust causes a c r e a k up to T tall to vanish from view for D4t l minutes when the dust is sprinkled on them.

Range: 10' Rcsiatanre mil: None

Sleep. This dust c a m the ona struck by i t to fall d e e p for 10 minutes or until he is physically awakened.

Range: 10' Resistance mll: Con to aeg.

Smokepuff. This fmm of the dost c a w s a mowing sphere of hot smoke to materialize, entirely obscuring the area h m nonanicirnist sight for seven phanes.

Ran&: 0 Resistam m a None

Should the witch not employ the dust, i t may be reused. And if someone other than her attempts to make upe of the dust, the GM should roll a random eflect

retch

Spell ranwtype: m Element. Sonic Ingredient cost SO gd* Maximum range: 10' Castiw 3 minutes Ronning time: 30 minoteaeve1 ilerdstance row None Area of exposure: Special

This spell conjures forth a spirit pm- for the witch. The ingredient for the spen wnsists of a handful of incense thrown into a fne SO- at completion of the spell. Immediately thereafter, the fetch appears, awaitingits bidding. The spirit offers several benefits, and is osed mostly as a guardian, for i t cao be seen and heard only by the caster. although i t is detedable thmugh magical spells that see invisible abjeds, appeariog as s hmded shade near her. The spirit has 100' heat &kt and can advise the witch of anything she approaches of interesL It also is aware of other spirits, and thus i t is impassible for the caster to be ombu~hod by any sort of spirit or nm-wrporeal ma* while the fetch is present. It also halves the caster's chances of being arnbwhed by other -hues. The fetch may be ordered to guard the caster as she sleeps, awahening her if nee-. It is affected only by spells that harm ondead, dispelling if i t suffers more than 10 points d damage. At all times the fetch must remain within 10' of the canter, and i t may not oenetrate walls. floom. etc. Thus. i t is not an Independent smut

Fmger of blindness

Spell rankkype: 5/G Element Non-mic Ingredient 0 Maximum range: l0'level casting: 1 phase Runrdog time: 1 minuWIeve1 Resistance mu: AgXty to nes.

112

Area of erposure: 1 m a h n e

This spell blinds a meatore for Wle speu's m i n g time if an Agility roll is failed An alternate -e is to tempnarily neutralize a moasterrs gaze attack, although i t d l 1 not be blinded, and the caster will not a c t d y know whether i t has been affeded.

Greater hchmtment

Spell ranwtype: 6% Element: Sonic Ingredient mst 0 Maximum range: 10'flevel &nnning time: Permanent ResisknQ mll: Spedal Area of exposure: Special

Gleoter disenchantment differs fmm its 1st rank counterpart only in that the die roll to determine success is made by rolling a MO under the caster's level ins ted of above the level of the m e t magic. If the result is either a natural 1 or is under the level of the witch, the target spell's effects are canelled. Of wmse, adjustments to the die dl apply as in the case of the 1st rank disPnehmment spell, although aroll of a natoral20 always fails.

Spell ran-: 5iP Element: Non-sonis Ingredient mt: 1 M*) Madmum range: S p e d Ranniog time: 1 hourllwel Resktane roll: Agility fm V2 Area of -we: Special

As with the 2nd rank version of this spell, a pump& is enchanted thmugh this magic. The spell transforms i t into a semi-intelligent meatore capable of speech. When the pmmpLin is active, the witch may place i t mewhere , with whatever orders she desires. Wkde the spell remains in effect, the pumpkin acts as a guardian or lure, utilizing its speech capabilities in a rational manner to persuade o r e a k s not to pass, m to lore them to harm. It is also capable of mkting on its base, although it -ot otherwise move. When preset mndition guidelines are met, the pumpkin explodes in a 20' sohere offlame. inflictine 1D6 mints of d a m e mr -ter level those ?ail& Agility roll< hslf otherwise. Disenchantment and normal physical attacks hwe no efFect against tbe pumpkin, although i t may be deaboyed by mme than 10 points of nagic dwt damage, which results in immediate detonation.

Spell ran-: 51D Element. Sonic Ingredient cost 25 gd Madmum range: Spcizl Casting: 10 minutes Running time: Specid Resistance mu: Special Area of e-: 1 pound ofwax

This spell is u s d y employed by a wven to view an enemy of theirs. Casting eatails the wven ~hantmg amend an altar upon which has been phced a pound of very fine wax. To note mccess, penentile dice are rolled with a smre equal to or

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less than the combined leaels of those present indicating that the *he$ deity has responded, causing the wax to form into a small figure of whomever has caphved the mven's interest As an example, someone unknown has made an unsumssful assassination attempt upon a mven leader's lieutenant. The mven casts the spell seeking to know whom the perpetrator ts, and the wax on the altar assumes the form of a lacal human a d n . The mven may then take what action they deem appropriate. I t should be noted that the ape11 only shows the form of a person a t the time of the casting. Further, a coven may attempt this spell but once against a particular individual.

Lypazel's pocket dimension

Spell ranwtype: 5m Element: Sonic Ingredient cost: 100 gdt' Maximum range: 20' Casting: 3 minutes Running time: 1 hourilevel Resistance roll: None Area of exposure: Up to 30' x 30' a 20

This spell creates a pocket of the faerie realm through a doorway of normal or small size. The ingredient for the spell includes a finely crafted model of a room or series of rooms fashioned to d e . When the witch casts this spell before a d m d d m , a fuU.size mack-up of the model appears on the other side of the doorway, including any furniture, fountains, plant life, etc. Thwe with the caster may then enter this packet of faerie and remain there for the spell's running time, clming the dmr behind them until they desire to leave. Just prior to the spell's expiration, the pocket begins a series of shim, alerting the inhabitants to its imminent disappearance. Five minutes later, the pocket mmpletely dissolves into nothingness, taking with i t anyone or anything left therein. While time passes normally in the outside world, occupants neither age nor suffer damage from bleeding wounds, poison, disc-, etc.

The "normal" rmm beyond the dmrway is entirely d e c t e d by this spelL In fact anyone there who observed the door open would see noWling of the charadem as they entered the packet. In the same way, after the characters closed the dmr, anyone subsequently passing thmugh would enter the normal room, dmet, etc., withovt noting the pocketk existence. (Should the d m be propped open or locked tight in the "reall world, no pmhlems are presented for a magical door eimilar in appearance remains in the packet. And when the characters depart, they seem to appear from nowhere.)

Disenchantment has no effect against the pzkct.

Memory stone

Spell raddtype: 5iF Element: Non-sonic Ingredient cost: 1W gd* Maximum range: 0 Rynning time: Special Resistance mll: None Area of exposore: 1 gemstone

This unusual spell enchants a gematone valued a t 100 gd or more into a magic device that imparts a vision to the one who po-sses i t When cast, the witch may enchant the gem io one of two ways In

the firat, i t will impart an empathia message up to 50 words in length. In the semnd, the witch may load the stone with a vision up to a minute long. This vision does not include audio components, but will reveal either an incident the witch herself has seen, or something she visualizes during the casting (perhaps as a means to convey a more detniled message). When preset condition guidelines are met, the gem glows and emits a throbb ' i which u s d y c a m s its owner to *asp hold of it. In an instant, the gem's handler then receives the vision. The gem then mumbles to dust.

The memory storre cannot be used as an aid in other spell casting.

Monster c a p e

speu ran*: 5iB Element: Sonic Ingredient cast: Variable* Madmum range: 50' Running time: 1 minuteneve1 Resistance roll: None Area of exposure: Special

This spell allows the witch to mnjure up a monster or animal to serve her for the spell duration. The ingredient is a heart of the creature type she calls up, although she is limited to summoning a creature not normally exceeding half her o w level. Assuming the spell is succeh9fu1, the summoned monster will have all the normal abilities of a creature of that sort. Note that the spell is effective primazily for monsters; i t cannot bring forth humans, elves, eic., nor will i t conjure up undead.

Disenchantment has no affect against the spell.

Moon web

Spell ranwtype: 5/E Element: Sonic Ingredient cast: 50 gd* or 0 Maximum range: 10'flevel Running time: 1 minuteflevel Resistance roll: Special Area of exposure: A 10' cube13 levels

This spell creates a thick netting of shimmering moonbeams, entrapping non-mqmreal and semi- corporeal creatures within the area of expmure, including undead spirits, creatures in smoke form, plane-shifters, etc. The effect on these meatmes approximates that of a normal net spell. Further. the spell absolutely prevents escape through spells such as shift, shodom tmuel, etc., or natural abilities duplicating these functions, irrespective of whether or not those in the area of exposure are otherwise subject to the entrapment. The inpredient essence of captured moonbeam is necessary only if the spell is cast when the moon is not present to draw the energy fmm, or if the spell is used indwrs.

Pw@sIs claw

Spell rankhype: 5/G Element: Sonic Ingredient cost: 1W gd* Maximum rage: 0 Running time: 1 miouteAeve1 Resistance mu: Special Area of exposure: The witch

Tbis spell mutates the witclis right or left hand, depending on the ingredient mad, into an

enchanted claw allowing her to do 1D8 points of damage with a suacesful hit while attacking as a monster of equal level. A struck opponent must then make a Con roll or be paralyzed for 2D6 minutes. Note that while the cmter is nuder this spell, which she rul end on anv mmbat ohase. there is a 209% . . chance that spells requiring manual dexterity will fail. The i n p d i e n t is the hand of a demon, devil, or mature that can cause paralysis.

Spell rankitype: 5lG Element: Sonic I y e d i e n t mt: Variable Maximum range: 40' Running time: Permanent Resistance roll: Special Area of exposure: 1 mature

Through this spell, the witch may polymorph a creature into a normal animal (usually a toad) if i t fails an IQ roU. The victim retains much of it.i memories while in i k new form, although i t assumes an animal's nature and cannot cast spells nor communiccte by any means other than through n mind read or mind meld spell. The power of the spell is such that a penalty factor of 1 is assessed the roll for every four levels of the caster. Further, the magical effed can only be done away with by the original caster or a wish. The ingredient is a portion of the type of animal the target is to become.

Spell ranwtype: 5% Element Sonic Ingredient cost: Variable Maximum range: 2w Casting: 1 hour Running time: Permanent Resistance roll: None Area of expure: 1 puppet up to 3' tall

With this spell, the witch may meate a minor golem from a mandrake root and a doll or puppet. The basic poppet has but a 3 IQ and does little more than obey simple commands They are therefore most useful for simple chores. All possess Indeterminate ethics.

I t is pssible to create a greater poppet if the heart of a cutpurse is used as an ingredient. The resulting homunculus then possesses all the talents of a 1st level cutpurse, with stats generated by rolling 2D6 (excluding Agility which is fixed a t 12).

While loyal to their creator, gmaterpoppets are highly mischievous and must be kept an eye on.

Either s m t ofpoppet is immune to Type A & H spells. Other details follow.

Armour rating: 0 Tactical move: 5'lphase [le-1--lS/phase

(greater) Level: 1 (lesser)--4 (greater) BAR: 15/8/40 (les~r)--16/9/47 (greater) BPiSP ratio: Ill (lesser)--JR (greater) Average stat: 3 ~e-r)llO (greater) special stat: Agility--10 (1esser)IAgility--12 IQ--

10 &eater) At tack 1 Damage: Variable Ethics: I aze: s

Because of their small size and Strength, weapons

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~ ? U l o - C l i a r a c t c r p r ~ ~ (the Witch) employed by them never exceed a D4 in damage BpeU catch hour has elaped or the table has been checked a potential. Poppets m o t speak. number of time. equal to the cas tds level of skill.

Spell ran-: 5JE At the start of each torn the witch either makes an

h t e C t i 0 n k0m hqcllds Element: Non-sonic attack or is attacked, a die is mlled to determine

1-dient mt: Variable randomly which gemstone will aid her. A11 benefits

Spell raddtype: ffi ?.himum r-: 0 Isst only during the turn the gemstone is

Element: Sanie Castiw. l m t a n e o u s determined to be effective. and as the caster has no idea what the benefit is (except, perhaps, when she

Ingredient mst- 1 @3* Running time: 10 minutesnevel becomes invisikle, quickened, etc.), she may not base Maximum range: 0 Resistance roll: Special her actions on the result rolled on the table. Running time: 30 minutes Area of expasure: Sphere 1' diameterfleeel Re-ce roll: None Areaof nmosure: The witch This spell permits the witch to catch and store a ~~~

ranged spell cast near her dming actual combat This spell protects the witch fmm the harmful The ingredient is a cloak of any sort worn by the Spell =addtype: 5/A

effects of liquids (acid, ail, etf) and semi-liquids caster. To catch the spell, the witch must hold out Element: Sonic &I&, ek.1. W X k she is pmteded by the spell, one side of the doak and make an Agility mll. The Ingredient -t: 1 gd* harmhrl liquids mi Bow amund her without spell will then be drawn in and held within the Madmum range:2mileUlevel making physical maact (similarly to how water cloak, and she may cast i t plior to the expiration of Running time: Special might bead OK of a waxed car). The effect on semi- the enchantment (else i t fades away). If the caster Resistance mIt Special liquids. ineluding applicable dungeon d e n i m , is fails to ostch the spell, she will be subject to its Areaofex-e: 1 person that the invisible harrier about the character effeds as if i t were targeted at her. Note that only p v e n h true physical contact Regarding semi- one spell may be stored within the caster's doak. With this spell, the witch may summon to her liquids, the DM has the final on what an intelligent creature (including one of her aeahnes fall into this w. The ingredient is

* h ~ familim) she is personally familiar with. To enact

an ounce of flne wax. the spell, the caster wriks the subject's name upon

spell d t y p e : 6/F a piece of parchment, which is then burned. The

Bhadow ashes are then scattered to the wind, and the taget , Element: Sonic upon the spell'e being cast, wiU be aware that the Ingredient mst: Variable witch desires his presenoe and will proceed to her.

Spell ranbnype: 5/G Maximum range: 0 An IQ d is permitted thwe chaasing to resist the Element: Sonic Running time: S p e d magic. Note, however, that the caster will sense Iagredient mst: Variable Resistance roil Spedal whether or not the summoned c-r is coming Maximum range: 0 Area of expoanre: S p e d to her as she bids. Only one soeh spell may be Casting: 1 phase directed toward an unwilling individual until the Running time: 20 minutes This spell temporarily enchants a handfd of caster in Resistance roll: None jewels with certain protective powern, one of which Area of enporiure: The witch randomly aids the caster each minute. The passiblle

ingredients for the spell and their powers follow. Tdhg s q t The ingredient for this spell consists of a h o d or

cweting the witch draws about her head. When the 1. Amber (at least 10 gd in value): Grants 5% Spell ranWtype:&F spell is thereafter oast, her face melh into shadow, bonw to any percentile dim rolls, and a bonus factor Element: Nm-sonic disappearing fmm view and leaving onty an inky of 1 to anr Luck mlls. Ingredient mst: 0 blackness. While the caster may oee, hear and speak 2. a t (at least 26 gd in value]: Forces any m u m range: 10' withmt d i m d t y , the spell grants her immunity to intelligent aeahme who would seek to harm the Running time: Up to 10 minutes an Type A & H spelk and forther allow. a bonus caster to make an IQ roll or ignore her. Resistance roil None fadm of 3 to reishnce mlla vs gaze attacks. S. Sunstone (at least 60 gd in &): Grants Area of expmure: 1 written abject Identification of someone under this spell is also proteetion from withering. impassible. The spell is cancelled should the h d be 4. Catseye (at least 25 gd in value): Prevenh This unusoal spell is often employed when the removed or &am back withering orpossession. witch desire a verbal translation of a written

6. R a r l (at least 50 gd in value): Grants bonus language she is dami l i a r with. When cast upon a

8mdre form factor of 2 to resistance mlh written tert, a voice simt?ar to the nigioal -ter's 6. Sapphire (at least 1W gd in value): Granh emanates forth, spealdng in the witch's normal

vanish spell. l a n m and providing as m a t e s translatj Spell ranwtype: WG on as

Element: Sonic 7. Diamond (at least 3W gd in value): Makes -We. (The GM should decide bow much of the

Ingredient -t: 1 gd* casterimmvne to the next successful physical attack text d d be read vitbin the spell duration.)

Maximum range: 0 made on her in the turn, cancelling after i h Naturally, the spell may also be used on something

Running time: 5 minuteslevel m n c e . the witch otherwise esn r e d If employed upon a

Resistance mn: None 8. Emerald (at least WJ gd in value): Time carved a i n s m i teat, the voice in every urse will

Area of expsme: The witch distorts raster that turn, doubling movement and be one of emotianleas low tones. Note that magic actions. writings me not subject to this spell.

Thrwh this spell, the witch may a 9. C a m l i a n (it least 25 gd in value):

v a p o u s , insubstantial fam. ~ o ~ ~ ~ ~ ~ t while so Regenerates p0int.l of Body damage (if Teleportal altered is ZWIphase, and the caster may Bow taken duringthe

thmngh m k s and holes, although vision may be 10. Moonstone (at least 20 gd in value): Raises Spell rank/*: 5/B limited if she doesn't passes night s i ~ h l , or if the caster's level Of magic by to a maximum Of Element: Non.sonie area is dark While she is in s m o h fom, the witch 2Mblevel. Ingredient cost: l,WOgd* can only be struck by m@c darts or magic lvenpona (at least value): We-based Maximum range: Unlimited

(consider armom rating to be q.5)). A h , subjection at per die damage. Running time: Up to 1 phaseflevel to an air s k d spell acts as disenchantment against 12. Lapis (at least 10 gd in value): Grants Mtantanmn:None the magic. The ingredient is a vial containing a wisp

immunity to poison. Area of e r n e : A 10' x 10. area of smoke.

The caster must employ between 8 to 12 of the This allows the witch to an listed gemstones in order for the spell to function interdimensional portal between two places. (no du~li=ti=- snowed). When the spell is cast. the initially, the epell must be wmed a blank gematone' leap 'Om the witch's hand and whir' wall a t least 10' x 10. feet in sire, which functions as about her head, remaining active until either an the destination point, Thereafter, a subsequent

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casting of this spell opens a shimmering portal of gjjd glass or crystal within the area of expmme. equal size directly before the witch. She and up to Enchanted items of glass, however, are hut 56% one other creature per phase may then step thmugh likely to be harmed. "Living" matures of glass or the portal and be transported to the paint of Spen-:m -1 suffer 3D6 points of damage with w other destination. Of eaum the witch may closs the pOrtal Non-sonic effects. Note the spell cao be vsed to -1 s o d immediately after stepping through to prevent M e n t m s t ; O

Msrimom range: 0 dampening (norall necessary). pursuit if she wishes. The ingredient is a square-cut

C a s w 10 minutes A second form of the spell lets the witch emit a diamond of at least 1,000 gd in value. Running time: 1 minute or qllestionReve1 wailing like that of the banshee. Ness- for this

Resistance mu: None version of the spell i s the captured e m e m of a Tramfmce Area of e-ure: A cirde 1 mtle widellevel banshee, certainly a rare ingredient valued a t 1,000

gd+. When the spell is thereafter cast, all intelligent

spen m~ype: WG Element: Sonic Ingredient mt: 0 Maximum range: 0 Running time: S+ Resistance roll: None Area of elrpasure: The witch

By concentrating, the witch is enabled to become one with the wind, sensing what i t knows Uo to one ouestion wr level of her skill mav then be

creatmes within the area of exposure b e m e panic- stricken, running away in a r andm direction for m4 minutes.

pa rd to the C\I, who a n s w m with either s yes c r n~ s epprapnaw. I t is alao pooslblc to obmn a totnute-long virion d a particular pl- in thl. :an.& urd ouch vidons count as five qur~tions Eramplv the witch queriesif om are nearby. Afrrr told Yes'hy the CM. the caster lsks in what dirertiun

Spell ranhnype: SN: Elemenk Sonic Ingredient mst: I sr* Maximum range: IW,le/lesel Running t he : Permanent hSi8tan~e s@d Area of exposure: S@d

This permits the caster to drain fmm someme, and bestow upon herelf. ,a Type G spen wch as stmngthen, Agility, ek. To enact the spell, the witch must physically touch the tuget, and the spell, which most be running a t the time, will be transfelzed to her for its full remaining duration. Of course, nothing will make retention of the magic permanent.

and is answered with 'Worth." She then =quests a vision of the orcs and observes a p u p of 10 such monsters maldng their way along a stream. The whole mnnts as seven questions asked. The spell only functions outdwrs in other than a dead calm, and certainly does not penetrate buildings or other man-made struames. ALSO, answers can only be &en h d on v i d or verbal data The wind. for

This @pel1 c a w s objects o f w d within the area of exposwe to rot and fall into a state of mrmption. In the ease on inanimate ohjeds, the afieded area is equal to a 10' cube for each two caster levels Thm. a witch can easily deatmy a dungeon d m , ship's hull, or a cabin or house. In the case of animated objeots or living creatures of wood (wood ploms, nta, ek.), the area of exposure is limited to a single target and an IQ roll is allowed to avoid the effects. The ingredient i s a termite.

Wd of bones - ~nsmce. au ld n latc that the 10 u m ~ art, in ihe area, bol it cerhmly would not knuw thvm purpose in coming--excepting they had spoken i t aloud. Uul- cast witbin an area bound to her by capture easenee, there is a 5% chance of the wind's being mischievous and givingafalse or misleading anawer to any questions. This chance is increased tenfold if the spell is cart within lands bound to another spellcaster through mphrm essence.

Spell ranwtype: 5% m m e n t Sonic Ingredient cmt: 1 sr* M-um range: 50' Running time: Permanent w t a n c e ran: S p e d Area of orpasme: A 10' x 1W sectiodevel

L6th rank witch spells I Through this spell, the witch conjures a wall of

bones fmm the gmund, blocking peaage of anything larger than a cat The wall of jutting bones is t-Ra feet thick, and a section may be h&d through in 10D4 minutes if up to three charades try to do so: or 10 minutes total for f a or more characters. (A giant or extremely powerfol aeatme would break through in only ID4 mioutes) Unlike other w a l l - h soelk. the caster mav stack the

Spell rankitype: 5iC Element: Sonic Ingredient cmt: 50 gd* Maximum range: 50' Castine: 2 nhases

. . Element Sonic Ingredient cesk 0 " .

Running time: Special Resistance ron: Special

fvbzimmn range: 0 Running time: 1 minutdevel Kesistaoce mn: Special Area of expasue: A ZW sphere

.. . . sections back-&back to more effectively b h k a hallway, for eurmple. The ingredient i s a ni bone

Area of exposwe: 1 creature

fmm a humanoid skeleton. This spell muses a Bheak of flame to issue forth b m the witch's fimrs to engulf a &get creature for 2D6 points of T i damage. Should an Agility roll then be failed, the mature remains afire for as many minutes as the caster's skill l e v 4 suffering a like amount of damage damageeach minote. Success i n d i h s the h e s were ex-ed befare the oreature was totally e w e & They otherwise can be extinguished only by disemhnnbnen5 control fire, or immersion in rwter or an nrca under air steal. The ingredient is a vial mta in ing the -nee nf fir*

When the witch casts this spell, an a- of fear radiates from her in a 20' sphere. AN intending harm to the caster, or who enter i t with hasme intent, must mage an IQ mll or back oot in tern. remaining diedented for 1D4 minutes. Note that even matures wually immune to fear-e1(~ladbg 6emerk vildngs-must still make the resisitance mu. Further, any who do resist suffer a penalty factor of 2 to attack mlk until they strike the witch, when the spell's effeds will end far them. Should the caster attack someone who has hacked away in fear,

Watch dog

Spell r a n k b e : 5/B Element: Sonic Ingredient cost: 10 gd' Maximum range: Special Ronning time: 1 hourflevel Resistaoce mu: None Area of orpasme: S p e d

This spell sommons forth a 1- guard dog of maximum damage potential (i.e. 20 pints) to faithfully wakh over a particular area or person. The brute is particularly +dons, gaining a bonus f a c k of 2 to at- and damage rolls. Although funr able to comprehend any -man& given by the caster, the watch dog lacb the ability to communicate with its misbsp as w d d a normal familiar. The ingredient is a amall onyx statue famed in the shape of a dag.

the enchantment ends.

Witch a911

Spell ranwtrpe: 5iG Element: Sonic Ingredient cost: 0 or special* Maximum raoge: 0 Casting: Instantaneous R-inp time: 1 minutelevel Rzistance ron: S p e d Area of expasure: A 30' circle

spn rankltrpe: WF Element: Sonic Ingredient cmt: XI gd* +special Maximum range: 0 Cas* 1 hour Ronningthe: S p e d hsietance mn: None Area of e x p a : 1 weapon

BY this spell, the caster emits a powerfhl sonic attach shattering all e-d non.magioal items of This spell permits the caster to enehant a non-

116

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- W - m t c r p r o f m (tlic Witcli)

magical weapon with special pmpertiel against a qowg, it cannot be escaped from exrept by magical Ingredient cast: VlPiable certain type of c r e a k or person. In the first caae, means. The monster is detailed hereafter. the witch may ranse the weapon to be a bane Armour rating: 5 a his allows the witch to 6onirh undead as against certain mooster types. The ingredient for Tactical mwe: 10' w d d a necromancer thmugh eurrcism, affecting the spell inclodes the captured essence of the Level: 10 mdtiple targets whose mmbined levels do not particular sat of monster, and when the BAR: 19/12/62 exceed her own (9- with those of lowest level). enchanhnent is completed, the weapon inflicts BPISP ratio: VS Or, a t her option, she may instesd concentrate on doohle damage against the fvst monster of that type Average BodyIStamina: 10140 (50) dominating a single undead monster of eqnal or against which i t is employed, lasting a maximum of Average stat: 16 lesser level. In either caae, an IQ roll negates dl 1 minuteilevel after tbe fnst aUack roll (Strength Special stat: NIA effects. It should be noted that in dominding a bonuses, etc., are not doubled). Also, while having Attaslre: 1 sword c r e a k , a mmmand resulting in certain no other bonuses, the m i s empawered to strike Dmg: 2D6 destmction allows a subsequent 1Q d lo resist the the target matore even if i t otherwise reqnims a Ethics: E spell. Thus, a controlled vampire would obey a special sort of weapon in order to be h i t in the Size: M mmmand to return to his crypt even though aware semnd case, the caster may enchant a weapon Special note: 8590 tracking ability, regardless of the witch would next seal him within. But he would against humanoids, although the ma& only works terrain +standard demonic abilities. gain an additional attempt to resist the spell were against par t icah individoalp. The mprured essence he ordered to lie sbi as a rogue approached with a of the k g e t must be obtained, and the enchanted The ingrediente of the spell consist of 5,000 gd s e e and rnalle t... The ingredient is a -, which weapon will then do maximum damage with each worth of precious stones. Note that disenchantment is boldly presented to the undead. successful strike for the spell's running time. will not return the rider imm whence i t came.

Bmd plants Control weather Doppe4FFr

Spell ranwtype: B/D Spell -type: 6/G Spell ranutype: EIG Element: Non-sonic Element: Sonic Element: Sonic Ingredient mst: Variable* Ingedient cost: 0 1-dient wt: 50 gd* Maximum range: 0 Madmum range: 10'nevel Madmum range: 0 Running time: 24 hours Running time: 10 minuteslevel Cashhg: 1 hour Resistance roll: None Resistance mll: Special Running h e : 1 week Area of exposure: The witch Area of erpasrue: Circle 10' wideAevel Redstance roll: None

Area of ex-: Circle 1 mile wideneve1 This spell alters the physical form of the witch, This spell brings vegeiation within the area of allowing her to adopt the appearance and vocal

exposore under the caster's control. The plants will This spell lets the witch maintain current tones of another person roughly her same size (i-e. then follow the witch's bidding as best they can, weather mnditions within the m a of exposure for no mme than two feet taller, shorter andlor wider). duplicating, for example, a plonl grab spell; parting up to seven days. Thereafter, another spell must be While tbe s p a is in effeek the caster's masquerade their brambles to allow easy passage through them; -d to reinforce the magic m normal conditions is perfect, although her s t ab remain unchanged. entwining to form a barrier, and so on. An IQ roll to will return within 12 ho- While useful, prolonged Also, should her reflection be viewed in a reflective resist the effects is permitted inteu.int plants or employment of this spell may oause emlogical surface, her true form wi l l be apparent. t h e under some magical enchantment (In this damage if the surr-ding counkyside is denied There arr Cro possible ingredients to the spell: case, the mn ia based on the IQ of whomever n e c e q seasonal climatic changes. While The witch firstofall may utilize a mirror of any size enchanted the plants.) dhnclrontment h&s no affed against this spell, use into which she has previously captmed the

of the alter rueother spell works in precisely that refledion of her intended target (whether or not he

Black nder way, and is checked for success in Eke manner. The was alive): otherwise, she may employ the person's iwedient for the smll is a brazie~ filled with mntrrredeseenm.

Spell r d t y p e : 61B Element: Sonic Ingredient mst: 5,WO gd* Marimnm range: 10' Castingr 1 hour Running time: Special ResistM~e roll: None Area of exposure: Special

This spell summons a demon Rom the Nether planes to act as a tracker for the witch. Upon the soell's W e cast. the demon materializes in the .. . form of A h.nxlrd warrior armurmd in partial plarr, mounrrd tmp ., medium-sire rmrhor*. of maximum Body points.

When the demon arrives, the witch may direct i t to hunt down either an object or person with whom she is p e m a n y aq-nted. The monster wi l l then undertake one of t h e possible c o w of adon as ordered by the caster: shadow its quarry, keeping an eye on it: atiack a s m e indiddual a t an oppoaune time with intent to bill, subdue for return to the witch, or m s e r an item for the caster: or hack the a- to its base. thereafter manic all^

- h-iag incense

Create e c w m

Spell ranhlhrpe: WF Element: Sonio Ingredient mst: 10 gd Madmum range: 20' Casting: 1 hour Running time: 1 or 12 months Resistance mll: None Area of erpasme: 1 scaremow

With this spell, the witch may create a straw golem (see the monster) fmm m a p s of wood, clothing, and a pumpkin head. Unlike the normal one created by a ne-anoer, i t remains active only 30 days unless crested an Allhallows Eve. which givesita "life" of 12 months.

Disenchaatnzent haa no effect againat the 8MIoClOW.

Dominate mdead imparting 'this -howledge the witoh &fo& Spell M)

returning to the Nether planes. When it has its orders, the rider and its tireless Sonic

mount then depart, travelling up to 100 miles daily, wmumrange: l(Mevel

modified by terrain. .4s noted in the monster Castinglphaae

description, the demon has an excellent tracking minuteneve'

ability, and shodd i t make v i d sighting of its ReetanceroI1:lQtoneg. Ares of e-are: 1 level of undeadnesel

Enchmt bottle

Spell rsnWtgpe: WF Element: G lngedient -t: 25 gd+* Maximum range: 0 Casting: 12 hours Running time: Special Resistance roll: None Area of exposure: I bottle

This spen enchante a ane-pint or smaller botUe of fine material. into a magic item to hold liquid To prepare the bottle, the caster apecifles what sat of liquid i t is to hold and then IXk it. ARerwa~d, the botWe may be emptied normdly, bot i t cannot be refilled and i t lmes ik m&c when the last of the contents run out The volume i t may hold equals the normal storage W t y multiplied by the aster's level, unless the intended liquid is water. This increases the fsetm to 10 times its normal stmage capacity multiplied by the caster's level. Note the weieht of the container is not inmaned bv what i t holds. Breaking the battle releases dl stmed liquid.

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Edme Floor claws Greater will 0' the wisp

Spell ranYtype: 6/F Element: Non-sonic Ingredient cost. Special Maximum range: 0 casting: 1 phase Running time: 1 minuteAevel Resistance mll: None Area of exposure: 1 weapon

This spell flames a weapon to inflict an extra 1D6 6 r e damage on creatures, doubled if the &get is undead. Note that one may enact this spell in conjunction with s banerueopon if a non-magical weapon is inininlved. The ingredient consists of the weapon to be enchanted.

Ether ball

Spell rankitype: 6/B Element: Non-sonic Ingredient wst: MO gd* Maximum range: 0 Casting: 2 phases Ronning time: Special Resistance roll: A@ty to neg. Area of exposure: A 6 sphere

This spell opens a spherical gate to the Ethers that appears as a floating ball of swirling black mist. To enact the spell, the witch casts forth a black opal worth a t least 5M) gd, that immediately tramforms into the spherical gate. Moving a t a speed of ZW'Iphase, the ether 6all ha9 arange of 20' per level of the caster. Mediam or smaller creatures within f i ~ e feet ofits path of travel must make a Strength roll or be drawn into the Ethers with the same repercussions as outlined in the ethereal oak spill. Should the ball encountpr a solid object such as a wall, i t dispels in a silent explosion.

spell ranwtype: m Element: Non-sonic Ingredient mt: 0 Maximum range: 10'ilevel Casting: 1 ph- Running time: 1 minuteflerel Resistance rdl: None Area of exposure: Special

There are two forms of this spell, either of which may be used. The first causes a single living creature whose present Stamina points do not exceed the witch's to be stunned and helpless. The second fmm allows the witch to shtn several living creatures within a 20' circle whose combined Stamina pointri do not exceed her own, starting with the weakest (i.e. least Stamina points). Thus, a group conskting of a 3rd level k g h t with 25 Stamina points, a 4th level eutpurje with 18, and a 6th level necromancer with 20 attacked by a 35 Stamina point witch would result in the c u t p m ' s being stonned while the b i g h t and n e m a n c e r would remain unharmed.

If the GM combines monsters' Body and Stamina points to determine wound potential, the KitCh should add her Body points to her Stamina points to note what she can affect.

Spell rankhype: VF Element: Sonic Ingredient east: 0 Maximum range: l0'flevel Casting: 10 minutes Running time: Permanent Resistam roll: None Area of exposure: A 5' aquayelleve1

This spell enchants a noor to protect itself from inhdem. Anyone stepping upon the area will be struck by ID6 writhing claws, each inflicting 2D6 points of damage every turn. The claws are AIL 0 and require three points to destroy. Once a tKget has been freed from his attackers, he will not be bothered again even if he later re-enters the area (although this immunity does not extend to othersj. Note that the witch will not be harmed by the claws, nor will anyone she wills to be proteeied when she initially casts the spell. The enchantment upon the floor lasts untd the witch cancels it. Only one such enchantment may be lain within a rmm, hallway, etc.

Spell ranwtype: W F Element: Sonic Ingredient cost: Special Maximum range: 20' Casting: 20 minutes Running time: 1 hour Resistance roll: None Areaof expasure: 1 skulVlevel

When cast upon m m more human skulls, this spell tempo~arily imbuea them with the ability of biting skulls. (Their stats are also camparable.) The skulls may fly a t a tactical speed of W/phase while obeying their creator's commands. They may thus be ordered to follow the witch about and later attack ch-n tareets of hers.

Force Eeld

Spell rankitype: 6/B Element: Sonic Ingredient mst: 5W gd* W m u m r-: 3wneve1 Running time: While caster concentrates, + minutes Resistance roll: Special Area of exposure: Special

A powerfd barrier of invisible f m is brought into being by this spell, helping prevent the passage of s p e b and v e a l objejectrirreatures. The area of exposure ofthe spell i s chosen a t the time of casting, and is equal to either a 10' x 10' pane per skill level (formed as desired), or a single sphere 1' wide per level of the witch. If created so as to entrap a creature, either force mieid must be large enough to entirely encompass the intended victim, and an &lily roll is permitted to dadge out of the way if the GM thinks one appropriate for the conditions.

The form field remains up for ID4 minutes after the witch's concentration is broken. It may be brought dawn earlier, however, if i t sustains more than 10 points of damage per level of the caster in a single turn. Note that s p e b which do not cam damage simply dissipate if they strike the wall. The ingredient is a diamond of a t least MO gd in value.

Spell rankitype: 6lB Element Sonic Ingredient wst: 3 sr* Marimum range: 30' Running time: Special Resistance roll: None Area of exposure: Special

This spell is similar to the 2nd rank spell, except that its madmum attack range is 1 mile, the damage inflicted is 3D6 points on non-metal armored %eW6D6 points on metsl-armoured targets, and undead suffer ID4 p i n t s of damage per level of the caster.

Spell ranWtype: 6/E Element: Sonic Ingredient ms t 20 gd per tooth* Maximum range: 10' Casting 3 minutes Running time: Special Resistance roll: None Area of exposure: Up to 1 skeletonilevel

This spell brings forth a number of undead skeletons to serve the csster. The ingredient consists of one or more teeth from a hydra, which are sown along the ground during the casting On the last minute of casting, the ground bursts apart, and emerging to do the bidding of the caster are skeletal warriors, each armed with a sword and shield, giving them an armour rating of 0(-71, with a damage potential of 1D8 points per hit. The skeletons possess a superior IQ compmd to their normal cousins, allowing them to attack with &g and pnrpose (consider IQ to be 16). They have maximum Stamina p in t s and the summoned warriors will serve to the completion of their initial orders or until a period of 10 minutes per level of the caster elaoses. At this time. the" and their . . armament fall to dust.

Disenchantment has no effect aghinst the skeletons.

L y r ~ ~ e i ' s mqc lantern

Casting: 6 hours Rnnning time: Special Xesistance roll: None Area of exposure: A cylinder 40' long and 10' wide

This spell requires a finely crafted lantern and an engraved candle rendered from a war golem. The casting time considers primsrily the enchantments upon the candle, and when this spell is used upon i t the witch enchants the candle with one of the following properties:

Dispel invisibility. This candle causes invisible creatures--including those in a non-corporeal state or under a speU such as chameleon, shndow spy, e b -to become outlined, revealing their presence and cancelling any attack roll penalty. The duration of burning is 10 minutes.

Penetmte hrkness. This candle illuminates darkened areas, even those under the effects of magical spells. The duration of burning is one hour.

Reveal GwdlEuil cum. This candle limes

Page 124: Quest of the Ancients

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Page 125: Quest of the Ancients

consciousnes after i t has dissipated or they are taken out. Alth~ugh the witch is not immune to the affects of the mist, she need only mn a 19 n lower to stay awake while inside i t (note that a strong

immed~awly ruslains 2LW Stamina pnnh of dam=. m d m y mcrnl xmaur barn? Is i~ lxgins healiw lu red-home-s <nu.nng the hlloumt: effecrs

inseds nearby, directing them to swam within a 1W' circle, devastating all plant and animal life d m h m a t e enoogh to be caught by the swarm. Fm the spell's duration, living creatures laching a magical barrier between they and the swarm suffer 2D4 points of damage for each minnte of enpasure. Though spellcasting for those in the area of exposure is impossible. the explosion of an energy

each minute of expasure until i t i s removed ae wind will dissipate the mist in ID6 minutes). shown hereafter.

Pnd-4th thinntes: ID4 points of Body damage.

dpltfire 5th-6th minutes: ID6 points of Body damage. 7th minute: IDR points o f m y damage.

Spell rankltype: W Element: Nan-sonic Ingredient cost: SO gd+' Maximum range: 0 Casting Instaotaneous

8th minnte; 1U4 points of Body damage. Bth minnte+: None.

b&t or foo firewill ckar their area of expasure for three minutes.

Note that the spell works best in outdoor fields and foreets, failing in terrain l a c k large numbers of insects.

Hand-held metal items beoome hot enoogh that they mustbe dropped unbl they cool off (on the 9th minute of effeot). Note that full submersion in water cancels the spell's effects after sh phanea. In the same way, e-me by an arm& character to a cold-based spell negates the effects of both spells. (The spell is thus helpful in some instances.)

Running time: InslantPneous Resistance roll: Agility far y2 Areaaf exposure: A cone MI' long with a 10'base

Spell ranwtype: Gm Element: Sonic This swll empowers the caster to spit forth a

cone of m& fire, inflicting ID6 pointsof damage per skill level to those mught within the area of emnsure. The imedient for the soell mnsists of a

Ingredient cost: SM)gd+ W m u m range: 0 Castine: Snecial "

piem of tongue from a frrpbreathing creature. The caster must have eaten the tongue within 24 h- before &he spell was cast.

Spell ranwtype: 6tG Element: Sonic Madmum range: 0 Ingredient cost: I bz* Running time: 2 minutesllevel Resistance roll: None Area of exposure: The witch

~~" . Hwrning time Special Reristancc nl: S p e d Area ofrrposurr: S p n a l

Through this spell, the witch may invoke her deity to enchant a specid device offering pratedon against a chosen danger. T h i i warded against indude: singular damage.causing elements (non- magical fne, ekchicity, etc); a par t idar special attack form (wi th ing , poison, a medusa's gaze, ete.); a single ~hysieal attack form (the bite or daw of a dragon, the crushiog ofmnshiotor snahes, etc.): a single sort of weapon (gladin, dagger, mow, etc.): or a mticular smll (cham. Bodv drain, etc.).

spell rankitype: 6lE Element: Sonic Ingredient mst: 50 gd' Maximum range: 20'Aevel Running time: Special Resistance roll: Special Area of exposure: 1 meatme or object

This spell transforms the witch's skin to the t a t m e of stone, enchanthg her so that she -ot be spoek by nan-magical weapons In addition, four pints are deduded from Body damage she would otherwise suffer fmm melee or m s e weapons. The inmedient is a bit of pure quartz.

This spell gains most d its power from the life-

. . . . To enact the spell, the witch must obtain a

taliaman of precious metab with a t least a WO gd value and have i t engrayed with aymbols representing what i t is to ward &against. The casting time of the spell then equals one day per 5W gd of the talisman's value, and when i t is completed, the device will be empowered to pmtect its matn, or one to whom she unmercedly gives it, against the particular danger. Whenever the wearer is e-d to what is warded against, he or she must make a Luclrmll with no bonuses apart Ban a bonus fa*

&tone hide force of its target, and causes either a m w r e a l creature or object to bun t into flame, suffering ID6 Stamina points of initial damage (assuming i t is not Spell ranWtype: WG

Element: Nan-mnic Ingredient cost: 0 or touch Madmum range: 0 Running time: Up to 1 hour Kesistance rolk None Area of exposme: I person

immune to fire). Livindunliving aeatlues on the second and succeeding hvns may forego any other activities and make an Agility roll with no m a d banuses to indicate extinguishment ofthe flames. (If the ta'get is d t e 4 a bonus factor of 2 is applied to the roll f a each person helping.) Each Lime the mll is failed, the m a h m suffem an additional die of damage that turn (2D6 in the semnd turn: 3 0 6 in the third tom; 4D6 on the i d , etc.), until i t either makes the roll or dies. Note an unconscious mature is not entitied to a roll, althongh someone helping may roll beneath half his Agility to get the flames out. Didemhan6menl will also cancel the spews effects.

In the case uf objects, a single resistanoe mll against speU-mused damage is allowed on the second turn of effed: failure results in its possible mnsumption. In neither uw will immersion in

By use of this spell, one may enter and hide within a stone or section of stonework weighing at least as much as ho (size is not a consideration). For the spell's duration, the recipientis held safe within the stone, hebling normally, although he cannot see. Movement of up to Wphsse is permissible. Thus, one could use the spell to pass through a wall if he chose to, although the spell is cancelled upon

of 1 fro every 1,000 gd of &e talisman's value. If successful, the tzlisman proteets the wearer. Otherwise, it anmbles to dust, subjediog the wearer to any harmful effects. Note that the caster may own no more than tbree mch devices, only one of which may be worn at a time.

Touch bane exiting. Also, should one fail to leave the stone within the allotted hour, he will be expelled, Spell ranwtype: 6 1 ~ suffering 4U6 p in t s of Body damage in the pmeas. m m e n t Sonic

water extinguish the flames, although oir sfed snolfs mt the fire. Thr ingredient is a vial containing the essence of fire.

If far some re- the stme holding the person is destroyed or pulverized, he d i e . Otherraise, he takes one point of Stamina damage for each two the stone sutfutfrs. Disenckantment will not expel one under the spell from his hiding place.

Ingredient msk 0 Maximum r-: 0 Running time: 1 minutdevel Resistance roll: None Area of exposure: The witch

This spell acts ss proof against touch attacks by spell m device, bmning any special spell-like effeds back upon the at-er. A fighter attaching the witch with a weapon foreing a Con roll to be made m be paralyzed, for example, would himself have to mabe the mll. Likewise, a necromancer who hied a

s%n ranknype: ~ I C Element: Sonic Ingredient m s t 0 IvIaximum r-: 50' Rvnning time: 8 minutes Resistance roll: None Area of expasure: 1 matme

spell ranutype: 6/B Element: Sonic Ingredient msk 0 Maximum range: IWAeuel Casting: 3 minutes Rnoning time: 1 minutelle~el Resista11ae rdll: None Area of exposure: A 1 W' Lide

.<lornrm dmrn \ p l l upon one pruhlsd by n 1r.lu.h bm would wffer the s a m ~ r i T ~ ~ ss if the u.ikh had iner rd strtlek him uirlb that spell. The -11 la 'This spell is usable only at night, nnder a starry

sky, and with i t the witch calle do- a myriad of white-hot 9parIcr to s e e a ohosen target within -. A creature not immune to f i r e h a t

not aulliciently powerfd to turn back the MIch attachs of monsters.

This spell gathers ail manner of biting, stinging

119

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spenranwtype: WE Element: Sonic Ingredient met: 0 Madmum range: W Running time: S p e d Resistance mlk None Area of e a p - : Special

This spen allows the witch to totnursfer her mnsdousneas to the body of one of her fam- The familiar's Stamina and Body points wi l l then equal the witchi a t the time she cast the spell, and she may utilize i b lammotion and attack forms, although she may cast no speL 0 t h than t k k . S h d d the familiar be slain while the witch is -%sing i t she maat make a Con roll or die. Her conscio-eas will then re- to her inert body (if it hasn't been located and destroyed in the interiml). The witch may otherwise rehun to her body a t her desire, up to the maximum spell duration of 13 hours. Note that the witch may use this spell to possess a normal animal within spell range, although an IQ mll is allowed to avoid the effects,

Ward ofprokhon

spen rankttyp: m Element: Sonic Ingredient mst: 0 Maximum range: 0 Running time: 1 minuteneve1 Resistance mlk S p e d Area of erne: The witch

This spell brings a p ro t c~ t i~e enchantment aroond the caster. While it is in effect, the witch hes aness to 1 p i n t per level of her skill. Shoold the dice indicate a failed re-noe roll, the caster may apply as many of the points as she has access to, to bring it up to the minimum number needed to resist, although she lases the points on a l to 1 basis for subsevent resistance rolls (and note U~at a 20 will always fail). Thus, if a witch with a bank of 15 pints missed an IQ roll by four points, she would deduct this fmm her nurent protective points, leaving her with 11 p in t s a~ailable. The spell will also allow the witch a Luck roll to resist spells normally allowing no resistance mll, although the poinebenk may not he employed if she fails the

Ward of mtching

S p n rankltyp: 6/P Flement: Sonic Ingredient met: 10 gd* Maximum range: Special Casting: 1 hour Rnnning time: Special Resistance roll: None Area of expapore: 1 portal

This is a minor farm of the 7th rank sigilry spell, which magiutlly alerts the caster to an enemy's passage t h r q h a certain area Casting entails the witch's i m ' b i n g a si@ upon a door, stairway, hall, window-or even the mver d a bmk or stopper uf a battle. T h e r e a r , any creahue of 6 or higher IQ passing the d or opening the object causes the sigil to vanish in a flash of a f e r light. The &T, irrespective of her whereabouts, will immediately sense the intrusion and may respond as she desires. (Note that even "on-mporeal, ashal or e t h d matures are sllbject to h a t i n g the w a d ) While the caster is immune to her own ward, she can extend this protection to others by incorporating their captared essence into the ink used during its creation. Said ink is made of finely ground glass with a mirhne of silver powder and me-. I t s h d d also be noted that a witch successfully making an IQ roll will note the p-e of the aigii. Disenchosfment instantly informs the caster of the sigil's being fooled with.

17th rank witch spells 1

Spell ranwtype: 7Kl Element: Sonic Ingredient cast: 0 Maximum range: 1W Running time: 1 minute Resistance mn: Luck to neg. Area of exposure: A 50' hemisphere

By this spell, the caster invokes her deity to consign her enemies to the Hells. At the casting's conclosion, a great earthquake ripples throughout

the area, and fiery c r a b appear within the earth. Those within a 60 hemisphere-even if flying, W t i n g , etc.--are then ulst down and drawn into the Nether regions with Ule crachi elwing up after them if they fail a Luck roll.

Alter weather

Spell ranh/type: 71G Element: Sonic I-dient mst: 0 Maximum r-: 0 Casting: Special Running time: 10 minutaderel Rerdstanoe roll: None Area of exposure: Circle 1 mile wide~leyel

This powerful spen altem local weather conditiom, and its casting time varies with the degree of change desired, ba4ed on current mnditions as shown hereafter

M h a r conditions are relatively calm, a l t h w h a light breeze or sprinkling of rain would also come under this heading.

Signi&znt mnditiom would include a shong rain andlor wind.

Modemte eond i t i e~ indude g a l - f a winds or a torrential downpur.

Seuex oonditim include hmrieanes, tmnadaes, etc.

To determine the casting time, note on the bottom table how radically the witch seek8 to alter emrent weather conditions. For each step removed from the emrent condition rating, the casting time increases: one minute for a O-step change: thrm minotes fm a l-step change; five minotes fm a 2 step change: ten minutes for a %step change.

Exampk: a witch seek to create 'a hurricane out of a calm day (i.e. minor oonditim). This is a aeuere effect, 3-step change tmm the ourrent conditions, aa a I@-minute casting time is imposed. In the same way, a witch wanting a rainstorm in a desert with no doud cover also is sewrply altering the weather. Creating a hurricane fmm mode& g&fon:e winds, howeyer, is a l-step alteration requiring three minutes of casting time. Halting the hurricane altogether is aSutep alteration with a 10- minute essdng time

C-G TIME

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Spell rankltype: 7G Element: Sonic Ingredient eost: 0 Maxim- range: 0 Running time: Special Resistance roll: None Ares of exposure: The witch

This spell causes the witch's body to crackle with e l h c i t y . Anyone phys idy s!A&g her with an electricity-mnducting weapon suakim damage equal to what he infids (whether Body or Stamina), up to the casteis full n-al Stamina pinto, be fm the spell is drained. The witch may alsa attempt to touch an opponent, disc- a variable amomut of damage up to the maxim- allowed. Note this spell win foil anyone's attempt to we s spell delive~ed by tooeb, delivering ID6 points of Body damage in the press, which doesn't munt toward dimpting the magic. The spell etherwise lasts a madmom of one minute/leeel.

Color wall

Spell rankltype: 7lB Element: Sonic Ingredient -t: l@l gd per wall type* Madmum range: 10'1level Castins 6 phanedwall Rvaning time: 1 mioutenevel M t a n c e roll: Special Area of e-wt: A 10'x 1(Y sectionilevel

This spell ma te s various walls d mlor with certain pow-. The ingredient is a two-inch square pane of crystal valued a t 20 gd, into which are set panes of gems mesponding to the pmticnlar color desired. The walls that may be d e d into being and their effeds follow.

Red--Acts as a M e r against spells cast by witches or dmids (note that the witch may still cast through the wan). The ingredient is a mby.

Omnge--Keeps out non-li<ng material not wmn or camied by an intelligenl mature, and bars earth elementals. The ingredientis a jacinth.

Yellow-Acts as a barrier sgainst spell* c a t by non-druiMtches (note that the witch may still cast through the wall). The ingredient is a topaz.

Gmn--Keeps out breawgaze attacks. The ingredientis an emerald.

Blue--Acts as a brnrier against water and water- dwelling matures. The ingredient is a zircon.

Indigo--Keep out living matures (note thaL the witch may papr through a t her desire). The i e e n t is a beryl.

Vmkt--Keeps out undead. The ingredient is a violet garnet.

Each combat phase, the witch may put up a wall of her choice so long as the pmper elements remain in the wstal. While the sections of the initial wall may be shaped as desired, subsequent walls most back the original. All wall types are subjeot to disenchantment by any meter type, which brings down but a single wall in order of thaee put up by the caster.

Earthquake

Spell rddtyp: 7lD Element: Sonic Ingredient eost: 10 gd Maximum range: 1 mile visible to caster

Casting 10 minutes Running time: Up to 1 semnd4evel Resistance roll: None Area of expmwe: Cirde 90' widelleeel

This powerful speU c a w s a masaive tremor to ripple throughout the area of exposure, damaging buildings and causing fissures to open. Thc potential damage is determined on the tables following, based on the earthquake'slength.

Key-. A-Neglig'ble dmehual damage to boil*-

mostly just a mess cavsed by things falling off of shelves onto the flm, etc. The gmund shakes, causing matures to stumble.

If cast upon water, choppy seas are created, mking s h i p and swamping 8malIL-ts.

If cast underpound, a w e s chunks of ceiling to fall, inflicting ID6 p in t s of Body damage to those within the area of eqmswe.

%Light structmal damage-a& appear in masonry: tiles come free, etc. Standing creatures lose fmting and fall, suffering ID6 points of Body damage; the gmund sinks or rises a bit.

If cast upon water, swells me mated, swamping small boats and inflicting 3D6 points of hull damage to ships.

If cast muderground, la?& chonLs of ceiling collapse, infliding 3D6 points of Body damage to t h e within the area of expmme.

C--Moderate stmstmal damage-roofs mllapse inward: small buildings tipped off their foundations or leveled Standing creatures are thrown down, suffering3D6 points of Body damage. Fusurea up to 20' deep appear in the ground.

If cast upon water, heavy swells swamp ships of under 60 tons and inflict 6DlO points of hull damage upon all others.

If cast muderground, ceiling mllapses, inflicting 6D6 pints of Body damage to those within the area of exposure.

&-Major sIxuamal damage-any small Mdinge or houses leveled; large bu1- 8We 93% d&oyed. Standing creatures are thrown down. d e r i n g 8D8 points of Body damage (80%) or are swallowed up by hwe fissures and killed (20%). . . .

If cast upon water, gigantic swells are mated that either bemme s full tidal ware or gigantic whir lp~l . AU watercraft me swamped regardless.

If cast underground, mllapses ceiling, killing all c r e a m within the area of m o r e .

To determine effeds, the percentages of each category are checked only if the preceding perantsge was made. Example: a witch brings forth an earthquake lastkg 20 seconds. CategmyA and B damage is automatic and s a mll is made against Category C. A result of 30 increases the damage to rhta cakgory, and n percentile n,II ir now made vainst Calegory D. 1hr mll of 26doesn'l fall within the 2Wr chancp of thix nor! of damqe, w the c f k o of Category C is r e d t of the spell. Alm, the effeds of the earth* leasen the further one is from the epicenter. Madmum damage oaos in the center third of the circle. In the middle third of the circle,

121

damage potential is a t least that of Category A and it cannot exceed that of one factor lower than that affecting the epicenter. In the outer third of the cirde, the damage potential is a t least that of C a w A and it oarnot exceed that of two fa- lower than that affecting the epicenter. The ingredient is s hunting horn.

Spell r d t y p e : 7iF Element: Sonic Ingredient -C Special* Maximum range: 0 Castiog: Special Ronning time: Special Resistance mu: Special Area of expasme: Special

This ancient spell may be used to enchant an egg with one of the followingabilities.

Monster mnj!dring. This remian ads as a superior rnonskr mnjvre spell, bringing forth an animal or monster up to the witch's level to serve for one minute per caster level. To enchant the egg, the captured essence of the particular tyee of mature must be obtained. Thereafter, the witch must spend one day per each of it. levels sculpting its form onto the shell of an egg. Upon completion, the spell binds the essence into the egg. Later, the caster may hurl the egg to the ground, immediately conjuring forth that sort of creature. I t wiO then obey her mmmands for the spell duration, r e t u m k home afterward. If used to briog forth a powerful creature horn the Nether plane, the caster is well advised to render payment to the monster before the spell expires to avoid its holding a grudge againat her. If the egg breaks accidently, the witch will have no control over what appears. (Evens . it might always be possible to male a deal on the spot for service, though a t lessthan-peaeettermn.)

Poison. In this -, the witch may enchant an egg to release a 6 c gas in a 10' diameter sphere upon her throwing i t dawn. All creatures therein most make a Con mll or suffer ID6 points of Stamina damage per caster level, half that otherwise. The ingredients for this version of the s p l l include 5W gd worth of poison powden placed in a hollowed.mt egg thereafter sealed with black war. The casting time is 30 minutes. If the egg either i n t e n t i d l y or by adden t breaks near the caster, she is fully subject to its effects.

Spell so-. This expensive vendon of the spell permits the a t e = to store a spell within a gold- and jewebencrusted em. The mst is 1,OW pd per spell rank, and casting time equals the rank of the spell in h o w + the normal & time of the spell. U p the witch's brealdng the egg, the magic is released under her full direction ifapplicable. If the egp breaks accidently, no harm be- the caster unless the spell held is one of a damage-causing type with aliuge areaofexpure .

Elemental wall

Spell ranwtype: 7lB lement : Sonic I m e n t cast: Variable* Maximum m g e : llYAevel Running time: Vsllable Resistantan -11: Spedal Area of exposure: Special

With this spell, the witch may create one of tbe

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fonnwiog wall type* ohe de-s Stone. This wall melds into existing stone

formations, creating a solid barrier, or it remains freestanding if mated so that half its height is set in the gmund I t may a b b e used to fashion a stone flmr. The mr\nine time of this wall is permanent, and its area of exposure is up to a 10' r 10' x 1' sqoarenevel. The ingredient is a rook of tbe smt the wall is to be made of.

Fke. This maring inferno c a w s any a e a k e wsceptible to fire damage to s& 1D4 points of damage per level of the witch if passing through. The -wall lasts one minute per level, and may be shaped as desired, up to a 10' 1 10' sedion per skill level. The ingredient is a lire source of any type, which disappears when the spell is east

Air. This maring vortex of air absolutely keep out aU m-es and flying aeatures d e r than a drsgon (including its breath attack). Others may p a s thmngh the wall only if they mll beneath their Strength on percentile d i e . Failure to make the percentage results in the matme's being thrown Lvzk hkbg 2D6 p h t s of Body damage in the pmeess if it is possible to impact a solid abject, none otherwise. Multiple attempts to pass through the wall are allowed. Note that a ship skiking against the wall suffers 6D6 p in t s of hull damage, and has a 75% chance of bang mippled. The running time of this wall is 10 minutes, and its area of exposme is up to a 5Ox YY section per level. The iwedient is a pinwheel which is m u m e d in the casting.

Ice. This wall fashions a wall of ice with an area of expasure equal to a 10' r 10'r 1' pane per level of the easter. The ingredient is a dmp of water.

Ethereal & h d

Spell ranklh/pe: 7 B Elemenc Sonic Ingredient nat: 10 gd* Marimurn range: M)' Running time: 1 minute/level Rekkmce roll: St to neg. Area of exposure: A 20' sphere

This speU ia similar to the ethereal vortrz spell. An impataot diffenne, however, is that a whirlwind of ethereal energy is summoned onto the Nexus, which om be sent in any single direction by the witch a t a movement rate of 3W/phase, ca- all matures within 1N of it to make Stre@ mlls or be drawn within, vanishing to the Ethers, not (?I to be seen again. Note that once the whirlwind is spnt in a @cuSr direction. it will m t inue irresistibly, passing thmogh solid obj& if necessary as it sweeps up alllivkgcreatures.

ks mentioned, those picked up by either the whirlwind or the v o h may return to the Nexus if the nbility to plane trayel is passible, although a time-w- of 206 horn win still be enmonkred. . " The ingredient is a~lystal mne.

Disenchantment has no effect against tbe wrter.

Spell ranWW: 716 Element: Non-sonic Ingredient cost 0 Maximum range: 10'/level Casting: 1 phase Running time: 2 p h d e v e l ~esistane con: con to neg. Area of e-urc: 1 human(dd1

This spell causes an mected king creature to

immediately s h g d a t e , fordng a Con roll to avoid passing ont unleas mrygen is not a requirement for its survival (see the section under Condilioniw)). Of mom, non-bardic spellcasting with sonic elements isimpossible while the w e t is

Greater foo 6re

spell rankltype: 7 m Element: Sonic Ingredient mst: Variable* Maximum range: 30' Ron&% time: Special Resistanstan mll: Agility for 112 Area of exposure: Spedal

This is similar to the 3rd rank spell with the fonawing exceptions: Damage is ealmllated a t 10D6 paints, and the foo fue can be halted and its orders changed once mmmanded to advance and explode.

Spell ranWtype: 7 B Element: Sonic I o W e n t cost: l , W gd* Maximum range: Unlimited Running time: Up to 4 phases Resistance roll: None Area of exposure: A Gdrcle

This is similar to the 5th rank feleporlal spell, but with a few differences: I t is unnecessary to have a prepared receKng point, for the spell opens both an e n h c e and exit to a known plsce af the eastefs chmrdm. The ineredient is a cimlar-cut diamond. - - and up to four may cr- thmugh the portal before it doses. Naturallv. the witch mav dose the mrtal . ~

immsdiawly upon slrpping thmogh w husnak purlui, if she de-. The p ~ w l wn also provide m t r y c.r c w r from other p1anc.s.

Great smons

spell d t y p e : 7m Element: Sonic I r n d i c n t mst: 0 ---~- -

Maximum range: Special Running time: Spedal Resistance roll: None Area of exposure: Spffial

Use of this spell is res t r ihd to a witch in an area bound to her through a coptare essence spell. The effect is to impart a summons to all other witchea within her domain (or to seleaed witches, for inslance her coven members), caosing them Lu m e to a place of her ehmaing. A rqairement of the spell, however, is that the caster may not emdov it to draw other witches into a trao. Her . . purpose must Lr. u, mthrr them fm rnthrr talk ur counsel under a tPmpmary true. This can xncludr n c b d l ~ n p uf -bat, bul the w~t<hlc. r-?nnot be prevented from declining and departing in peace. Regardl- of ethics. treachery on the part of the caster will certainly cause her to fall into great disfavor with her deity. Only witches with fewer level points are forced to mme to the &I. A version of this spell usable mywhere by the Queen of Witches affects all witches within 260 miles of he,.

Spell rankltype: ?/A Element: Sonic Ingredient mt: Special Maximum range: S@ Casting: 10 minntes Running time: Special M n c e roll: None Area of expasure: 1 person

This ancient spell fmces a matnre to mmply with the witch's demands. The iogredients indude a vial of the tvgees hlmd and a fine hourglass, whose cost is k e d a t 100 gd per hour of sand flow, to a maximum of 24 horns. To enact the spell, the witch mixes the sands of the hourglass together with her target% blmd. When the glass is shown to the victim with the mmmand to perf- mme tasb it is capable of completing in the allotted time, he bemmes bound to the easter'a -ce, dying upon the sands' running out if the task has not been accomplished. lls the ho& most be bmught into the presence of the victim within SO minutes of the completed incantation, it is likely that the affectee will be the witch's prisoner when the spell is performed. Once the sands begin flowing, only mmpletion of the aasjped task or the death of the easter win break the spell. If an attempt is made to extend the spell by periodically turning over the g k , the sands immediately flow to the point they were previously at, gaining no added time. If the hourglass is broken during the spe1Is running time, the character must make aCon mll a perish, unless the act is done with the caster's approval. In this case, the spell isbmken with no other effects.

spell ranbylpe: 7K: Element: Sonic Ingredient cost: 0 Maximum range: 0 or touch Casting: 2 phases Running time: 10 minotedlevel Resistance mll: None Area of exposme: Creature touched

This spell pmteds the recipient against any damage fmm elemental forces (fire, lighbing, h i n g , etc.). In addition, the recipient may smvRe within any of these envimnments for the speF8mnning time.

Disenchantment b no effect again$ the spell.

Lyrazel's hex

Spell rankltrpe: 71D Element: Sonic Ingredient mt: 10 gd Madmum raoge: Unlimited C88- 1 h a Ranniog time: Special ksistanre roll: Special Area of exposme: 1 meahre

This is a mom powerful version of the 5th rank Lymzl's diuidion spell nssble in either of two

ways: I t first may dxiitote far the 5th rank spell. Its second fundon, if desired, is to use the wag figurine (obtained either fmm this or the lower rank spell) as af- to enaot a hex upon he whose image is revealed. No resistance rall is permitted, and the he= remains in effect until the -en leader ends it. Once she has ended it, however, she may not use

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this spell again to enact a her against the rimm

Spell rankltypc: 71G Element; Sonic Ineredient mt: W nd* " " Maximum range: 0 Running time: 1 minute/Ievel Resistance roll: None Area of emsure: The witch

Th- this spell, the witch is enabled to become non-mrpaeal. appearing to be s shade. While altered, she is AR W-51, and is sbpolutely immune to s p e k and weapons not employed against her by m e o n e in similar form. Of anuse she tikrwi~p may only affect other non-corpaeal c r e a k s including spirits. The caster's movement rate is unchanged, although she may walk or fly as she c h m , effatleasly pasping thmugh solids. The ingredient is *crystal figurine of the caster.

catch and store within a mimm of polished lrystal (indicated by a failed Agility roll allowed only if the targel wlively tries to avoid his reflection b e i i esoghtl. Thereafter, the caster begin* a powem incantation fmm minute to minote, ending it a t be= desire when she hurls the mirror to the ground. Assuming the target m e a w s reflection was succesdulty captured, it then suffers damage according to the length of the casting as shown below:

1 turn: ID4 points of Body damage. 2 h s : 204 points of Body damage. S tome:i 3D4 points of Body dy. 4 -.4D4 points of Body damage. 5 h s : 5D4 points of Body damage. 6 turns: 6D4 p in t s of Body damage.

Shuuld rhe target be reduced w 0 Bod) p~inL3. it w10 shatter into shards. which burn mo!nr.nlwly and them dissppu. 'Chrrrdter, only a g n o t r r wish will restore the character.

&I&

inflintlitiog spells always function a t the lowest level of effectivenesr when bound into ti@. Thus, the energy blost would k limited to 6D8 in damage.

It is possible to sigil a person's M y directly, allowing ~ertain m a p i d effects to activate upon p-t condition guidelines mming to psss. These sigils resemble tattws, and vanish when the running time of the spell bound into Lbem expire. Only one can be placed on a person's bodg at a time.

The pmcess for fashioning sigils is a long one. enbilbg one day of work per rank of the inscribed spell, with a mst equal to 1 , m gd per spell rank. Also, eopmre essence must be uJed if the triggering Hdelines are based on a particular type of matore or ethic. A svsmd meant to do something when employed against a demon, for instance, would require the captured essence oi the particular sort of demon (or of Hell itself if the intent was to mate a we- with potency against more than one type). A dagger meant to do something when -d against an Evil matme would require the capered rssenee of Evil (i.e. that of a powerhi1 meatme fmm the Nether planes, or the emnce taken fmm a shrine

Spell rankltype: 7IF ~nseemted to Evil, etc.) spen rankltype: 7m Element: Sanic Sgils are drawn -ding to universal Element: Sonic Ingdientcost: Special' patterns, and so a speneaster who makes an IQ ron Ingredient cost; SW gd* will nde the type of magic in it (A/B/C/D, etc.!, and Maximum range: Special Maximum range: l0'flevel Casting: S p d the spell d Casting: 9 horns Running time: Special Non-permanent sigiIs are affected by Running time: Permanent Resistanoe roll: Special

disenchantment. Resistance roll: Special Area of expasure: Spedal As sigilry clearly is a complicated spell, the GM Area of exposure: Special should keep a carefd eye an game balance when it

wayH, sigilry is a disBphic art is employed, and he may wish to limit the types and When the witch cslls upon her deity to invoke binding certain spells eff es &oispeUs that can be W e d .

this magic, she makes permanent the running time of power in& on an object or Mng be'%. In

of a spell p r e d o d y cast upon an area or object the first instance, tbe d r may bind aspen into a slot-dte~~tion apart from a li-w creature. Ultimately,

single with a *ring bssed an the GM has the deity preset condition pidelines. A reqvirement is that spellranWtype: 7ffi the request in order to maintain campajgn integrity. The iwent eondsts a brazier with tbe magic must be triggerrd by either the =tiom, Element; Sonic

burning i n a m valued a t SWgd or more. presence, or conscious will of some sort of being. A I m e n t cost: 0 sigii iinarribed upon a sword intended to grant a M-um m: o strengthen $pen, for example, could be set to Mgger ~~~~i~~ time: Special Ded death when the wielder t&s a minute to d upon the ~esistance mu: None mapic, or automatidy when he faces a particuh Area of eaposme: The witch

Spellranknype: 7lG monster, such as a demon or dr~gon. Element: Sanir The types of spells that may be bound differ as This spell enables the witch to load a single Ingredient cost; 1 sr* to their creation and effects aslsted hereafter. memorization slot with a spell from a profession Maximum range: 80' Spells affecting the s tab or f- of a meatwe other than her o m . If the GM uses magic -11s in Running time: SpeLial rewire that the sigil must be ioscribed upon an the -pa&m, t h in spell will anow the caster to Resistance mll: Can to neg. object d e d or w w by the intended recipient, invoke the m a g i d effects from -Us as if she were Area of exposure: Sphere 1' diameterllevel such as an amulet I ~ W or dagger. When the preset of the proper pmfession to read it. The effectne

condition guideline is met, the spell will then level of s!dl at which she fundions in either case This deadly spell causes those failing Con r o k activate for its full normal &g time. Such d@ls varies with its spell-type as shown:

to be stricken with a horrid blmd dehydration, ean be made permanent through use of a permank Droid: As equallevel. 8weaiing away 1D3 Body pintsts worth of vital spell, although they fundion but once per Z4hr Othez As 5 levels lower. fluids each minute until dead or they -ive a are period (disease) spell. Note that even thoae who -st the Those ei@ls creating some sort of charm may be &park spell are still under its effeots far ID4 minutes The placed upon an object or person. If vpan an object, ingredient is a blmdleech. adual physical contact must be made by a target

crestwe and the spell then functions normally. Spell ranwtype: 7fB

8hattering n u s , a &guile spell sigiled upan a vial d paison 'lemenkSaniC

would reqoire someone picking i t up to make an IQ IDgredient cost: =* M u m rsnge: 30'

Spell rankltype: 7/D roll or desire to immediately swanow the contents. Running time: Special

Element: Saoie for example. Of copture essence is used against a

None Ingredient mt: 26 gd* particular person who later encounters such a W, Area of exposme: Spefial M u m range: BO' the spell is considered to have no resistanoe rd.1

castiog: Special If damage-inflick magic is bound into a sigil, This spell conjures a greater will 0' the wisp

Running time: l~ tantannous it must be inscribed upon an object, and its guidelines must indude a rreahue.s

with extra powers. Should the witch desire it to, the Resistance roll: Special

pwd with the object or passing wisp can make two special attach First of all, she

Area of exposme: Special within 1' of the per of the aster, Fm send i t down a chosen direction at a movemenL

example, a sigil placed upon a dwr might be e t to rate of lWfphase, with it mining sparks of This powerful spell may be employed against a

release an energy bht when a than electricity upon th- below it in a 20' wide area of single creature whose refledion the caster is able to

the caster opens it. Note, however, that damage- exposure. This causes damage equal to 2D4 p in t s

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for n o n - m e t a l - m o d targeb (double otherwise). l'he ether attack form consists of the tuisp's explaling in a shower of elechieal sparks. This causes all within a 20' cirde below it to suffer two points of electrical damage per kvel of the caster (do* to metal-armomed targets). The ingredient is a Fnefly.

Spell l a w t y p e : 1m Element: Sonie Ingredient cost: Variable* Maximum range: 30' Casting: 3 days Running time: 13 months Resistanee roll: None Area of m u r e : A slab of stone

Through use of this spell, B e witch may create a stone golem hom a slab of stone no smaller than 6 x 6' x 4'. During the three days the witch is ceupied with the spell, she may undertake no 0th- duties and if disturbed must begin anew. On the spell's mmpletion, B e wit& most rest a day before sttempting any other spell-tins.

Rom the slab whence the creature originated. the -ter must tahe a piece of stone to fsuhion into a ring. This will allow her (or anyone to whom she gives it) to mmmand the golem. Details on the golem follow.

h o u r rating: 2 Tactiml move: S Level: 10 BAR: 19/12/62 BPISP ratio: Vl Aver= BodvlStuaina: (50) . Average stat: 6 S p e d stat: Sb20 Attacks: I punch Dmg: 3D6 Ethica: 1 Size: M or L Special note: Immune to spells Ulet do not affect stone except for magv dad, elemental don, and nue fingers of death

Note that the galem may venture no further than a mile hom where it was created.

*ll r a n w w : 7iF Element: Sonic Ingredient cosl: 25 gd* Maximum range: Spw'al casting 1 hour Running time: Special Resistance mn: Special Area of exposure: 1 human skull

This spell enchants a skull with the ability to mnverse in m y tongue known by the o s s k regarding a chosen sobject when preset mndition guidelines we met The skull speaks with the same voice and mannerisms aa the witch herself, talking as she would under the circumstances, although i t m o t csst apells and may di- only those things related to one particular topic. It may thus be osed as a means of conveying a message to someone a. a- a euardian. for certainlv i t is mav attemot - crrnvincing intruders to depart. In mnaection with this, the skull may laugh once a. a hwhing skrrll, bnt thereafter may do nothing more Ban threaten and cajole. After nn hour of sdivntion, the enchantment ceases.

spen ran*: 7n EkmenC Sonic Ingredient cost: 5gd+* Maximum r e : WAeve1 Running time: 2 minutede~el Resistance mll: Area of exposore: Up to a 40' circle

This spell alters the flow of time within the area of exposme in one of two ways: The first dowo the now of normal time, halVmg movement, spellcasting, attacks, etc., but doubling the running time of spells. It also halves Agity ratings vs attacks from outside the area of -e. The second speeds time, doubling the m e factors and halving the running time of spells. This version also domes Agility ratings (to a maximum of 20) vs attacks from outeide the area of exposure. Ao A@lity mll toavoid the magic is permitted creatures who are only partially within the area of exposure. And, needle58 to say, those leaving the area of exposure return to normal time, while thaae entering become subject to the magic. The ingredient is an howglassof any size.

Time warp

Spell ranh/bype: 7/I Element: Non-sonic Ingredient eost 5 gd+* Maximum range: 0 Castine: Instantan- Ikuoning dme S p h l b u w n c e roll: None . w n "i'.xposlue: The u itch

h does time dialortion, this spell alters the flow of time, although the area of exposure is limited to the oaster herself. To the witch, time seems to halt about her, for she is sped up to m incredible rate and thus is permitted one phsse of time per sldll level to take whatever activitiw she wishes-. movement, spell-ting, pondering some dilemma, etc., while those around her are unaware.

A possible bane to one under this spell is a 5% chance when the spell is cast that a time-vortex is created, adversely affecting the caster and perhaps others near her. Details are left to the GMk discretion. hut i t i oassible the wiWl could nee bv decades, be dram ' to another place in time ank s-, etc. If this spen is -t within an area under the effects of limp dialortion, the time-vortex automatically happens.

The ingredient is an hourgtass of any size.

Spell ranwtype: 7iD Element: Sonie Ingredient cust: 50 gd* Maximum range: 30'

Area of expoawe: A 10' sphere

A floating globe functioning as a crysfol boll is brought into being thrmgh this spell, permitting the caster and othetb to observe and &ten to a person or place of their interest. The spell is unique that other members of a w i W s mven may participate in the casting, and the chance of locating the target F n or area is increased by 1% for each level of

124

those present apart from the mven leader. The spell is failed if powerful magical protections m e n the target horn detection. Note tha t i t i s passible for the m e n leader to verbally communicate with those viewed by the globe if she desires, hut casting spells through i t is not passible. (Although a version of the well used bv the Queen of Witches oenetrate an . ~. prolsctivns and will dluw th8s.l The ingredirnl is a handful of Ylow.bmis: i n a . ~ CBnSumd in >%

brazier dming the caadng.

SpellranWtype: 7IG Element- Sonic Ingxdient mst- S , W gd' Madmmn range: 0 Running time: 1 minuWleve1 Resistance roll: None Area of e-are: The witch

Tbjs spell transforms the witch into a shadowy form that gives off a laud M s k m the air mmmunding i t is d r a m into a fe~hm1ess black void leading to the Ethers. While so altered, the caster is immune to all spells m e disencluntment, which returns her to normal. She further is immune to all physical attacks, causing missiles, fm instaxe, to pass harmlessly through her, and hand-held weapons to be torn from the p p of attackers who fail s Strength roll. Flying movement while in uoiil form is equal to 30'lphase. and the witch may effortlemly pws b u g h =lids. Note that spellcasting while in uoid lam is impassible, although a touch attack may be attempted agsinst a "tedium a. smaller opponent. Thw s h k who fail a Strength mll are drawn into tbe Ethers with the same results as outlined in the 5th rank ethereal m a r spell. The ingredient least S,CW gd in value.

Wau ,QpdIm

Spell ran-: 7/G Element: Sonic Ingredient mt- Variable Maximum range: 50' Running time: Special Resistance mu: None Area of expos-: S@al

.is a black diamond of at

This spell will allow non-living creatures such as skeletons, golems, scarecrows, etc. to meld into a stone wall thick enough to hold them. The pardlons remain until preset mnditio~ +&line are met, at which time Bey step out and attack. Should the witch ohme, this spell may also be used to hide inanimate objects such as chests, weapons, etc., with the bidden objects being redeposited outside the wall when guide!ines are met. Those &jeeWhreatues hidden by the spell m also be released by a atone form spell. The ingredient is the creaturolobjest to be hidden.

spen TIE Element: Sonic Ingredient mt: Variable' Maximum mge: 10'Ilevel Casting: 10 minutes Running time: 5 minutewkvel l b i d m c e roll: AgiliQ for 1/2 Area of exposure: 5iYx 5 0 x 10W whirlwind

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Thi. spell allows the wibh to summon a huge whirl-d of fire Fmm the Nether planes. The whirlwind will start off in a d b d i o n chosen by the witch, remaining in mntacl with the earth and ipniiing an mbustiblea Moving at a speed of Wlphase, it will go where the witch wNs it to, but if she ends macentration on it, the whirlwind win not stay troe to -, but will veer in a random Man each turn, inIliictiog 808 damage upoll making -tact with an abject. I t then mntinues on. Once m n b l is volunbdy relirmuished, it -01 be regained, nor may the i t c h &mias the whirlwind w i b t udragdipE11cha1fmont.

Should the witch desk, she may order the whirlwind ta inatead remain shti--to blook a narmw mountain -. fm instance. or to remain b e d on a m & r building Cree.tma, vningly p a ~ n g Lbmugh tc take foU mUed damage. Note lhe uhmlwmd can pagposer Wea of aacer, although tt lwes one die of damage potential per mile it mast so trayel. A ship abuck by i t will =offer M rolled points of hull damage, and haa a 6% chmce per point of damage of being crippled. The ingredient is a fire resource.

Witch ward

Spell ranwtype: 711) Elemenk Sonic Ingredient msk Variable* W m o m range: 30' R-ing time: Pewanent Resistance ron: special Area of exposure: A single patal

This powerful enchantment serves to prevent ceridn profa& from penetrating through an area the witch seehs to pmtect, except through magic. The m n t inclndes the essence of a m.tpnse, -, witch, druid, etc, and when the spell i s cast before a patal or dmway, the magic absolutely prevents passage by those of tbat

profe*o= Note that only one sneh spell may be placed upon a doorway, but the essence of a doal-pmfesdoned dmacter d t s in more than

one pmfedon being affected by the spell. Further, the portal may be no larger than 20' r 10'. Thme whose level exceeds that of the original donor have a 20% chance of resisting the magic for each additional level, although characters with more than one profetsion receive no extra benefits for this, the hell beiog based entirely an the spedfic pmfesnjon warded against Note disenchantment cancels the effeds of the spell for only 104 minutes. The caster is alsoimmune to the spens effects in the event she wads against a a f e s i c n possessed by her.

mtchmtq

Spell ranhnype: 7/F Element- Nonenic InErdien1 msk Spedsl* G m m o raoge: 0 Castmg: 10 minutes Rnnning lime: Special Resivbnce mu: S p e d A r e a o f ~ : l p a g e u p t o Z ~

Thi. spell tirst of an may alter the contents of a work penned by the caster-+ell bmk, m l l , ctc--to resemble another work entirely. To one of the caster's chmsing, however, the h e mntents of the page m i k m e apparent upon its di. (The ingredient for this effect is the cophrred essence of the intended reader.) Tbe greater power of the apes i s thatit may cause certain effects to the f imtptaan reading i t ss noted below.

Charm. This implants a &#ding planted in the reader's mind if an IQ roll is failed, lasting until the suggestion is carried out. The ingredient is n vial of harpy blood (valued a t not less than .50 gd).

Palyrnarph. This version causes the reader to make a Con roll or palymorph into a meature of the w t r r ' s ohmsing. The ingredient is the captured es~ence of the proper creature type.

Turn to slone. This version of the spell oausea ule reader to make a Strength roll or turn into a stone statue. The ingredient is a v i a l of medusa blood (valued a t not less then 5M) gd).

Wod dpower

spell mutype: 711) Element: Sonic Ingredient cost: 0 Maximum range: 10'Aevel or u Casting: Instantaneous Running time: Special Reei~tanoe mu: None Area of exposure: Spcial

This powerful spell allows the caster to bring forth certain effeots with the utterance of a single w a d as listad here*.

Fear.-surround. the witoh with an aura of t e r n 10' in diameter. All of lower level who enter are sbuck with terror and cannot h w n her in any way (note the eNeots are cancelled if the witch aUacks someone affected by the spell, although the spn remainsin W).

Heal.-restores witcWs Body and Stamina points to their normal madmum, or nnes disease or

poianr. Onen--ads an an znlock well on a 20' cube. - r ~ ~ ~ ~ ~

BLunr-take the witch & a known place of her chmsing on the same plane.

Si&-gives the Witch eye of Rh-no" us tbe druid spell.

SLLm-causes targeted aeatmds) to be hit by f u l l h n g t h M r of s t u n n k , even if the caster has saNerad damage.

Tmmfbrm-&ws tbe witch to invoke thc 3rd rank spll of tbe same m e or to a s m e animal form as the shape chDnge spell.

Vanish-cl& the Witch in total invislXty, which cannot be seen even by spells such as eye of Rhiannon, or devices. It is otherwise similar to the witch swll uonish.

(A-ding to legend, it is said there were 13 words of power, only 8 of which are today known)

* Ingredienl disappears when spell is a t

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he techniasl etmohue of the pmMon. I All character professions fallow the same general outline. Below is an

explanation of i b various mtegmies.

The background & pnqmae of the.... This is a superdeial overview of the history of agi~em pmfesion; how a character may have mme to adopt the hadd: and his pasaibk motivation for advenhuing.

Races best d t e d for.... As mentioned. OA mwides euidelines to b e .. the best delermination wc~rdinl: whnt pmfcaaionsmt n wvrn race in Islay. UH. camp.aikm world. It is perlrcdg allowable. however, lor :< yamlnl: coup to modify a d i s p n x mth these suggestions if they w h , and to m d f y ihcm to s d their style of play.

Pla- of origin beet ssoited fa.... Within Islay, certain pmfesions are more prevalent in s p e d = -. This category suggests the moet Wrely Ermntriea of origin for those ofa given -upation.

Armour & arms. History and fantasy suggest certain types of armour and weapons are appmprhte for various professions. and thus suggestions for allowable arms and armour are listed here. (However, with GM permission, players may -tote weapons more in Leeping with the character's muntry of origin. An Amhim mtpm, for example, might exchange the rapier for the scimitar.) Four sub-categories& fall within this general category, inelnding

Initial number of mmbat s k l sf&. Starting characters have a list of arms they are proficient in using. When the character begins his adventwing career, it is presumed that he practices with certain weapons over others, bettering his skill with them over time. As the character advances in level, his haining with these weapons m pay off by periodic betterment of his mmhat table. The number of combat shill slots altowed show how many weapons he may select for spff ial hak+. w1tEhC8, for i n s h e , at 1st level b o w how e4e daggers, darts and staffs They also have two combat skill slots the player fan fill with two of the three listed weapons, shmwing that the character is placing hpecial emphasis on training with these arms. There weapons tbos b e m e primory weapons, allowing the character to vield Ulem at fun combat value--ir. he uses the mmbat table for a chamcter of bin level. The other arm is relegated to a semndary weapon. Semndary weapons are always employed as if the character is 1st level.

When the witch reaches 5th level, the base number that must be rolled to sk&e a particular armourrating (as shown on the combat hhles in Chapter Six1 is bettered by one point with herprimary weapons. Assuming the two slots were liIied with dagge~ and staff, the witch may a h c k as a 5th level character with these arms. She would still attack as a 1st level oharaeter with darts, however, as these are s e m d r y weapons1 (Note d that exha attacks allowed in the hun apply only toprimary -1

Additional mmbal skill slofs gained. Every few levels, c h r a d e ~ ~ gain another mmbat skill slot. A listing d"U3 levels", for instance, shows that one new combat skill slot is gained each three skill levels. (Notations of new mmbat skill ~ l o e are & listed in a pmfessiois spffiol ability category far convenience.) This exha skill slot is used to bring a chosen m c o d r y weapon into the ranking of a primary weapon, or to gain skill with arms not in the profession's list.

An exha mmbot skill slot can also be osed to gain special expertise with a p r i m arm, granting a h n u s of 1 to either n h c k or damage rolls as chosen by the player. (Such banuses may or may notbe oumulative as the GM prefem, and this option cannot be adopted a t lstleuell) Example: Gar the assassin -at@ has agladius as aprimory weapon. On reaching 4th level, the character gains a mmlvlt skill slat. A player muld expend the skill slot to gain Gar abonus of 1 to attack or damage d s when he employs the gladiua (The GM may also, if he wishes, limit damage bonuses gained in this manner to no more than an amount equal to the weapon's manmum damwe,

Combat .*rll s1t .h further can be e x p e d d to provide a banus wl,r#a ~nnlnng unusual mmbal n.c. ,la xr Chapter Six,. Slots allocauvl lor this would providr n general die roll bonus to snusrrol m m M maws regardlegs of what weapon is being employed.

Last of all, a combat skill slot can be expended to improve one's parrying ability. A specific melee weapon must be ohosen by the character. When he thereafter uses that arm in melee. his armour ratim is lowered bv 1 ar slot - . . all-bd. This bonus never applies to missile weapons, in ambush dtnations, or if the character is not actively defending against an attaclr.

Cmt for inoppmp?iote lueapons. Some gamers may want their character to w e a weapon that isn't in the list This is especially h u e for players wanting to arm 9peUutete with swords. Doing so is aaomplished by charging extra mmbaf skill sloe. A cost listed as "2 slots" means that the player must we a total of two combat skill alots to make that a semndary weapon. (A tbird ~$33 slot would m&e it *primary arm.) These slots need not be expended all at once. One ma". for examole. exxend a slat toward the inannm~rinb weamn a t 1st

level. If this option is taken, one penalty factor to the attack roll is oncelled for each slot placed in the weapon. Example: a player arms his wit& with a broadsword, a weapon not in her weapons list. Witches have an unskilled ottnd penally of +3 when using inappmp%zle weapons, and the mst for one is three mmbat skill s h . The character has two combat skill slots she hasn't nllotted, and the GM may permit the player to place two of these slots into bmadsword skii, offsetting two of the penalty factms in the process. Thus, the witch wi l l only add 1 to her attack roll instead of 3. When she gets another mmbot skill slot and pays off the cost of the weapon, she d have no penalty to her a t k k roll when using the sword and may wield it as a secondary weapon. Later, she can make it aprimory arm.

Unskilled o t b k penole. Charade18 unskilled in vsing an inoppmpriate weapon have a w m chance of *hi+ with it. This is reaffted by penalieing the attack m u by one or more points. A listing of '+2", for example, shows that when a charade1 attacks with a weawn not in his arms list. he adds 2 to the ~~~ ~ ~ ~ ~ ~ ~ ~~~ ~

m rulltd when m&ng his atrack wll. A* m e wishes to roll 1.m when m&ng actack rolls, thi* hure the chances of hiuk a Lugrt.

The churrvr ;&lwoys atracb as a 1x1 level with rnoppmpriorr wr:%pms.

Magic items atlowed This indicates what sorts of magic items a +en profession may employ. piphters, for example, may use items to their merall profeasion (such as mow), bat cannot ose magic aanda Magic weapons in theory are usable by anyone, though penalties to attsck rolls may apply for using arms one is unskilled in. A few magic items are restricted only to spec& character professim.

Level LLmltatlom & dual-pmfession optl-. A character's IQ and race (and m e t i m e s sex) can affect his madmom auairmble level in a profeem. mtchery, for example, came fmm the elves, a faerie race, so they can advance higher in that profession than m e dher races with the acme IQ.

Backgomid culhtre also determines what group of professions might fit a character. Hum-, for imtance, are well tailored to function as either saracens a necromancers T h q a player could game a dud-pmfessioned human nemmancer/santcen (see the following section). This isn't hue far elves, who are never (?) saracens nor necromancers.

Mme iiM -p may wish to dispense with the idea of limiting certain r- to certain le~els. This is fine, and in tbjs case all races go off the mast favorable table. Dual-profession options are determined by the GM.

Level table. This is the heart of the profesrim description, showing how many points are needed to advance from level to level. Many professions also have certain skills listed on this M e . A wwdsman, for iastance, has skins of mmolrfInge, climbing, trading; krblinm, stoalth, and msas8ir blow. His chances of s u c c e d use of these skills increase as the he advances in level. Camozpqe, as an example, starts at a bsse percentage of 25%. When the wwdnman reaches 2nd level, he rolls a 08, permanently adding the score to his 25%. As~uming the roll was a 6, the 2nd leael w h would now have a 31% (base) ski3 in mmou@e. This process condnues on to 20th level. Unless noted otherwise, one's skill percentage can top 10J%, though a roll must be made when attempting to use the skill, and a scme of 00 is always considered a .-ail..n -. . .

Where appropria*.. any 3tnts that can apply n honus a penalty to thv chanu.5 of making the \kill mU xw lbrackewd b r t a r ~ t h the rkill in queanon.

S p o a l abiliaes an alw lirtrd m the level tuW*., fur each pmfe~sa~n periodically receives ce& bonuses or benefits such as mmbal skill slots, heightened expertise with weapons, ability to make potions, etc.

SpU (or song) slot.. Some professions have aapell table, showing the spell slob they have aver the course of a day. The nnmbers below the top listing from 1 to 7 or 1 to 5 when cross referenced with the numbers showing the character's level fmm 1 to 20 show the slob a charade= ofa given level may utilize. T h w alota can be uscd as either memarizotion or m t i w slots. Memorizotiom slob allow rme to memorize one or mare spells of a given rank. Costing slots are osed to invoke the magical effects. A 2nd level witch, for example. has fom rank 1 spell slots as s h a m on the table. She ean memorize between rme to three different rank 1 spells, any of which may be invoked thmngh her remaining casting slots.

Chapter Seven gces into full detail on spellcasling &planation of skills. This sedion gives an in-depth erplanstion of how

MIS work and what factors may alter the base chance of successfally perfarming them.

Explanation of spdal abilities. As above, but the special abilities are explained.

Optional game variank Often, more than one idea is presented lor handling a given aspect of gaming. These additional ideas are reflected in this category. The GM should employ the i d e a he likes most, or those that best fit within his game system.

. . . .. . level, paying off the remaining slot(s1 later, when the char- advances in

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1 Single- or daal.r)mfeadoned Last of all, h s c t e r s never advance in one profession before another: level advancement always c m m simultaneously.

When a character is created, the player may game either a single- or dual- professioned character regardless of its race. Single-pmfessioned eharadezs are simpled and have a major advantage in that they require fewer p i n t s to advance in level than do those with two pmfessiom. This is es@ally noticeable at the low and middle skill levels.

Dual-pmfessioned charaoters have two armpations, usually fmm different categories, such as witchlcutpurse, w a s s a s h , neoomanmrh-n, etc. Being dual-profmioned offers a great advantage in that the char& can

aumnent one set of k%lenbl with t h e fmm another mfes ion . A downside. as noted. >* that the point wqoirements are eflectively doubled, imprmng a longer w l t i n y p r i d unul Lhp hnefila uf the next ahiU levd arc mali~ed. Sume dual- pnf*wi~med ehuartprs may don light m o m , however. m e t h i n g denied all single-professioned spellcasters apart h earth priests.

Crea* doal-pdessioned h a d e r s requires a bit of math work The s t e p are as fall-.

1. Determine the mmbined lewl point requirements of the tmpmfessions. In the p r i a u s sections, m t e d dual-profesion combinations were listed in each pmfession desription. A player should no89 reference the professions that appeal to him, verifying that they fit the particular race a n d h sex (in the care of witches). After this, the player refers to Table 16. These show the number of p in t s i t t d e s each profession to go from one level to another. The point requirements are added together to meate s tailor-made level table showing level ad~anoement for B e dd-profession. Example: a player decides to game a witchlcutpmse. The tables show that a 1st level witch needs 2,2W points to go fmm 1st to 2nd level, and that a cutpurse requires 2,800. These figures are added together, showing that the character must obtain 5 , W level points ta advance to 2nd level in her profeusiuns. Thus, when the character has 6,000 level pints, she will be a 2nd level witcwcutporse. ks shown by the tables, 9.W p in t s later (a, after a total of 14,8W pints), the character will now be 3rd level.

It win be noted that the kvel p i n t requirements are listed even for professhns best played by themselves. This is in the event the gaming gmtlp chmses to override the guidelines and permit these to be part of a dual- profession.

2. Combine skill-slots, skills, and special nbilitles. The fact a oharacter is dual-professioned doesn't mean things happen for it in the same way as with single-professioned charsders with respect to lLFing s!dk or gaining s p e d abilities. In all cases, a duplication of skills or special abilities i s handled by dropping those off the less-fapiorable table; they are never combiwd. Charasters do not, for instance, stant piay with double mmid skill slots (although they do have the benefit of the two weapom lists, along rith double spell slots if appropriate, though these slots are not mixah11 with spells fmm the other profession unless both pdessi- may utst the same spell). Tbe adventure instead gee off the most favorable listing as though he were single- ~rofessioned. Exam~le: A witch and a waodsman both start with two mmbat ~~ ~

shll slots. However, n wmdnonn gaim n new mrnhrrl ~ h l l slnl c v a y h e lcvela irutcad of every five as does a witeh. A dual-pmfcssioncd witcNamdsman w d d therefore w e the more favaable t i l ing and p i n new mmbat shill slon every three shill levels instead of every five. In the same way, since w e e n are superior in melee mmbat to wikhes, the cbarader would referen- the fighler's -hat table with all weapons And any ath~k roll penalty for ushg a weapon in neither ofthe lists w d d also be based on the wmdsmads +2 instead of s witch's +3. In another example, both cutpurses and woodsmen make massin blows. An a mtpmse's progression in this talent is superior to a wwdsrnan's, a outpurse/wwdsman's damage bonus would obviously be determined from the eutnunw's table instead of the wmdsman's (the" would

Inventive players or GMs may wish to create e-ental professions for campaign use. This is 4, for i t can encourage imagination. However, creadng a new character profession carries with it the chance of designing something too parerfol, so lid designs sheuld remain a p n to modification if campaign in*@ starts to soffer.

In creating a new profession, there are several step.

1. Determine iLs ehssifmtion. As noted, there are three profession &silicatititi-fishters, l&BStem and spellmsters. Fighters should not be allowed magic "use. Tricksters may be permitted limited magi0 use wi th a spell table no better than a halalLa's. Spellcaaters generally are denied amour and most weapons, although they can use a spell table comparable to that of witches (An obvious exception to the armour rule, however, is the earth prieat. A quick examination of the earth priest's limited seleotion of spells, pmr spelleasting table, and the martial culture of dwarves explplaim the rationale for this s t d - out profession.)

2. Find oppmpriate Stamina modirication. The GM should assign a profession type--Type A, B, C, D--as shown in Chapter One. The Stamina die is then determined normally.

3. Note mhat mees the new pmfession &st fits. Self-explanatory. 4. Decide what dwl-pmfession options mvld Ee appropriate. In general,

new -patiom should not be part of a dual-profession until they have undergone play testing as they might be so powerful or versaLile that they stand alone just fine. Otherwise, the GM shoold fixlogical doal-profession options.

5. C h m e oppmpriafP ski& ondlor spells. Examination of the regular professions gives a goal idea of how many mmbat skill slots src aoceptsble, which sorts of &Us fit the v i w a dashic%tions of h a s t e m and what their base starting and improvement perrentages s h d d be. Tmking, for instance, can fit within the smpe of many lighter pmfessi-, while sfeolth is appropriate for most tricks- Spellcasters o h b e no &ilb but rely on magic to help them. Thus, it fa& to the &of the new profession to ch- either the best s!dk or the best spells available to it. (Note that s p e k t i n g pmfessions without Pmne sort ofreligious fmudatitin ~annot leam m cast Type D spells.)

6. Create appropriate s p d abilities. Each profession hap special abilities-. mmaat skill slots gained, e x b attacks, brm-s with certain weapons, potion- manufa-g, etc. The originator should eh-e reasonable special abilities that fit the m n a p t of the profession without making i t tm powerful (a Sghkr profesion that gains an exka attack each two skill levels is clearly ont of proporlion, as one example). The s p e d abilities within the "Normal" character pmfnwdona may be used as guidelines.

7. Genemte the lewl fable. This is the most complicated part In writing &A, a level paint fmmula was neated and used. This same formula is ovtlinsd hereafter and Fan be utilized in crafting new professions. It may require alteration depending on the game system employed.

Rrst of all, there is a base paint requirement to work through the various levels as shown in Table 17.

Table 17-(Base) level points for new professions

level-. -. . .. 1.2: 2,000 2-3: 4,000 3.4: 6,000 b*. 7"- . -.

never be added tngetherl). In the same way, h t h have stealth M I , but a M: 14000 cutpurse increases his by D88 each level while a woodsman rolls D6%. Thus, a 67: 23,WO cutplv~eiwmdsman would use the better D8% prwession. Characters having 7-8: 30,000 two pmfessions allowing multiple attack tmns would ignore the attack 69: 50,000 multiples from the less-advantageous table in favor of the better one. (The GM 9-10: 80,MY) decides which is the "Better" table if there is a question.) 10.11: 100.000

To note the Stamina die of a dual-pmfessioned oharacter, use the most 11-12: 150.W favorable profession adjustment. 1213: 200,000

If a point comes when a character can no longer advance in a particulu 13th and higher 300,003 maximum acupation because of his IQ score, he continues on aa though eiagle- These figores are adjested by a nomber of fsctms as shorn here- professioned. Example: an elf cutpmselwmdsman has a 14 IQ. Cms. referencing both tables, we see his maximum p d b l e levels are 13 in the E k h m&r skill ~ s s e d (tmckiw, stwltk, asassin blow, etc.): x.06 cutpurse profession and 15 in the wmdsman. When the elf reaches 13th level as each kvel that the ddlimpmveg a cutpurse, he no longer applies level p i n & to the eutp- profedon and E d m i s c e l l o ~ e ~ ~ skill pawemd (that is, a s16n allowing the player to instead uses the woodsman level table exclclosiuely, as though he had but the one eh- a sent fmm another profession): x.1 each level that the skill improves. profession. No penalties are applied when this 0- and the character retains Emh special nbilitygained:r05 that level only. his "~ual Stamina die. Emh pelt slot gained.x.05 per rank of the spell that l e ~ e l only.

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J T S ~ I ~ I B - I ~ I point requirements for each profession. I ,-

Cossack Level

1-2 2,300 2-3 4,200 3-4 6,600 4 5 10,500 5 6 16,500 6 7 25,300 7-8 34,W a 9 52,500 9-10 88,000 10-11 110,000 11-12 172,500 12-13 210,000 13-14 300,000 14+ 300,000

Rogue Level

1-2 2,000 2-3 4,000 3-4 6,000 4-5 11,000 5-6 15,000 6-7 24,150 7-8 31,500 8 9 52,500 9-10 84,000 10-11 105.000 11-12 150,000 12-13 200,WO 13-14 3W,OW 14+ 300,WO

Assassin Level

1-2 2,800 2-3 5,600 3-4 8,400 4-5 14.500 5-6 21,000 fi-7 32,200 7-8 43,500 B9 70,000 9-10 1 1 6 , m 10-11 150,000 11-12 210,000 12-13 300,000 13+ 300,000

Aalaka (female gypsy) Level

1-2 2,900 2-3 5,4N 3-4 8,700 4-5 13,500 5-6 23,250 6 7 36.800 7-8 43,500 8-9 82,500 9-10 124,000 10-11 175,000 11-12 240,000 12-13 300,000 13+ 300,000

Gladiator Level

1-2 2,300 2 3 4,400 3-4 6,600 4.5 11,000 5.6 16,5W 6 7 26,450 7-8 33,000 8-9 57,500 9-10 88,000 10.11 1 1 5 , m 11-12 172,500 12-13 220,000 13-14 300,000 14+ 300,000

Saracen Level

1-2 2,300 2-3 4,200 3-4 6,300 4-5 11,000 5-6 16,500 6-7 25,300 7-8 33,000 a 9 52,500 9-10 88,000 10.11 115,000 11-12 165,000 12-13 210,000 13-14 300,000 14+ 300,000

Bard Level

1-2 2,600 2-3 5,200 3-4 9,000 4-5 14,500 5-6 25,500 6-7 39,100 7-8 49,500 6 9 90,000

9-10 144,000 10-11 205,000 11-12 262,500 12-13 300,000 13+ 300.000

Druid Level

1-2 2,300 2-3 4,400 3-4 7,200 4-5 12,000 5 6 21,750 6 7 29,900 7-8 49,500 8-9 77,500 9-10 140,000 10.11 170,000 11-12 240,000 12-13 300,000 13+ 300,000

Knight Level

1-2 2,4W 2-3 4,400 3-4 6,6433 4 5 1 1 , m 5 6 17,250 6 7 26,450 7-8 36,000 8.9 57,500 9-10 88,000 10.11 115,000 11-12 165,000 12-13 230,000 13-14 300,000 14t 300,000

W k n g Level

1-2 2,6433 2-3 4,800 3-4 7,200 4-5 12,000 5.6 18,750 6 7 28,750 7-8 37,500 a 9 MI,OW 9-10 100,000 10-11 120,000 11-12 187,500 12-13 240,000 13-14 300,000 14+ 300,000

Cutpvrse Level

1-2 2,800 2-3 5,400 3-4 8,400 4-5 14.W 5.6 21,000 6-7 32,200 7-8 42,000 8 9 67,500

9-10 116,000 10-11 150,OW 11-12 202,500 12-13 280,000 13+ 300,000

Earth priest Level

1-2 2,300 2-3 4,400 3-4 7.200 4-5 11,500 5-6 18,000 6 7 29,900 7-8 37,500 8-9 72,500

9-10 104,000 10-11 155,000 11-12 195,000 12-13 280,WO 13-14 300,000 14+ 300,000

Legionnaire Level

1-2 2,100 2-3 4,200 3-4 6,300 4.5 10,500 5.6 15,750 6 7 25,300 7-8 31,500 8-9 55,000 9-10 84,000 10.11 105,000 11-12 165,000 12-13 210,000 13-14 300,OW 14+ 300,000

Woodsman Level

1-2 2,7W 2-3 5,200 3-4 7 .W 4-5 13,000 5.6 20,250 6 7 28,750 7-8 42,000 a 9 65,000 9-10 108,000 10.11 135,000 11-12 195,000 12-13 260,000 13-14 300,000 14+ 300,000

GYPSY (male) Level

1-2 2,700 2-3 4,800 3-4 8,100 4-5 12,000 5-6 21,750 6-7 28,750 7-8 46,500 8-9 60,000

9-10 116,000 10-11 125,000 11-12 255,000 12-13 300,000 131 300,000

Necromancer Level 1-2 2,300 2-3 4,400 3-4 7,200 4-5 12,000 5.6 21,750 6-7 29,900 7-8 42,000 8-9 77,500 9-10 148,000 10.11 175,000 11-12 240,000 12-13 300,000 13+ 300,000

Page 135: Quest of the Ancients

1.0 is added to the fi- to get the multiplier, and the base point requirement is modified by the re& revealing the paints needed to advance in level

Consider witches, for example. At 1st level a witch has no sldlla and no special abilities yet, so no adjustment i made f a these f a o h . She does get two Ld rank spell slots. This modifies the paint requirement by .l. To that we add 1.0 for om multiplier of 1.1. Multiplying the 2,000 levd paints by 1.1, we see the witch most gain 2.2W points to reach 2nd level.

In another case, talre the bard. At 1st level, he has two regular skills- performance and tnuia. The modification of these is .% each, for a total of .l. The bard also has a rnsscelloneous shill. As noted on the table, this c o b .l, making the level point modfication .2. The bard also gets two 1st rank spell- song slots. This adds another .l, for a total of .8. No modifications are made for special abilities and so the tolal modifimtion stands a t .3. We add 1.0 to this, getthg a multiplier of 1.3. Multiplying 2,WO points by 1.3, we get a total of 2,MX) points needed to reach 2nd level.

At 3rd level, the bard gets a second rnismllomus W. ?%is b t a tbe point requirement by another .I. The same happens at 5th level when he gets his third such sgin. Thus a t 5th level the bard mwiiI3es the level point nquimment by .4 for his two regular and three rnirrellomus s k i h He also gets two special abilities, maiifyiog the point reqnirement by an additional .1 (.CIS for each). I h e bard also gets two '2nd rank spell-song slots, a d d i i another .2 for a tdal modification of 1.7 &r we add 1.0 to get the multiplier. Multiplying the base point requirement of 15.W by 1.7, w e get a tdal of 25500 level points needed to work through 5th to 6th level

When a s!dl does not improve at a given kvel, its adjustment is -celled during that kveL Erampk: a i s t level c u m has a m d f i c d m of .4 due to his eight stills. At 2nd kvel, his assassin blou, doea not improve. Thus, the mdfication drops to .35 a t that lmeL At 31d kvel, the w s i n blow improves byapoint ,daad~mmodi f io l t ianre~to .4 (orato te lo f1 .4aRer l .Ots added to eet the fural multi~Eer\. . .

Nok. however. that when the adjustrd pain1 nymirernent tops 200,000, oobseqoent level point 'pqrmpmcnl~an alwaposppd at.lr0,OW points.

In Chapter One an ooUine wss given for generating optional oharacter races. A facet not m e r e d was the poss%bi'litg of inomprating innate magical abilities within the raae. U d y this is =desirable, for characters could quickly kcone tm ~~ or eclipse the standard pofenions. Yet soma gmnps may aiab to experiment with the concept when such abilities fit a prl%da~ race or game -tern. These are paid for with a penalty tolevel points and to meate them invokes several step.

1. The OM ahovld use common sense in outlining the proposed abilities. Gaming a character that thmws electric arcs a withers a t will is too much. Thus, innate magical abilities should not include oNensive power. In the same way, a creature that cannot sustain damage except by unique means also is

unpermissible. So, innate abilities dm shouldn't be bawd upon a powerfd defense against harm. This leaves open the option of permitting magical abilities that are utilitarian. Logical examples muld indude: Flight capability, in~eibility, shifiing or night sight (as per the spells), palymorphing into different guise*, etc.

2. See i f the ability duplimtes or nearly duplimfos an established spell. If a @ d a r ability is similar to an erisIing spell, note thtr as i t prmides a gmd yardstick for adjusting the level poinla Mo8t manytbi Dgwable rsill at least mme dose to one of the hondrrda of spells within QAl

3. Defermine if the toleat should & mnaidered mundane, benefidal or highly beneficid Mundane talents are thcee that are innmow and oNer no p a t aid--maling flowers blmm; some smt of limb-stretching ability: exceptional heariag, e t r Beaefidnl talents pmvide n&sbIe utilitarian gain to the ~ ~ ~ t y to talk to (hot not mntml) animals: d e n t movement, etc. Highly &MW talents w d d include invisibility: mntml of aeatmMl a natme: night, ete.

4. Note how offen these nbilities m n b e d . Are the talents usable a t will, o r ~ a ~ n ~ r o f t h n e s e a c h 2 4 b a m r ?

5. Adjmt the d m m t d s leuel table fopay for UIese talents. As mentioned, the wmi fm magical Writs is a point penalty applied throughout the ~ r ' s l e v e l advancement. This is M e d similarly to the formulagiven for creating new pmfessions, and the variables are listed below.

x.1 for each rank of the spell duplicated.

No sdiustmentif the talent is mundaae. x 2 adjustment if the talent is knefrcial. x.5 if the talent i s highly beneficial.

No adjustment if the talent is usable but once each 24 h-. x.3 if the talent is usable up to three times each 24 hours. x.7 if the talent is usable a t win.

Example: a GM allows a player to game a bmwnie-like cutpurse that can blend into the swounding terrain a t will to become invisible. We note this duplimtea the 2nd rank witch spell chameleon (and the GM there* bandles the ability as the spell with respect to mo~ement rates and penalty factors to opponents' attsrk mlls). This applies a point m d f i e r of 5. The talent obviovsly is highly bneneflcial, applying another .5 modilier. As the ability is asable a t will, this applies a krst mdf ier of .7 for a total of 1.4. W e then add 1.0 to get the multiplier of 2.4. The cutpurse level table mi now be adjosted each level by tbb number. Multiplying the 2 , W level points needed to gel to 2nd level by 2.4, we note the bmwnie maat gain a total of 6,720 points to achieve 2nd level. Working t6mugh 2nd to 3rd level will take 12,960 points instead of the 5,400 it would normally -t.!

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In the years before taking up the road to adrentme, charactera are presumed to have acquired some sBilk, talents, and perhapa a general bade. This is relleded by allowing the player to ch- one or more skills from the fdlowing 1i.L Same skills, it will be obsemed, duplicate talents of various sdoenb& pmfemims in such caw someone wi& an identical profession M may not purchase a similar taknt fmm the general am list. To hahoe this out, the pmfession skilla us- do more than a general skill of the same name, and a few permit the character to have ashill percentage of over 100% (to cover penalty adjus+ments).

There are fom sorts of ~1611s: (A)?'tistie s W involve creativity or self- expression. (0)uMoor help a person to s-ve in the wilderness. CPimde skilis include "mi- trades, along with talents that develop a charadeis in- or aid in his adventuring professim. l7I)nde'ground shills assist one in delving beneath the earth.

SbIh are purchased with points determined by multiplJing the character's IQ by 10. These paints may be used to acquire as many skills as the player wishes, although it should be kept in mind that the shills should fit the baellgmund concept and pro*

The m t fm skib vmies. Some have a set a u t while &em grant a percentage of M t y for each p i n t placed in them. A skill mst listed as "111" means that a char& has a 1% chance of suceesfdly wing the sloV for each p i n t placed in it. A talent with a mst of "V2" grants 1% in the skill for each two points placed in it, and so on. One may purthase op to 9% proficiency in any &ill, althotlgh rwme might have aqjusbnenta in a given oimmstance that ups Ihe m n t a g e to above 9%. But, regardless of the percentage, a d of 00 h y s indicates failure.

In cases where the use o f a particnlar talent takes a set amount d lime, the skill roll is always made after the requisite period has passed In making the roll, percentile dice are d e d with a result equal to or beneath the larwter ' s sM1 percentage indicating (N-SS.

Alisting ofgeneral M s followa with the= M tgpe and mst

Animal handling (T). A character with this &ill may train animals to do various tdehs andlor to obey whistle or gestimlar commands. To note succesq ZLM days must be spent teaching the animal and then a skill mil is made, dednEting 5 for each point of thc beads IQ. Failure me- the p-ss most be repeated.

cost: m

Armourer (T). Someone with this Ment keep vsriow a rmom in shape, thus avoiding the monthly upkeep mst (no skill mll necessary). Secondly, a chaxackr with amss to a forge and m a t e d may craft various sorts of metal arm- or shields for half the n d mst. in doing no, however, a skill roll must be made, deducting 3% from the chrnaoter'~~ percentage for each akqJion factor of the attire. The lime to h&im the armour equals Z w e b per ahsorption factor.

Cmt LZ'

Calligraphy (A). This skill lets the char& write in an attractive style. No skill roll is necessary unles qualitg is of the utmmt importance-for instance, when petitioning a king. In ooch eases, for each three p in t s mlled beneath the character's nldU a bonus of 1% is Imparted to the reader's r e d o n rs the letter or petition. A sLill roll also indicates a perf& copying of an vnfamW written/-ed langosge or m e .

cost: 211

Carpenter (TI. A carpenter may fzhion namal abjeds horn wmd, including cabins, and can also identify various smts of wood and trees encountered. M a l d n ~ a skill roll also conveys any relevant information -ding a given type of wmden mnsIxuction and its relative safety. I t is psi% to declare a specialty in tbi. field, fm bsbnce shipwright, which limits the talent to component parts for saiCngve~6ek.

cost: 111

Climbing (0). A Eharacter with thin skill may ascend mugh or normal, but not s m t h smf-s, as mthd in We wmdsman shill of the same name. It is othenvise ident id to the woodsman skill but for the fact no adjustments are made for Strength

Cost: V1

Combat skill slot. (T) Characters wishing more than their hegkmiw mrnht skin slois may pnrchase exka. The eost varies with We dagdfratim of the c h a r a h :

Pigatel: m points Trlobtel: 75 points Bpelloaster: 1M) points

Note that mrnht skill slots purchased by this means can only be used to gain skill with inoppmprinte weapons, or to make szmndary weapons into primary arms.

Cuunlinrs. (A). Thtn ~mpl r l .~ mod manners and gt ncr4 knowledge of lhc nrstomr ir ~uurtesy thmughonl the cnrnpaign world In pp~d21al terms one mabna a qbll rull add. 16% to rr%t~uns made by people at hqllarr, folmal introd"cti0118 and tbe me.

cmt: 211

Danger sense (T). There is nothing psychic or paranormal about this talent i t denotes only that one has heightened senses and alertness permitting him to note a sudden sound, movement, change in existing oonditions, etc The charactor may thus make a skill mll to amid being caught in a n m a l ambush. -0ming it would othe* be rnceshl. This detection in no way extends benefits to me's comrade% Also, the shill is of no use in a~dding magical ambushes sveb as aigils or runes, nor does it protect against hap.

At GM ontion. this sLUl mau also be used as a wrce~tionmll. . . c o s t * '

Artistry (A). A character with this sldu is b l e e d with a specific artistic talent of his choi~p--painting, sketching, sculpting, w m d d n g , etc. Demonology (TI. This skill imparts a working knowledge of spefic devil

Cmt: 10 (ba;dcyW (ereellentV6Mmasterful). or demon types. For game purposes, charactera who make their skill mU can reference detailed knowledge of tided devils and demon8 in '?A monster

Bhakmi th lng (T). This show experiem in using a folge to ma* metal supplements. A character maling his mll is also able to remgnize sped% de& tmls and implemente. A char-r with this skill also is familiar with the or demon lords unless they are al- their n m a i appearance. general care of h m , wagons, etc. Cost: V2

rmk 512 ~ -

Foreign (A 1. This vanable-cmt shU 410- a chroacvr to speak Blind~ipht ( A . A blm&tghW rhvaner has heightened his sm-s to the bur nor rc,dor wite, s furrkn mngu?lc w ~ h i n the heearn& world.

paint wh<rr, rven in total darknrscr if hlindrd, he may function ad~quacply. In CwL '20 (very basic w i t h rhwk aucnl); SO @nerd l la~nry wilh accent.; 50 such ci-stan-, he only &em a penalty factor d 1 to attack raUs in total rnpIe te noen&

.

darkness, none othemiae. Also, one need only make an IQ mll to know in what direction he is faeing, or how far he has moved over the worse of a turn. Furrier (TI. A fumier can skin, tan and utilize the fur of aoimals and

Copt: SO monsters. In such cases, s furrier with a pelt may later sdl it for triple its base value after workins with it (assume 206 dam of time reauired to see the "

h e r 07. A character with this slilII is familiar with the meation ofbows, finished ~rndtzct). If the shill mn is failed, the pelt is permanently I-ed in arrows, and the gear neaessary for an archer. The rate of rnmufachm for bosss value by 1% for each point mUed abwe the character's skin. eouals one oer week. or one oer month in the ease of a cornmsite bow. UD to f i ~ e rmt. IFL . .. .. - . m o w s may be fashioned M y .

cost: Ill 130

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Hearing (TI. This indicates that the character has exceptional hearing. For each two paints placed in the skill, the chamder's base hearing percentage (25% as shown in Cbap(er Five) ia bettsred by one point.

Cost: 1 bonus point per two poinis placed in the skill.

Ekrbelism (0). This skin is offen p a s s e d by witches and druids I t fnd permila the character to identify various smt. of plants and herbs he encounters, incladmgrare ones. With healing herbs, he or she may also attempt to restore ID4 pinla of Body damage on someone with a mce&ul skill roll iassume a -st of lOgd per use Stbe h a t needs to purchase healing herbs). This may be hied un a given character once per ballle, not once per wound (However, a t least 1 pohrt of Body damage will remain and must be healed normany or by magic).

Cnrt: m

Horsemanship (0). Characters may acasionally find themselves having to do same fancyriding (such as jumping a barrier, controlhg the hmse if it starts to panic, ete.1. This skill allows for that and the GM msy call for a horse-hip d l when he feels one is appropriate. If more than 20 p in t s are placed in the W. the knowledze of how to eoide a war-horse to make ita own attack is

Photo(paphic memory (TI. This powerful skill blesses the character with incredible powers of r e d . Revioualy-read text, speech, or faces on be mentally -seed at win, and the char;d~ter can immediately nuts if Ule contents of a rmm have been disturbed However, this d o g not nRessarily relieve one limo having to reference a spell bmk to memorizdchzmge spells.

CWk 180

h d & write (A). This W allows a oharacter to read and write a f e i g n Impage a t the heme level of proficiency he speaksit. (Note that characters are p r e m e d able to read and write their native language.)

Cm1: 10

Soamanship (TI. First of d , someone with this W M t get seasick! Beyond this, he is familiar with bandling ships and boala, althnogh he lacks navigation ability.

Coot: 111

Sign (A). Adventurers ofkn know thi. skill, which permits basic c o m m W o n with one who atherwise may not speak the besame langmxe. It is also d e n t which mmes in handv on m i o n . It is not the same as the hand - - ~~ ~~~ ~ - ~ ~ ~~~

sotomsncdy h o w (no akiU roU r~qrdrrd). Horsrmsnrhip alone dws no1 utllp-tiadby merchanlp pemn .:fIeoive lighting froo~ hmebact (see m‘unfedfighluys,. Cml: lb

Jeweler (TI. Characters with jeweler &ill may fnd of all note the value of gems. They are also capable of increasing the value of-h p m s by using tmls to cut them. (These tmls weigh two ihs and mst 1Wgd.) To determine sosess, a skill roll is made and for each number rolled below the chsra~te is sM1 percentage the value of an unout gem is raised by 2%. If the roll exceeds the skill peperceatagc, the gem's value decreases in like ratio.

CastVZ

Know depth and direction (U). This skiIl permila me to h o w his approximate depth and direction of barel in underground areas. Alm, a successful skiIl r o n m a l s the degree of slop the character may be traveling.

Cm8 U1

Miscellaneous (?I. A miscellaneous skill is one mated by the player with GM approval. The oopt is also set by the GM, who should fu a low price for i n n o m o ~ talents and raise it for helpful one.

Cast: V-1e

&anted fighting (0). Fighting or spellcasting from horseback is somewhat of an art. Those without this sldll s e e r an attack roll penalty of 2, while unskilled ohm- oastinx spells fmm a m e horse must make a Luck roll to determine suapss. Note, however, that spe~eas.&ng horn a moving horse is impassible if the spell requires manual dexterity. The W l also confers knowledge dhow toguide a warhmss to make its awn attach

C& 10

Mwidanship (A). Charaders wishing the talent to play a m e s i d instmment mav select one existine within the world hkdertul . - pmfinency with a given i n s h e n t is nffessary to perform spen-wmgs or to lnvake the power ofmagical inahmenis. (Ofcomee, though, only bards or male M e s are able to invoke the power ofspeII-songs.)

Cost; 10 W c ) / 2 6 (exceUentY50 (masterm).

Natore lore (0). This skill permits a roll to be made when the character s e e b general information pertaining to the outdms--such as what sort of normal animal made a particular set of backs: distinguishing an edible mushroom fmm a W t m 1 ; remgnieing a bsaver lodge f a what it is; knowing that wolves lair in dens, etc.

Cost: 2/1

Navigation (0). This isn't limited to thp sea alone, but may also be used upon dry.land. It relies on the charaetds notillg his geneml W o n on a map by using the rrrm and stars. Wxthmt navigational tmls. the h c t d s skin perrrntage is halved.

Cast: liZ

Outdoor (or Undegmund) survival (0 or U). This permits a character to locate enough natmal faod staples to nourish him on a particular day. Wlth s successful roll. adequate food and water is f w d in an area that otherwise offers no visible means of nuIxition. T h e taking this as an rrnde~round skin are limited to using the talent within saves, mines, etc. Staple therein usually consist of edible rwts, fungi, etc

Cost: 111 1

Sleight of hand (T). This shill indicates that the character has exceptional manual dexterity with his hands. Things such as card trieb, palming small objects, switching drinks, surrepti lhdy dropping a poison tablet into a goblet and the like are permhsible. althmgh the skill never snbstitotes for talent4 such aspickxkting. A successful ski11 roll also permits one to work his hands free if they are tied, rather than manacled.

cost: lil

Stone mason (Ul. As withm'perrlersldll, hut the factors apply to stone and stone work

Cast! 111

Swlmmlng (0). Even so little as five p in t s within this &ill permit a character to dogpaddle amoas a calm body of water while tow a lipht load without need of rolling dice. M m difiicnlt tests of one's ability require a skin roll, applying a pnalty factm of 1 for each pound of geaz a t m e the swimmer's light I d rating. ht: Vl

Tailor (T). A c b t e r with this skill can fashion articles of clothing. A successful skill dl c m also A r t one to the nature of a magic garment without need of doludnn it, nnlese the item is indistinmisbbk from others of different - function.

Cost: In

Tracking (0). T k duplicates the wmdsmsds W with the fanowing exceptions IQ adjasbnents do not apply, and if the t r a c k loses the trail, be cannot regain it.

cwt: In

Tao-handed fighting (T). This highly s p e c i d i d shll -its a character to flght with a weapon in each hand, neither of which be longer tban 30". Of mutse, shield oae when handling tva w e q m s is impassible, as is spencasfing requiring manual dexterity. Regardlea. of the number of erha attach a character is dowed in the twn, he never makes mme then one attack for the off-hand weapon (assume SOB chance the off-handis Uleleflone, unless the GM dow9 the player Lo eb- whether the character is right- or lefthnoded).

Cost: 1 W

Should IQ be lost, 10 pointa are deducted from skilk known for each lost point. Thk las is spread out as evenly as possible, although s k i b with a set cost are d e c t e d until all variable-& sh%s are lost. In the same way. IQ betters skiIl percentsges in like ratio as even?" as P.=sibk

Ih-asing skill la-ntanes I If the GM allows characters to better their skills, the methad of doing so is

to i m c ~ general skillg by D6% with each level gained, to a maximom of %%. Mession skills are bettered by their own farmulael

Page 138: Quest of the Ancients

Equipment All adventurers start with the clothes rm their back. boots, a non-magical

weapon of their choice. a spell, song or prayer bmk lifthe character uses magic), and 1W ounces of gold to purchase other equipment There are various sorts of coinage in Islay (see Table 18). GMs wishing to flavor the game may give out keas- in different coins This can be a bmkkeping chore, however. So when all is paid and done, whatreally counts is the weight of the metal For optimum simplicity, then. most coins can be presumed to weigh an oonce, and the exchange rate based upon a dedmal system as shown below.

The lowest minted coin is a bmnze piece, worth about 10 cents in o m money.

10 h n z e = I silvrr piece about a dollar in oor money,. 10 vilrcr pieces = I gold pil,ce tabout 10 dollam in our money,. I l l gold pi-= 1 platinum p i e laboll1 IW doll-in our money,. The general abbreviations used for wins is as foflows: Bmnre: bz Silver: ra Gold: d Platinum: pm

O n w u n n dver mius usually are the size of a a v e r dollar. Gold m i n s typically are the size of a fltty-cent piece.

Coinage of other metats generally crisis only between merchant guilds, who mint their own pkens representing an amount of metal deposited within a guild beasmy that is redeemable upon the token's presentation. This system was instituted by Freepart's pow& Guild of Busbe88 & Commem and taday is widely used throughout Inlay by its branches.

Table l&Coi- of Islay (Optional table) Coun tm Coin metal Coin reieht Coin name i Andor (as determined bv the GM) I

ll4 ounce Silver 1 ounce

1 ounce Talent Platin- V&Ie -talents

A s h m i Silver 1 m c e Dellendryn Gold l ounce B W t I

Avalon Bmnze 1 ovnse Earth piece %er 1 ounce Half-moon Silver 2 m c p a Mom Gold 1 O I I ~ C P Snn

Rwport Bmnm Mark lbmnre ma&) 10 mksfsilrer mark) I zF !E 1 100 mark (gdd mark)

Ratinum 1 m e e 1.m mark. (platinum mmk1

I Hoclarath Bmnze 1 ounce Measlye Silver 1- Standard

I Gold 1 ounce Talent

b l l a Bronze 1 ounce As Silver 1 ounce Denarius Gold 1 m e e Seaterse

Na-A1 Silver 1 o m Hammer Gold 1 ounce Cmwn

8ervia Bronze 1 ounce Ruble Sam 1 me 10 mes Gold 1 mnee I00 rubles Platinum 1 o u n a 1.000 rubles

T o m n c i a Bmnm 1- Pence Silver lovnce ShVling Gold 1 ounce Lb- Gold 5 ounces Sovereip

Many lagt cities require cash for goads or senices be rendered in the 1-1 Cdn of the Realm. The usual rate of exchange fmm moneychangers is 5510%. In Freeport. however, the Guild of Budness & Commerce makes i t a practice to ~ h q e but a 3% rate of exchange for any smt of continent.d coin*

Following is a partial b t of eqaipment charactera may pmehase. It should be noted that the listed weight mnsiders not only actual weight but tbe bulkiness of the item as well. Th-. some things mighl actually weigh mure or less than listed but becaw of their bulk or lack thereof are tagged with a functional weight

Page 139: Quest of the Ancients

20 gd Holds 16 ounces: does 2D6 points of damage ton target k t is subject to mw &sorption. Does mot harm metal.

2 gd Holds up to 75 lbe of gem. 20 gd Holds up to 60 lbs of gear. I gd Enough to bandage 10 B d y p h t s of damage for one c-r.

Bwts (hard leather) 4 1bs 6 gd These provide a banus factor of 1 to Con mlls vs poison delivered by leg bites. But one cannot move quietly in them.

I gd Holds megBnon. m g d Includes an tmls nece- fordetmpping, loekpiekins, climbing (including =climbing h d ) . After

ls t level, buglard tmls ran only be purchased from a cutpurse or assassins guild I gd Sheds dim light in 20'radius: burns up to four hours.

lo gd Size equals 2'1 1' r 1'; holds up to 3w o m s of coins. 1 gd This item is &n used by w e e n and others as alight grapple. I t holds up ta 8W lbs and has a

2Wb chance of catching onto a h d y p m p c t i o n u p to 20' abwe the thrower. This may be tried once each two phases.

8 gd Counts as warm clothes 4gd

If a character wank a @cnLv garment, the GM sets the weight and price. If nmmal, assume a price between 1-10 sr. The price isinneased tenfold fa. quality garments.

4 gd One set of clothing worn, excluding armom, is not mnsidered in the weight factor carried by the character.

6 gd Failure to wear warm clothingin temperatmerbelow 40 d-s Fahrenheit penalizes Agility by 1D4 points!

2 gd Aids in climbing. I gd Needed for various spells and for emrdsm.

20 gd Needed for dispise sBitl. 1 gd Holds eight ounces of liquid (weighs double when filled).

2 gd This holds up to 600 lbs and has a W?i ohance of catehing onto a handy projection up to 35 above the thrower. This maybe tried once each three phases.

I gd Often used with spikes for climbing. Inflict. ID4 points of damage if used as =weapon. lOgd Used for herbzliam and -me healing spells. 30gd Holds f m wn-; -d as spell ingredient logd Holds f m mnees: &a 2D6 points of damage to undead and Nether creatmes when splashed on

them. logd Runsforonehm. 2Ogd H8FlW6"~4"pges . 5gd Holds live gallons (1.280 om-) of liquid: weighs 40 lbs when full. 1 gd Hakla 40 lbs of gear. 3 gd Shedslight in W radim+ bmns fa. 2 hours per oil flask used. I gd+ Includes baWe with 16 ounces of mead, ammal or pumpkin beer, ek.--excluding fine liqueurs. 15 gd Optional portion ofburglad tmlLit Al10wsdetmpping and lockpicking. Only available fmm

mtpurae m -119 goild after kt 1-el. I gd Used to keep metal arm- from rusting. Includes amonthb supply. 5 gd Usable for signalling, peeking m o o d m m m s , etc Insufficient to reflect gaze st tscb.

ngedinstmment. Reat as mandolin for purposes of capting spell-songs.

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10 gd H d - h e l d strinped insLrument 2 gd Wmdinstnrmsnt.

Hand-harp, eben 25 gd This unique i n s b e n t i s a mnch-shaped device that m p over the hand. Three lingers then pluck its sewn s t h p , making an unusual tintliDg melody.

2Ogd Hand-held stringed imtmment SO gd Stringsd insbment. 20gd Shingedinstrument 20 gd Sidngedinstrument, 2 gd Sweet potabshaped wind instmment. 25 gd Stringed insLrumenS smaller version of a lute. 2 gd Elute-& wiadinstmment. 2 gd Elute-like wind instrument. 20 gd Sttinged instrument 25gd 8- instrument. 2Ogd Stnhged i n s b e n t

100 gd Indudes cmn- sextant, ek. but not a chronometer. An hourglass iagenerdiy esed fm this P'=P=.

Net (gladiatarial) lOgd Nefded for nel uee ah11 2 gd Holds 16 ovncea of oil. I&& 2D6 points of dam* if ased as mobtas arktail.

Papyrue (20 leaves1 Parchment (10 leaves) Pen (d) & ink vial 3 & om inkvial is enovgh for 10 pages of writing or the mpying of three spens. Kpe (for smokiw) 5 sr

3gd Fmmoking. 1 gd Holde five lb d small mate*. 1 gd Holds M1 nmcesofsoine If duckin boot to hinder pkkpxketi49, no more tban 10 o w e s o f d m

may be held within. Ratioaa, miscellaneous Charade18 wanting a prlieular sort of fmd or herb can obtain it a t a mst Cued by the GM (1-8 sr if

annmonl. Rations, normal (day's1 3 sr These masist of--perishable vegetables, toasted h a 4 m o h d meat, d 16 -tea of water.

Without water, weight is about- lb (16 ounces). Nmmalratiats last up to e v e n days. Batioas, trail (day's1 1 112 1bs 1 gd These mosiptofjerky, dried h i t , nuts, and 16 om- ofwater. Without water, weight is about one-

halflb(eight ouncea). Rail rations last up Lu 50 dap a 0 fm plupases of nohition one ounce is heated as if it wen two ounces of n a m a l r a t i m

W gd Has working strength of 1,OW lbra Fm each 20 lbs above t16s tbe rope must hold, there is a 1% cumulative cbanoe of its breaking.

10 ms 4 gd Has working strength d500h For each 10 l b above this the rope must hold, there is a 1% ~ m u h t i v e chance of its breaking.

I n Holds 500 ounces of mins or 50lbs of small items. 1 gd Holds 3 W ounces o f d m or 301bs of small items. lOgd Often used for weighingcoinwe. 1 gd Watsrpmot Holde two s01oIls m 20 leaves of papyrus. 1 gd Includea needles. thread, pkhes

I gd Small (36") porbble &-I, 50 gd H O I ~ up to 20 ~p&. l0gd Waterpmof. S a Usedinclimbing. lOgd Comas embmidered with chamckfs a e s t m symbal.

Tent (two-man) 4gd Waterprct Tent (two-man e h n ) 4Ogd Wakpoof . Tent (four-man) 10 gd Waterproof. Tent (fom-man elven) lWgd Waterpmf.

1 gd T h lD4 phases to light a flame. 3 sr Sbedslightin 50' radius andbums fm 30 minutea Does ID8 points of damage if used as weapon. I gd Thialight, ninja-like Wt can aid in usm&ment skill within shadowed areas, andmmer

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Fur quick outfitting, a suggested list of eqoipment is offered below -

Equiv. Item bulk Cost

Backpack inormall 5 1 b 2 Ed Bandages l m 1 Pa Bedroll 5 Ibs 2 9a Climbing hmk 2 Ibs 4 d Clothes (8- W-1 5 1bs 4 @ Holy water WZ lb 10 €9 Oil f lak (molotml 2 1bs 2 pa Wrehment (10 leaves, 1 a 5 gd Pen & ink vial If2 lb

1 m sgd

PUM 1 pa Rations. h d 17 days1 1OV2lb 7gd Rope (50' normall 5 lb Saek I lb 1 gd Tinderbox I lb 1 gd S torches 6 mS 9,

Total 48 vZ lbs 45.9 ed

Armour also absmbs Body damage inflicted by missile weapons and wsossin blowrArmour never w e t s against Body demage intlicted by magic spells unless the s p l l description spcifically states that i t does One reasan far this is that to do othenvise would constantly result in maLing resistance rolls to see if the armour is destroyed. This would quickly be a frmtmtion to smmth play. and so in mast cases a person's armom is presumed to survive magical athcks. althongh the m t for this is non-absorption of magical damage.

At GM discretion, armour, excluding bracer% win absorb damage fmm breath attacks.

It should be noted that armom with an AR of 3 or less p r o k t mostly the upper body. while thme rated 4 a higher mver one from head to f m t Also. an appropriate helm m e a with a set of armour apart fram doth a a jerkin. If not worn. the absorption potential is leasened by 1.

Opfianol gome variant: A group may think that m o o r ehmld absorb any damage dming melee -bat and not merely Body damage. Thb may retard Stamina point kss beyond a mmfortabk IeveL but is a permissible option. Fmther, a GM unmmfortable with the thaught of certain iumo- absorbing d l -iIe harm of weapons with a low damage W n t i a l (such as daggers) may m l e that a rueceuful body hit a lwap does at least 1 point of damage regadless of any armour sbsorptiDn.

Optional game mrianL. Some games abandon the idea of armom absrbiw any sort ofdamag~ in famr ofa system whereby the benefit is instead realized by ik improving one's -our raliw. If the p o p prefers this mDeep2 0 b e s the 'worst" base AIt, and tbs abso+on ate- instead &odd be t h to reflect I* &ield. I a ban- him to the weem's m o o r rating. Using this system, a knight in fan plate m o m d d have an a r m m rating seven step better than that of an ~ ~ n m o m e d witch ( a h AR of W-7), in other wads). He wmld not receive the benefit oldemage absorption, however. Magk braceR d fonetion likewise. Also, ski% that are penalized by the wearing ofamtom w d d be atfeoted by the bass number of steps the at&e a l h the annoor rating. Finally, manstere should be given an A8 bonus of 6 if this system is employed

The pmpcs~ of armour is to pmteet the body. In donning armour, however, one's freedom of movement is restricted horn the weight a n h bulkiness of the attire. This is reflected in thearmour d n g factor, or AR. A base arm- rating of 0 represents no armom. while from 1 to 5 are m e t 3 vsrha armour Cyp.. (The higher the -om rating, by the way, the easier i t is to strih the character, h t the more damage the armour abporbs) A@ity and shields 8. benefuially adjmt one's armom rating, offsetling some or all of an armour rating pnalty.

The benefit of map is that it oan absorb one a more Fady poink of dam- a m i ~ h t athewise s d e r in mmbat Tlds tuoany mmes into effect when a chamcter has used up his Stamina points SDbseqoent hits, as noted in the mmbat section. inflict Bady damage. Tbe number shown in the obso'ption m l u n . however. shows how much of this damage the armour wi l l absorb and eaacel m t on each separate hit Example: a character with two Stamina points is a t l i d in a j a b and strosL by a swmd intlictiag three p in t s of damage. The k t two points use up his remaining Stamina point.. leaving one point that a d d otherwise be deducted from the Body points The armour absorption now mmes into play. and we note that a jerkin can abpmb 1 p i n t of damage. The charader therefore suffers no I- of Body points. Had the sword inflicted 5 points of damage. 2 points of Body damage w d d have gotten through.

I

Eqdv. b Armow tyw boll ummRtin~ A-on tAd

None -- 0 0 - Bracers* 4 l b 0 1 2 gd Cloth or jerkin 6 l b 1 1 10 @ L e a t b p r , d ehainmdar . . g- arm-

10 lbs 1 2 2a pa Chainma1 shirt 16 its 2 3 gd Legionnaire plate 25b Y 4 40 ga Chainmail (M 46b 4 6 so d snit) partial late 55 uJ3 6 B 75 gd FUn plate 6 5 l b 5 7 6Gu

ga

Gamtleb 4 1 b 5 gd (These are heated as br- Ln* for ppmposes of hand-&hand m h a t l

* Bracers are a unique pa- -3esi.e that slip oser the farearm=.. When one a d f m a melee blow Rom a enemv. the wearer. so lone sr he makes a n Agiiity roll, may dedact 1 point of &damage he mightathawise M e = . (Optionally. the GM may albw the inventing of a bmaer w sldll f a thar mith low Agiiity ra-) Anyone, indadlug spellcasters, may mse braem, although they me of no -x+e if other armom is warn, or if a shield is emplved. Should both ccem in the same phase, the act of parrying inimmpk spellcwtiw if Ule GM presumes m a n d dexterity is a requirement Non-magial bnoas also break if the mer mlls a nahnal20.

The time reauired to don armom ow minute. + m e minute cer p~ ~

nbrpt ion factor of the attire. The h e nc- Lo e s s d y remove it is hall laLl. n onethird if the inlent is jpsl to s h d lhe gear.

Note that the armom eqoivdent bdk is halved fa small vL- ap- for dwarves, gnomes, ete.

Page 142: Quest of the Ancients

I S m d Medium

~~ 4Eq&mmt

Axe (handi 3 1bs 2-5(D4+1) 5gd 1 6 Axe (tw-handed hMe1 12 mS 2-9 (DBtl) 9gd 36" Ball &chain (see M e d -) Brass knuckles 2 Ibs 1-8 (D3) 3gd 4" When pun*, an ioflid mmbmrbable Body damage (ser

Chapter Sir). Dagger 2 1bs 1-4 (D4) 4gd 8' Hammer 6 lbs 1-4(D4) l e d 14"

Arm- doesn't k t fmver and periodically needs repix. However, i t does nothiag to b e t t e ~ a game by impwingrecord keeping of how mmch damage one's ~ O I V takes. The simplest means of hading tbe sobjest is to require that an advenblrer nee an armourer each month and pay an mpteep cost to cover minm repaim. The cost equals one ounce d gold per *tion factor of the armour (sewn ounces, for example, in the case of Pan plate srmour). Failure to pay the

Kick Mace Mace Wailed) Practim weapon

l a n e (heavy)

Laaa Oigbt)

mnch Sharpening atone

Sickle spear Staff(0ak)

Eqoiv. AR Shield S ~ E O bdk bonus Cost Spedalnoh

Small (indode lbs hcLIW)

1 6 pa

Medimn 15 Ibs 2 l2 gd im usable if mounted

Swords- Bastard Bmdswmd Gladius Pbleswmd

cost deducts one abamptim fadm from the swm. This penalty is cpmolative LEW 20 1 b 3 18 gd The All bonu rateggory reveals the extent that a charscter with a shield

if double. n+ - Mng the lmvers his armour rating w p h p i d attacks A kt level rogue, f a example, haa

a base armour rating of 4 when in a n m a i l . If using a large shield, his m o m Note that a cbarsctrr with ormourer shill can urnavoid tbe monthh. *keep rating is lowered by three steps, efPsetirely making him AR 1.

m t TheGM may insist he have access to twls and perhaps afmpa, however. As people aredt fmmn in time during melee, the bonuses imparted with shield usage (and Wty) sue never last regardless of how many ntkzkem are

ae& mp one to away and thus they me.s b a t t l i i the char-- long as he known he is being athcked and bia w. A gendy is conshucted of plated over a wden base, mov*ment is - m d ! bonus is granted in e t a a l L h q h they can also be made of w e d m even leather. I n meh cases, the would be far in p d a-y game

-dent mhis halved, but tbc is -ed upn an s t t a o ~ r ~ s muing =aesta GMs who believe that a shield should be against a hack aide

a nahnal 1 with a melee we-. Shields also come in dl shapes but fm attackshouldLeepthisinmind' shpEEity are broken downinto three ins. In a pinch shields can be wed to bash an enemy. DetaOs ffillow.

8hield size Penalty to d h c k mll Damape done

. . - .. 1 point .. .. 8 1be l-S(D8) Sgd 20" 10 lbs ZS(ZD4) 8gd 30" -- lbs - .. gd ..

1 point .. - .. l g d 6"

2 Ibs 1-4@4) 4gd 15" 6 lb W ( W 1 ) 5gd 60" 10 ibs 26(M+l) 5 g d 60"

Can intliet uhabeabsbk Body damage (see Chapter Six). I M c e weapons are made of w m b They m d l y rrre blunt ta v e n t damage, but s few &enbmem pack a l q wooden weaprms fm use against unique memres In & oases, a penalty factor of 1 is d damage mlla. The mst fm practice weapons is half tbat of a real weapon of similar type. A mounted lance atBeL an h l y be devastating. However, retention of the lane im't always possible. After making a aucceanful strilre, a h & m l l muat be made to indieate the h c e hasn't b m h . Knights gain a bonus faetm of 1 to the mn fm each level ofslin. U d by -k horsemen and sarscenn, a LueLmn must again be made to retain use of the lance. However, the main dsL to the wielder is not that the lance bre- h t that it mncbss free dulngthe hit. Cossacks apply a bonus factor dl to Ule mll f a each level of shill. Can inflict vnabmbable lludy damage (see Chapter Su, Rlrded weapons rhat am not sharpened wrcUy lose one porn1 I kom their damage potential! I Can be osed as missile weapon. Comes w e d if player wants Fm 20 gd mme, can be q p e d with dddr. I

?Us S-8(D6+2) 8gd 36 Two hands are needed to wield this sword. 6 1bs 1.808) 8gd SO' 3 1bs I.B(D6) 6gd 22' 6 1bs 2-7(D6+1) 7gd €0" This Arwinian weapon conaiste of a 20" blade mounted upon a

86" shaft, Two hands are Deeded to wield it. and it gn be used

Page 143: Quest of the Ancients

[Weapons (melee) Contd. I I i

Rapier S lb 2-7(D6+1) 7gd 36' This new weapon is p-g to be popular lor iB light weight and good damage potential. However, pmpr uae of it fmhids a shield, bracers, m inmnn with an AR of 4 or higher. I t is also useless againat someone in armour with an AR of4 a higher.

Sdmitar 4 Ibs 1-6 (D6) 6gd 30" Srimitar (two-banded) 10 lb 2 - 8 ( 2 ~ 4 ) 8gd 40" Shortsword 1- ghlius) %*handed greatsword 12 lbs S-lO(DS+Z) lOgd 48" This arm reqoires a Iff area to pmprly employ. Thug, no

comrades may E@t within S to either side of the wielder. Mdent 6 1bs 26(D4+1) 6gd 48" Can be used as d e weapon. Whir, 3 lbs 1-4 (D4) 4 fi 84"

Note that weapom can be &ered f m f m times nmmal cast. Also, awmds come with backor belt seabbrds a s a d . Daggers mme with belt or boat scabbards.

Note that the following missile weapons, beeam of their speed of Lrs~el and difficulty in defense, intlid Body damage on a successful hit. However, missile reapom are unusable against opponents who are engaged in melee with the attach. Unless noted oth&, missile weapons not listed-including rock. hurled by a iantintlict n-al S h i m damwe.

&"is. h a Damwe Cost l e n g t h Ranee Miss fador

Are, hand (balanced) Slb ZS(D4rl) 25gd 16" 20' A Ballista (light) 50b 4 2 4 (4D6) 126gd S 400 B W s t a (heavy) 1 636(6D6) 180gd 10' MK)' B

Note that ballistee are used mastly by military f- Banish bolt (small) 20 lbs .. 10 gd 8' .. .. Ballista bolt (large) 40k .. 20 gd 6' .. - Blowgun 1 lb None l g d 18" 25 A

Note this weapon c a w s no dsmsge save fortbat ofany poisrm u p the dart. Blowgun dart 114 lb -- l m 3" - -

Bows should require s p e d ban6bg, for they m e in dl dzes and poundages. For practical game pu-5, however, i t is presumed that dl bows have a base range. But in addition to the number shown, Iff is added to the effective range for each Shengb point of the character. Thus, a 16 Strength woodsman fning a normal r-ed bow adjast, the range horn 200' to aBO' before applying any miss factors. Shength adjustment. do not apply to damage mils when wing bows, althwh they do to hmled w e a m AU bows llre usable within dungeon settings unless space is so limited that the character must mmch. Note that rrosrboras, beca- they are mmhemome to met and load, can only be tired once per combat phase, regmdles of the a t k h j s normal number ofatbdm per hyn. Also, when a aatmal mU of30 mmes up when aring a bow or -bow, the string or thong break.% Bows-.

Remmed 4 1 b 1-6 lD6) lZgd 48" 2 ~ ' B Recwedmmposite 61bs 1-6(D6) 24gd 48" 3 W' B bngbow 3 lbs 27(D6+1) 14gd 70" 400' B Longboa mmpopite 4 1 b %7(D6+1) 28gd 70" 5W' B

Bowstrings 120) 1 lh - I @ V M e - - Arrow (ram- pierdng) UZ lb Special 1 s 30" - ..

Note this stobby-tipped m w di-unts the ahzaption of all metallic armo- However, i t in&bbut 1D2 poinbof damage re@es of the bow w d . Arrow (normal) 1Rlb - ST 30" .. .. h w ( & p e r - t i e ) UZlh -- 1 gd 30" .. .. Arrow (whistler) YZlb - 2 gd 30" .. ..

Note thiaanms is carved in such a way that when in fight it emit. a ahdl whiaWe that is often used for -. Once fired, arrows and mossbow bolts are not reusable unlessa repair spell is-d upon them.

Side *er 3mS 3 gd 28" (Holds 10 arrows.) Back W e r 6 Ibs 6 gd 28" (Holds 20 armws: preyenis wearing

I of backpack.) Catapult s w b ~ 1 6 D 6 ) l m g d 10' 300' B

Note this weapon inflict. damage upon all within a Iff square. When M a t a s p d h c b p t area, there is hut a 25% chance the ammo will hit the intended muare. I C k b w (heavy) Cmsrbow (light) cmssbow bolt Crmbow bolt (dyer-tip) Belt quiver Crossbow thongs (10) Dsgger (balanced) Dart Belt pack

Polesword Sling Sling bullet S p a r

30" 5W' B 24' 4x7 B 12' - - 12" -

10" (Holds 10 boltn) " d l e .. ..

8. 2ff A 6" 40 A

6" IHol&B dm&.)

60- 20' A 36- M A 3- - .. 60' 30' A 1 Trident

. 6lbs 2-6(D4+l) S a d 48" 20' A I

Note: Ths ntionsle behind m i u i raspon. inflicting Badg damsee is rtmng and well reasoned. Hoarslr, GWI mag erpMm imbalme if stmug PCs mwtantly resort to daggers or dartah agukkLill. Iftbi. a t u t . making it tno 'ew ' for the playerr, the GM may diamunt aStxngth bonw tn hurlednnpom, or eke mle that hurled weapons imxct only Stlmina damage.

Page 144: Quest of the Ancients

h o u r mting. Self-cxpIsnatory. Movement mte. The fnsl category shows la&! movement per phase. The

semnd is the animal's movement per phase if tmliing. and the third i n the base dairy travel rate in miles. The GM may halve these rates over much terrain a quarter them in the case of uery rough tmnin. Note that the sped of a hasp in a M chame eouals 10 b e . its bee movement rate. Mmement rates roe

When a missile ex=& its effective mange, there is a cbnnoe i t win miss, even if the attackmn is wraeaaful as shown below.

Mias foefop A. Fm each S beyond the weaPPaPPs -. Ulere is a 5% mmuiativc chance the sbot vlll mii . rcprdlrza of ibc atta=<mll. .Mb factor B. Yw each 10' beyond the r e a p ' s rangp, there is a 5%

a m d a d r e ch- the shot will miss. 4th a m k roU

pidins beasts I

-~ ~-~~~~~~ ~

halvcd if the beast carties mom Lhan Uuee-qwu.rs the weight it is capable of hearing. Cnshod h- -no1 h v e l over u e n mugh terrain for mom than fuur h m a day without te-their hmes .

Level. This n-nts how many Dl08 an rolled to germate the ham's Stamina points.

BPISP mtio. If the DM chooses not to are a mmbined Bodyffitsmina point rating (see Chapter Ten), this figure shows how many of the h0m.s indicated Stamina points are to be conridered Barn/ points. A medium warhorse. for example, ha. a BPffiP ralio of 46. This means that 4 of each 5 of its normal Stamina points are artuany Body points More specifically, a 10 Stamina point mediom warhorse moldhave exgtly 16 Lkdy points and 4 Stamina points.

h e w e alal. This is the osaal range of the h-b stsb A &aft hmse. for example, w d be mnsided to have stat. of 17 for p- of resistance a atat mb. (But note the next seaion!) Becane A p m c e m d Charm play no par( in -bat, they rm nut considered. Aa with other monsters. hnscs are presomed to have a Luck rating of 6.

special sfar. This eatsgmy ia for espgially high or low stars a be& might have. The same draft h m , while it might be misidered to bave a 17 Shength or Con. 6a. an average Agility and IQ ofbut 6!

Attocku. This represents the number w d sort of aUaclo a hmse hau. (All h-s. it sho~lld he noted. can bite for a wint of d a m e . althou~h this is ~. ~ ~~~ ~

o s d l y fm leg when the &is diqdeIL&d with him.) Note that horsemans@ or mounted tighting skill is r e q d d to snide warhorse to a t w k when and whom the rider d e ~

Dm#. Thi. shows how much damage the home inflict3 with hb attach Ethic. This shows the zeneral ethicsofthe horse. Normalanimal.. i t wiU bp -

rrcatled have Indeterminate ethifl ~~~ - - ~ ~ ~ - p p ~ ~ ~ ~

Qtp. Illlis reveal. the sire ofthe h a . Corqiag copaeity. llda i. how many p u n & of weight the hone can carry

per Stamina pointit-tly has. The @me is -%the h- is hitched to uut, wagOD or lit&. This halves its speed, hnn.

Cart. The mrt ofthe h-, p r Stamina point.

- - - In all o w e , a formula baed on the "Stamina points* ot a horse -- - a --, - achmlly~onalders a combined total ofboth Body and Stamina points.

Often, an adventmer's m a t useful companion is his hnse. Detslls follow on the east and stab for vari0u.i horses, along with an explanation of the outline "4~d

Non-warhmsebthat is. those untrained to attack on command--cost one-qoarter of the listed price

Page 145: Quest of the Ancients

* This rig &wa the bmse to be ened as a pack beast, bearing up to its maximum carrying capacity in e-ent

Smell items such as bridles, h- U e and brvsbes to graom the animal m e with it when the animalis pmchased

-!Fm- Equiptmt

(se~i- I Charwtem dten need services.-food and lodging. blsElsmithimg, etc.

&,,'loe Cost

BMssmith (to gmom and stable bolse) 1 gd (to shoe horse) 4 gd

Ld+g (average inn) 2 gdhight or 10 gdhveek

Ld@g Cgxd inn) sgdbightor1.5 m e e k

Meal (average) 5 s Meal (WB) 1 gd Retainer Spnial.

Chanrctrrs may want to hire assistauk As a general rule, retainers wi l l anly take senice with those of higher sbi lev& Simple aenanbomks, maids, ek-can be had fm 10 gd weekly. Bpdal ias , such as an me- to watch mer the character's h d s , m a bodyguard, cart much mae. The d rate of hire is 20 gd per week, multiplied by the retainer's nhll level. U d y , ooch hireling6 win not = m e to the extent denterlnga dungeon or ping overland on a quest An exception is a knights qdMs). T h e will not anxiously enter dnngeam but will guard hmsea and the like, although i t is expeded that the knight-to illustrate his genemsity-will pay W l e normal wages, along with an mcasional tip! If the DM roles that retainers otherwise will l o b w their master an an adventme, the ldreling will certainly erpet an equal sham of treasure!

I t i s permissible to play a rearetainrr as a bash-up character if the DM will anow it.

Alao, the &her level a retainer is, the mun likely he rn she may want to depart and make their o m nay in the world.

Retainers have a base loyalty of 1Wo +/- their master's Charm adjurrtmenk Thb figure is increased faor-fold if the retainer is treated m paid wen. I t is quartered if the retainer is mishated or cheated. Them may be acasions that the DM makes a die mll against a retainer's loyalty!

Note that retainers are distinctly Werent from the fdlowexs that some characters automatically acquire upon rearhing certain nhll levels.

Slave See below. Throughout Islay, &very is officially sanctioned in hot two

nations-Arwin and h I l a It is t o l d maot other pl- to the extent that the law will not interfere in a mask's having a slaslae travel with him. In Avabn and the Elflands, howe~er, slaves may obtain sanctuary. The cast is typidb 1Nl gd per stat point mmt a m o p i a t e to the slave's function.

A r m w ( c k ) 150gd ipoints

Armom (plate) 200gd 5points

Cart (2-wheeled) 50gd Hitcbingharness Sgd Rations (daily 5 sr horse) These consist of a special mix- of -centrated grain and grass.

Suggested d for some of these follow.

Page 146: Quest of the Ancients

Adventuring for the sake of excitement and new experiences is the meat and drink of most characters, other rewards being incidental. Within the scheme of t W . Adventure has several elements to it. the maat important of whicb is

... The old peasant hod finished speokiw. Now his eye^ pleadingly smnned the foaea o f thme about the mrn , seeking to know who might help. Mast lmked o m y , nhrrning to their own hsinees.

"kndi t s , say you?" The voice mm fmm one of the fao who yet faced peasant's way. AltiAmred in the ehainrnail of a Toneneian hi&( he flexed his firt and p m h d his h n k d away. 7 will go to your uilhge, old man,'' the youth soid " tam Sir Colin Bmiford, and my sword doth euer stond ready to do &ftk with bondit scum--ifsuchsklh mithin the hillapnder."

"Thq do," added added blue-mhed woman sitting to one side, her only mmponton o large hloek dog obedediently lnying at her feet. h k n g ot no one, she stared out a windom toward the hills the inn. " I s e m theirpresence."

With o look ofpuzlPment upon herface, o puag ellwornon standin# m z d y squinted ond meked her h a d to one side in the m n e r of her people Lohen they orep-led 'Why loould &&its want to &ha oillogel" she finally oak&.

"Are you just w t ofthe cmdle, girl?AtfmYng uillages ia whot hndi t s do.' The reply am from o gount l ipme mh& heod to foe in b h k , his hands wmpped oborrt o gwrled woodDn staffwhose skull-shop& silwr cap larp nuve than o passing resemblam to the skeletal feohues of his omn hairless cmnium. ,'I am Mophisto," he mntinued with o no4 "a humhk..priest. It will be my pleosure to... aid yoursbvggle ofoppmsion ogoinst these hndi tp"

"Z'm F e w " the elf chimed in, "a priestess ofDellendry11 from Erin's Oote. Who are you =priest ol: Mephisto.'she osked innocently.

Mephirto cleared his thnmt and looked t o w d thepewant '"Your u i l l o p is, you soy, three hoarst wolk from here," he spok, avoiding the el fs query. "And these bond;&, mhieh oa 1-11 have p luRded o mmuon or two lotely os well, basD within the muntoins to the west of the ualleyl"

'Xye, they do," answered the ~ n l . Their lpodrr mlk himself Redbeard, may the gods pm him. 'Tis soid he and his pack of m l w s lair in o m p n ."ma...A.r. I" +A. .r.osl ,I

mmple , might go thmugh a number of adventures as tbey wander about the world pioking op a lead here, a map there, etc.

Next, the GM should make a detailed campaign map of the quest area, noting landmarks, suggested encounter spots, e t r With respect to encounters, there are two amts: set encounters and mndom enmlmters. Set enmontere are designed by the GM to arm at a predekmined piace in a set manner. Random encounters can happen anywhere. U d y , the GM will generate a list of paaible random encounters. To note if one occnrs, he mi typically d a D6 each horn of the gmup's travel (or as the gmop e n b a new hex on his map), with a mll d 1 indicawsnch an oeourrence.

Third, consider the relative strength of the adventuring fellowhip and stcck the area with a p p m m t e denieeng ndingtheir locations on the campaign map. Keep in mind that encounters s h o d be tailored to thestyle of campaign play. If the garners avoid mleplay in favor of the sheer pleasum of mm% bare enemies ambush them and s h d a fight with a new twist rather than mme out for a seasion of bmgaining and n e g o i k t h +hat won't be appreciated. In the same way, garners heavrly into roleplay ahonld be given the opportunity f a interaction with potential friends and enemies, rather than having mi* combat f d upon them without other options.

Fomth. anticipate the cbmcters' rereactions and game plan. m i n g a dmgerms forest to weahen the party before they reach a neermaaner's -We, a planning a crafia: mleplay encounter on a mad can quickly be neotralized if everyone has flying b m m s , or if a w i k h m s a bubble spell to h, her friends over the encounter area. Rememk. charactem often are tbree.dimeasanal in ~~~~ ~~~~ ~ ~ ~ ~ - - ~~. ~

them traveLlt klnnning on thi. and amking the r t i e with &"&!em greater than that of the wood* will qdcUy get the voup bBeL on the pound where y m *an1 - -. . . . . . . .

Rfth. lurk the enamncer e x witb appraptinrc masmc. mi% can be hard for ofwn a GM might p l r c out magic ivmr rhal l a m pmvc t<, he oseriy powerful if .wch io the case, rather than lust ta*ing the item(% away. the DM should mme up with sihuuions whereby they cannot be w d to gmd effect. E n e w blast wands, f a example, are dmgem-m to all in nrmow space8 or amnod flammables: BF 5 mds are of oo aid against creatmw that attack from range: the best armour in the wald doesn't help agaiost m& darts, and sa on. Often, creative use of natoral conditions d l compensate for powerful maeic. " - ...- -. ... -

Wolwr oren't Oud creatures, )ou knuu,. ' FeMI pulnled out Sixth, provide a general map to the players if wmanvd. NahOy , do not ' I lh r r1 I know theplow. 'The r ~ u r , rnmermrn o cornrr UII bporded indicate rnrvunterareas unless the party issoppovd u, know of them.

mountain mon dresoed in a mddy & k t of leather owr which he wore on old green el& IIe appeared liUle different fmm the pea& himself-but for the l ~ e m n g there I long handle of a sword that fmm n &rd sfmooed to his belt. He leaned forward, tapping his pipe upon the toble *Nom's &nukeye. I'm walked m w h in the hills o m & here, and ifmenzory spms me tm, I reall an old bor anyon seueml Iewues to the west with a gwd water supply. Emily defensible and on hish ground 80 that l&ts cnn spot enemiea coming up fmm hbw and pick b m offone-by-one. My "oger is, thrrt's where the hndi t s are holed up, and they'wpicked a good bns. Only o fool mould try and take it out" Using the fleme of a mndle b l@ht his pipe, the luoodsmnn look in a breath and then let w t n blue smoke ring thof floated toward the gmzp. 'gut Ijust happen to know on old deer tmil owr tho mountaim UtDi winds mund the mountain and reocha inta the m n p n fmrn above...."

While ifs m h l e to do nothing more than hit the road until a qoed offers itrelf, the GM will d l y declde on a set goal before the adventme begins. His means of intraducing it can range fmm as simple as having a peasant come to an inn and k g for help againsl bandits, ta allowing one of the l a r a c k b shlmhle upon an old "treasure map" for sale in a marletplm, or hear a legend regadkg an abandoned wizard's tower in a swamp miles away, and ao on.

The key to presenting a quest lies in the GhTs first deciding what it should enh1.-freeing peasants fmm oppresion: retrieving an item taken by mischievous W e * sneaking thmogh hostile wmds: re-saling an undead monster within its tomb; en-- a conple of agres and then loeatiog their lair after disptching them, etc. In mneetion with this, there are two rvrrtr of qoestr Minor quests are simple, require only a few seasions of play, and end when the enemies are vanquished. Epic qwsa can last through many sess im of play, with n-mos side adventmes. each functioning as a separate piece of a seater poazle. A group seeking a lost pyramid in the ARiiniao deserts, for

Adventmers have several ways of getting from place to place:

Pmt travel

This is the most ME means of going horn p i n t A to point B. When considering fmt travel, there are five movementratas.

Tocticnl mouemnt. This is measured in feet per phase and is mmidered to be the usual rate of sped when in dungeons or possible daager areas. Nmmal characters (exclading legionnaires with their base movement rate of 15) walking in t h e situations are ansidered to have a base movement rate of 10' oer nhase (10 seconds of he). This oresumes the emu^ is dadne itrelf on . . .. . . " guard aginr t pnaaibk *r. Thus, they rre delibemkly uaveliag dower than they might jwc waking down n citysme~ The party can atill bc omburhd but they are a t least doing their best to be on -d.

Tmdding. This equals W/phase (or double normal toCercerml speed), and represente the movement rate of one walking leismely, without pladng himself on spffial alert to danger. Tmdding char- are twice as Wly to be omhmhrshed.

Jogging. A- character moves .l(r@hwe (or fom thna tadiml speed). and is three times as likely to be ambushed. Jaggin# rn be maintained threp minute per Con point. After this, cbaraotem most rest for a period equsl to half thepgging time before they can attempt movement faster than tmdding.

Charging. making a full charge have a speed 10 timimes that of their tactical movement This can be kept up for one minute per five W t s of Con. After this, the character muat rest twice as long befm mwement faster than tmdding. Charging matwres are automat idy omhushed.

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Doilv mwnrcnt. The base daily movement of characters is 20 miles (SO fm Shims and boats hbqonn&es,. This ti@m is halved& area* of mrqh urnan and is qaar&d in wrfl n q h LPnain. Tbmc pushing thcmwlver hard-.mn other words dcrhmg . g 4

&a1 m a en phare they are troddinpdoublr Lhrir Imx- druly mmrnrnc nk. ?..II Note that an daily movement ligwea aasume travel time of 10 b o w . If a group want4 they can b a w l far longer penads, though exhaustion may set in

Note that a movement of about 16 p r phsae equLsrme mile per horn of travel

As noted in the section on Strength, l&ht or h l y loads adjust one's movement by one m more feet per phase. These same adjnshnents affect daily movement in miles.

Naturally, a group's standard movement rate eqtlals that of the slowest person or animal.

Oubdd. the dollgeoll, char- d y employ hmsea, which were dealt with in Chapter Fom. However, wte that a tmtfing hmse and its rider are tw ie a likely to be ambushed. A charging horse and "dm are automatieally Those d n g bodies of water may resort to ship, M, rafb, etc. hrll nmbushed. details on these will be pmvided in a future product desmibng Free* Until

then, a handy d e of thumb is that ship have a base daily movement of ED6

W E a l b v e l miles, while rafts travel 3D6 miles.

This is the most versatile means of p t t iog from to place, and can 8.slmming entail imsbntaneaus kansporlation thmugh a teIepartd, to -flying -ts or bubble spells. Land-dweUing characters swimming or walking about underwater have a

movement rate one-quarter that of normal. Jogging doubles movement, while charging multiplies the mwementrate by four.

18iqhts and -ds Key-. Good light: Equal to daylight. In thk sort offuminahn, sign-t details

v e o n is extremely important. Often, the distance an enemy ia spotted can spell tfie m n c e between winning and lming a battle. Thisis mast impmtant in an ondeqqmnd setting, where natural darknegl is an ally to h e denire-. Bst before a group e n t m an underground area, they will ka- the above- gmund world. Here, an a dear day, sight may e x k d for miles. & evening falls, vision is mooh reduced and once again an advantage returns to creatures of the Dark The table above offers some general guidelines for noting how far one can see under eertsin conditions. The best mle of thumb, however, is fm the GM to make his awn determination on the matter, b a d m the &-stances he mates.

can be made out. Auemgr light: Equal to aver& day a twilight In this light, gmd detaih

can be made out if object@) szanned are W h t in mlm. Amr light: Equal to bright night, torchlight a bonfbe. Includes most spells

that give df light. Out of direct f uminatim, deb% cannot be made out save fm size and general shape of abjeeUs).

Very p w r light: Equal to dark night, candles, bright glow mau, ete. Out of direct inurnination, no details are apparent. Movement alone can be detected. Attacker. are mnaidemd to be lightingin dim conditions.

Note that when mshg an artificial light Bomce, dim conditions are m-dered to existbeyond half the illuminated radiw. In the case of a tach, for example, beyond 25 from the bearer one is considered to be in dim Wt, even though the W s illumination extends another 26.

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* Underwater, lightis qoiFkly abmbed The base m e represents the r- of vision within 10' of the smfaee. Wbea des~endingbeyond this. 1' of vision is lost for esch fmt lhaL one penelralea M e r a l light wurees illuminate but half their nmmal area ofexponne when in a liqdld environment.

** The of * onde-d. where darkness is namal, is -1y QLerminedby the anace oflight carried by a party. Deldls on the inumioation of tmchn and the like were given in the se&m m equipment In mnditi- other than clmr. the area of illumination drop by onequarter with each s t e ~

ease of m n v e d o n , d he detected. Listening with an u n a n n f d e degree of bsekgmmd noise quarters one's chances of hearing what trsnspirps hehind a dm. Elvcs and half-elves have Lrunuat.8 of lWlO% to heariryl m k

G e d sotlnda can athenvine he heard long d b w in the W t a-mrstic environment A seream, f a instance. d d bawl for milcs in a mmpkx of B V ~ a f a hundreds of yards outdmn on a quiet day. Underwater. sounds - f a incredible distances. Thus. the area of e x p a r e of any qelh that better one's hearing aew (such as sonic signl) quadmple in a liquid cnvimnment.

r e m d Note tbat undergrounddwelling mo&em hovker. h e three t imi the range of vision of surface-dwellers in dark S.EBL E v a so. virhdly no [&uW camp malure "-"without a t least some miniso& degree &light ilr ocular system I can f- on to provide sight. In most casn. ondergmmd m- with a h e slnae of sight rely on the llminatioo given off bg gbw m ~ s s or other natural mnditim. Stuf-dwellers ~ n n o t make ope of ibis dim inmination and remain blind without ather light In the e a ~ e of light unnas , =me races can better uMize the mdahle light A dwarf aith a tmeh, for example. could see up to 1W away, while a human stamding next to him wuld see but half that distsna. An mdmgmmd-dweIbg an mnld see 160' with the same .. , .

When night mmea, mest make eamp. Smart advent- will chmse a goad defenaibk qt-a mppe of on a small bilk the safety of a large oak sobjected to@-l's bee h, etc. Having done this, i t falls to the GM to Dote defensive meamma taken by the gmup How many guards will be on watch. and for how longl What is Uvir range of vision? What abwt the -which make temgting morsel8 ta hungry monsters? Are they hobbled so they amnot he& free and run away to be Ian? Are they FgbUy tethered so

ugnr they can break h and escape danger if need be?

rmdly, rtde l M t ma poside mly a modest illmination f a t h e witbin Uvir rma ofeffeh they can be a dead giveaway to thnse 1- in their direction fmm afar. Under prfect conditions at sea, f a example, the MEh. d a hmble -dk can be k e n from as far away as 15 m h l U d q m m d , mormte~ who spend most of their time in darkxi- wil l spat a kmh-bedng paag fmm a great distance, W b l y resalting in a chance to lay an am- or m m o n mbf-menta

It is dUMg the evening h- that enmunters often happen with nochmd crratws out for fmd or bmty. A campfire, beyond keeping a gmae warm, alaa makes normal animals shy away. Intel3fgnt monsters, on the other hand can be sttracted to the sight of a camphe. Note that a 6re r&tict8 vision to the in-ination given off by the &e itsew.

Generally, watches are three how long and there 2ne three a night,, W n n i n g at 9 PM and ending at dDvn (6 AM). l h ~ h g each watch, the GM should roll fa paasible emmntem. with either a 1 in 6 a 2 in 6 chance of such an occurrence.

w n g After battle is joined, all Eharaders awaken fmm the noise without need of a die roll. ~ower&, a cbnracter d- to remain d e e p unlesa physicaly

Sounds bequently play a part in adnnMng. Char- often. for aw&ned (ford-, tired make a Luck mll to do so. instance, pause and listen a t a dosed dmr. To do so, one must remove any Last of an, remember that no one deeps in metal armour if they have a mverinz d the e m . and the base a of hemine amthine is 25%. If less ~.~ ~2 ~ ~.

UlrnFe, than haif a character's ludc- perrentage Is m b b h e vh h&r with rplanvr clanry. noang any s u b j d bemg dwmmd. Otbnru. mly a mvmbhng m chc

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Combat is one of the most impntant aspects of adventuring, and them are several facets to it, incloding:

Ambwh m r s when an enemy or group of enemies is positioned to launch a surprise attack on one or more opponer~ts. Thia usually happens when the ombushlnrr side strikes from a mneealed -nosition. raneine from iom~ine out of . " " . . - a darkened rr-LI ., tn a dungeon wall, m appearing hum a sk t e of inviaibdrty ar ramouflagr 'I\< (:M does not chc~k :+uutmatically far an - h u h rhenevvr there is an enrulmtcr! An ambush requrrrs fmelhought, and ul rnact one, the attackers must be unseen or they must have a means of launching a totally unexpected sbile. If either of these criteria me met, the ambush might work. There is a base chance of s w e a a as shown below, based on the anditions rmder which i t is attempted:

Attaker unseen and unslupected:% Attacker nnseen but slum&& E M (Resumes that defenders swdficallv

are aware of a c~eahm'spresence, not that they are merely on p r d l ) Attacker preuioasly seen, but laonching strike ogoinst unsuspecting or

unprepared target: 30%

If the ornbrrsh succeeds, attaelrers are considered to have a mmbat phase of 1, witb a bonus of first strite repd- of a defender's &$My or -bat phase (see next section). Otherwise, both sides attack on their normal mmbat phases.

Noh that t h e making a successful ambush apply a bonus factor of 3 to their first a* roll. In addition. to reflect the ambushed wwn's lack of delenaive prepm-dness. the ombusher lnflirts Body damagv. Opuonally. GMs may apply Lbe damage first to Stzmina poinu if they feel thih mnkcs Lbe game more h c d

r~ovement and combat phasea I A game bmn lasts one minute. QA presumes that within the minute are

six l&semnd tactical increments of time oned phases. These range horn phase 1, at the start of the turn, to phase 6, ending it. Five of these phases are movement phaaes. Doring a movement phase, those net casting spe& may take any non-ofiensive action they d e s k Move toward or away from an enemy: draw (but not swing) a sword: engage an enemy (thwgh not make an attack roll): cast one of the handful d smlls which are treated as mouemeat: grasp'but not c~nploy, a magic it* m, :xnd won

It is duris: r mmbe t pha.9~ rh?r actual die-rolling begins and all arCarks are made. This ir the point in the g;lrns lorn that on* ran make phpical attacks or ose a magic item. ChamcLers have a hxed mmbat phase for non- spellcasting attacks which is determined by their Agility. sane as shown hereafter:

Mfitr Combat Phase ni 9-5

4orlsss

The -hat phase for the oppming side is determioed randomly by the GMg making either a single D6 mn for the group', or separate mlb for all enemies (-minp they are do not have Fued Agility sarres end thus fued mmbat phases). The result is tbe phase they may attack the party. In the event of ties, both sides act simultaneously. Optiomlly, the attacker with the higher Agility aets k t , possibly slaying his enemy b e f m any retzKatim (Note that charactem osually entitled to moltiple &acts in the combat phase must be wielding aprimary weapon. Otherssise, only one attack is permitted, since he employs inoppmp&te andssoondary as a 1st Level.)

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Movement is always allowed on non-bt phases. And shodd an attacker's w b a t phase befare be has had time to move into melee range with an enemy, the emobal phase automatically shifts forward until he is capable of making an ahck.

* GMa wishing to inject mme m&mness into mmbat may mmider permitting p b r characters to also dl a D6 to determine the emobal phase for namal W, rather t ban repng on their Agility rating.

Sometimes a character mi delay attacking. This can hapeen for several reasoos: he may svish to see whom will survive a spell fmm tbe HII wit& he muld be waiting to nee if enemy remfomemenk arrin; h might be dec.idim who mesenla the meatest threat. and so on. De- the mmbat

ph-a witbollt an effect from a magidan daea not n e e d y clue one in on the rank of spell he may be e m p m

On arrival ofhip -bt phase, the caster has two ohoiea: d e c k to the DM he is -elling his speU, or specify the range and area of expoPme he is =homing. a h g with any prbhent -tan= dl data E f f d mcm imm-ly tbereaRer.

Wde wting, no movement save for tuning in up to a 360 desree M e is anowed unlea the 3pn does not require manual dexlmily. In this event the eh;nadrr can iravel no faster than Mim2 movement

-engaged i n melee while raeting

If an oppnent moves to a spelkastm with tbe intent of making a melee ~ t t a ~ k , the two are mnaidasd e- in -bat Thus, the magician begins the natural movements of one *to amid b e i n e k k with a weamn (else ~~ - - ~ - . -

ph- i t h a s &miadble, an2 it can be held even tbmngh &nl tmm of he is nurornnndly hit f a Body -1). A d c d this is that -I& spells play. Howcvrr, sttarken may never have murr than we mmhal phase per requiring manual dexterity isimpassible U begun prior tn being engaged. t m .

Those using spells most declare their intention at the dart of the turn, then act on the proper phase aa lhoan below. Othemi%, they may begln casting on their normal -bat pbak, fm once the option of immediate spellcasting has been dedined, the &ara&x esnnot resort to normal spUs until his combat phase arrives, Eaects then mur an appropriate number of phases later. This may- the magidm to lose the appartunity of employing other spells or maLing re* a- if his length of casting overlap into a mbequenttmn.

Withdrawing b m combat

In tbis erent. the magiELan csn make a Lmckmll to avoid lmiog m n c e n k d o a However, if be is srtodlg st- he may h e to make additional mlls to get the spen &(see belor).

Taking demae. while Easting

This is a bane to a magician, for damage of any wrt can disrupt mncenbation and waste the swll. Laas of 8tamina while r a m i r e s a simple IQ mll to complete the-spell. h of Body is mm-& and f- a Luck roll to be made, applying a penalty hctm of 1 for each point of M y damage sustained. Failore means tbat the span is wasted.

Chanrters withdrawing from rombat have one of- options: Fighting wrthdrnwol. Thir i#wolves a = h a r e ' s &iq up any attarts

and dmly moving back at quarrrr v r d while m. In st& a case. the l ~ h e attack roU I

enemy attach normally while following, but rith no extn ban-. Todieel urithdmcual. This en- a cbracter's baokbg a t of meke while When someone makes a physical attack, he can roll a DSO, D20 or DlOO as

a mmrade takes his place. No penalty acooes and m extra sttaok is allowed the €PQP Pfm to The author of

the enemy, The bUans are osiDg tffhnique in the D30, and the eramplengiren hereaRer in mmbat presume use af this die.

formation to rest their tmaps. The ehanas of the a thkpenekat ing the target's defenses are tad lapon

Retreat. A chrnaetrr tmm his hack and mas. The enemy, unless engaged tbesefachm

with another oppment at the same time, may take a free attack with a b n u s factor of 3 to the attackmll, or p-e. Tne leuel and type of atocher. Monsters, to balance the advantassa of

ch;wcteR, hwe the best ehanoe~ of striking a given armour diw, darting with a base mil of22 m leap to hit AR 5(+2). the w-t d k -W r a h

18pellcssting in the turn I lbar c a h g spnr determine their mmbat p h a r mffcrenuy h m others

using w e s p n s n magic Items. Spellcasunr usually hare a curnlmt phase equal to the rank of the ,pen b i n g cast. Eramplc: s wiailrh ease dart, a 1st rank spell. This means her mmbat p b is 1. A nemmamcer casting sound dampening, a rank 3 spell, sees the efferrs m ~ m on p b 3. (7th ranL spells take effect a t the end of phase 6, sRer dl others acting on that phase have performed their adion.)

Note that a spellcaster can never make a melee/misiIe attack and use magic in the same turn unless he invoke spells with inslantaneous oasting times.

Exaepti- to the above role indude all "finger" spells (finger ofafuanining, etc.), which always bave a -bat phase of 1. Other spells with espcidy short or lmg -ling lengths nahnany override the guideline and hare this noted in their spell desmipti-. As suggested, spells with an i ~ t o n t o n a w s casting time are mnaidend movement and may be e n a d d on any ph-I But onlyone insfontonewsly-cast spell is permitted per phase, and then only if the magicim is not casting another spell in the same p h . The spell most also be east before making an attack mll if i t is the speUeasWs intent to engage in melw in the same phase.

Optional game uoliont: GMs may eomider d l m i n g spen-ters to quick eost This involves getting a spell off one ar mme phase smner than normal. A requirement is that the spell mast m m d y taLe +ua or more phases to cast. The player then m b an IQ mu, applying8 pnalty fsetar of 6 for each phase deducted from the normal castiog time. F d m e wastes the spell.

During the pbsses prior to the spell effeets taldng place, the ch;wcter is presumed to be doing a q nomber of things-reaching for spell ingredienk, seleclhg a target, mncenkating, intoning sonic elemenla, ek. He might even be d e w his d o n so far as hip opponents know. Thus, the of

144

- ~~ ~~~~ ~~ ~. -., - eiremnskamx for a mnscioas, moving target

The enemy's armour mting. This is a miticel factm. TecbhUy, there are sir armour ratings within Q A fmm 0 (no armom), to 6 (fd plate armaurl. However, various factors can either aid or bider an diackeis chance of striking these ARs. 'I& a 5 Agility Lnight in fnn plate armour without a shield, and a similar mgoe in d& arm-. As noted in Chapter One, an Agility rating this pmr penalize8 the mnn rating by hvo points. we know that someone in full pkte armom bas an AR of 6. Since the knight is a h d y a t the u p p r limit of AR 5, the h p o i n t penalty for a 5 Agility is handIed by declaring that an attacLer has a b u s of 2 p in t s to the number be normally weds to strike that armom rating. Thus, under game conditions, m m m .lavine this lmieht would tell Ule GM that his character ha. aa AR of "Eve . - " - plus tm' Tbe w e , meanwhilr, would adjust his armom rating of 1 by lwu PI-. to AR 8. Sine this falls within the w armow rathi@, the play*r simply s l a m Ulc character has an A H of 3. rather rhaD an AR of Unc plus two."

At the other end ofthe d e , many factors can better a ' s m o m rating. An unanno-d necromancer with an 18 Agility, for kbn=e, hss an ARbonw of 3. He is aheady AR 0, so the player wmld ammmce to the DM that the character's armour rating is "Zem miaus three." The GM takes this to mean that the character is ARO, and that an aMaeLer most deduct tbree points from the die smre i t needs to s e e AR 0.

*lity adjustmen@. As noted in Chaptsr One, a character's Agility sxm can apply a b u s a penalty to aaacL r&

Magic &jmtmnta. C& s p e a -ant banus or pen& factors to a* mlls. Magic areapon. can also impart b a s e s to attackmlls if beneiicbl (as in t h e - o f a B F l d ) .

h i l i o n of me oltoebr. If nn .III_IC~CI strikes fmm an u m e n Phition (h a tagsrs mar or by omlrtrh,, hr applies a bonus of3 to the am& ron. 7hw B c h a w r striting hnm Iwhand with a score of 12 m a DSO adjolts the d t down to 9 from th i benefit of making the a h k from the target's re=.

i

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each bonus or penalty factor of 1 indicated on the D20 m 030 combat tables is heated as a 6% modification on the DlOD table.) These two +Ie bonuses are never cumulative, so a character who m&es a svccessfnl ambush at a targees back gets a bonus of 3 to the attacL mil, not B

l~gility rolls to Iessen damage I Often, same elemental a t e permit an Wty mil to lessen damage. In

eases where manic smells or items lessen d a m e of this sort the hi mn is - . - .. . mlde before applying adju~rmen(s for magic unless the sp.n rn ikm drwiptlrm apcirvsny stares othemtse.

In dl -, a mO of a natmal 1 resmlts in no damage frcm the rlferL

l ~ s t r a ~ ~ t h e r combat 1 Charactr.ra on the Ashal plane -due( combat normally. Howevrr. cht,

fact that the bcdy is left behind on the Nexus means that the chuaclcr h:ls trio

Fkdy points! When Stamina is redmeed to 0, the psychic umhlieal is ~ul m d the c h m a c k dies. Ether mmbat is conducted normally. (Note that spitib within the Ethers are treated as cmpaeal, making their base AR 0.)

IAttaeks on sleeping5elplesa targets I Armed at& by intelligent creatures sgainst sleeping m helpless tagets

resoloi in automatic death so leng as the victim is between small to medium in size and has vital organs. Otherwise, the weapon inflicts maximum Body damage. No attackroil is required.

Such attacks can be made on- each phase until the viotim is able to defend himself.

[~reath attacks I Some monsters breathe fire or other damage-causing elements. In doing

so, the monster must make separate attaekrolls against all within the breath's specified area of e-"re. Succ- delivers double damage to t h w shuck (with regular damage being taken otherwise), while a mlaral50 results in no damage being taken

IChargiOg attacks I If a monster or character *ks by cha- (that is, by hwrying f m a r d

a t maximum speed or by aerial power dive), no penalties amoe to -bat roils unl- the attacker &em demage in the same phase as the amok is made. 'bk applies a penalty f& to the attack mll equal to the damage suffered.

[Combat expertise 1 A free talent granted chzrackm and mansters alike is r m b z t expertise. P, cbmctem may take a bonus f& of 1 to attack mlls with primary we- or, at their option, ammbzt skill slot. With respect to game char&^ 6&fplS gab cornkt erp& more fickly tban do hiaksters and speU&rs. W t e m begin with a base mil of 20 or less on a DSO to ntrike AR 5(+2). EWA they and monsters can better their chanes of hitting a given armnu rating by 1 point for each two levels they have (with primary weapons, of mmse).

Rickstem and spellcasters both begin play needing a 20 or less to hit AR 5(+2). Each can better their chances of striking a given armour rating by one point f a each three and foar skilllevels respectively, withprimary weapons.

As agenersl rule, mansters are presumed to take the ezper'ss in the form of bettering their attack rolls.

Another type of combat q e r t i s a only permitted characters involves extra attack4 over the course of the turn. While not Res, the benefit does allow a character ta make an ertrs attack with any primary weapon dming hb. -bat phase. Or, a t hb option, he may exchange the exha attack in favor of b!dw a bonus factor of 2 to bis amour rating when employing any primary arm. This bonus appliea only when the character actively defends against an attack.

[Critical hits

A natmal 1 is considered to be a critical hit and inflicts Body damage even if Stamina points remain.

Optional game uoriant: GMs who want to take the critical hit idea even further may call f w a penentile dice mll for an attacker who rolls a natural 1. If ihe result is equal t o m leas than the attacker's level, the target is rendered nn-scious, a t 0 Body points, dying 1D4 minutes later without aid. Monsten as wen as characters, wouldbe entitled to Wlis bonus.

Regardless of armour abecqtion, a natural 1 always results in a t least one point of Body damage, although armour can absorb some or all of this harm.

1 Crushing damage I Harmful things occasionally may be dropped on characters. The ranlr 7

witeh spell earthpllohe provides some guidelines an mllapsing roofs. In obvious cases, such as a l a ton bloek falling upon someone, death is automatic. Othemise, assume ID6 points of Body damage is suffered per 100 l b of a falling object.

Extm large monsters, such as dr-, might choose to make a crushing attack on a c W r ( s ) . Awuming the meatore ts able to pin its target sgainst a wall or beneath itself (noted by a so-ful attack mu), the damage inflicted equal. ID4 umkmbable Body p i n t s for each levd of tbe mormler, and an Agility mll is permitted in half damage. If a matme attempts to crnsh a character, this is the only aUsck the monster may taLe in the tmn d e s s its dewziption indicates otherwise.

IFalling damage I Char- who fall into pits or are dmpped by flying monsters endure

lDl0 poi.& of Body damage for each 10' they fan, although landillg opon a son a d - (water, boshes, ek) results in half damage. The rate of fall is h t 50' each second. See the woodsman skill climbing fm more information meardiWthkr9obiect ~ ~ -~~ ~~~- -~ ~ ~~.~~~

Falling upuo s p i t e inmrts an ntn, 206 k d y damage. However, armour 3hsaption may be apfied ;yaind the spite damage.

(~aee attacks I Some monsters, such as a medusa, have a harmful gaze. The range is

aPuany SO', and it may be enaded automatically on the monster's combat phase against a single opponent who from phase 1 h a not been averting his gaze (and takings penalty fadar of 3 to attack rolls). One can make an Agility roll to avoid harm. However, possession of a gaze attack never faces everyone Imking a t the monster to make resistance rolls; only one target per turn as outlined.

Assuming a reflective device a t least 12" in diameter is employed thmughout the turn against a monster with a gaze a t t d tbat tu rn opponents to stone, i t must make an Agility mil or suffer like consequences. If i t sweeeds, i t must from p h a ~ e 1 of the neat turn avert ib gaze (sufferin8 a penalty facta d S to attack mils) or make su-ssive Agility rolk to avoid huning itself to s h e .

General combat tables I For mnvenience, oombat tables fallow, showing the numbers " a r i a

attackers must mll to hit a given armour raW, ~~9-k they m&nW take m m h t erpprtis. in the farm dbetlcring attack mlls. The table is bmtebmte down into four uttegoriex Wnsters (Mtr): Fighter (fi) pmfesslons; ~ r i c b t e r (m) pmfesdons; and $pelloester (Sx) p m f e s i m . As will be noted, a loth level monster, for example, must mU 19 o r b on aD80 to strike an AR 0 taget. A loth level kd&t requires 17 or leas to do likewise (with primary weapmz+otherwise, he attacks ss a 1st level!).

man cases, an djnstea or u 3 0 misses, and a natural m adjusted 1 hits

Page 152: Quest of the Ancients

h o w Level ofattscker rating 1 2 3 4 5 6 7 8 9 101111131411161118192

Die emre or less to hit CJ8O)

0(-5) Mtr 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 18 18 19 19 Ftr 8 8 9 9 10 10 11 11 12 12 13 13 14 14 15 15 16 16 17 17 Tkr 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 13 13 13 14 14 Scr 8 8 8 8 9 9 9 9 10 10 10 10 11 11 11 11 12 12 12 12

Non-rated eharactrrs-ie. those without my m s training, such a3 peasantr-may use rolls. They also have M Stamina pints.

any handy weapon, althoogh they apply a penalty factor of 3 to all attack

Page 153: Quest of the Ancients

lother combat systems I

While QA euggesta use of the ofbignored D30, *yen may not have aofess to a D30, or they may favm other sorb of dice-rolling system% for instan- a 0100. Alternate cambat tablea thna follow for use with eitber aD20 or D1W -bat attacksystem.

Fh 7 7 8 8 Tkr 7 7 7 8 srr 7 7 7 7

0 M h 8 8 9 9 Fh 6 6 7 7 Tla 6 6 6 7 Scr 6 6 6 6

0(-1) M h 7 7 8 8 Fh 5 5 6 6 Tkr 5 5 5 6 Ser 5 5 5 5

Of-2) Mh 6 6 7 7 Fh 4 4 5 5 Th 4 4 4 5 Sa 4 4 4 4

0(-3) M h 6 6 6 6 Fh 3 3 4 4 Tkr 3 3 3 4 Sa 8 8 . 9 3

Page 154: Quest of the Ancients

Armom Level of attacker

The expanded detail of the DIW combat system requires characters wishingcomkt expertise in the form of mmht skill slots to note how many levels thase of their clas4ification must usually work through to gain (normal) mmbot evertbe. The skill slot is then obtained after the requisite number of levels have been gained. In the meantime, any improvement on the combat table is ignored. Example: a 1st level mssack fagaes the overall betterment of his attack skill, wishing to t&e mmkt ezpertise in the form of a mmbot skill slot. Cmsach are lighters, and fyhters normally gain mmbat esperLise each two skill levels At 2nd level, he must still attack as if he were a 1st lwel. Upan reaching 3rd level, he obtains his mrnbat skill slot while still attacking as a 1st level. Assuming the cossack now wishes ta take the standard mmbat expertise, at 4th level he would attack as a 2nd level character withprimav weapons. At 5th level, he would attack as a 3rd level, and so on.

Armom Level of attacker ratinp. 1 2 3 4 6

5(+2) Mtr 75 77 80 82 85 Fh Tkr s" 65 66 67 69 70

5(+11 Mtr 70 72 75 77 80 Ftr Tkr 60 61 63 65 66 Ser

5 Mtr Ftr Tkr Scr 55565759606162

4 Mtr 80 62 65 67 70 Ftr Tln Scr

3 Mtr Fh. 45 47 50 52 55 Tln Sm

2 Mtr 50 52 55 57 60 Ftr Tkr Ser

I Mtr 45 47 50 52 55 Ftr Tkx Scr

0 Mtr Ftr Tkr s"

1 Mtr 35 3740 42 45 Ftr Tkr Scr

0(-2) Mtr 30 32 35 37 40 Ftr Tkr Ser

q-3) Mh Ftr 15 172022 Tkr 15 16182021 Scr 15

W-4) Mtr Ftr 10 12 15 17 20 Tkr 10 1113 15 Scr

rating 1 2 3 4 5

q-5) Mtr Ftr 050710 12 Tkr Scr

W-6) Mtr 10 12 15 17 20 Ftr 05 05 05 07 10 Tkr Scr

0(-7) Mtr 05 07 10 12 15 Ftr Tkx 050505050505050608 Scr

q-8) Mtr 05 05 05 07 10 Ftr 050505050505050710 Tkx Ser

W-9) Mtr 0505050505071012 Ftr 05 05 05 05 05 Tkr s"

0(-10) Mtr 05 05 05 05 05 Ftr Tkr ~ c r

0(-11) Mtr 05 05 05 05 05 Ftr Tkr Scr

q-12) Mtr Ftr Tlrr Ser

0(-1% Mtr 05 Ftr Tkr Scr

O(-14) Mtr Ftr Tkr Sm

0(-15) Mtr Ftr Tkr Scr

N-16) Mtr Ftr % Ser

6 1 8 9 Die score or

87 90 92 95 95

71 72 74 75 76

82 85 87 90 92

68 70 71 73 75

72 75 77 80 82

57 60 62 65 67

62 65 67 70 72

57 60 62 65 67

30323537404245475052

47 50 52 55 57

42 45 47 50 52

2021232526283031333536384041434546485051

2527303235374042454750525557M)6265677072 2527303235374042

23 252628303133

20222527303235374042454750525557W626567 22 25 27 30 s2

16182021 23 25

1011121570151617181Y24 Less to hit D l W )

1517202225273032353740424547505255576062 15172022252730323537404245475052

0506081011131516182021232526283031333536 0506070910111214151617192021222425262729

35 37 40 42 45 25 27 30 32 35

0505050506081011131516182021232526283031 0505050505060709101112141516171920212224

30 32 35 37 40 0505050505071012151720222527303235374042

11 13 0505050505050505050607091011121415161719

25 27 30 32 35 1215172022252730323537

0505050505050505050506081011131516182021 0505050505050505050505050506070910111214

172022 25 10 12 15 17 20

0505050505050505050505050506081011131516 0505050505050505050505050505050505060709

15 17 20 22 25 0505050505050505050505071012151720222527 0505050505050505050505050505050506081011 o ~ o 5 o ~ o ~ o ~ o 5 o 5 0 5 o 5 o ~ 0 ~ ~ ~ ~ 0 ~ 0 ~ ~ o ~ ~ f f i

10 12 15 17 20

0505050505050505050505050505050505050506 0505050505050505050505050505050505050505

0505050505050505050505071012151720222527 0505050505050505050505050505050710121517 0505050505050505050505050505050505050505 0505050505050505050505050505050505050505

050710 0505050505050505050505050505050505071012 0505050505050505050505050505050505050505 0505050505050505050505050505050505050505

0505050505050505050505050505050710121517 0505050505050505050505050505050505050507 0505050505~50505050505050505050505050505 0505050505050505050505050505050505050505

050505050505050710

6 7 8 9 Die score or

22 25 27 30 32 12 15 17 20 22

17 20 22 25 27

10

12 15 17 20 22

15 05 05 05 05 07

05 05 07 10 12

05 05 05 05 07 05050505050505050505050505071012

0505050505050505050505

05050505050505050505 05050505050505050505050505050505050505OF, 0505050505050505050505050505050505050505 0505050505050505050505050505050505050505

0505050505050505050505~50505050505050507 0505050505050505050505050505050505050505 0505050505050505050505050505050505050505 0505050505050505050505050505050505050505

47 50 52 55 57 37 40 42 45 47

42 45 47 50 52

1516182021232526

37 40 42 45 47

27303235374042 22 25 27 30 32

27 30 32 35 37

22 25 27 30 32 15172022

12 15 172022

12

1011121370151617181Y20 less to hit (DIM))

95 95 95 95 95 f f i677072757780828587909295959595959.59595 6566687071737576788081838586889091939595

77 79 80 81 82

95 95 95 95 95 6062656710727577808285879092959595959595

76 78 80 81 83 606162b; l65666769707172747576777980818284

6567707275778082658790929595959595959595 5557606265677072757780828587909295959595 5556586061636566687071737576788081838586

6465666769707172

85 87 90 92 95 5052555760626567707275778082858790929595 5051535556586061636566637071737576788081 5051525455665759606162646566676970717274

5557606265677072757780828587909295959595 70 72 75 77 80

4546485051535556586061636566687071737576 4546474950515254555657596061626465666769

75 77 80 82 85 4042454750525557606265677072757780828587 4041434546485051535556586061636566687071 4041424445464749505152545566575960616264

70 72 75 77 80 3537404245475052555760626567707275778082 3536384041434546485051535556566061636566 3536373940414244454647495051525455565759

4042454750525557606265677072757780828587 555760626567

3031333536384041434546485051535556586061 3031323435363739404142444546474950515254

60 62 65 67 70 2527303235374042454750525557606265677072 2526283031333536384041434546485051535556 2526272930313234353637394041424445464749

55 57 60 62 65 2022252730323537404245475052555760626567

2021222425262729303132343536373940414244

3536384041 16171920212224252627293031323435363739

35 37 40 42 45 262830 3133

1011121415161719202122242526272930313234

95 95 95 95 95

84 85 86 87 89

95 95 95 95 95

85 86 88 90 91

7475 76 7779

95 95 95 95 95

82 65 87 90 92

87 90 92 95 95

82 85 87 90 92

7072 75 77

72 75 77 80 82

67 70 72 75 77

4547505255576062 434546

47 50 52 55 57 3536384041

Page 155: Quest of the Ancients

C%lFE%Jm-Cmnfiat

Monster roster

These tables are provided for the GM to photocopy a. a means of Leeping hack d monsters usedin enmunters.

Monsterbvel

Average stat:

Monsterbvel

Average stat:

AR

AR

MonsterILevel

Average stat:

MonsterILevel

Average stat:

AttackalDmg

Monsterl'evel

Average stat:

MonsterlLevel

Average stat:

TM I BAR I / I

Special stat:

Body I

Special note:

AR

TM I BAR 1 1 1

Special stat:

AR

Monsterbvel

Average stat:

TM 1 BAR 1 1 1

Special stat:

AR

MonsterILevel

Average stat:

Atta-g

AttackdDmg

AttackdDmg

AR

Monsterbvel

Average stat:

Body Stamina I Special note:

Body Stamina I Special note:

AR

Body Stamina I Special note:

TM I BAR 1 1 1

Special stat:

AR

Monsterbvel

Average stat:

Body stamina I Special note:

TM I BAR I 1 1

Special stat:

TM I BAR 1 1 1

Special stat:

TM I BAR I / /

Special stat:

AR

AttackdDmg

AttackalDmg

TM I BA& I 1 1

Special stat:

AR

AttackdDmg

TM I BAR 1 1 1

Special stat:

Body Stamina I Special note:

AttackalDmg

TM I BAR 1 1 1

Special stat:

d

Body I stamina I Special note:

Body stamina I Special note:

AttackdDmg

I

AttackdDmg

Body Stamina I Special note:

Body Stamina I Special note:

I -

Page 156: Quest of the Ancients

I~and-to-hand l ighiin~ I missile fire into melee I W t n a ~ t s d o d d e t o p o l r b i t a a t b a t h a t t a o k d u r i D g d p h a s e i n Latanding w o w s or vial. into melee is risliy. Unlw the ah&r is 6rbg

the tmn as th-h xieldim n r i r n a ~ weamns. and the inflicted is at a bmatsback there isachance that a mimd shot lain hit a friend battling onabnorbeble B& damW~ibpti&ly, th. G& .lay a ~ u w n&al S w i m the enemy. Thc chance issa f&ws br. allhough tMs m y d t ia a kngthy lighL) Weapd- ch-tera meal A M e b r Antq with f i n d drrpr(1). in llne olPm: 5 0 8 leeat to hand-!&-hand tighbng if they don'l s e t escape. hlonsrprs ariag auaeherpnq fmm the &: 23; natural body weqmryare mddered armed.

If only one opponent resorts to ponching and his target declines in favor of o v e r b ~ nmmal mmhat, they attack a* duriDg their appropriate -hat phases The I I dam= done by both a p p l k to Body points and is not zbmbd 4, arm-.

~ e w q of lost ~ o d y p h m ss a -dt of punchkgm&ng is done on an homlyrather than adaiiyk&s (see tnwking out rn opponent).

Attsdrers may hurl molotos mchaJa or vials of other Eqaid. In such osses, the rangeis five feet per strength pint. AMumlng the sttkLroB is sucnssfui, t b e v i s l b a s a 9 0 4 6 c h a n e t d ~ a n d ~ a p ~ a t e d a m a g e i l i t imps& ageiast anything h t a very soft or h m h a n t d a c e . In ttds event the o h ~ e ofbreabageis hot 10%.

1-le opponents I I V?wn mmbat is m n d d against an unssen enemy, attacken apply a

penalty facta of 8 to at&& mlls. They a h lose all attacL and damage mn bonuses fmm Apjltyor spedal skill.

I~~lmping I Ooerbwring happens when Kve m more enemies of -parable m larger

Sometimes chilladem must jump abstadee. The range of lateral jmpiog is Sgmed by adding Shmgtb and W t y together, dividing by tug. The d t is the number d feet the character can broad jump Tbc amount is by one-half il he bss a mnning s t a r t PC- e& fmt beyond the rsllge d the char&, there is a20% cumuladve chance he win fall short.

Cbrnaaers are awe to jomp 1.6" hi& per point of Agility, + lII6inches. All figures are halved if tbe ehmacter is toting a h m g load They are

goarkred if one is bearinga oery b u y load.

I~nocking out an opponent I One may employ wea- to lmaeL wt rather than till an e-y. Combat

is mndnc&d nmmally, k t the attaeLrr win usnally employ the blunt end of a sword, andlor aim for nn-dtel areas. Once an enemy bas been rendered d~ious,heerrgainsBodypointsonanebk&sunIeshebnlsa Con roll with a b u s factor of 6 and diea Points last under thee circumatan- are referred to a. k m k a t dontoge.

(Magic weapons needed in order to be hit I Some spells lender a magidan immune to attacks from n o n . m e d

weapons, while some monsters nablraUy hare thin bonus. At the GM's disoetion, he may role for campaign in%rity that for each f- levels of a monster, i t can .hike samething mmdlyrequiring 1 bonus factor in order to be hit. Thw, a 4th level monster mukl hit me th ing d y rqnkhg a BF 1 or better weapon in rider to be hit, an 8th h e 1 monster m l d abike something requiring BF 2 a better wea- and so on. Player dlaractem aren't neoe-bentitlad to the same bonus onlas the GM rules othemise.

f ~ e against moving targets I When launching m M e s at maRiDg targets, a pnalty hctca of 1 is a p p W

to the attack mll for each %(Y dthe target% movement per phaae.

Mi.noles find at non-coqmrds, or sgainst creatures * k t Body points, illfli.3 no damage unlass they are magic or they are launched from a magic bm, aospbow, etc.

sire descend en maa. opon arm-. No a h & mlk are neaessary fm any participants, and the victim aotcmatleally mbjns 16 points of mabmbable Body damage each hnn minus the am-t of damage he does *th his weapnr(s). The - oan either be normal a hnmk-out damage, depending on the intent ofthe crowd. Example: a mgae refuses to surrender his weapon to a m p of guardsmen. All eight then msh forward, seeking to mWme him. The plager rolls 11 pints of dam= for the rogue, whicb is subtracted from 15. Thus, he s u b j n s d y fom points of hock-nut Body damage. The next tmn, the rope's damage mil is eight pints. He therefme take8 amthe aeven Body pints.

IfthevictiminMctsmorethanlSpintsofdamageinUletmqthe@ts (which ine unabmbable Body -) are deliverel to his enemies, m e at a time, mtil there are fom or f e a e r w e n t s . Combat then p r d normally.

lperrging with weapo~w I It is pmble fa characten employing melee wehponn to parry Uuwr

enough to n w t e some or all of the d a m w that would sthrrwise be NRrred 'Ibis mrt ofparoing ~9 mkly dinerent thnn the glsdialol's, and Innmoos &the followinggvidelinee

1. The €C most declare his intent to parry at Ule start ofthe turn and then logo all aihcb, hmt immediately roll damage as if all his attacks had been suceensfvL

2. The rewlt is deducted fmm any damage inflicted by his opponent(s1 that*.

Thi. sort of parrymgis inrlledive against m M e aeapoos, oasMain hlms and ambushes.

Characters may Lr, subjected b poian. whether 11 be hm a h e ' s btr m an -n'~ dsggn. Ustally, i t affects a spenflc slat, m d &o Stamina (:on or *wtb. If a a dl of pd- any v ~ a l bat Slamim is lowered u, 0, the oharacter dies. (If the poisrm uses up Stsmioa, Body points next &.) Specifla for monster poisons will be fnmd in the monster d o n . Note, however, that onless i t is stated otherwise, a mature with a paison bite may isidvenom only on its s ls t three soFeendul strikes before its poison reaemes are msed u p Also, a benefit of ofom-eroluding bracers-$ that it imparts a h* factor of 1 for d absorption factor to r&S- rons vs poismc -ted fmm bites m weapons. This applies even to moms protecdng mly the upper bo@, to kdanm its pnaliaing the c b a r a d d s overall AR Hard leather boots ako grant a bonos fadm of 1 to resistance rolls w poison if

I

Page 157: Quest of the Ancients

delivered by creatures such as snakes or regnlsr scorpions which usually attack the legs.

Normal healing spells do not rerlure poison damage. However, if the character snnives the poison, lost points are recovered a t a rate of 1 point, +1 point per five merit Con points, each day.

Poison potions are fashioned by magicians who also follow the assassin profession. Details are provided in Chapter Eight.

In the case of pokns, they are usually broken down into four categories. Light. Light toxicity results in lass of 1D6 stat points. Moderate. Moderate toxicity affects 2D6 stat points. Heavy. Heouy toxicity lowers 306 stat points. Very heavy. Very heauy toricity inflicts loss of 406 stat points.

A successful Con roll usually results in half damage. In all cases, however, a natural or adjusted roll of 1 results in no harm from poison! Optionally, the GM may design some poisons that inflict no damage if a Con roll is made.

There is nothing instrinsically Evil in using poison upon a weapon. However, it is viewed by the public at large as dishonorable and unchivalrous.

Poison has no effect against non-corporeals or creatures lacking a functioning circulatory system. A s a general rule i t is also ineffective against largegeztrn-large matures unless they are subjected to a massive amount.

Some monsters can possess a person. If they attempt this, the target is allowed an IQ roll to avoid the effect. If successful, he cannoL be possessed by that monster. If the roll fails, the monster--*ically a spirit or demon-. disappears into the victim's body, gaining control over him. While in control, the victim's Strength becomes that of the monster (if superior), and the possessor can force the victim to perform whatever physical acts i t desires, including fighting on the monster mmbat table. The possessor can also fmee the victim to cast spells either knows, although the possessor's casting slots alone can be used. This control can be exercised once each 24 hours for a maximum of two minutes per level of the monster. While the monster is in possession of the individual, most at tach do not harm i t An exception include* the rank 2 witch spell spirit flait. Holy water sptashed upon the possessed also inflicts 1D4 points of damage to the possessor while leaving the host unharmed, and may force the monster to depart. Hendering the victim to 0 Body p in t s pmevents the monster from taking offensive action while in control of the host

Erorcism by ability has no effect againstpossession.

Scars should not play a part in combat, for magic heals in such a way that no -S remain. Also, the game is not bettered by far- characters to lose Appearance points. Of mnrse, some gamers may want to have battle-searred charactera missing ears or part of a nose. Such players may d e e h the deformities they want their characters to have.

tunusual combat moves I Sometimes a player will ask if the character can make an unusual combat

move--knoc&ug a sword out of an opponenrs hand: hitting something in the leg with an m w to slow it up, etc. If the GM will permit such called shots, the method of doing so is for the character fixst of all to make a successful attack roll without bonuses. Next, he must mll his level or less on a D30 for the attack to work Failing either roll means the attack misses a l m t h e r . Monsters may also t&e advantage of the concept.

Some creatures, notably spirits, have the ability to wither living opponents, and its purpose is usually to heal the monster. Upon a successN strike, a pmtion of the body i s withered and a specified number of stat points are transferred to the attacker, upping its Stamina to the maximum p s i b l e for a matore of itslevel. (After this, the monster wntinues to wither but gains no extra benefits.) Generally, this is not a permanent loss to the character, but the stats and body withering regenerate a t a rate of only one point each 24 hours, disappearing from the monster a t the same rate if its own stats have been raised above its normal amount. Note that even magic spells apart from restore withering are ineffective in healing Stamina or Body points last as a result of withering.

In the case of draining Stamina, once i t has been reduced to 0, further withers affect Body points. These continue to better the monster's Stamina. However, withering cannot bring a mature below 0 Body points. And if as a result of withering a victim is brought to 0 Body points he dies immediately with no other repeomions.

Demonddevlls that hare permanent withering ability still lase extra Stamina a t the rate of one poinVZ4 hours, although their victim never heals.

Monsters that wither are themselves immune to the effect.

l ~ a m a ~ e rolls and point loss I

Stamina point loss

A creature's Stamina points are built up as i t matores (in the ease of monsters) or i t ad~ances in skill level (in the we of chsmders). During this time, the creature automatically builds up a reserve of stamina M e an athlete in training. This extra stamina is reflected by what are called Stamina diee. Each time a level is gained, the indicated Stamina die is rolled and the result added to the Stamina point total of the previous skill level. During combat, the character begins expending this extra Stamina as he p-es away blows and makes quick movements to avoid bodily harm. This causes the bodily damage the character might othenvise suffer to instead be deducted in a 1 to 1 ratio from his Stamina pints. The result is that the body sufTers a t most alight nick which is insufficient to count as a full point of Body damage, though some bleeding might o m . (However, i t is still enough to be withered or to reqnire a Con roll to resist poison effeds in two examples!) Generally, then, Stamina points are of use to the character only if he can reasonably defend against a particular attack They are useless against a quickly moving missile, being mushed by a 50-ton stone block, falling down a shaR, etc. Stamina can also be lost under circumstances where a character undertakes very hard physical exertion. The GM in such cases should assess a Stamina loss he feels appropriate-typically ID8 p in t s per phase or turn. Once the Stamina p in t s are gone, the activity can no longer be performed. Note that under these circumstances, no loss of Body p in t s accrue if the character 1-3 mme Stamina points than he has available.

Stamina points, as noted in Chapter One, return a t a rate equal to the charader's Con score for each hour of rest. ("Rest" means halting all activity and taking things easy, or sleeping.)

Once all Stamina points are gone, the character endures:

Body point l w s

After the ckaracter has tired to the point his energy reserves are depleted, he is fighting by sheer instinct. The result is that damage now a m s directly to hk physical body. (Aa notedin Chapter Four, armour or bracers can now aid in absorbing some of this damage that otherwise might be d e r e d ! )

Humanoidbdies can withstand relatively little punishment. A character's Uody points are determined by adding Strength and Con together and then dividing by two. This means that the maximum Body points pmsible for a character under normal circumstance is 20. After all Stamina points are gone, damage is subtracted directly from the Body points. Once these are lost, the character lapses into unconsciousness and dies in ID4 minutes unless aid in the form of binding bleeding wounds, healing spells, or other ministration is rendered. An exception to this is damage from hand-&hand fighting or spells that do not cause some sort of blood loss. Under these circumstances, the character merely goes unconscious, dying in 104 minutes only if there is no ministration and he fails a Con roll with a bonus factor of 5. Otherwise, he may awaken later if nothing eats him, for example!

If attacks inflict more than double a charadeis normal Body poinb, he dies immediately. (Of m-, expenditore of a Luck point can save one from such a disastrous occurrence.)

Some attacks, such as an enemy's rolling a natural 1, the assassin bIom of woodsmen and -ins, or missile weapons, inflict Body damage even if Stamina points remain. To reflect overall weakening from Body wnnds, one Stamina point should be deducted for each lost Body p in t . The Stamina p in t s return only if and when the Body points do. And if the character has insufficient Stamina to cover the loss, no extra penalty applies, and his Stamina total is merely reduced to 0. This enha record-keeping may prove a bit confusine to new eamers. so to streamline ohv a GM mav dmo the conceot. " " . . . . However, i t should be employed during Body attachs if the GM ndlizes a mmbined Bodyfitaminaratingin designing monsters.

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Body poinb are regained naturally at a rate of 1 point, +1 point for each Damage b o n w s fmm spoial akiUs 10 points of Con, every 24 hours of rest. Mseie, however, reatme Body and Stamina points far mme quickly. Some pmfessiona have specid damage bonusl9. If this ban- is listed an

the level table, only the +tp ahow for that level apply; they are never W W l s -dative. As shown on his level table, a 2nd lwel Muuin. for instance, has

a h a e e bonus of 2 akn maLine an assassin b b . The assassin would never ~ ~ ~~ ~-

A westion may arise as to whether a c h r a c h can voluntarily ch- not beat that a9cxm-e vitb the:-point h n s h e d d at 1st level. to expend S t a m i in -hat a q&s+ spells, relying on m m m Pbmptioa to negate d-. The answer is no. f a the act of moving to avoid being rolls struck is reflexive. Not to do so is tantam-t to standing there and taking I damage-cdm+g spell effede with no attempt at covering up, a letting oneself be d e h i t e l y struck. The latter d d entitle an enemy to a a d shot in a vital m a , resulting in an a b a t i c hit f a lion-e Body damage. Thnn, characters must expend h i n a d u r i n g any -using a-

Even a person who bas lost all Stamina is still moving to avoid being struck, althoogb his effectivenese is greatly redud. The result is that he can manewer just m w h for his armom a bracers to take and ahwb the damage, mUlar than have the Mm mis altagether.

Tke last aspect of mmbatis the resistance mll. Spells or paiaon often force t6ose sobjeded to them to mate resistance mlls to avoid gome or all banefd effects. In all cases, -ce rolla are made by d n g a DZO under an indicated stnt-She&, Agility, ete Bmepting LucL mb, a die smrr that equals a d that stat -re is a failmcl

h e b e 8 an abject must make aredsbrnce mll or be dntmyed soch as a sundwheni tb i t sanmidm~r .At tbebot tom ofthe-isawggested &stance roll table f a itama

Body pointr of separate l imb All Sgurea on the table presume a leht exposure to the effect. That is, the e v s o r e is anlymomentarybefae the item is r e d the character d-

Ssdly, c h a r a d m might end- the l- ofan m m leg. ln m& m a etc. In the event of b y ozpwure, m& as a delibemte targetillg ofan object

-anent k of Body points (along aitb Stamina pints) is aoaered as by an a&&, a *ping an item into a vat of add for one a mme mjnutes,

shown heref?m. the rd s t aw target roll is halved And if objects sustsin mlld damage (fm i~mbzxe, h an explodingenew blos0, apenalty fador d 1 is applied to the reabbnce mll for each 10 pointsofdamsge.

The table is meant only as a guideline. GMs may determine an-the-spot an appmpriate resistaxe d V8 a given effeot, a Uley may declare no re- mU is allowed.

Magic items have base rssistance mlls h b l e that of the nmmal smre needed to red&. In all cases, however, a d of a natural 20 indicates failure.

Items carried by a consdous character need not make -ce rolls agzimtspen effects unl- the spell desxiption spedResnystate they do.

If the lo= takes up mme Body points than the chsuacter n-ally has, i t is Artifacts of Power me immune to all eff& and can only be deshoyed by considered such a shock to the kndy that he dies some unique metbad

I t e m of glsss a stone are -1ly unaffected by mid.

Alternate resistance roll table numerical h n s of2. The player rdls a 16 on a m 0 . Hia 17 Agility gmnb Ldm a b u s factm of2 points to the mlL This adjusts the mll down to a 14, which indicates a successful mll fez Wdamage.

A s an alternate formula for resktacerolls, a GM may basa the resistance mII In another example, a 6th level ohslaotez with a 5 Con (due to &ad nr all effects on a tageh level, rather tha. itr dats as shown on the table *ering, lees say), is biffen by a paison snale. The taMc show that a W fono*. The die *auld be adjusted by the apvwiate bonus m penalty level char& has a resistance rou of 11 vs. all effects. Sine a Can d hi of the stat which laaald normally be rolledagainst in Ulat instance. Example: a ,dly allmed for half damage w tbe player muat adjwt his die mn 10th level cbaraetu with a 17 Agility is hit by an energy blast. Under the spell by the ws Eon -. A .tat scone of 5 a p p h a penalty desniption. the player would mate a simple Asility mll for half damage. adjustment of 2 points. If the player had thmwn a 10 for the &stsnce roll, Under the alternate table, a lDth I d PC must roll a 15 rn lg . on a WO to U, penalty of 2 because o f h char=teis bad Con smre 4 adjust the rdl indicate a somessfol r&&ne mlL He must adjmt the mU by any normal up toa 12, indieatillg-0s d failure. boa= a penalty lty to that stat. Rpferelring the At0 Glance table at the beginning of Chapter One, we nee that a stat of 17 normally bas a

Hmmte*a m Cham&+# level 1 1 4 1 4 1 4 1 6 1 6 ( 7 1 4 1 9 110 111 114 11s 114 115 I 1 7 114 119 1 %

T w t a m b e r m less om a DBO torsslat any efleet 8 1 7 1 8 1 9 1 10 1 11 1 12 1 18 1 14 1 15 1 16 1 17 1 18 1 19 1 (20) I ( Z l l I (2'2) 1 (23) 1 (24) 1 (26) 1

Since a smre of a0 always indicates a reskmce mll failure, note that resistance ron n m b m exceeding 19 W o n only la p u m af o W e W penalty fmbm to the &stance mll which might nmmally apply.

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Magic is the great random element wi&h the game, and an en& book Learning new mpeb m l d be written on the subject Ractkaiity, however, permits an ootline of only its mcetimporlsnt faats. The aitieal elemenis of magicindude: When a character a q m i m a spell usahk by his profession and level, he

use it immedistely, for it is presumed his past baimhg allows he swllosster I compmheusirm of any spells found.

W c i s not paunefhing an advenhrerjust learns. One must have a s p e d "gift' to cast spells. TbjS g i 4 be it d divine bestowal or as an inherited trait, l eb the char& use his body and mind as a condet, tappjng into the unfathomable sources of power bahind magic and sbpiw it into substaaee. This is why a witch bring dorm a mighty warrim by poinhhg a fmger. while his imitation of the move would be meleas. Thus, the place of a spellcaster in the wmld is a unique one, and th- characters can be prrsomed to have spent their entire lives r e lbhg this gift to the paint where they- m y - c a . employ a humble Lst ranL spell. h o m this pint, the magidads howl+ and skill increase m u t i a l l y , permitting him to utilize more pwerhd magics mme &denUy.

1Smlls and speU boob I It is tkm& spells that are mast o b erpmed to magic

B* spellcasters, a9 shown in their profession descriptions, start play with a variable number of spells or spell-songs to help them survive their BrJt adventore. Naturally, no m&er how many &ells o& has it is never e-h and sooner m later the chswcter f- the problem of:

Aoqulsition ofnew splk

The mait common means d enininn new mb is thmueh dhmvmhc a - - " - book (or oraver m - book in the of other nmfessionsl. This tome is " ~~~

~ =~ ~~

. ~~~~ ~ ~

created by h e OM. who i3I.1 it with the spells he deems appmpriate. Witch rp.Ih are h e b s k endmnrmhanrmenta wiU1ia QA and mrny are easlabk by other prolr,s*om. n ~ b p r . prufrwions wiU1 any witch splh in their spell llrl may ualiw (hem rpgsrdlr~~ of the sort of spell book they 3- found in. The w e concept applies fm charactem anowed ipUr horn another vparav profession W e s , who may cast a few necromancer spells as one example). Otherwise, only those of the mneet pmfeaairm may a r e the spells within a im%-- assuming it is written in s language they can read!

There is mthkw inkinsically maghi h u t a spell bmk. Technically, it is an i a s ~ c n manual of incantations, bady movements and methods to place the magician in the right mind to east a spell. And theoretically, anybody can copy one. Howeyer, magicians universally shme a feeling of pride and protectiveness rrgarding their bmks. This is often retleoted in the owner's d n g only the finest materiala for it-a drakeshin cover; parchment from unique aeatmes; Bpecial rare, watapmof inks, detailed ulostratim, ete. Thus, a spellbmk tends to be an atbct ive item. This als affectsits value, and so a cafe median is to =tune a spell book is wa th 100 gd per each combined spell m k within it-if the spells are common. (A bmk with a lst, 2nd and Snd rank spell would thosbe valued a t 600gd.)

This same price h u l a holds w e f a a character wishing to -a spell from a GMC magician he meeb in his travds. If the GM permib this, the char& most pay this modeat am-t for the privilege of copring another's bmk. At Ute same time, he must spend an equal am-t to reflect his o m matnial msts. (Of rmuse, there might be cbmnstances when a GMC spelhrster out ofgratitude or kindness wfll permit his bmk to be mpied h e of charge. The DM will determine when m ifsuch occasions m e abut.)

The time b mw a spell eqoals two honrs per rank (presuming the character does a gwd job, not a slovenly one, which takes but 10 minutes per r a n k 4 als results in a 25% chance ofits being wphdincnredly).

l b s e guidelines als hold Ixm fm prayer d -books. Note that the OM should assure that the pmper books go b -r

pmf-on= A bmk of witch splls s h d d go to a witch rather than b a newom- merely because he ca. cad a few d the snehaohnenh However, g d players will permit fellow party members to copy spells usable by them SOm bmlol they acquire during the anuse ofadventmiog.

Characterslacking them may attempt toreseareh spells in their list. Doing sa repires aces to a library and reference materials. Such a library coats 50,000 ounce of gold or more! Many characters will lack such funds and thus they may seek access to a GMGmn libraryin H-tb or elsewhere. The wt to tltilize a library is genmlly €0 gd per day unleas the character is an alumnus from the partifnlar instihlte. In thiscase, the GM sets alower mst.

Once the character has accers to a hbrary, the details d spell research are as follows: ~ ~~~ ~

Minimum time newled b m-hJhe spelb 1 day per spell rank ChMee of s~ccessfully re-hing the s p a : l a per s l l l level above that

needed to c a t a spell of t h t m k , to 99%.

If the character fa17s in researching the spell, he may not try again until he advancein level. Optionally, the GM may anow additional hie a t researching the spell by raising ita rank t a penalty.

Nate that the GM may rule some spells to be so rare or unique that they m o t be researched normally.

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.- 4 - - .- .. A,.? Optional 8- rmiant: GMs wishing a mom conservative spell system ran opt 9- .- to rule that spell slots are always divided equally between memorizalion and

-ling slolr Thus. Jennifer. as a 2nd level witch. must have exactly two memorimtion and two d i n g dots. She would not have the option OF allocating the slot types as she desires.

Changing spells alnady loaded

Assvming a character rants to change a loaded spell to something else. he must restudy. Sleep is not a percquisite, although the minimal rest time

T

belter prepares the aster for the intenve cuncenwatiun needed to memorize a spell. Otherwise. the study time is increased tenfold. Example: Jennifer, with her 15 IQ, want. to change slumber to protection ,+om witkring. Her b a ~ spell memorization time a. shown in Chapter One is six minutes multiplied by the rank of the spell (assuming she sleep). Changing the spell without rest

r 7 increases the study time tsnfold. so the prucrsa requires 60 minutes for the 11

$ rank spell. 1

Optional game tmian+. There are a legion of stories wherein a magidm faced with a pmblem ponders it. snaps his fingers and says: "Ah! I h o w a spell for this situation." CMs favoring thi. maapt may experiment with dropping the

< idea of memorizing spells altogether. Instead. the character doesn't memorize any spells and in a given instance utsts one fmm th- that he knows. If this is

Z adopted. his number of spell slots should be cut in half. In other w a d s a 1st level witch would have but a single rank 1 spell slot she could use to c a t m y spell contzined in her bmb. This may result in epellutsten, becoming overly powerful, so to help balance tbe benefit, the DM may rep i re the character to m&e an IQ mll to learn how to cast new spells he obtains, excepting those he stark play with.

Another option is for the GM to mIrdder dowing spellcasten, with phologmphic memries to avoid the need of studying books once they posse- a

Researching original epells given list of spells. They must still load memorimtion dots, however.

Characteta may -arch miginal spells if they have m s s to a library. To L so the player most -write the spell up in proper format and present i t to the DM for appmnal of function and rant O m the DM has modified the swll as he desires. the character may attempt actual research. D e e follow.

Minimum time needed to reseomh the spell: 1 week perrank. C h c e of smessflrlly m h i n g the spell: 5% per skill level above that

needed to east a spell of that rank If the character fails. additional attempts are permissible unless the GM

rules othe-.

Memorizing and oasting apells

Using spells is e m f o l d process. The player mnst check the character's spell table to see how many spell slots of varying ranks he has. These spell slots are h l e as two separate slot typr: memorizedon slots and casting slots. All who use magic must first shdy an appropriate bmk of their profession and then decide how many memorkation slots they want, loading different spells for each separate one. Example: J e d e r Ecelea, a 2nd level witeh. has four 1st rank spell slots. This means she can have one, two or three mema-tion slots. Jennifer decides to incmpaate two memor?ahn slols and she loads them as follows:

1. Magicdart 2. sI,'mixr

Daring the adventure. she will activate these spells through her two casting dots. She has the option of.

Casting two magic dark... OT

Casting two slumbers ... OT

Casting one magicdart and one slumber.

As noted in Chapter One under Conditioning, the magiFian most sleep to restore Lhe energy expended from ranling -a. (His casting slots regenerate starting with 1st rank slots and working upward.) Restudying is necessary only when spells that are mmntly memotized are to be replaced with others. This is lesl to refresh om's memory of the pmper incantation and baly movements. and more to 1- concentration and attune himself to the task a t hand. Once the spells have been memorized. thay may be a s t normally. To change any rnemorkation slots to msting slots, or vice versa, the character need merely go through his base amount of sleep time.

Usinga higher rank slot b opt a lower n n k spell

A character may use a higher rank msting dot to activate a lower rank counterpart. Example: a 4th level necromancer has expended his 1st rank msting slob, bnt not s 2nd In a pinch, he may expend a 2nd rank d n g slot to invoke a single 1st rank spell. (Bat he may not east two rank 1 spells in place of the rank 2 slot, and the spell still is treated ar a 1st rank spell for pmpaseo of monsters' immunity to spells of certain rantpl)

The apeli template I It mi be a k e d that all spells follow a general outfine. An expl-tion

of the he- within that oatline follows.

Name. Self-explanatmy. Spell ranldtgpe. The first category notes the rank of the spell for

anvenience. The -d reflects the prIdalar type of spell. There are nine: Type A. These spells beguile or charm a creature in some way, twisting its

beliefs or intended actions. TypeB. These spells osnally conjure living or non-living matter. Type C. Very simply, these spells inflict damage of m e sort. It will be

noted that many spells list damage '"per minute-a "per turn" of exposure. This is not literal. and the listed damage is actually sustained if during any portion of a turn one -4es through the ares of elpasure. A victim can sustain additional incremenb of damage if. for instance, he were to pass through an area ofsheet irghtrririg more than ma: over the mmse of a rum.

Note that spells flmt infliot Stamina damage unless otherwise notedl

Type D. These powerful spells beseech the casteis deity to intervene on his servanrs behalt granting him the ability to bring forth certain magic effects.

Type E. These affect energy within their area of expmure. pssihly exdnguishing such things a. lire=. or disrupting the power of spells that are currently in operation.

Type F. These spellsenad some sort of enchantment. Type G. Thee spells cause some sort of metamorphads in the cument

physical mnditim of a person or area Type H. Ther spells sect the mind. most often causing a targel to see or

feel something that is unreal. They can slso, however. affect the mind beneficially.

R p e I. Thew are the rarest of spells. which often affect the flow of time.

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Element. Spells are made up one of two possible elements: Sonic elements include sound-an incantation, scream, plucking a musical note, etc. Nan-sonic elements have no sonicrequirements and thus may be invoked silently.

Ingredient crmt. Some spells require a solid ingrediene-a moon, holy dl, clr. .\:. >nly J gc:r.nr.rul ptidvline, thnr ci.u.gry ..u~:cxrr nn nppruprinte roc, for .pll infln.divnL.. \lcrl are intidt.nwl, io 1 8 ir nor unrc~.<~nahle fur a (:>I ir,

di.pnu. uirh hrun,!ny and qilrcring the chwrxur u, dvilth lbi, dusn' t hdld true in the case of rare andfor valuable ingredients. Organic ingrediente need not be fresh or alive unless the spell description states they must.

Some ingredients are consumed in casting the spell. l'k is indicated by an asterisk ('1 placed to the right of its cost.

Maximum range. This is the maximum distance from the spellcaster that the leading edge of the spell's area of exposure must fall within. In a few other cases, this can also be a synonym for ''Area of expsure'. Such cases occur if a spell's h e range is 0 but a second appropriate range rating should override the fns t A magic dart, for instance, theoretically has a maximnm range of 0 as i t is enchanted while in the caster's hand. However, i t may be hurled up to 20' per level of its c r eak . Giving i t a 2OS/level area of elrpasure might be confusing and conjure images of an explosion, so for simplicity its maximum range is listed as "Zrlflevel". Such instances of superseding one maximum range rating with another more appropriate are usually obvious.

Some spells have a range listed as 'Teuch'. This v s d y means that, on the final phase of casting, the caster must touch the target, requiring a successful attack mll. F d m means the spell is wasted. Thi. can &, however, indicate that the caster must be touching an item that he is somehow enchanfing.

Non-c-eals are immune to 'Touch" spells unless the spell description s p e f i d y states otherwise.

Other spells with a range of O' mean that their areas of expasure center on the caster.

Casting. Thie category exists only if agiven spell has an unusually long or short casting time. Most spells, as noted, are considered to take one phase per rank to cmt. A few spells that are "Instantaneous" in their length of casting are treated as movement and may be e n d on any phase. However, one can never enact two spells within the same phase unless time-distorted.

Running time. This notes how long the spell runs before fading out. Some spells, such as disenchantment, can prematurely end a spews mnning time. Otherwise, the caster can halt the mnning time of a non-permanent spell on any combat phane unless its description states otherwise or spedfrcally requires use of disenchantment.

Some spells have a "Permanent" r u m k g time. This may or may not prove to be literal. Instances such as a conjured elemental wall of stone remain indefinitely. The restored points from a cure wounds spell obviously can be lost drning subsequent combat A bit of thought should easily due the garners in on when "Permanent" practically means "Semi-permanent".

Resistance mu. Some spells permit a die roll to resist some or all of their effects. This categmy shows what sort of roll, if any, is allowed. Example: a spell listing 'Can to neg." indicates that one who makes a successful Con roll negates all effects upon him. A listing of "AgiXty for IB" would mean that a snnessful Agiityrollresulte in taking half rolled damage. (As noted in the last chapter, however, the GM may dispense with basing resistance rolls on s tab in favor of a general table.)

Area of exposure. This refers to the maximum area that can be exposed to a spell's magical effects. Usually, a spell's area of exposure is fued. In some w r , ltuwever, Lhr ca t e r is permitted to determine his spell's exposure area Spells listed as "...up to - feet per skill level," for example, permit the caster to ch- =variable area of exposure net exceeding the maximum listed.

Many spells nfer to a cinulm or spherical area of exposure. Unless otherwise specified, the listed area considers the diameter, not the radius.

1 Spell-ting miscellanea I Casting when m o d

The bdkioess of m o m hinders the movements and concentration of a magician. Thus, spellcasters as a general rule may don only leather or softer armourr-if they also have a profession to which such a r m o m are suited.

Casting when blinded or averting gaze

If a magician attempts casting spells when he cannot see or he is averting his eaze. soells that reauire s~edfrc tarsetin* (such as man'= dar ts1 are " . . " - . impossible to cast effectively. Otherwise, an IQ roll is required to succersfully cast the spell. Blindsighted characters apply a banus factor of 3 to the roll.

Ground zem spells

Characters may sometimes be f a d to cast h m f u l spells a t their feet in order to damage clme attackers. If a resistance roll to lessen damage is normally permitted, the spellcaster need mll only 19 or lower vs his own spell, regardless of his atah.

Healing speb upon -dead

As noted, undead may restore lost damage only thmugh the 5th rank nemmnntie healing or through natural withering abilities. Use of healing spells upon corporeal undead creatures aehlally inflicts damage. The 6th rank necromancer spell cirde of healing is the only healing spell that can damage spirits or non-corporeal undead. I t is never harmful to withering demonsldeds.

Manual dexterity i n spell-tiog

Manual dexterity may be inferred as a requirement of some spells. (All finger spells, for example, require the caster point a t the tslget.1 In eases where the GM decides manual dexterity is needed, the magician must be unencumbered and have a t least one hand free to perform the spell. Also, the act of parrying (of any sort, including bracers) cannot be performed while invoking a spell needing manual dexterity. Note that instantaneously-cast spells, and those without solid ingredients, usually do not require manual dexterity.

Penalty factom to resisting spells

Many favor the idea that spells cast by high-level magicians are harder to resist. QA handles that by imposing penalty fadors to some spells--especially those affecting the mind--based m, the caster's level, or the l e ~ e l s of difference between caster and target. Some may wish to smmth out the idea by expanding the concept to all spells f a which resistance rolls are allowed. If this option is desired, the specific spell listings for penalty fadors are

discounted and a common penalty factor of 1 for each fam levels of a caster is instead applied b all resistance rolls vs his spells.

Spellcasters of certain levels may invoke the permanire spell. This themtically can make a spell's mnning time last forever. However,permonize does not function upon livbg/unliving creatures, nor will it work upon spells with an instoataneons running time, or those that are consumed when they deliver damage--such a s s will 0' the wisp.

Permanize is often uaed in the creation of magic items as will be shown. The GM should keep in mind that an allowed option when permanizing magic items is to rule that the magic effects are osable up to a maximum of one time daily for each f i ~ e levels of the pemonizer. A s w d enchanted with a strengthen spell, for instance, might be mled to function whenever the blade is held--or a set number of times daily.

Heinforcing spells to increase running time

For spells with a m n i n g time of more than one minute, an allowed option is to extend theirrunning time by a subsequent casting of the same spell. To do so, the second spell must be cast befme the fnst expires, and there is no change in effect. Thus, an extended ogility spell would not be rerolled but would merely be extended in mnning time. When the reinfor* spell is cast, the running time immediately bemmes that of the second spell regardless of how much time is left to the first.

Reversible spells

Some spells have a reverse form (damsel, etc.). The reverse need not be memorized separately and may be cast a t the magician's desire.

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Varying the damage potential of spells

Unless the dewziption slates otherwise or i t is obvious, spellcaster. can ~ a r y the damage inflicted by their spells by chmsing to cast a t a lower s!dl level. Example: a 10th level witch invoking a 3rd ranL star bvrst spell mold choose to cast i t as though she were between 5th to 9th level, d e w its range and damage in appropriate ratio. The m e would hold true for sheet lkhlning. which could be cast as if the witch were so little as 5th level--the lowest level a t which the spell may be invoked. The damage thus inflicted would be but 6D4, while the damage of a will 0' thz w e would be onchangeable since it is set regardless of skill level. One exception to this general rule is mogie dafi, the damage of which is ~ariable to the madmom allowed, r e d a s of skin level.

1 Potions S elixirs 1 At certain levels, ohsracten may fashion potions or ekir.. If he or she

lacks a written u t of hslruetions, library research must be performed as outlined below.

Base re8-h time: 4D6 d+m C h n m ofa~e~espful msearch: 5% per skill level, to 96%.

When the formula is known, the character must e t h e r the proper ingredients. These are not necessarily set, and often mme than one type of ingredient will suffice to create a potion. Elixirs, dne to their permanent effects, require very rare and unique ingredients. Thus, the GM sets a list of materials required for either item's cteation and infmms the player of them after successfolreeamh is performed. Afterward, the character must quest for or purchase them. (The cost is fued by the GM.) A s noted, c o p e emem substihltes for the solid ingredients.

Crealhg the potion or elixir reqoires a laboratmy for maxim- efffdency. The md for outfitting it ranges np to 20,000 ounces of@ldd, although schools of magic will rent laboratmy use for 300 gd/day. (There is osually a 3D4 week . . waiting period. howevcr.)Other details folbw.

Time needzd to nuurufactarepotton: ZDB days C h a m ofsumessful monufaetum 5% per skill level, to maximum of 96%.

Time needed to manlrfoclure e lk ic 1D4 months. Chance ofsuccessfil manufacture: 5% per skill level, to maximum of 99%.

Identifying potions w elixirs

prayer he will use to focua his concentration on the task at hand. If the GM allows, a character may research an appropriate phrase after ID4 days of experimentation if he finds asbwge wand.

Staffs are more powpowful than w a d Tbey are fashioned of wmd and are at least flve feet tall. Staff* work similarly to wands, although they function at the sldn level of their creator. (Optimally, the GM may rule that sbff8 fundion a t the level of the o.er if this h e l p maintain game balance.) Also. st& can hold up to three dinerent sorts of enchantments.

I t takes approximately 30 days to carve and/or e-e the staff.

Generally, only spenolsters can use wands n MS.

IMi~isce~~aneous mapic items I Other magic items are mated though a process s i m ~ k to the one for

wands and sbffs. Nemmun- and earth pries@ however, must use the prayer spell in place of mnseeratioa to invoke the deity to enchant miscellaneous items The DM may also require the character W n m e we materials, and mndoct research. To determine research time, the GM should note what spell or spells the intended item approximately duplicates the functions of. Stndy is then mndocted as if the character were attempting to research the spell(s) in question, As a general rule, magic items may not bear mme tban one sort of enchantment per six $Ell levels of the mator.

Apeman* spell is required to complete the item's mation.

ICursed items I

Cmaed items are fashioned by using the reverse of a helpful spell, or by special baneful spells researched by tbe creator.

Magic armour and weapons are relalively simple to create. However, different prafe&ons tend to fashion different sorts of enchanted items of this sort. Necmmancers and earth priests. for instance, typially m a t e practical items of BF 1 or higher rating. The method d ddng sa is to invoke the mnmrate spell upon the desired weapn. Next, eRehaat -pen is cast to determine its bonus factor. Finally, permanire is employed to finish the creation, extending the running time indelinitely.

Magic a r m m i s created similarly, employing the enchant amour spell.

Taste-testiog d m toidentify only potions that heal a harm. And in the Nemman- and earth prieats may imbue weapons or mnn ~ 6 t h ather latter case, appropriate effects befall the taster, although Con mUs are made

msgical ~ t i e s o n l y thmugh ose ofsuhrquentpmFr sPUs, with a bonus fadm of 3. The d-rn enchonled aum swll and the mcewr skill ofa1chem.y can also enlighten ow as to the natvre ofa potion or el-.

Witches and druids favor esoteric sorb of enchantmenhi. Thus, a witch's dagger (or athame as it is called) might be e n h t e d to work as a

rBh#lc staff & wands I bneweapn, rather than a baing BF 1 implement And as witches and druids rarely don arm-, they often rely on fashioning magical hraeers or enchanted

Wands are up tot- feet long and can be made of a variety of materials-- clothing, altho- they are not abea11tely prevented fmm mundanely wed, bone, metal, and so on--and the wand itself is invariably decorative, enchantiw armour so long as they research appropriate spelh or use perhaps as a w n of respect to the deity enchanting i t Its purpase is to hold a necromancer spells as an aid. Mast of the time, however, the ha&- result s-c enchantment, mwt often a spell. In creating a magic -4 a witch m will be armour that is uniqoe rather than practical--leather armour enchanted druid c h e t e r must use enchant f m s , while necromancer. and earth pries& to permit the wearer t o s d hide, as one examole. employ a mnsecrate spell. Thereafter, the wand may be imbued with the Apermonize apell isrequired to complete the pmcesg proper spell in one of two way%:

Enegired wands. The wand may be set to hold up to one c h a p per five Items of BP 5 or higher rating can only be fashioned by deities. sEU levels of the character. Once these charges have been expended, rubsequent castings of the spell inB the wand must be performed to recharge lWishRl it. The wandia not harmed hy erpendina all charma. I - .

Pepenired wands. A wand which llnder a permonk spell need not be recharged, and it each day hetion. once per five levels of its meator. At twilight, in the case of droidlwitch wands, or a t d m , in the ease of other profe&ons, all expended charges regenerate. Within the Realm of Faerie, however, magic wands never need recbrgkngifof witch or druidic origin!)

Wands always operate a t the lowest slon level a t which the spell could normally be cash excepting rn& and elemental dart spells. And when these spells are loaded into a wand, yrme sort of studding is placed upon the head for we as the enchanted darn.

I t takes approximately 10 days to m e and/or eograve the wand. After this, the enchantment may be enacted upon casting Wle requisite spells Nahually, the GM may always decide the deity will deny the requested enchantment in order to preserve oampaign integrity.

To activate a wand, the char& must concentrate on releasing the energy. in connection with this, oflen them is some s a t of phrase or brief

Last of all, the enigmatie Wish must be dealt with. A full discourse on handling wishes mi be mered at s future time. For now, mnsider that thfre are two f m s of wishes:

Greater wishes are authmed directly by deities a major de*, and can do such thing. as restore a dead person to life, permanently raise a stat, dqllcate the eff& of any known spell, restore lost limbs, heal all pa* members of damage, etc. In other words, greater wishes are limited only by the GM's main- campaign in+@.

Lesser wishes are under tbe direct oontrol of the charactem (through a magic pool that grants wishes, an amulet containing a wish, and so on). These wishes usually affect one c r e a k in a & m i f l a t way--healing, avd* a dangerous sitostion, etc. They can, however, enact benefits comparable to greater wishes, although with a significant &anchance of wish failure.

In all casee, greedy or unreasonable wishes will fail.

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I semiprecious gem I ~mcious aems

1. Agatp(1gdlcarat) 1. Amber (5 gdl-at) a. h t t h y r r t (3 @carat) 4. Beryl (2 @-at) 6. Carnelian Cl @carat) 6. CatMye(l@-at) 7. Caral(1 srlearat) a ~-~t(z@-) 9. Jade, normal (3 @carat) lU. LBpi9(3O@unat) 11. Mm-e (20 @carat) 12. Onyx (1 @-at] 1s. o w l (10 & E B I ~ ~ ]

I . Coral. gold I100 @carat 2. Dipmad 1300gdlcarst) 3. Fire opal I lM gdlcarar 4. Emerald (l.OMl gdtcarat,

I 5. Jacinth (1.50 @mat1 6. Jade, fine (100 gdtearat) 7. Rear1 @Lackor blue 1,500

gdlcarat 8. Ruby (8aO @carat) 9. Sapphire (200 gdlcarat) 10. Topaz (1W gdkarat]

14. &I (white m pink 50

15. Quartz (1 bd~a~atl 16. Serpentine (S @carat) 17. Sunatone (10 @carat) 18. Tmquoise (1 @carat)

The rewards of advenhuing take several tangible forms.

Level -hi determine the rate of level advancement by a character. They are awarded by the GM at tbe end ofa play .eMon, or a t the conclusion of an

To determine a gem's specific weight the DM sbDtlld make a p n t i l e dice mll against the table below.

adven- me GM should allot level points as appropriate to his usual game sydtem,

orasheseesfit. One ounce of gems weigh 142 Unats.

Gaining me mxt ebllllweI Uncot eems are d hot 25% of the ?aloe d cot mms. Also. when e m s m jewelry "are given out, the "aloe listed by the GM is generall; 80% 07 the

On- a -* has e-d the of level poinb to reach amount to mver the rate penalty and taxes. under the &a level. hap- automatically. Cham:ers NEVER n d circumstaoEes where &- may for full value, inrtrwfbn lo nolirp the benefits of Iruol aduoncoment! their listed worth is mppd another 20R-25%.

In cases where a spellcaster goes up inlevel "on the train", be or she is aUowed a new spell to wite in their books, provided ink is available. It ia Jewelry combhi of cut gemshes that have been worked into a setting of pneaomd that prim has made this possible, even though the charader predous metala This the of the mstefials used by 308. may not have acaas to reference materials on the spot

The teblea fdovdng are offered for a quick determination of hasme. lcurh .a& 1 However, the GM will mnaUy decide on his own how much k e r n to pl- in

a given horde. Another tanglble award is wealth in the form of* stones m matala

Redow metals are easily handled and there is no great need fm a lengthy outline on them. However, decorative objects of prezi- metals as a g e d rule can be wmth up to 10 times the loe of* weight algue.

l ~ s m s and jewelry I One drawback to p d u s metals is tbat a tbomYlnd ooncee of gold is

cwnbrsame. A 1,000 gd valne gem, however, can fit in a pastet with ease. Thus, gems are highly desirable from the standpint of portsbility. However, they are redeemable only in large dtie where there is a lot of cash available. In the wildemem or in d areas, a humble innkeeper &1y cannot cash in such valuables, and charade* mnveriing their wealth to gems may wind up paying a 10 gd 1- tab with n 100 gd p a r L

A partial list f d o w ofsvggested gemstanes. They are broken down into two U I ~ B & H C S E ~ ~ ~ ~ & ~ m s (h d y worth mder 100 gdlmatl, endpmdow gems (b i l sd ly d 100 gd+Imat).

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Table 2lA--Monetary treasure

01-56: l h l W gd value 3656: lW4a)gd value 56-70: 100-EQLl gd value 71-W: Reroll below-.

01-40: 200-8M)gd 41-W: ZCKbl.2Wgd 61-96: 3XL1,8M)gd 96W: RemU below..

01-50: 1,000-lO,C€Nl gd 51.76: 3,000-18,WOgd 76.96: 4,OIM.%MOgd 9600: 8,CnXbfd,C€Nl~d ((or more)

Table 215-Gem heasure 01-25 1 p m 2650: ID4 gems 51-75: ZI)rl@rns 76-96: 3D.l-ms 96W: 4D4mma (or more)

01-20: Gems are -t 21-80: Gems rne cnt 81-00: Treasure is in fmm of jewelry

(Assume 26% chance gems are precious)

J%gic item. I Natmally, magic items tend to be of great interest to adventmers. There

are several sorts.

W g l c weapons

Table 254--Wc weapms & bonus factor 01.20 Hand-held mn-sion weapon

01-25 Flailed mace 26-50 Hammer 51-75 Mace 79-00 Staff/

21-90 Jhnd-held o u t l i ~ g . ~ e . ~ p o n s 01-09 Axe (hand) 10-18 Are (two-handed) 19-27 D-z 28-36 Bastard word 37-45 Broadsword 4654 Rapier 5563 Soimitar (regular) 64-72 ScimiLar (two handed) 73-86 Shoriswmd @Mius) 8690 Sickle 91-98 Taro-handed peatsword 99-CU Whip f l

91-00 Missile weapon@ 01-07 Fkeur~ed bow W l O Fkeuned mmposite bow 11-15 Longbow 16-20 Composite longbow' 21.35 ID10 msgic arrows* 3638 Crogsbow (heavy) 39-42 Cmssbow (light) 43-49 lDlO magic crassboabolts* 5056 Dart 57-89 Polesword 64-70 Sling 71-90 Spear 1 91-99 Trident

I 00 Remllorch- I While mundane, these are mitically important and nsoally range in bonus

from BF 1 to BF 4. Eaoh factor imparts a bonus of 1 paint to a k k and r wc mows and dw bolts are oneshot items t b t lo= all damage rolls (although GMs wishing a mare mnsewadve srjtem may restrict enchantment upon ~ - h i ~ the end of their night d e s o uniqoe. Their bonus the b u s factor to either attack or damage, but not both). Table 22 provides s are -ulative with that ofa magie l a rmwdev ice . random means d determining the type ofweapon and its bonus €ackr.

Bone. factor of weapon

Enchanted reaprma extinguished unless i t is denied oxygen, m a posses= releaser it. Thus, its h e nature cannot be hidden, and there may be times when exposed flame ~n

Enchanted weapons are hr m n e interesting. These may or may not oause problems. impart a bonus factor to -bat rolls, but are often unique doe to their possessing n special power. A few enchanted weapons are outlined below. But Homrner of hurling. This weapon typically resembles an e w a v e d most of the time, the GM will design his own. hammer, and is usually cr&d by powerful dwarven earth priests. The

hornmer has a range of 2 W and may be hurled a t s target within range, Baneblade. These are ouraed arms any sort While functioning as weapons intliciing Body damage with a successful shike. It thereafter rrtmns a t the

of BF 1 or b e k enchantment to attack mUs, thebonus is actually heated ass end of the phase to its owner fa. another use. minus to damage r o b (though a min$nom of 1 point is always realized). This latter f a d should be kept secret by the DM, who secretly deducts dombk the Kris of Assom. These balanced, wavy daggers are said to have been a p m t e factor when the cbmacter ann-Ees his damage. Thus, someone fashioned at the behest of the master d a m n A d l a b fm certain of with a BF 2 boneblade, believing he is entitlsd b add 2 points to 3 points his operatives Beyond functioning as a BF 2 weapon, the kris allows the rolled. would anno- his damege as 5 points. The GM would deduct 4 points be- to daily invoke the witch open unnirh. to mmpemte, haw the damage done as but 1 point.

Sash whip. This unusual weapon is very handy for iwbnces when a Flameblade. These weapon? are spedal, fm when drawn and held. the character wishes a disoeet weapon. It takes the f o w of a frne waist sash six to

blade flames, illuminating the area as brightly as a torch (in the case of eight feet in length, which a t the bearer's desire may employed as a whip. words) m candle (in the ease of daggers). Flameblades are W as utility inflicting ID4 p i n t s of damage with a auccesdul sbihe. items, f a they can easily ignite mmhuskiles, including magical nets. Also, while no extra damage isimpaaed from tbe flames, a strike with allorneblode Star blade. Of witch or draidic origin, slar blades consist of nothing more is heated as a fire a m One possible drawback is that the flame cannot be than a sword a. dagger hilt, oftmn of +my or silver mnslmdon. The

158

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enchanted hilt draws its power h m the night sky and in conditions of twilight or nighttime darkness a misty blade forms when the weapon is grasped, inflicting damage as a real weapon of that type. Althuugh i l has nu bonuses to attack or damage rolls, the stor blade is fully effective against d l spirits and non.mrporeals. And be- of its lightness, all professions may wield it as a primary weapon.

Vemm blade. This powerful but unchivalrous weapon forces those sbuck by i t to make a Con roll or lose ID6 points of Stamina in addition to the damage done.

Magic amour

Magic armour is of great use to charaden. Its benefit lies in the fact that i t is treated ae normal dothing granting an AR of 0, althoogh i t retains its absorption capacity. (Its equivalent hdk i s also halved).

Cursed armour may or may not appear as magical. However, while i t has an AR of 0, it a b m b no damage! There is a 03% chance that a set of magic armour found is in fact cumed.

Table 23 fob^ pmvides a r andm means of noting what smt of magic armom is d-ered, and its sire. Natmally, same m o n m , such as chainmail, may not exis4 in dwarf or gnome size as these races are not cossacks One d d , however, assume the previous owner happened to be of very small dature.

Bracem* Cloth (can indude m d c cloth@) Jerkin Leather Cossack chainmail

4664 Gladiatorial m o o r 55-RS Chain-1 sk& M-72 Iagionnaire plate 75-81 Chainmail- 02-90 Partial plate 91-99 Fun plate M ~~~n ,,, ~h-

ending with the sentence: '...Then this Book of Destinies came ioto her parrearion.' Thereafkr, the book, which holds a number of blank pages. mnrfanUy u r n itseIf, writing out what befalls ita pwse-. In mnnfftirm with this, some owners have been alerted to potential danger by, for example. the b d s mentioning the plots of an enemy in mnnectim vith events +hat have recenUv transoired. or bv its revealine the bue nature and intents of ~~~ ~ -~~~~~~~ . ~ ~~ . , - someone the witch encounters. Such instance are mmparpartively rare, however, and certainly the tome does not provide fail-safe lnsight into any and allimpending danger faced by ite owner.

The g~eater power of the bmkis that i t permits the owner, by her penning changes into the text, to altcr recent histmy in the event of a baneful occurrence. For instance, Bssume the witcss fmus is stolen while she is unwnscious. Upon awakening, she chmses to anss out the baok's desdption of the incident and on a blank page anites that the foeus was left behind. Its theft is therefore cancelled in mother instaoee, a witch's friend is slain during a battle. Wcgly, the owner of the hmk rewrites the text to read that he had insteadbeen prievously wounded but sumived, thu changing the outcome of the 6ght. To use this power, the book's owner must personally pen the change to the text within 10 minutes of the incident's occurrence. (Should the witch be u n d o u s or incapacitated during this time, the time limit Wins fmm the paint she awakens.)

I t is also said that one may influence future events in the same m m e r , although the degree is leR to the DM'S di-tion. And cerhinb a grandiw desire will be fulfilled in a pemerted manner. la dl -, tben, the history- altering power of the tome should be handled as a g&r wish. Also, no one other than the owner of the book will be aware of events being h g e d unless she writes i t in such a manner to allow h t .

The Bmk of Destinies may be employed to alter hiatmy 1D4 times. It thereafter disappears, asit also does upon the death of its owner-even if she is subsequently restored somehm. If sobjected to dam-ausing farces, the tome is considered to have a-ce mll of lWless YB 811 effects.

The b m m offhe mnwl Msny believe this b r o w broom with gulden flax Lwlooged U, Kathpn. the lkotcornl uf i.xdenna. if not U, the archwitch hrwlf lsct the k n n i n ofLodrsnn). It is named lhvs for the fact it mwes a t double the sped of a n-al flying broom while surrounding the rider witb a fiery umbra which is apeetacular to observe, espeLially a t night.

CIaakofcols. This dank or cape is fashioned from the fm of n o m e m s cata and is commonlv dark in color. Its unioue mwer is that once eveN 72 horn . .

01%5 Homm the witch may hurl i t a t a single enemy, t r d m i n p the garment into a

6685 ElVhalf-elf horde of angry cats that will swarm upon and daw the which may do 8 6 M Dwarflanome nothing more than try and fend them 0%. As the cats are enchanted, they me

anaffected by mast spells, althowh disemlronbnent vs 13th level msgio

*Magic bracers never improve the armour rating. However, each h a s lactm returns them to eloak form, something that also ocnns aRer seven minutes of

allows an additional point of Body damage to be dedoded. Thus, a pair of BF 1 bracers would allow the wearer to deduct two pDiots of Body damage fmm a hit, pmvided he made his Agility mll. Magicbrasen do not k a k except under Cloak o f tmwl iw . This unwoal device appears as a normal hooded cloak

unique circumstances. of dark color seemed by a clasp holding a sqme.cut diamond of 1,000 gd or more in value. When warn bv a witch and smead outward. a faint vision is

M&o shields resealed in the garments inn& folds of a par&ular plaee--usually a chamber orgmvc f a v d by the owner. At the witch's deaire, she may step Uvougb tbe

While enchanted shields with sp&al may ,,f ~p 1 or cloak-which seems to fdd up with her--and be trsnaported to the place shown

higher rating do not, simply because a shield is no better than its wielder, and as long as i t is on the same plane. This special power is usable once between

a magical cannot mahe i t function more effidently. c ~ ~ t i ~ ~ ~ ] l ~ , new moons, and the point of destination is specified by use of the feleportnl

the GM may disregard %s role and permit magic to lower the spell, which is cant upon the clasp of the do& This need be done but one h e .

rating beyond the base bonus factm. Note. however, that once a particular witch ch-s a receiving paint, she may not a l t e ~ i t a t a fu tu~e time unless she employs a wish to erase Ule nmen t location.

mdisoe~eo~ mPgic items

Faerie moms. These m a g i d amms are so named b u s s of their ability Wiscelaneoun magic items can be p a t fun for the GM to design. A few t, gmw into f,,".sired within a - s h d time. meir origin,

examples follow of some unique magic items of Islay, starting with. interestin& enoueh, is said to be traced to the Realm of Faerie. where i t is

Bwk of Destinies. This powerful item is &Iy some sort of Artifact of Power. While no clues are available as to its origin, the legend of the bmk(s) extends back into the farthest reaches of histmy. %me believe the item was crafted by none other than the Witch Queen h e ~ e l f , while others attribute i t to the first generation of elves who preceded her, or perhaps even to Brigit

Whatever the smnre of its creation, the book appears as a blue, leather- bound tame appmxhakly 12" x 9" x 2", and upon its front cover is set a silver spiral. Should a n o e i W I , indoding a druid, examine the tome. i t appears to be nothim mme than a bioeranhv of its mevioos owner. trachc her h i s t w - . . - fmm birth ootil death Rut in the hands of a nue femdt. wivh, Lhe tome changes, h m i n g a hiup;lphy of iw new owneio life up II, U~nt Wnl and

believed that tho: who plucked amvn. horn the magical hees of the Faerie Queen and later returned with Ulem to the world of mortals account for their presence on this p h . Prom 656 amm are usually discovered, and to enact their magic, the need only tom one or more onto the soil. Within lDl0 minutes thereaRer, huge & of the largest size sprout forth from the gmnnd. Poerie mm are thas most often used to decorate the area of a witch's lair. If 10 or more acorn. are sewn in the same -a, a 30% chance exi& that a n t will be created. (There is a 20% chance the n t will be female.) Should 25 or more acorns be sewn in the same location, there is also a 1G% chance of a hee sprite being formed (who naturally will consider the paWl of oaks to be under her dominion). Both mat- will remain on gmd terms with the witch--or druid--if she treats them well.

Page 166: Quest of the Ancients

I t should also be noted that there me reports of other seeds and pcda from different smt4 of faerie trees working in e similar W o n . Brigit, for indance, is known to have presenled gifk of seeds and acorns to mortals she favored. The apples from s d 4-w~ are said to be es@dly deledable, and even enchanted

The glows of Withenuone. Little is known aboot the namesake of these gloves, though Witherwane is said to have been an elven witchiwoodsman who adventured in the Land of Shadows long ago. For her f-, she is believed to have chosen a pair of 6w soft doves of black drakeskin which she later enchanted intothe item now kkng her name. Eaoh of the t-oa W e s possesses different powem The right glove. when w a n and holding a weapon, can be released o m per 24-hnn perid to independently battle an opponent, freeing its owner to &mm spellcasting. When in this made, the glove remainsin fmnt and within five feet of the witch, atribjllg ones a d minute as a 8th level lighter a t a mature moat directly threatening its owner. The glwe itself cannot e f f h e l y be attacked and i t re- adne for 11 minutes, themafter falling inert to the ground anless retrieved befmehmd

The let? glow once each 24 h- fmstions as a &rrgle helping hand (at the 11th level of skill).

The whereabouts d the gloves are taday &own, althoogh the Adventurers' Guild of Preepoa is in w o n of a diary formerly belonging to a knight who sought the treasmes of the fabled Fortress Betwen Two Worlds. A passage of interest mentions the writer's encountering an '...ogre chieftain who poasesrth a bewitched gauntlel witch dath fight of its own accord as thongh gh &st wieldeth a sword....", a posslile referen- to at least one of w~th-ma plovea

The hennin of Ladenna. This device is &shioned in the shape of the pointed hat often sasodated with witches, known r. a M. I t is so named for perhaps the most powerful human witm of anti@@, pptPpartedly its matm. The hennin flrst of all haIda asmall nil-space permitting the storage of up to to 50 of small items. I t alw may be hurled f d , spinning in rapid fashion to summon a 10th level el elemental to do the witch's bidding for 10 minutes. After that time. the elemental vanishes and the henin flies back to the caster's gra*p onless the elemental was slain, which destmys the item. This latter power is arable once between fun moons.

Messwe h. Resembm an ordinam box w i t h a slidine lid a ~ ~ o n bx may be fmhioned of -&ranging Prbn simple oak to -ed &bast&. An arc no larger than 12" a 8" x 3". and their k c t i o n is to d&er a written measage to a creature of the paasessar's choice. To activate the device, the witch must h t pen a non-magical bent to m e o n e she has personally met. She then plaoes i t in the box and sets Rrr to it, thereafter closing the lid. The document is consumed within me minute and immediately appears intact before the intended receiver in a tksh of smoke and name, assuming both parlies are an the same plane. The bcormay be used once per 24hour period.

Tlre rings of the mwn. hr both she and her ooven, Lade- fashioned 13 of these unusual items The 12 basic rings are made of gold inset with the signet of armen. At d, the -or may activate the msgieal signet, which transforms iota a normal raven ready to do as it is bidden unhl ordered back into the ring. The raven is most often used to carry a m-, or a spy, for dnrlng the time it is &sated, the witch may nee thmogh the creature's eyes, althwgh no means for bilateral mmmunication exis& F.Shollld the raven be slain. the ring permanently becomw n m - m a g i d

Lsaenna'a own ring was hurhioned of elven &er, and brought forth a s p e d raven with whom sbe wold mentany m m u n k a t e , even when the two were separated by p a t diskma (Some theniae the meature was in fact an enchanted familiar.)

All these rings are d g o e in that they will slip from the lingers of non- witches who don them.

Ring of wikhe'y. In keeping with the fondness of witches fm mating things of beauty and uldquenesa, this ring d y is faghioned in the shape of n gold or siker band engraved with varioos mnes and &Usllls. When first donned by a witch, the ring requires seven full days to aUum itoelf to the wearer. On the eighth day, the ring confers one of a number of passible buses, as determined by random pereemhle diae mn rm the table following:

expcsme, and other such variables. I t does not grant ertra

51-75 As above, hut the level of magic use is raised by two.

7&86 Each 24 hours, permits the ebaracter to freely cast one lsbSrd rank spell of he^ choia she has memorized. (Ingredients are also necessary if the spell requires them.)

As above, but the dunacter may cast a spell up to the 5th rank

After the pariiculm power of the ring has h n determined, i t cannot be Ebanged for that character. Ako, each time the ring is remwed, ihe time nffesaary for it to attune itself back to the owner dmbIn.

Ring weapons. Usually, d y a single ring weapon is found, although on nue occasions (10% chanae) a m p l e t e set is discovered in some law-last treasure horde. The oagin of these rings is believed traceable to a lsgendam group of high-level assaasinwitches who employed them in order to m @ e arms into wppasedb sgllre mag The typical ring of thia sort appears tobe a gold or dver hand mscribed with various decorative reliefs that inc lde -e sat of we-. When the w- emcentrates on it, the ring k m d a m s into the weapon in q w o n , all~raing instant use. I t rehmm to ring f a m when desind. The type of ring meapon found is determined by randam dice roll on the table following:

51-70 G M i w Broadsword

91-99 BP 1 weapon. (Determine type by rolling again on the table,

a m uentroU of W.1

Note that the n n r m s g i d ring weapons do not Sect m a k e s needing mapic weapons in order to be struck, althovgh silver ring weapons are usehil against seam harmed by silver.

Skull of s&ht. This item resembles a Wcslzed skon of alabaster or ebony into which a ball of flawless rrystal rdued a t 1,WO gd hss been sat. While most useful as the h m d i e n t i n the ~ s W l 0 m . m ~ rmell, these items alw 2oe

enchanted with the -&lie to once ekb 24 ho=s mnfer special sight to a w e a s o r peering through the rrystal a t a specific area ar object. The potential power of the item is determined randomly on the table followiskg

1. Lktede&nted mum. bkhllmrange 80' Areaofexposme: A lOcube. Rnnrdng time: 5 minutes.

2. Eye of Rhionnon. Marimom range: 0 Area of -me: A30'mneendhgioal(Ybase. Running time: 5 minutes.

8. Detect enemy (ie. someone who desires the witch to come to harm). Maximum range: 30' Area of e-: 1 mahlre (per minute). Fanning time: 3 minutes.

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4. K~LOW tnre etlrics. Maximum range: 50' Areaof expwure: 1 creature. Ronning time: 1 minute.

5. Detect seeretpanels. Maximum range: 30' Areaofexpure: A 10' square (per minute). Running time: 5 minutes.

6. IJeleUtraps. w m u m m g e : 20' Area of -"re: 1 abject, or an area of wall or floor no larger

than 30' in length and 10' in height Running time: 1 minute

donned by an intelligent creature, the choker omsthick, -bly strangulating the wearer (see the section under Conditioning in Chapter One). It can only be removed by sameone rolling beneath their Strength on percentile die. One such chann is permitted each person.

Clmk 0fpmhet-s. This useful garment can be of any mlor, and holds 2D4 six-inch-wide enchanted pockets within its inner folds. Each pouch safely contains up to 20 lbs of small items without noticeable bulkiness or weight factOK

Cloak of shodo~s . When w m and drawn about the character, this magic doak allows him to ondetectably meld into a shadowed areaand not be noticed by normal or even hen1 sight.

Clmk of smolhe~lzg. Whether appearing as any sort of magic cloak or Smened with a neutmliae aum spell, this baneful garment when donned instantly wraps about me's head, smothering him until dead. It can only be

Staffofgems. This five-fmt staff ofebony or walnotis so named because it removed prior to that through being destroyed by 20 or more points of is t o p d with a silver cappillginto which are set three gems. The p&He gem damage. Halfthe damage intlictedis deducted from the wearer's Body points. types held in the staff are determined by random dice mU on the table following: Crystal €all. lhis enchanted ball of rrystal permita a spell-ter (excluding

earth priests) m h a l h to use i t as a snying device. Instantly, the caster may uwrm in on a mom or -a she has personany seen before, observing the sights and sounds therein. The ban can a b b e used to focus in on someone the caster has p e d y seen before, although the target g a b a Luck roll to sense L%zbg spied upon. Unleas his l a a h is h o r n within a Smile radius, there is but a 20% chance that the device csn locate him. The oystal ball may be used once each 24 home for atotal of 10 minutes.

1. Qnartz. Grants invisiWi@ for five minutes. I t is otherwise similar to the 4th rank witch s p l l uoniah.

2. Diamond. Allows the witch to employ L e staff as a BF 3 weapon for 10 minutes.

3. Momstone. For five minutes, =wounds the wi th with prokction from Zjmmthmps in a 10' &us. All such -atme are prevented ham entering the protected area for the magic's duration, and those caught within the area when the magic is activated will immediately seek to leave.

4. Pearl. Creates a 20' globe of silvery light, illuminating the area with the same intensity as twilight. The duration is one bur, and the light does not interfere with night sight, althoogb heal siglit is halved.

6. Ruby. This crystal acts to protest tbe bearer a&wt a fue a t t y k I t will absorb one-fourth of the damage the

must resist from a f i r e -bed athck, whether by spell, breath, ete.

6. Sapphire. Grants a h u s factor of 1 to any IQ rolls for five minutes.

7. Sumtone. Releases a Sun globe spell centered on the staff.

8.Turqudpe. Surrounds the witch with pmtedion from aquatic creatures in 10' radius for live minutes. All aquatic creatures are prevented fmm entering the p m k c t d area for the magio's dmatim, and those caught within the area when tbe magic is activated mi immediately seek to leave.

Fl+w b m m . Needless to say, these are most often construoled by witches. And while somewhat unmmfortable on long trips, flying bmoms anow up to 300 lbs of c h a r W s ) to ride u p n tbem a t a speed of up to mY/phase

movement, or a flying rate of 20 miks per hoor. Conbol of the broom is simple, re+ring nothing more than the rider's conscioos will. It cannot hover, though, and must move no slower than 5'/p/phase.

Flying carpet. These Arwinian devices are by far the most mmfntable means of flying fmm m e place to another. The typical carpet is approximately 10'r 6 in size, hss a t a d c a l speed of ZLWY/phare, and an hourly mmement rate of 12 miles. I t is controlled by simple vocal command-"Up: down: right; lee." etc. It be- up to 1,200 b of weight and is @k of hovering. The equivalent bulk is 50 lba

&nip bottle. These vary rare devices are thought to migkate with ultra- powerful neavrmanaers or perhaps even deities. Each mntains a genie of greoter or lesser ilk. In the f-er case, opening or destmying the bale hees the genie to go h b own way, though in gratihrde he may render a service or grant a wish. Lesser genie bound into such devises are forced into serving whomever holds the= prison, although greedy or Evil masten, may h v e r the genie will -k to pervert their mmmands when mi. Desboying the container also frees the genie.

While the above item is listed as a genie bottle, dher containers have been b o r n to hold genies-lamps, rings, amulets, etc

Hourglow. Thia enchanted hovglass i s invaluable to alchemists and navigatoq for when merturned its sands will flow normally, regardless of how i t is handled. The hourg2- keep perfed time and generally runs for an

Each of the gems may be activated once per 24-hour ( ~ ~ t e that hour, althmgh a few have r a d n g times of up to four hours. Use of an dqlications of gems are A w e d when rolling them tap.) AS the staffis i t hDuglaap when con- potions and el* adds 10% to the chances of t&s up half the eqesalent bulk of a normal ~taff, but its damage potential is wccessful alohemy. The equivalent bulk for the device is five lbs per hour of only ID4 p i n t s mnning time.

Other items

Cot slippers. W l e sometimes made in the form of bmb, mt slippers have a lining or him ofcat fur. They are most oseful to tbase who regularly climb up walla or &Bides, for in +he event of a fall, the slippers permit a safe landing from a height of up to 4W. F a each 10' beyond this, the character s u s t a k ID10 paints of d a m e , althongh it maybe deducted from Stamina

Chameleon c k d . This cloakis often green in color and when drawn about a chara&& similarly to tbe rank 2 witch spell of the w e name.

Choker. This banem device resembles a bejeweled choker and is d l y emhued with the neutmlize onm spell to hideits enchantment. When Wmingly

Mirror of tmveling. This device appears as a f1111-kngth mirror, with an ornately carved frame of rare wood. I b power lies in it., generating a grater kleportal to a place W by the posse- once each 24 homs. Up to four b a c t e r s may then step tbrough to the other side. Unless tbe rnirmr is manipulated by rme of a spellcasting profession (including halakas but not other tricksters), i t can only be d a t e d by one mating an IQ mil m percenae dice. Missing the roll means the attempt fails that day. The eqoiealent hulk of the minor is 200 lbs.

Pillotu of slwn&r. These are highly prized by spellcastera, for one who lays his head npon one instantly d rop into a mmfmtable sleep for up to 10 hours, remess of the surrounding conditions-noise, light jostling, ete. The one bane to the spellcaster is that he must make a Luok roll to awaken in the

Page 168: Quest of the Ancients

event of houble. The enchanted d-br in instantly halted if tbe &per is jwtled hard or SUIT- damage. Its equivalent bulkis f o m k

Ring ofenergy b h . Appearing 8s a golden bandinto which are let up to t l n e e ~ t h i s k p e m i t s t h e w e s l e r t o p l d a ~ t o c r e a t e a 10th level energy blast. Once plwked. the mmbmea 2nay be r e p l a d with similar sems wau l a t least 10 gd. ARer a perid of seven days, during whioh lime the ring must be w m , the opals lsln be smflkbntly magiclied to emply.

Ring of eyes. These deviee4 take the f n m of a gold or siher band into which is set a eataeye gem. O n e per 2Cbonr period, the bearer may release the gem, which funotians as a t&&s eye. At the end of the npellg running time, the gem re- in its letling, requiring 24 mntin- how to regenerate its edmntman t Dming the regeneration time, the must he w-

Ring of drieIding. This -fyl device projects a shieldlike &Id of force at will, the rank 1 mrromanaer spn ring shield.

Zing o f w i t h . This b w t W item can w a r as any sort of jeweled ring. When donned, a wraith is immediately released to atb& whomever wears the devie. Thereafter, the monster most be daln or the dng removed to save the aapInu wearer. To n m w e the rill& the rictim mnat make a suacesafol Lndr roll on his -bat phase. A v& of this ring is &a known to e&t that releases IDS waithe to baffle aogone in the general a rea

Note that may be w m under or over glwm.

Srrvim eloss. This useful imdement take the fmm of a n m a l . .. - msgmfylng gla98 a monocle. When peewd Uuough by a character 11

m&dly dcdphera m t t e n text mu, the beam's mti.e hguage. Whilr ihc s m i n s g k d o e not deoipher nurgieocript,it will show moon sigils.

Sharnmek ofLmk. Theselarge llhammeLs are highly prized, fm they bmst the Luck rating of a Eharaotar by a point, to a maximum of 18. Uwally, these .hammeLs are -ivd as giRs fmm tbass who da leprecha- some senice, although i t issaid that some bare diecovered a few witbin the Reahn ofPscrie, returning with them to the N e m The Luck imparted by the d e v h is not curnulalive with ather shammcbg k t i t can be expended to gwmntee survival, although the sbamm=kis destroyed in the pmesl.

Potions are one-shot m@ items that when drvnk @me a @ven effect d y lasting fm an hour. In the case of blade venoms, their potency is retained only for ID6 minutes sffer they are employed in combat. Other+&%. they win keep up to an h a .

Note that disemhm%ment hss no effect against the ma& of e W o n or elixir. A h , there ism, penalh, for one potion while another is sliU in operation

- f i n ofombk'ezkrity. Of p e a t bemat in in this plim potion* m e &inking i t a m w e , allowing free use of either light m left handr with qd profid-. The character is a h heated as if he poasesse. the skill of Lwo-ha& frghfing.

f i n of deudly poison. These lethal m n e wmk in one of two ways. Ifmade aa an ingested type ofpoison, i t i s mlmless, odorless and tasteleaa If placed upon fwd a drink Ulat is s d o w e d , the pdam inflicts 10D4 points of Con loss to the imbiber within ID10 minutea If created as blade v e m , the poison appears as a thick, black gm. An enemy s h c k by an envenomed weapon, sostaim within 1M minutes a paint of Con or Strellgtb loss fm each abU level of the potiodscreator, dyiqgif the s m reach= 0. Death as a r e d t of mhjection to these pobons i s obviously permanent. Othe&, lost Mts m a t e at the rate of one paint per day. (To nde the kvel of the mator, the GM can - m e 12th level, or he may mn 1D20, r W also mnsiders m e manufacture by a smcerer usingokhemy -3

Potion ofpurifimlion. This potion may be utilized to permanently purify up to l0,Ow gall- of l i q i d sagpected of being poisoned or emtaking harmful baderia

Potion of shape-changirt8. This potion allows one to invoke the 4th rant witch spell s b p draw.

f i n of shrinking. This potion alters a C ~ I I size and mass, -him to a mere six ioohes in height while altered, the ran*, area of wpasurr, ete, of any spells decmase in like Ditia Likenis. aUsob with tiny vea- can inflict no m a e than a paint of damage mlnleaa wmbat is sttamptea an creatures ofsimilar size.

b t i o n of sleep poiron. C o n d as either sn ingested poison m blade venom, this ut- sobjeded to i t to mate e Con roll on percentile dice m fall "ncms&ow fm 1 M h

PbtiM ofsfmn@h. When drank, this potion has the &ed of raking the imbihr's Meagtb ratiag to20. If 20 Strength is already n, benefits a m .

hiion of wolcr-mmiuol. This rurehd potion aaOm the imbiber to breathe aster for an horn, although oharaNR do notbemme ampldMoluL Inatead, the pth ' seKects can be endedat will, to albn mrmal breathing once again.

Elixirs are &I m a e powerflll than potions, for their effects an of permanent duratirm.

Eli& ofdrtmifrmtion. This elixir is very u s e a for if b k or fed to a M n g matma under the effects of poison or almhd, it -Is all hsrm.

Eli& of healing. When drunk, this e M h.rr the effect of instantly heding all Bcdy damage suffered unless itis doe to Ices ofa body member.

Elirir of refrwnofion. This bady @on instantly rejuvenates an lart Stamina unleas i t is due to E dy damage.

Elixir af youthfulness. e h l y mugbt after by many, this very rn elixir hae the effect ofremoving 6DS pars of age from one imbibing it

These am the mast powerful of all magic items, and cannot be mnshucted by nmmal me- Thus, Artifacts of Power mdly require the aid of of deity in their creation. Their placement in the campaign as trearme should be well thoogbt out by the GM. Certainly, mch abpets may exert sane degree of mntml over a p e - r , and ththns only the mast con6dent.m fodish- characters will risk using these i tems Examples of two Artifacts of P o w fonow.

The om& of Goth. Leeend sws this six-minted star of inn and silver h4owd to 00th. father of nrcmntancy. who fashioned it with UP aid af the I'rince of Devils It. psenm fate h eo more bmlm tbm that of its m a w , and cntainly there m no mnfimrd repmu of ita r e a m - sinw Uoth'r demise in the Fust A*.

Bemfrrs: If &d when exorcising, the amht fmces d a d and Nether meat- to apply a penalty factor of 10 to their reslvbne roll. Four times daily, the onrrrlrt generates ape"- ofpmk?ion operating a t the 20th level of shll. One who wears it alsobwomesimmone to any smt of withering. Last of all, the amuIet once daily invokes fom necromancer spelle of the GWs chmaing, each operating at 20th level.

LiaUlitiea: None known fm certain. I t is thought, however, that me who makes uae of any of the ornulet's powers becomes enslaved to Asmsdeoq gradUanybemming Evil with the amulet's use.

Pbdion ofhordmess. This is most usefhl to hen-, fm when drunk i t permite the character to go for m e n fhll d s p withmt fmd or matar. The mind sapphire of Serpen. Perhapa the mast paPerflll of M a d s , the

mimi sopplure is known to have originated with Serpn. the m n d lord of the Potion of pomlym. This poison potion d imp t s the central nervous Triad. Lost for millennia, i t was h e r e d by the "baW Nightshadow and

wtem, cawing one slxuck by an enmnomed blade to make a Con mll m Dak, present King of Dwarves, dming an expedition into the Land of become rigid and helpless. No effeh. are realized if the podonis swanowed. Shadows. Since then, the sqpphire hss m n f d inoredible power upon the

half.elf and he is thought to be unbeatable in battle. I t appeam as a coiled cobra of gold into which is let a large star s a p p h i .

162

Page 169: Quest of the Ancients

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Islay is a hrge m n m t upon the planet Jewel that is home to a numba passiog though the city. Their presence here in what was formerly the hdy of different peoples I t is thought to be d 15.000 y e m OM, and its oity of Amin is gxeatly resented, and their h l i s t e d contml of the region r e e d e d hiatray is broken dowm into tro cstegories: the First and Secrmd leaveslittle mom for tolerance. ages Littk is h m of the First Age, when the m e s were oeatsd by their Other major oity-states in- BaLal. Tyre, Serendib, Zotal and GiIead, deities And while no -rate Mstories chmnicle early eve-, it is generally which borders T a r r e d believed the period lasted q to 5,000 ye-. During this time, a number of events hmught the age to a dose. Elves are thought by some to have fallen hom a state of imm-ty with the removal of an enchanted flame fmm Brigit's temple in Tdcm (see the stmy of the WiWl Qoeen), wl& in the human nations to the west three evil bhgemee up. led by Gom, t h e k h d Matia. the three famed a trisd of nati- seeking to dominate Isby, and in tbe e i c war fobwiag, the T.iad was routed by a mmbined force of elves and other races. Hansrath and Modia paid dearly for their aggression, d e r i n g more than two years of plundering by the barbarian hordes of Tomncia (then known as the Eastern Wastes).

Of the three kiwg of the Mad-Gmos, Serpen and Baltams-their fates are unknown. Legend states that a f- ofheroes sailed to Gmas' irland lair, defeating the brd of the 'Riad at tbe mpt of their own lives. Sxpznns end is entirely a mystery. Mast assume he was slain by a gmup in6lkating his Etbrreal fortress. Of Balbmm, &Uan myth 6dds that he was taLen to heaven by Mars, tho@ d a m e s say he was alainint&kk.

Since then. May has remained relatively stable and most assume the trend will mntinoe. Only a handful fear the continent may be appma=hing its last dap. An Blaient prophecy aesds that with the return d Srrpen, Gow win rise again and desboy an of Islay in his eventual fan. With the msoVery of Fkpds Mind Gapphire y e m a@ by the bard Nightahadow, some think the h t & of the prophecy has been folflned. If so, G&d retarn is a matter of time and -not be stqped, thoogh men and women ofvalor mast try.

There are 10 nati- within Islay:

And-. This wm the fame* gpitol dlhms during the First Age. Known then as Modia, it was a pw& nation that united wi th H-th and KreUa to T a m a mafederacv seetine to m a t e the mntinent Attet the demise of ~

(h and his l t lrd, '~odia into a .iuk of cham and darlness lartmg fa anturies. It ib leR un&veloped for the C hl to udli2P as he ehmsea.

Capitol: A r b . Gouemmer& As determined by GM. Souereipn: As determined by CM. lkifiee uamhipped: As determinedby OM.

Arain. Comprised mc&y of desert, KarnaL was once the most ancient human empire under ibr pharaohs. Matia. it fell into early mnMd with Gonu, who s o p w l y turned it into a wsntelaod of deserts with his sorcery. (Adoany, a plague killed off natinatie bees and nahve saw to the rest) During this time, many interim dUes were covered by e n a h k g sand% and today the land is replete with tales oflost cities holdinggreat t reasm~s.

After the First Age, KarnaL, like Malia, vndement a period of opheaval W g for ceshies as its remaining inhabitants were d-n to wander the deserts in sear& of water and grazing lands Then appeared al-Amin, the legendary pmphei A h-ble bed&, al-Ardn, whose true naw is unknown, is repnted to have had a-on in which the &dens W appeared to him within a dead city. Adsjnp as her priest, a l - M n hecame a great healer and spread wmd of tbh new gorideas. Wnship of she and her pantheon spread thmughout the m a & tribes, ecli- the remnants of the pharaoic godg and taday the fdowimg of latari is widewad. Of a l - h n , his true fate is unknown. Legend says he gained eternal life by drinking fmm a msgie fountain and then asended to a hisher plane.

With the prophet's passing, the nation hewme known as Arwin, a k the city in which he erected his fvst temple. S i m then, Amin has developed txn rkh dtmn Along the fe* -them shores, the Arag6ans have become h o w as shrewd tradersand =&en. Within Amirisinterior deserts many &J hold to the nomadic W t i o n s of old. These riaracen hibewen are ~ ~~ ~~~~~~ ~~ ~ ~~~~~~

renownrd a* horsemen and breeders of 6ae equines. Fiercely independent and proud, thr, nomads of Arvnni in tena are well-respecred by d l who bard their lands.

Copilol: None apedfically, for A m i d 8 sauthern shares are comprised of a n u m k of city-states ruled by various emks or dipha l&e largest city, Amid-, has for cea- been a K r e l h odpast and home to the 27th legion. Here, in fhin gateway to the West, the Knellana exact tolls Rom those

I€

Oowmrnent: Hereditary monarchies, for the most part, whether one is the emir d a city or a dan sheik. E x c e p h indude Arwinium, which has a KreUan pmcmatn, and Serendib, which is controlled by a satellite of Freeport's G d d of Busineaa & Cornme.

Souenign: Rashid al-Hman (Caliph of Bakal-13th level m n ) : Ali al- Sidh (Emir of Tyre-17th level nerromancerfeaacan); Rincem Sindra (prinaeas of Zukd (11th level wit& Rince Mekbim (prince of Cilead--9th level rogle).

Deities w @ p p d : d. (Gad goddess): Visbna (Good gnl); Caspr (Indeterminate god); Endra (Indeterminate goddess); Kali (Evil pddesa)), to name a few. A handful of followers secretly retain warship of the Egyptian panh-Osiris, Isis, Bath, etc.

AshvryI. Also h o w n aa the Maods, Ash- is h e to most of Islay's hondred tho-d or a, elves and ite several hondred half-elves. Bmdered on three sides by nearly impenetrable movntaina and by the Sea of Dellenddl to the east, Asbngl has always been deb idatad from the remainder of the mnbhent, and remains the maU advanoed of all cultures. Mast of tbe interior is taLen npby the Forest of Brigit, a hvge tract of land iUled with the magical and m d . Its most common legend is that no Evil can dwen within it. Yet tbb is only partially true. G%binly, Evil cannot lmg exkt within Brigit's forest. But rathex than eliminating it h a l f , Brigit, from the sun thmugh which she m e s the world, will often draw thm of Caod oharader to deal with baneful elements taking upreaidence in her forest.

Another ppular legend involves Brigits white har t This magid beast is said to mam the length and breadth of the forest, and it is believed that one able to catch it may daim a wish Rom the goddess. A similar tale is told of the mmn, which is cooddeRd ta be DellendryBs eye upm the world. When it shines full upon the wstas of the Sea of Dellendry4 elves believe the pddesa hems the r-te ofthmv upon its ahonsiftbey involve m a n e .

Ten half-elf families oversee large portions of the Forest of Brigit. Gaosidered nohiitykcau8e of their desoent from Ellendyryl, an elf-princess of the First Age, the Tolliver dans have many dealings with the humans of the outside wmld.

mere are two regolar entrances into Ashvryl. To the west, a pass lesdmg in lrom Saru i . reaches the two cities of Marbleball and Fern, overseen by the

i4

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GreatTollivers and m t h W i s e ~ . Much trade is mmdmkd hem, and t h w At the same time, the 'Riad was b e d . In the war following. the Krdans aishing panssge tlnntgh the interim of the Elfiands mast &bin permission m h e d into Avelon and the inhabitants retreated dl the way to the elven Imm lwal authorities. capitol d T h .

With the erenkd fall d the Rid. the Avaloniaas redaimad their land

Eastward lies the city of Rink Gate (a pictme of w m la on page 146), raledby the ErinTdJhm. Hm, an andent bridge s p m a narrm pmtan of the Sea of Denend+, permit- - to m h the province of Nordenmdd in Tomencia.

The elver, capitol, Talon, lies at the center d the ELllandr Built u p a greatmm~itisla&in~~~andishometotholloaad.of~her

L i t t l e e v e r ~ w i ~ t h a ~ ~ y a n a ~ @ d b e a u t i f l l l

scx (althmgh there rcsoa~y~i* but me& h - t o a and -a). Samreign Everem lhe .hd (20th level woodsman). I*&8 ~ ( ~ ~ h i p p e d . ~r ig i~~h iaonoo modeterminate goddess): Denenmyn

Ad- Avalon is a green, bnqd land that is home to a few elyes and many m e s ar wen is hormaa No ldstmy records its formding with aocnracy, but kaditim hdds tbal tbe bards and M d s who made uo Avalon's rust

andhare d m made it a home to spellcash, scholars and lntista of all sorts

peremtian fafatbiz m d smcerk. Tbe dG&, with their preference im isolation, m d into tbe aease foe* of the interim, while the b d s settled in the light h t s and glens d t h e lowlands, building anumber of cities that atend even today.

At same paint in time, bath gmup came into conflict aver the bards appointing Silvanas Lorebard king. The druida, disturbed at the move, began thinLing that the bards shmld be driven out of Avalan altoether. Sibanos wisely f m w dm1 war hewing and to salve the p b l e m imk admidw as a rile. The*, he made a d s m that each strccassive heir to the tbmne w d alternate in kdnlng as a W d or bard that neither gmop d be favored oner the other. This p l e d the dnada and EM the lifl tbat had atartad ta fmm.

Not many pnerations later, two gnat leadem sppeared-the bard Dellenthar and the druid Mgrfgr. Bath masters did much to advance their respective professions and ta this day are d by theArslm5am

165

c9pitd Avdm City. ~oue-a+' m t a r y monarchy pasing to fintban a d of

(YI.

Sowemipx Queen h e (1% 1we1 d r d h d ) . RmalfmniIiar: Baser T. Cat Ih&.s r n h i p p s d . Ihmaan (Gmd @dwk Amm (Indetamioate goak

BrigiURhiamm (Indeterminate goddeak Lnsh (Indetermbte.god); Ogma Ondeterminate d k Cwrmo0(1 (Evil @k Monigan goddars), and other Celtic pantheon.

%port Iong a notrai- pinte baren, Reepnt is patt of a la?@ vdcsnic island within the Bay of KnILa Lwm as Ghh. A refuge f a Baltarus when he tkd the Raetm, i t wr. granted eternal srchmion h m the Empire ahen the yomag emperm cane to -I, and f a mmennia afterward, pirates fmrm d Iday made it a base d openrtiona. Then, m e 20 years ago, a pung frebmta named h e n TenTolliver in a bold mwe eliminated most the pirate lords at a banquet and tmL mbol of the city. A few who survived fled t o w neau Andor, *ding the pnate islands d Farataria Wna? these eraat., Rsepmt baa dow a mmplete t w m m ~ n d under Raven'a direction. --at least in them-bas been mtlawed. and i t has bamme a mwrm -~ . ~ ~ ~~~ ~ - ~~~ ~. bsdiag pal, caterhg to mnchanw horn an'pmdons of islay. It i; hek rhat the Dtllld d B d n m L Commcn.e, the mndncntwide W n e s s onuarfiom, was born under Haven's dirmiun. The Guild tcday is the nost pw&d entity upon Islay, standing on the verge d dominating thc continent's economy.

Free@ is alsa renowned as a place of mridkd training hiiiiiw im tricksters. Its famed Advenhuera' Gmld aLsa atbami bemes ddl ethics fmm amund the mntinent. Freapmt alao beash+ the Raven's Ina-1rk.f~ m e t lavish and expensive inn, established bg Raven for the wealthy memhanta who trade there. Rates start a t 1M) &might, incl- n hemktkt d stadish on toeat Laat of all, the part baasts a large popolatlon d uitcaeS, dram there by the

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m Capitd: Freeport. Gouernment: Resomed to be an hereditary monarchy. However,

speoulation exiats as to whether the Guild is subject to Lydia. or whether she is nothing more than a shompiece mntmlled by the body foonded by her retired mob.

.%Wwn: D u c h L y h hndr- (16th level d m d m k h ) . LbI(re8 wonhtpppd: A rm~ltrnn' of an eorb. The dmidw cult headed by

1.- follows the lndetermtnate goddess Artemis, while many srafarers are drawn to wmship Neptune (Indeterminate god).

H m t h . Hocwrath is a my land of plains and mountains, and this nation of city-states remains home to most of islay's apellcasters. It4 early Metmy has long been last, but its psrt in the W events of the Phst Age is well documented. Led by the J M king Serpen, a master samm, H-a& threw its combined military and magical w p w t into the triad with k I l a and Modia. While with a cmrdinated plan of battle Ha.snUh muld have spelled the difference in the last W e s against Talon, &rpn instead hunched a suiddal a- %+nst an army of elves and d-es masing in While the battle mceedd in *ng the Elvetking, the md to H-th was exceedingly hi&, and reduced to a Raaion of what it had been, his army of men and moostera offered liUle aid to Gmrm and Baltams in the following ."""'h.

In the Ikd weeks d the cam-, the three lords of the 'Itiad disappeared in preparation for their final attack against the besieged elven mpitol. While Cmus and Baltams are belie~ed to have retreated to an island la* somewhere wrth of KreIla for re-s unknown, most spedate tbat Serpen rehvned to what legend bas dubbed his Fortreaa &keen Two Worlds, an Ethereal forbegl located deep within the Lsnd of Shadows Here. with Enendgrgl, the kidnapped mahiarch of the Tolliver day Serpen is said to have besaogbt aidfmm the Dark Gods.

Dming this period, a force from Talon sought ant Gmrm and in s climactic W e wereamream him a t the cast of their own lives, while at the same time Riwea. Enendyryl's sons mounted an a h k against the Fortress. Serpn. m t h e r with his lieutenant Cath, is tbollght to bare fallen during the Fomeas' infiltration. Details on the F m h d b d i o n are sketchy, although the whereabouts of Serpen's -nt toner are hm. It is presently -pied by the s m e w Greenfeather and his retsiner Baltar Revenwmd. V i i h are unwelcome and do not oRenreBm.

With the heads of the Triad gone, its f-s collapsed and were muted. Only the K r e k , onder the M i a n t leadership of bbrcw Padus, soccessfullyretnatedint~ emerging unscathed Ran the lbmen&n sacking that hefell their allies.

In the years since, Hmwatb has wed chaa* No Irmg-term mler has ever again materialized, and as a general mle any wizard or warlord strong enoogh to keep and hold an areamay daim it as his own.

In keeping with its baditiom as a center of magical studies, H-th is flned with many acho& of mrceries - k e d throughout its v& cities. These schmk taday h H o m m W ~ limited government, with its Cooncil of Wizards in SerpenaEk kwhggcneral edids to the paid memenadea who form their armies.

H m a t b is split in half by a hvge region known as the Lsnd of Shadows Mmh adventore is to be had within this dangem trad of land but only the brave-* foolish-leave the caravan trails to penetrate within. Reasurea and

.monsters abound within the Land of Shadows, including a legendary gmup of raidas h- as the Bkck Hmde. The GM may utilize the region as he d e a

Capitol: Serpendik (Serpents Eye), altbollgh there arr other large dlies of equal influence.

Gowrnmenf: Magomacy. mn by a niaarss council with representatives hem the largest sch-xd~ and temples Reaided over by N&"s a 20th level n m ti&.

Souemign: None. Deities mrshippd: A smattering of all smts. Redaminan% the Dark

Gods, including the Rince of Devils.

KRlla. Rrellan hadition assert. the early inhabitants of this nation migrated to Islay from a cnntinent far to the west that sank into the sea Known then as Polifhum, the yaoag mIim became wmcked by civil aar between its R a e t a and a re&d governor h e w n as B a l m . Defeated, Owernor Baltams was erecoted Years later, his son, Krenus Ba lkm, organized a aemnd rebellion. Bot despite a successful shing of W e e m n through his -9s m d MCB of unit Rghting, ik ultimate defeat at the hands of superlor f- resulted in his fight to Free@ There, he had a faterul m e e w with Gorus and Serpen, two powerfol spellca&m with ambition qd to their powers. With their a ida new c a m p i p was hegun, and Bdbrw defeated the praetor's forces Nor em-, w e r the mxt two degdes he r e P d his two allies with suppert enabliDg tbem to mnquer hrst Hwmath, and then Modia The three r&om then formed a confederacy h o r n ever &I as the Ms4 and= thmghts lamed toward the East

In the war following, k l l a n legions hesieged the elven capitol of Talon. But during the last months of the campaign, Ekdtarus disappeared horn the scene and command passed to hfl chief legate Marcus Paulus. W~th Talon on the verge of stamstion, a f m a of its W e s t level spellcastera larded a suioide attack against G m q appsrently defeating him. The remaining defenders simnltanemdy a t t d the besieging f-, and with mne of the three lards remaining to martial their folioweq drove them ant of the E k d s .

Thmugh n t tactics, Paulua made a lighting withdrawal to Krella, returning the army relatively intact The barbarians of Tarenee, having l e d respect a t the hands of the Maw, -tented themselves with looling Hacwrath and Modia, leasing k h to enter the 8econd Age rmharmed.

The m a t e , comprised of the A t h i e s t hadowners, now becmae the nation's governing body, and go it bas remained but for the brief reign 500 years ago of the heretic em- V M u s Oratus, who met his end at the hands of Hamatbian asasills hired by that august body to stop b phmed attadr against the Eask

T h y KreIla is stin highly militaristic, but itr sims, d e d e d in its governing body, roe mmerda l . Knowing that an a- against A d o n would A t e ancient trratiea of the ekes, dames and Tomemkns, and that a m m h into H-ath would be met by scores of* k l l a has mntented itself with bemming the main supplier of grain and wine to many lands of lslay thmugh Freeport's GuiM of B d & Cmmerae. And what i t might or might not have gained by fom of arms it has accomplished thro- trade. emnomic influence of the western lands of Iday. Even so, none question that KrelLa's vaunted militmy is onmatched except for perhaps the !inights of Tomnda, and an ancient belief among the legions is that Bdtaros wi l l m e day re- and sweep the em* into other lands, brl- an of Lslay Omier Par ICmb-pace llader k U a o mle.

As noted in the gladiator profession, there are Tom raial dasses within &Ila Highest are the patricians. These lue wealthy -daub of the PDliRiana who colonized b l l a in the Phst Age. Next m e the equestrians, m i d d l w cititizena deacended horn at leapt oae BdlBim. Plebeians next fdlma. These are generally Ule pmr &sendank of faeigners who settled in Krella, but also included in the clase are &born descendants of Krellak miginal inhabitants who were mnpred by the RtliNians. Lart of an cmme the dediticii, or freed a y e s of Mi or plebian descent. Slaves teehnicdly

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are not emsidezed to have a social mnk. and thus the one benefit they eniov is

Capital: Dramnium. Cmvernment: A plutmacy mruisting of several dozen aena tm who awn

most of the nation's land and wealth. Sowreign: None. Deities worshipped: The -rcmm pantheon. Especially Jupiter ( G d

god): Rora (God goddessk Vesta (6aod goddess); M m (Indeterminate g d k Neptune (Indeterminate gal: Pa& (Indeterminate goddess): Pluto (Evil god): Hecate (Evil d h l . A l o e the Hendaom wninsula to the far west of the " nalion. the inhabitants wonhip the Cnxian furmr of !he gods listPd.Seur, in the case ofJopiur. k s . in the rssr of Mars. elr. Ra l tans is also honored as a god, although he has m priests. A temple in Drmnium erected to him in the First Age has been l&d since its mmpletion in the belief Baltarus himself win open i t upon hiarelvm to Jewel.

Naz-Al. Home to the dwarves who mnnel endlessly into its bowels. Naz-AI is a land of hieh mountains and d e e ~ chasms. Few benisn inhabitants are to be

Copilol: Orlan. Gouernmenl: Hereditary monarchy, psnsing to eldest son. Sowreign: Dork (16th level raguel. Deities mnhipped: Bradidallurn the Gnom~mother (Gaad gddes):

Ashk-Naz (Indeterminate god): Klaggolloth the Twist-tongue (Evil godl, and others.

~~ ~~

found above-pund. and few bui dwarves have &Y desire to bod the dangerous mountain patha into Naz-Ns interior regions.

I t is said by the dwarves that the mountains of Naz-A1 were tlnost up as the god Ashk-Nas awoke from his sleep. Then, with his great hammer, the god chiseled the dwarves fium a h c a in the deepest bowels of the earth. Initiany actins as senants of the god. the dwarves and their @ w e mnsin. carried the valuables mined by the god to his great hawe horde. As time passed. however. they wandered from realm of Ashk-Na2 in search of ireasores for themselves. Bemming lost, they sough1 to re- and ever since have tunnelled into the earth. -king to reach the depths where they were born.

During the First Age. dwarves and gnomes ranged fm and wide thmugh the western side of Islay. Both were the k t to feel the wrath of Gorw and sarvia. Sarvia h d a r s H o c m t h Andor. ARvi- the E%ds and Avalon. Serpm, jealuus of their wealth. and were all bnt exterminated. The remainder, I t is n hilly land. filled with many forests and shams. mu& Wre A v h to the driven back to Nm-AL mmsd their musins to wrath and joined the other south. However, Sarvia is far less benign than its nekhlwr. H m the vampire races against the Riad whenit spread eastward sucks lire from the living, the werewolf howls, the p a t snow wolves bring

Many were lmt in defeatjng the Riad and dwarven territories in Modia down the lone traveller, arrd tile feared ogre witch Baba Yaga flies her b m m w d Hoevrath were never redaimed Today Naz-AI is little changed From Lhe am- the nighlsly. First Age, and few indeed are the hamaas or elves who have seen firsthand In the First Age, S a d a had no m e and wap s-1y populated. With the wonders its inhabitants have wrought within the deep parts of Jewel. the rise of the Wad, sane d i t s pople endured the Wad's -patio" while 0.

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Page 177: Quest of the Ancients

The " N d " world is rm what is called the Nexus. The existerm afolher planes, however, i s well imosun, and it is thought that there may be limitlas. dimensions beyond thisrealm of edstencr.

b e uf lhe h u m dimensions indude: Thz AFtml plnne. The Astral plane bmdem the N- and Ute higher

planes of eistenee, wherein dwell the gods. %me mmtals often shill their spirit to the h a l plane as a means ofpyohicdlg traveling fmm one place to another. Needless to say, many disembodied entities may be enmmtered within the Astral plane, including&& and demons

The Ethers. The Eth-rn Ixlrder lhe Ne- and Nslher planes, and a p p a r asa misty realm of shadow. Few native denizensexist there. but many rc,llr& spirits wander its borden. I(CCIU_P* (he Ethers m said 10 exist 1argel) %< a

rurmin betueen dimcadvoa. m e elhereal ereaturps, especially spirits, ur. able 10 manipoisu ila fabric lo rri.1 partially n, the Nexus as well, floating eflorrlersly through -lids in a n o n w n l form. A few humans with spells permi t t ingshih effects o h ose the Ethers as a means of quick traveL

CrenhmswithintheEthe~1dondage.

The Netherpfmm. These enmmpsss the planes of Hell, tbe realm of dsvlls ad their demonic m a n t a Many nnspe&able ten- dwell within thee kid planes, alrmg with the tormented souls of thw who followed a p t h of E-1~

Within the Hells, there is much intarnal strife ad dirision between the v& I d . It is for this re- that two devil-wcxshipping neaomanars mayemrdse each other's Nether minions.

The Realm of Foetie. iP_ is the magid realm of Brigit, Bligh exists out of time and apace. Here, in what is th-t ta be a s h s h of the Nexus, faerie matures build their h and time a(rmd. &ill. Bmdeml by twilight, many believe that this realm is dthatelythe - ofall magic power.

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All monsters follow a standard ou&e as shown hereafter. h u r mting. Most monsters have an arm- rating of 0. Many, due to

their small size, camouflage, or other f-, are even harder to strike. But m e have higher ratings and are easier to hit This is often b e c a w of tbe monster's bulk, or beauee o f n a k d morning or a r m m scrap that may be wom. These f ac tm also p i t the m& a degree of damage &sorption equal to its AR. This absorption applies to any nm-spU damage, but to balance that bonus a smcessfol hit by a character always iutlieB a t least one point of damage. A h , mmsters with a psitive AR apply a m a t e ban- to p h n reskhnce mlls (But note that poison, as a general mle, will not affect matures of large or eztm-large size nnl- they receive a massive amnmt)

lbcfiezl move. This is the foctiaJ qed of the m&r per phase. Naturally. maat monsters can c h o w - i e . inmase their speed to 10 times that of normal for brief per ids (generally 13 minutes).

Leuel. This primarily represenb the number of dice rolled to generate Stamina points. Some monsters have a range of levels pasible. Ors. for example, while d y level 1 monsteq can range even high- a t the GWs option. Stamina points are normally determined by mlling a Dl0 for each indicated kvel. However, some especially large or small creatmes may use different Stamina dioe to reflect their size. A fairy, for example, might posses D4 Stamina dice while a dragon has 0129. In sueh c a s q an appropriate stamina & vnll b Rrrarketadi.

constantly ch- the monster desoriptions to note st& h swb a ease, there is a s h e t . requiring that he memorize three numbem 6.10. and 15. These are tlat smres representing belowayemge, aye-, and abue-owmge r e m e mll targets for quick handling. In agivenimtmce, the GM makes a d i n g into what category a aeatuds atat wmld fan within and m b against the target number. Example: a witoh wts +ilp at an ogre, suggesting he let her go so she can fekh sene treamre for him. The GM knows ogres are relatively stupid, and so he asurae8 a blow-auemge IQ, making the resistance roll against the target number of 6. Thus, a 5 or lower an a MO indicates a suewssful IQ mU At the same time, an qgre has agmd Con, and m the GM would use a 16 as the target number against a paboned arrow.

Monsters are presumed to have a Luck rating of 6, althoogb this applies only to to rob. They should not be allowed the aption of expending LoeL to parafee suwival except in special esm

In the casz of throwaway GMCs, the GM can presume average s tab of 10 for wnvenience.

Optional game unriant: GMa raitMog to dmp the mncept of using s t ab to determine resistance mils may instcad p m e that the target number of any resistance mll is 5, to which abonus factor of 1 is applied for each level of the monster. The table on page 167 i s offered for this method of resistance mU determination.

~

A sb-t for the GM when generating Stamina points is to tag the figme Special sf&. This otegory is for especially high or low stab a monster at exactlr half the maximum possible for a monster of that level. might have. M c d of the time, however, no adjustmenb apply to aUack or

Also, shoold a GM desire a formula to ree if a monster loses morale and damage m b by virhm of high or low s t a k this is w m i M in the range of reheats. the method of doire so is roll against twice the mature's level on a D20. A save above that-or a w a l 2 0 - m e a n s aloss of morale.

BAR. This is the monster's Ims a k c k mll, or the number or les. i L needs to strike AR 0. The liAt number is for using the D80 combat table; next is the DZO m e : and 6nany the Dl03 combat table. A given number can be bettered in the ease of monsters that are higher in level than the basic rreatme of that sort.

BPISP mlio. This Ftgvle shows how many of the mmskr's indicated S b m i m point., are to be wnaidered Body paints. A monster having a BPISP ratio of V4, for instanoe, means that one of every favr of its normal Stamina points are actoally Body points. Mme 8peeifdy, a 18 Stamina point monster with this ratio would be wmidered to h e exactly 3 Body and 10 troe Stamina poinb. (If the m a & had 16 "Stamina" points, f a equal di* could be made, and thus it 4 have 4 Body points and 12 hue Stamina poinis.1 However, ane ofthi. form& can be somewhat of a hassle, and a GM may not want tobother with emstant oheoking of the BPBP ratio, wr mental math work when he is msing se~era l dicerent monsters. A s h m h t is to are a combined BodyBtamina point rating. That is, Body points are not ansidered when rolling the Stamina dice. However, attach that wonld innid Budy damage-mh as m h l e weapons-are handkd by inniaiog doobk damage (as Stamina Writs are lost in a 1 to 1 ratio with Body paints it d l be recalled). T h u , a W Stamina p i n t monster sbuFk by an arrow flred fmm a re-ed bow woold suffer ID6 points of damage multiplied by two. This still gives a monster a slight advantage but is workable. Naturally, against monsters so cumbersome that they lack Stamina poink (i.8. a BPBP ratio of Vl), damage would be heated normally.

Some monstempirits, for example-have nu Body pointr. Such ma- usually re- an a h h e r uae BP 1 or better weapons in ader to ham them.

If using "Nnmal* character races in an enmunter-eke, dwarves, humans, eb--a handy formola is for the GM to assume flat Bdy points of 10.

Crratmea with any pasitive BPisPratio alwaphave at least 1 Body paint. Am- BcdylSlamina. This lietp the average Bodg and Stamioa points sf

a-ical monster. The first number is the monster's Eady pointy the second is the Stamina listing; and the (bracketed) l i p r e repnesenb the monster's average wound potential for gmups using a wmbined BdylStamina p i n t rating. In the c- of monsters L h a L e i k lack Body poink or have a BPBP ratio of 111, only a combined total of Body and Staminais given.

Laat of all. note that beasts whose weightbaring limite are teed on their "Stamina points" aetuallyare based on a combined total of Stamina and Body.

Auemge stot This indicates the usual range of a monster's stats for puqmses of detailed resistance rolls. (Because Apparanm and C h a m play no part in combat, they are not considered.) Once mare, a GM may want to avoid

possible damage, or in other ways. In the Ease of certain powerful matures, GMs may wish to treat some

stats as high as 26 for purposes of xesistance or stat mlla. Another option for him is to do away with the idea of making some stat mlls on percentile dice. Instead, special stat mlls 4 be made on a D30. Example: A human Lnight wants to force his wav tlnoveh a barred dmrwav. The GM Wthr iosists the player ~ I I under uw.G&G~S~rrngth un ;I U I ~ A M). dr& aitemphng a similar action d d logxally mske a S n r n ~ l h roll on a DSO to perf- the same aftion.

AaoUF. This tens the numberand sort of attacks a monster has. Dmg. This shows how much damage the a thcbinf l ic t Ethics. This indicates the general e t h k ofthe monster. Sia . Thin reveals the size of the monster. Since pdlicafion of the first QA

game manual, the size lidings have been s h - k e d a. follows: small (under 3'1, mdirrrn (3'-1V tam, large (11'31Y). ertm-law (3r+).

Special note. This category -era any sped4 abi t ies of the monstar- withering, spell lmmvlnily, etc. This optional c a t e m can a h &ow any partimlar prdesion a monster might pcesess. (Ree &tea, for example, fonelion as druids.) However, unleas they are beiog d rrs an alternate -@gn race, monsters, regardless of pmfesion, - the mmskr combat table to determine their BAR.

Common kmwledge. This is the howledge that same of the public might know n believe about a particular monster. Comparable information is also imparted by a suacessful tn'uio mll.

De&zi&d knowledge. This is more spedfc knowledge which might be possessed by a bard or sorcerer with the pmper fields of knowledge. Others might, through l i d h a n d experience, imaw -parable informatim.

A special note regarding Md. bm&hh# a colony of mi& A "Colony" is &lined a. a -p of matures which imlinctivc2y have a mordinated manner of movement andlor behavior (such as a BoeL of birds moving in perfect onisam), or which are broken down into workers, breeders, queens, etx. The kvel of a normal colony (for pw- of W h i n g ) is treated ra, five levels higher than that of a single member. I t may occasionally be n e m for a GM to da some mental math work to Sgure the effective level &st which the druid must contend in and- to k n i s h a mlonv. Note. " however, 1hA u m c ncature over 5 d 1ert.l. while d e y meet the mireria fwr being mnsidrrvd a mlony, are not h a t e d as w h hrcauw of their high level andim IQ. Opt~onnlly, the GM may allow a hrtut~,ni: roll against t h e , d i n ( ! that the druid each turn may affect one or mare creatures in the group w h total levels do not exceed her m. Colonies, by virtue of their n-bns, uaually a h k e n m- at ammbat value equal to level of the wlny-itrelf.

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Banshee

Armour rating: M-5) Tactical move: 20' Level: 8 B f i 18/11/57 BPBPratio: Oil Average BodyiStamina: (401 Average stat: 12 Sredal stat; NIA Attach 1 withering t a d , m fear Dmg: 1 W Ethics E Size: M Spedal note: m c weapon needed toh% immone to emrciarn and A & H speUs( withers Stamina

Common knowledge: Banshees are ghust women wh- wailing foretells d m .

W h i l e d b o w l + Banshees are the spirits of women c d fm holding bsch infamation in life that could have saved an innocent In death they now bemoan their unrest and foretell doom to the living. Their name literany means "Woman of the wmd', and the ootdtdrs are osuslly where the spirit is e n m t e r e d . When the banshee appears, she emits a horrid wail, casing those failing IQ mlla to flee in terror for 2D4 minutes. Others may take what action they desire, although the monster if attacked may respond with a withering touch that traosfers 1DB Stamina points to i h K .

If not attaobd, the banshee wiU vanish rm phase 6 of the fdlowiq tmn. S h d y thew&=, the gmup or p e m will bemme invobed in a n encounter invariably .ar more deadly a threat than the banshee ikK-a drahe; W group of withering undead, stc. If, however, the M e e is slrdn, the encounter will he avoided Thus, a banshee should be employedby the GM only with prim thought.

Armoar rat ins 0 Tactical mwe: 0 m 6 Level: 3+ BAR; 1W45 BPiSP ratio: l/l Average BcdyBbmimx (15) Average stak 6 Speeiat shk N/A A U a c k l m 4 Dmg 2D6 E*I Size: M m hger Special note See below

Common knowledge: Blabs are gelatinous creatmes lairing in caves and d m g e m . They often s c t acid damage, and are only affsctsd by certain at* forms.

Wtailed knowl+ Blobs abrmnd in h d o n e d vndergrmmd mas, and are p h a p e the ultimate annoyanae to adventurers. Some &e mobile, and they can he of any mlor (a few can even camou5ge with their -1. but the damage they intlict and the means to harm them often wry, and are dekmined by random die roll an the tables following.

2-blun1 neapna &d& weapon

atak0,mSi.e €-Tme(-speu

Blood bees

Armom la*. NIA Tae t id move: 1(Y

Level: 5 as a whole (1 pinteach) BAE i ~ n w BPisP ratim l/l

Average BodyBtamina: (1) Average stat: 2 Spffial stat: Ag--20 At tach 1 gmup of stings each phase Dmg: ID4 Ethics: I Size: S Special note: Not banishable by druids

Common Imowledge: Blmd, or vampdm bees, suck hlmd from the Mng. Detailed knowledge: Blmdbeea-mbk normal bees, although they are

somewhat larger. They are feared fm the fact that whok w a r m s mi attack and sting living -a- drawing their Mmd into s storage sack within the bee's &omen to later be rendered into myal jelly.

When sw- of hlmd bees attack, they d-nd upon all meaturea within a 4' drde, prefening humanoids. Thereaffer, numerous hees attack each phase, infliding a total of 1D4 p in t s with each h i t And while blwd bees have but 1 Body point, they attack in soch numbers that killing them en muse is possible only thou& ape& soch as -gy blast. Greater slumber also renders them inert withont a resistance mU

f i r all their targets m dead m else have escaped, the bees rehvn to their hire, where the hlmd stored is made into royal jelly. This jelly is greatly pid, and 1Dg doses may be foundin a hive. If eaten, the jelly restores all last Stamina points. If imtead rubbed onto wounds, a dose of the jelly heals all normal Bady damage.

Arm- rating: 0 Tactical move: 16' Level: 5 (D4 SD) BAR: 17/10/60 BP/SPratio: lil Average BodyiStamina: (10) Average stat: 6 Speciai *tat: st-15 At tach 1 butt and 1 hite Dmg: IDSllDlO Ethics: I Size: S m lmger S p e d note Bonishnble by druids: jaws lo& if i t mUs 5 or more below its target number to bit

Common kn-I*: Boll dogs are homed dogs inhsbiting deserts. Detailed -ledge: Boll dogs a m aggnsrdve carnivores who prefer

lairing in awes lauded in dry, hot are* including demts. The typical male i s solitary, wbik females may mcasimdlybe found with 1D4 p u p (value 1W gd e&l. The h e a t ha. ts.o &ach, +he tbet of which is a butt with its bull-like h o w followed up bya vkimbi te . When biting, if the monster rolls 5 or more points below the smre needed to hit, ite jaws lock in a death grip. Thereafter, the dop cannot h u e althmgh it inflich bite damage automatically s t the W n i n g of e& brru of -bat until either i t a its prey is dead.

h o u r rating 0 Taaiutl move: I S Level: 1+ BAR: 16/8/40 BPBPratio: V1 Average BodyBtamiaa: (6) Average stat: 16 S d stat: AG 7 Attach: 1 strike m kick Dmg: As per weapon, m 1D6 Ethics: G Size: M Spedal note Allowable as charafterrace

Common knowledge: Centsms are hots-& beings horn Avaion with the upper torso of a human. They T- in size from mere ponies to that of a p a t wmhnrap.

Detalled know- Aralonian legend assert4 that in ages past there lived a man and w k named Ctlnen aed Anyria, a childless muple whose greatest joy lay in raising h m w . So great w u the pair's devotion to their steeds. that even the Qwen of Fnitiea wm totnuched. One day, Cullen and Anyliarode thm- the forest, s banafmation came upan them, and the two

171

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ever aRer mamed tbe f-te of Avalon as centaura Since then, their In creating demons m deul7s, the following s t e p shrmldbe fallowed: de-ndents have multiplied. And while mmt centam prefer isolation, a haodfol hare taken np the path of adventuring, foodioniog best as woodsmen 1. Ron percentile dice to note the monster's sier. (True devils are no or dmids If f m d to Bght centaurs can employ weapons, or make a kick with smaller than medium size.) their h i n d q s r k s . If used as a charaderrace, stat details fonow:

Arm- ratins W-5) T a d i d move: 20' Level: 4+ B m 16/9/47 BPISP ratio: y3 Average BodyIStamina: W14 (20) Average stat: 7 Spedsl stat: Ag-20; St-15 A h & : 3 whips Dmg: 1WlD611D6 E t h i a I Size: M Spedal wte: 908Hkely toombwh

2. Roll percentile dice to note the maaster's f m .

Common howledge: Dancing s t w are uuoivnoua, star-shaped a e a t m e s dwelling within caverns. Able to bemme invisible, their whip-like arms spell death for those passing near. Most stand about seven feet tall.

Detailed Imonledge: This bane to arken- is so named because i t resembles a giant s-h with a Imnbering, bnt fast gate. I t lairs within natmal cayerns, disappearing @t the stone thmugh its chamelecm-like Size- abilities. When a meatme paa~es near. the star launches out m d m p fmm a cavern rmf, am6uwhing 908 of the time. Its arms then lash out in whiplike fashion, htklitg 1DB pcints o( damage each strike until its prey is slrda The monster then f e e prefemlng bones and marrow over meat.

3. Roll ID20 to note tbe monster's level, adjusting the roll by size, to a minimum of 1st and a maximum of 20th level. (True devils, remember, are no less than level 10 monsters, and the GM may roll a D10, adding 10, to fix their level.)

4. Roll percentile dice to note the base baseage i t id is ta with phys id attack%, applyiogadj~&~~ents to the ran based on size asilluskated.

Armom rating: 0 (base) Tactical mwe: 10' (base) Ie~ek 1+ BAR Variable BPISP ratio: Variable Average BodyIStamina: Vrviable Average stet: 15+ Special stat: As determined by GM Attack 1 or mme Dms Variable E k E Size: S m kger Specid a o k See below

5. Roll 1Ll6 to note the number of extra powers for demons; mU 1D8 to note the number of erka powers for devils.

Common hewledge: Demons and de* are -itants of the Hells. Their appearance on the Nexus is u 9 d y &-able to powerM spellcastera who wmmrm them.

Detailed knowledge: The He% are indeed home to these powerful monsters. Of the two, demons are the weaker, ranging Irom small i m p to 20th level gargantuans. Tme devils are overlords of the hells. being no 1- than lewl lo monsters with ertra pow-. /p the gods, theae monsters are forbidden to directly interfere in the affairs of mortals. However, th- who sommon them override thi~ m i v e d ana t an t pmi t t i ng them to wmk their evil on the N e w albeit under the "Authority' of a mortal. Wise sammone~ dl not treat the more powerful of these creatures aa geryante, but will instead bargain for their aid. All devils and demons of level 10 n greater b e tme names that ean aid in their wmmoniniag.

Demoddevils have the following benefits in mmmon: 9% tlivio skill. 5W'heot sight. " tmmumly ~,Typ+ A spells n a s p m k s n y meant fm them. S h ~ n h. twvrn the Ethers. Astral and N c h r planes st suill. Exist without need of oxygen.

6. Ron percentile dice to note the type of ex&* pow-, applying adjushnente to the mll based on the monster's farm as shown hereafter. (Duplications may be remlled or combined if the GM prefers.)

01-15: Funstion r a ~psUcaetar of eqoal led. IThoss with thia power kmr all normal spells allowed the pmfcssi.., and may teach one to a summoner h r p p , Emmemtiii)

1625: Immuoe to IsMrdnaL @la. 2630: immuoe to M t h rank sps1le. 3143: Posaesn. 34-31: castrandomspellat rill. 38.40 Resene8ete ID10 points of Body and Stnmioa

on phase 1 of each tvrn 4150: lOksO% spell immunity 1i.e. there ia a p e n t

cham that magic spells of one or mole type-B, C, ate.-determined bythe GM rill not the moneterj. A,, eroeption h the sptlNNurwl.

5155: ID10 point ARbnon. 5 6 5 8 Permanent wither. (Boll to note tme)

Ole4 Stnmi"a 61.W Coa 81MI SLrrngWl

5965: Normal wither (See abbe) 6670: Onlgblt by BF 1 or htter weapon. 71-73: M y bll byBP2orhetter map". 74-75: M y hit by BF3 or h t t e ~ reBpon. 1680. h n tlMu 1i.a. avrrounded B a fiery umbra

inflcthg 206 Stamins &mag to ereat- within five feet, and IM Body points to those who touch it. Melts all non-magical reapom strihing it rhiie making the demon immune to even-cd 6re -.)

8145: 4-ermed(aod thus foor attacks). 86W 1D4 point. ofdamage abaorpU0nptttthl 91.98: Winged lwmorementrate). 99-00: SDeClal talent of GWsebok

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-

H u m i d : No adjustment Reptilian (or GM choice): +lo

Nebubu.: -15

~ a N - s M m r s t m s

Fnm- Level: 10+ (Dl2 SD) BAR: 20112162 BPBP ratio: V1 Average Bodyffitamina: 160) Average stat 20

Tbe prma of an devils and demome is h o d e m , a level 30 no&. Special stat: Ag-2 Attacks: 2 clawdl bitell tail whip; a breathe lire

Dolr (Guard) Dmg: 5D6/5D6/8Dgi3DB: or breathe Rre for ID10 points per level Etbi(9: Any

h o u r rating: 0 Siee: XL Tactical mwe: 20' Special note: Immune to poison and Iurces similar tu ita breath Level: 5 (D4 SD) BAR: 17/10/60 Common hewledge: Lh@ns are ertinct nyinglieards that breathe fire. BPISP ratio: VL Detailed knowledge: Rare even in the FirJt Age, true dragons are now Average BodyBtamina: 6/6 (10) thongbt to be e n t k l y extinct As &ales, they an move no faster upan the Average stat: 10 p o n d than twice their n-al speed. At will, they may breathe flre for Special stat: I&--4 another elemental fm of the GM's choadng) affectkg in a 180 degree arc all Attacks: 1 bite m a t w e witbb 40'. Or, they may d i d a mne of lire up to 1 W in length Dmg: ID10 ending in a 24S drde. In doing either, however, the dr- momentarily Ethics: I exposen itself, and an eharaetem in melee with the beast may automaticalhl Size: 6 slxike it. When breathing, the damage equals lDlO pointe for each level of the

beast. doubled with a nreeessful attaekmll. Common knowledge: Guard + are hounds trained to kii . The seal- ofa drsgon are &=able for the fact they can be made ioto a set Detailed knowledge: Guard dogs are trained to obey simple vocal, d that grants the half ta forces similar ta its

whistle or -ti& oommande-'attach': 'stop": "guard", etc. They may be of breath, any breed and cost between 1W3W gd, depending on how many types of commands can be followed. Drake

h o u r rating: 5 Tactical mwe: 10' Level: 4+ BAR 1 W 4 7 BPlSP ratio: V1 Average BodyBbmina: (20) AS^& stat 20 S p e d stat IQIAG-7 Attacks: 1 Dmg: 3D4Itum &=being swallowed Ethica: I Size: M or L Special note: 9040 lihely to &h; & minhvm damage fmm blunt weapons: can be bor4nd by earth priests

Common knowledge: Draggers are -k monsters some seven feet long that oat people. They sre noted for their ability to swim tbroogb mck, and their chameleon-like mouklage that renders them nearlyinvisible.

Detailed knowledge: A mat- native to the earth, d r sgs r s are d y encountered in natural caverns. They are boulder-shaped e r e a m whose limbdike appendages permit them Lo move through solid stone unhindered

The dragger typically 'Floats" in a section of Ilmring, camouflaging its presence by creating an inusion of stone in a 10' square area centered on itself. Anything stepping upon the hidden dragger risbr being swallowed by the creature's gaping maw. If its initial attack fails, the dragger will submerge beneath the ground to a place of safety, returning to ite lair 10.40 minutes later. But if the attack succeeds, the draggep's target will have m e or more appendages (nsually feet) trapped within the oreatme's mouth. On the fonowinp hnn, the dragger will momentarily lween its grip as i t attempte to draw the vidim deeper within itself. At this time, the prey may attempt w, indicated by a succeasfd Agility roll, to which s bonus factor d 1 is applied for each pe~on assisting. Should the roll fail, the prey will be swaUowedinto the drag&* gullet.

On the ihid turn, the dragger will submerge into the ground to enjoy ite meal a& from harm. Should the oeahlrc be slain, the caphared prey can be freed in 1D4 minutes, sdf- 3D4 points of damage per turn fmm the &-r's d v e digestive juices.

Dragger's can digest virtually anything except gems, and any treasure of theirs will ainmnskt of gems posse& by previously swallowed victims.

The only ape=- that affect them are: Mgiclelemnfnl dad; eorihquake (which caoses the &-r to depart for 10D6 minutes, releasing any p e y not already swallowedk and stonefarm. which fully heals tbe aeature.

Armoor ratios 5 Tactical move: 30'(on ground) or 50(Y(Ilying)

Armour rating: 3 Tactical move: 20' Level: 10+ BAR: 19/12/62 BPiSP ratio: 111 Average Bod~iStamina: (60) Aver- stat: 20 ~~ ~~~~ -~ ~~~~~ -~

Special slat: IQ..W.4g..3 AlWk% 2 claw% 1 bite a breathe fire Dmg. 3D6 3DBaD6 or 1D6 per level Ethics: I 01. E Size: XL Special note. Immune to poison and forces similar to its breath

Common knowledge: Drakes are wingless dragons that breathe fire. Det.iled knowledge: DrAes are some of the most powerful adversaries

c h a E t n s might face. C-on in the b t Age, only a handful remain. hales, as mentioned lack the ability to lly. Their e n o r m a size, however, permits them an excellent movement rate. although in &aging they merely double their speed. At d, d r h are able to breathe fire (or another elemental f- d t h e GNPs choice) affecting in a 180 degree are aU matures within 28 of it. Or, the drake may d k c t a mne d fme up to 80' in length ending in a 10' cimk. (As a dram the beast may anbmdkdly be stlock by t h m in melee with it when it bredhes, and damage is doubled with a s-fd attack mn). hales b e no ssles and the ?-ather of thdr viags is highly desirable to fesbion arm- fmm aa it grant. the wearer bdfdamsge to f o r c e s s i m i l i u t a i t 4 M

Elemental

&.(h *ir Fhe W.t- Armour 2 W l 001 0 rating Tactical 10' 600' ao. 60' move: Level: 5+ 6+ fir 5+ BAR 17110i30 BPISPratio: U1 011 011 Ul Average (251 Bodymta. minr Average 15 15 15 15 stat: Special stat: IQ-8 IQ-8 IQ-8 IQ-8 Attschs: 1 1 1 1 Dmg: 6D6 306 4D6 206 Ethica: I I I I Size: M or larger Special A B C D note:

Page 182: Quest of the Ancients

Corn011 knowledge: Element& are sentlpnt aeatmen of elemental suhsbn~e.

Detailed howledge: LiWe diNerenl h h e . Elementala are spirit d e s t a t i m of the four elements, and ran appear as humanoids, in the case of earth elementals, a nebolnu ORen they are summoned by m Q c h m , although they cannot ventme mom than 1W fmm the sat of elemental substance that gave bhth to them. Other pertinent data foIlowa.

A Earth elementah are immune to all Typ A spells not ~~ m e t for use against them. They dso taLe half damage from weapons made of natural a relined materials found in the earth.-@on, steel. etc. The monster attacks with itslarge iis& or it may hurl boulders (100' range).

B. Air ekmentals are immme to all non.ma&d mkdles, hut they .odain double damage fmm lire. These monsters a t t d bg forming a whirlwind that imliob m t i n g damage to an within 100' (no aUaeLmn regejred).

C. h ekmentals attack by lashing oul with a llaming pseIrdW, m by hurling a 4 fireball with a 10' area oferpasme (an AgiKly roll is permitted for halfdamage). The greatest danger to fir. ekmentalsis the spell air steal. If +t within its area of erpasure, tbe monster is permitted an Agility mU to esgpe-othenuiae, it is slain. V i ofwater thrown a t the monster intlict 2D6 damage. Fire attacks from outside lnmzs heal them.

D. Water elemen* are inriai within their element until t h y l a d m attack with B pseudopod. Optionally, &those on land may envelop vi&ms equal in size to themseheq IntMhgdmwning.

Elementals occasionally merge, thereby creating some m d effecPr An air and water elemental merging, lor instance, create a w a k s p m t m tyehmn.

Arm- r m O(-5) Tactical move: 20' Level: 1 BA& W 4 0 BP/SPratio: Oil Average BodyBtamiw (5) Ayerage stat: 12 Special stat: Ag-20 At- 0 Dms 0 E t h i a Any Sire: M Special note. Sees invisible meaturns m h t r a l l y i n m only b e d by spells that damage d e a d : immune to Type Aspelk

Common knowledge: Fetches are nhiaperins spirits haunting ruins and other ahmdoned places. When e n , Uley -as hmded shades.

Detailed know-: Fetches are bound to the Nexm until they atone im a misdeed in an earlier Iife bg petforming m e service. Thia ran entail anything fmm being beW, to hdbg a party of adventmers hlto a tranmd area as bidden bvan d v a demonic master. . .

Fetohea are h m l b common and during the night of AUhaUows Eye mam the wdd, &ew to atone f a their past actions. Thia is almost the only time they are clearly M e . They otherwise are samethee gibnped mariog in the shadows m out dthe m e r of one's eye. Always, the spirit is not to he seenif the pmm mnsrimsly lmks for it.

Witches and necromancers mmmonly nhlm f e e of nke ethica thmgb a 5th ranL spell, and an- a fetch has sewed a a m m e r , i t is free to go on to what awaitnit.

Fetehe8 ean speak with a whispery mice. At their desire, they may restrict tkse able to hear them to s c k k d partymembna

h r m r rat ins 0 T a d i d move: ZIT Level: k BAR: 1W47 BWSPlatio: V2 Average BdyBtamina: lM0 (20) Average stat: 12 Special stat: NIA Attacks 2 clam Dmg: IDWID6 + paisan Ethics: E Size: M Specidnote: Poison claw: immune t o m A spells and poison

Common b01Idge G h d are undead devourers of bodies who dwell in miw m grave-

Detailed knowledge: Ghods are Evil humanoids cmsed with a s& of d e fm their dns wMle alive. AwaLeniw in their saeg the gnarled cmahre anoe fmth and derive nourishment from the bodia of the dead. The "blood" mmaj2lg through their veins is a t&n tbat muses Stre* 1- upon crealnres i t through wounds. And as a g a d s hands are t y p i d y taw and snared. an amount of thbr venom -eates its claw-like hands, fardng those &a'&ed by Ule m-ts to m& Con mlls or lose ID6 paints of Strength. The effect lasts one hom.

G h d s cannot abide the bhht of dav. SUrtehz a ooint of dam= fm e d minute they are to the -. Td&, they &I &pically "rrst'm M e in their graves during the day, em- only at night.

Armam*s Taotlcal m m : W Level: & BAR: lsllv67 BWSPlstio: Il l Ave- BdyBtamins: (40) A=- st& 20 Sp&d stat: IQ--ranging from 5 to 15 Attack 1 club a hml mdr Dmg: 1D20+5 Ethim: Any Size: L to XI,

Commol, h - l d g w Giants are tall humanoids inhabiting wild placea -led hwledge: Giants are rare in the w d 4 and none know fmm

whence they m e . While there are vmims .mts, all prefer isdated areas in which todreU, ahumhg conbct with o h racsk Their ethicl vary fmm God to Evil, niLh most Indeterminate. Th lower the IQ of a girmt, however, the mom pone i t is toward EviL Their weapon of c h o h is a tree hunk used as a club. They otherwise may hml W e - at target. up ta S00' dktant.

Glow moss

h o u r rating NIA Tactical move: 0 rpne1- n BAR; NIA B P S ratio: NIA A~erage m i n u : NIA ~ v e r & stat- 1 Spdal* NIA A b c k o - 0 Etbis: I 8irs:Any

Common h t o r ~ : Glow m w is rm m-d gmwth tbat emit. a feeble light p r m w - e to sn in the dark

Detailed howledge: Glow moss is a grey colony of m u s a h m d k g m caves, mi tw and otber sub-an plaees. Qoickly growing, it has a relatively and is matantly dying oIT to be rqked by new gmwth. In this pma~q the decaying cell. of the m e . emit a lumhs i tg that &e eyes of -d-dwellers amplify as a means ol "seeing" up to IN' distant (m half this in the case of d m ) . In most essas, anface.dweUers geie no benefit h the dim light, thollgh sane mlrmiea erist which emit brightoes qml to mdleliiht.

Armour rati"g: W-8) Tactical moue: 6 Level: 1 5 (D6 SD) BAR: 2211Y75 BPISP ratio: Ill Amage Badymamitm (45) Average stat: l?: spd.l st& IQ-20 Aaacks 1 D w BY maprm a upen E-ImE 8irs:M

3

Page 183: Quest of the Ancients

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Page 184: Quest of the Ancients

Comnon knowledge: Orcs are hostile humanoids inhahilimg tha wild place of the world. Evil and w e . they posseas a m m b g that bss permitid them to smvive well in a hostile world. The l&A an: is stocky, sbding about five feet id, nitb tnirhed green featole. and *like teeth.

Detailed Lwrkdg: O m were miginally hmnan mmldgl of a snt, into which Goth, En* of necmmancy, bund spirits imm the Nether pl- in hope of meding a @ k - h e d i n g race of m b t waminm Whether m not the race 4 have evolved into a m a e intelligent sped- tlnaqBh GoKis -tinned in flu en^^ is debated. h t with the Riad's demise, .eamered hands of m c a - m R e n t o a n ~ o f ~ . k e L i n g r e ~ i n d e e p p ~ a b p o l a t e d wmd.. Hunted incaasantly, tbe ma have nunetheleas thrived and p e n themselves to be amadDgbr d@ve to an sata ofenvbnmenha

Ore mmmmities rmalst of bibes n u m m XI m mne m e m h . And despite their br 1% they are cunning and o m l i b , and wen able to tishim effectiva, if&, weaponry.

h o r n rating: 0 Tactical move: 20' (on landYW (tlging) Lsmk 6 BAR: 17/10/30 BPBPratio: W.3 Av- B o d p m n a : 8/17 (2S) Average atat: 12 Speeid stet: IQ-15 A-: 1 !,i& Dmg: 2D6 Ethics: I Size: M S p c i a l n o t e : ~ c l a y 1 0 h p e r 8 P , b o m l y ~ r a t . i s S O m i l n

Common knowledge: Pegasi are Wng homes that inhabit isolated *.

Detailed kmdedgw T h e ssioged steeds are asidby sfnw to have been created by the KreILm god dm~ter. h l y ken, they mam the lands of Hosanath, KreIla or Naz-AI, favoring caves u r n hi& mamtsins as laira Their rarity d t s in their being valued at 300 gd per SP, but catching one is m t Most deshshle are p@ eggs - ha-, and young pep& Since training an dlln is dif l i~l t , pten6al buyers eagerly pay up- of LMO gd fmanespand5,oWgdforafd.

Bed devil d w

Armmur*o T a d i d mwe: 50' Level: 4 BAR: 1W47 BWSP ratio: 112 Average BodyL3tamhz 1WlO (XI) Average stat: 12 S p e d stat: 8e-15 Attack l b i i e a h a t h Dmg: 2D6 m SDB Ethia: E size: M

Common knwkdgm Theae fnabresthii red hmds mme hom the Hells. They resemble kgelad,harmds with glowing eyes.

Detailed I m e c t l y r e f 4 to as lalghests by same, red devil dogs do cai&~te from the Nether planes, and it is thought their -ne on Jewel can be hated to cWjuraliun on tbe part ofnaromaneen; or smwrem long ago. Sina then, the d w hare mdtiplied and t y p i d y mam in pscLs of 2M individds. Fm obvi- reaboq thay prefer lairing in halated areas. ahckkzlone kinelem and sman emanr W h i i a ridons bite. thev are mosrfesred for UIeir ability to-t&e laicciy lire3 a m e enendit& In' and ending in a base o f q d width.

Armem ra* 5 W e a l move: 6 (in waterL!lO'(onland) Level: 0+ BAR: 17/10/52 BPBP ratio: U1 Average BdyBtamina: (30) Average stat 8

Spedal stat: SVC-20 AWkw 2 daas Ibw SDBmD.3 Ethic% I S k M

Cammon b I + Rock bMrrs are some 20. in diameter, with stone shells that makes harm@ them difficult. They are able to sink boats with their claws, there&devomhg the crew.

Detdled knowled@: Rock lobstrrs + to dwell in warm, shaam w b m smelimimes beneath sandy be& All have incredibly Lmg M e spsn* nomhering into the ~n~ and exhibit s tendency to remain h a o t Ia years at a lime. This dmmmcy on the sea fl- d t a in b v y marine p w w l upon their shew accounting for its nabmal mmmdng. Every le*. years, the lobster sin di. fmm its undersea lair and lreL d m e n t or mating. WLm are dten tha targets of lobsks h-, amd the creatures are able to s w a m p 4 d to get at their prey. They c%kr&e can be awakened t h r o e natmal phenomena soch as sborms rmd earthquaha, a by m m than 1,mOlhL of LRatmes walking- the sand above them.

h o u r rating: 2 T a W mwe: 20. Level: 8+ BAR: 1 w m BPESPratjo: IR Averam BodyiBtamina: UYZO(40) AV- si& 15 Specid stat: IQ-6 Attacks: 2 clawdl t d s* Dmg: IDWlD811D6 + poiaon Ethica: I size: L

Common k n o w l ~ e r Giant amrpimur are found in desert rhea. Their *is deadly.

Detailed knew- Giant smpions reside in atid climates. pmlicula~ly in Axwin. The aeabmes typiEany bdld large gmmd bmmws, lying undm the sand until pny of mitable siae mmes near. In bat&, the sexpion emplay. ita two claws and its deadly tail. Those stmok by the tail sustain 4D6 Stamina I-. haloed with a Cmr mll.

Amom rating: 0 Tactical move: 15' (1Win water) hrel: 5+ (D.3 SD) BAR; 17/10/60 BPISP ratto: u4 AV- BodpBtemina: WlQ (25) Average stet: 12 Spff ia l stat: IQ--16 Attack 1 Dmg: As per weapm or spen Ethies: E Size: M special note: hx%dion aa wit& of equal kvel

Common knowlsdgo: Sea witches are Evil spllolsters wbo dwell beneath the sea.

Detailed knowledge: The migin of these banem matmes is unknown, though ancient Krrllan legend asserts they were Vestal sirgins who cumorled with the sea god Nepbme and were c u r d by Uusir goddess with bidems featmea SQ others along the sh- ofTmmn&'s Salt &a believe tbe Ed creatme are sea demons who spend tbeir lime grinding selt fmm msgif Winradrr topaisanthe- .

Able to survive either on land m beneath the water. sea aritehes d e r a diet of humans thevcakh #mmd aa-. often emdo& adamzl &ell as a ~-~ ~ - . . - mean, d luriog png to tbpir dotches. In their vndemea lab , tht, hap are rypieally served by -tic denizens drawn to thc ares thmwh thew lue of capture -me npcm the aeaflan.

Page 185: Quest of the Ancients

Shade

h o u r raling: 0 Tactical move: 16 Level: 2 BAR: N/A BPBPratio: O/l Average BodyIStamina: (10) Average stat: 12 speoial stat: N/A AUacks: 0 Dmgr 0 Ethics: Any Size: M Special note: BF 1 or be& weapon needed to bit; immune to spells that do not harm undead or non+mpmeals; can p a s th-h solids. (At the GM's option, shades may have some other minor powers)

Common knowledge Shades am restless spirits of the dead who haunt the bing.

Detaikd Lnowld#e: Shades are the e a r t h - h d spirits of thee who for some reason cannot paason to the next plane without the aid of m o r e . Often, this is b e c a w the creature died without proper burial, or because its last request -was oot honored. I t is -b1e 20% of the time for a shade to mentally mmmnnieate with a p u p , erplsining how they may help lay i t to rest. Otkmise, the spirit will attempt to convey as best i t can what aid i t desires, and i t may even take to haunting characters in an attempt to get its way, "banging mound" nnlil i t receives help.

AD shades bmught forth through the 4th rank necromancer spell summon shade can mentally communicate with their summoner within arange ofZW'.

ATmow rating: 0(-3) Tactical move: 20' Level: 2 BAR: 15/8/42 BPEPratio: VI Average BodylStamina: (10) . ~

Average stst: 5 Special stat: Ag-17 At tack 1 Dmg: As per weapon Ethics: I Size: M S p e d note: Immune to Type A & H spells and non-magical missiles

Common b o w l + Skeletcos are animated hones that are immune to

arrows and other non-magical missiles. Detailed knowledge: Normal monster skeletons are mated by

neemmanm to act as minor &wdians Their lack of vital c"lgns renders them immune to migslles of a n&magid nahue, alth- they suffer double damage horn b I u n t W ~

Whik they h e m, "eyes", skeletow like mast ondead, can sense living matures. Thm, they treated as thowh they posses sight, although they are unhindered by darkness.

Armour ratias q-6) Tactical move: 10' Level: 1+ (D4 SDj BAR: 1618140 BPBP ratio: 113 Average BcdyBtamina: Wl(2j Average stat 8 Special stat: Ag--16 At tack 1 bite or spit (20' range) Dmg: 1 point + poison Ethics: I Size: S or larger

mll allowed for hdf m no damane as the GM neferg %ittine mbras do no dmmze with their snittle but bind charactens' failinn !k l i g ro l l s for 1D4 - - . h-. Naturally. they may bik, affecting s stat o m a l l y horn ihlmr venom. A; nolrd. the poison bite of a matme " usable up to three times a day h.furc i r r paism rerprves m expended.

Armour r a w 0 Tact id mme: 3' Level: 5+ BAR: l?fl(Y50

B P W ratio: W1 Average BcdylStamiaa: (25) Average stat: 12 S p e d stat: Ag--2 Attacks: Strandation " Dmg: 2DWphase after mature can no longer hold breath Ethics: E Size: L to XL S p e d note: Cannot charge; bke triple damage,Rom fie

Common knowledge: Strangle trees are mated by witches. T h e resdngbeneath are choked to death by its branches.

Detailed Imowledge: Strangle eees are brought about by an Evil witeh or druid's use of the mate nature guardian spell. In casting that =pen, an E d spirit from the Nether pianep is bound into a tree of-e snt. Thereafter, any creatures who might pose a t h a t to their meator bemae -p!ible to strangulation by the monster if they pam near. Often, &angle trres m i be left near trails or other ol-s inIxders mieht cam-. Its a c f m e d made of attack . . m to lower iLs brnnchea upn sleeping characrprs fm an antoma& hit, althwgh th.. trcw i* ~ p r h i n l y txpdnle of nttxking a n m e with in m g e of its branches (generally within a 20 radius). Tbase slain by the monster are then dragged beneath the p o n d by its pow& mots. It i s horn the tree's buried virtlms that beamre may he -ered

I n ~ i ~ m m thco 16 points of damage d hee ow horn a shaneolnbllg branch, bol only ton damage upon tbr tronk hiRr the monster.

Armnnmliwo T a d i d move: 30' Level: 5+ (D6 SD) BAE 11110/50 BPBPratio: W4 Average BodyBtamina: 3/12 (15) Average stat: 12 Special s t a t N/A At tack 1 spell Dms By spell Ethics: I a**-. w -"-. '.. Special note: Function as druid of equal level; invoke chameleon and beguile awns a t win

Common knowledge: Often d e d mluon fairies or d'yods, tree sprites are mischievous fmeat fairies who sometimes kidnap peaple.

Detailed knowledga; R e e sprites are the ioul of sane forests ma ted by deities, m those subjected to long-term exposure to capture essenoe. Appearing as attractive human a elven females, tree sprites normally dwell within pockets of the faerie realm mnstrueted within large trees. Every so aRe9 a male child or adult passing through their forest cap+ their interest, and the sprite will seek to lure him into her tree thmugh a beguile spell. The sprite's new plnymatelmmpsnian thereafter remains with her for up to several y- and is then released when the sprite tires of him. TLnough this process, tbe person learns bowledge armparable to that h w n by the sprite, excluding spellcasting ability.

Destruction of the spritds tree while s b is inside permanently seals her within the Realm ofPaerie, while homing the h t itaelfslays her.

Common knowledge: Snakes are lepQes with a p h n bite. Detailed knowledge: Little diflerent fmm above. Their venom affects

either Strength, Agility, Con, or Stamina as determined by the DM. The degree of toxicity ts dm chosen by the DM: 1DB; ZDB; SD6: or 4D6 points, with a Coo

177

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Amour rating: 0 Tactical move: 10' Level: 5, BAR: 17/10/50 BPMratio: V1 Average BodyiStamina: (25) Average stat: 9 Special stat: Sticon--19 Attacks! 1 Dmg. 1D12+4 Ethics: E Size: M Special note: See fully in any s a t of darkness

Common knowledge: Trolls are hunchback giants of small (9) size. Detailed knowledge: Trolls appear as gnarled hunchhack humanoids.

Their migin i s haced by some to Goth, who is said to have mated ogres with some sort of Nether creature, resulting in holls. Brash and intimidating, holls often extort tolls or other goads from weaker species.

Giant cave tmlls are an especially large species of troll, being level 8+ monsters. These denizens prefer roaming during hours of d a r k s .

Both sorts of trolls wield giant c lub as weapons.

Unicorn (female)

Amour rating. 0 Tactical move: 3W Level: 4 BAR: 164147 BPBP ratio: 3 4 Average BodyiStamina Average stat: 14 Special stat: NIA At tack 1 kck or stab Dmg: 2D61lD8 Ethics: I Sire: M Special note C-es 20 lbs per SP, immune to poison and disease

Common knowledge: Unicorn are immortal magical horses fmm the Elflands.

Detailed knowledge: Unicmns are native only to the Elflands, and are greatly desired for their swiftness and intelligence. However, the exdusively white female unimrns are shy and dimcult to capture. Also, they will only allow female riders of Goal ethics.

Above all, the steed is renowned for its hmn. Mere possession of i t i m W magical immunity to all poison or disease, and i t may be employed to create ai e l g r of youth, fm unicorns, as everyone knows, are immortal, and some yet live which were foaled in the Fint Age.

Unicorn (male)

Armour rati"g. 0 Tactical moue: 26 Level: 6 BAR: 11110152 BP/SP ratio: 314 Aver= Bodyistamina: 2317 (301 Average stat: 17 S p e d stat: NIA Attacks: 1 kick a stab Dmg: 3D6nD6 Ethics: I Size: M Special note: Carries 20 lbs per SP: immune to poison or disease; radiates disenchantment

Common knowledge: See above. Detailed knowledge: Male, or black, unicorn are easily distinguishable

from a distance. They will allow any rider of their choosing, and possess the same immunities to poison and disease had by females. In addition, their golden homs radiate disenchantment. This last power is lost should the unicorn be slain.

Black unicorns are highly territorial and prone to fighting other males. On those exhemely rare occasions that two riders of such steeds meet, a t least one rider must make a hornemonship roll to keep them apart

Vampire (normal1

Armom rating: 0 Tactical move: 1W/30' (woW1G (flyiog) Level: 5+ BAR: 17/10/50 BPiSP ratio: 114 Average BodyiStamina: 6119 (25) Average stat: 18 Special stat: St--20 Attacks! 1 Dmg: 1D6+5 (fisO, m by weapon +5 Ethics: E Size: M Special note: Mqic weapon needed to hiS mesmerizing stare: can function as adventuring profession of equal level: immune to Type A spells and poison; east no reflection

Common knowledge: Vampires are the mast powerful of undead, sucking blood fmm the living and turning into bate or wolves at will. They fear the crass and other deity symbols.

Detailed knowledge: Vampires are a corporeal d a d that feed off the blood of the living. Said to h- their origin to succuhus demons, vampires sleep in coffins during the day, then rise a t night to seekvictims of the opposite sex upon which to feed. Th- they find usually are subjected to the stane of the monster, which has the effect of intlicting a meseriang (see the rank 3 necromancer spell) if an IQ roll is failed. The monster then bites the victim's neck, sucking nomishment. Eaeh such feeding lowers the victimi Con by one point, and upon its reaching 0, the hapless person dies. (Retoration of the lost Con points otherwise occurs a t a rate of one point per week.] Prim to this, the vidim becomes enslaved, heating the vampire as lord and master. He can also be summoned m e n a y fmm a distance of up to one mile per level of the monster.

Withio 24 hours after dying, the victim arises as a vampire under the will of his or her slayer. Any vampires created by these servants are ultimately bund u, the hrrd of the vsmpnr. l in..

~ l l rwopirrs b r k ausy irwn a n ( r , ur ,,thcr d d y ~ y m l u l ~ i ~ t I prrwnlrd I<, 1h.m Huucucr, tlmar prowenun is 1w1 i f the rrealun i j rtmcked. V:mbp~rr> east no reflection.

Daylight i s death to avampire, and one unable to reach a coffin in wbich to sleep sustains 1D4 Body points of damage per minute of e-me to the sun's light.

The only way to slay a vampire in melee is by driving a stake thmwh its heart or the necromancer spell fiue fingers of death. Even rendering the meatme to 0 Body p i n t s through combat does nothing more than face i t to depart the area. AU damage is healed after a day's sleep.

At wii, "ampires may assume the form of bats or wolves, often using this as a quick means of haveling fmm one piace to another.

If battling with a fvr this is not considered a hand-*hand attack.

Vampire (Elithian)

Armour rating: 0 Tactical move: 10' Level: 10+ BAR: 19/17/62 BPBP ratio: V4 Average BodyiStamina: 12/38 (50) Average stat: 12 Special stat: St-20 At tack 1 Dmg: 1D6+5 (fist), or by weapon +5 Ethics: E Size: M Special note Exist in daylight in addition to the powers of normal vampires: can function as adventuring of equal level: nnbothered by deity symbols if they make an IQ roll; immune to erombm; have reflections

Common knowledge: Lilitbian vampires are legendary undead who can exist in daylight.

Detailed knowledge: The rarest of dl undead, Ulithian vampires trace their origin to the demoness Liith, dying under her blmdsucking lips. Lilith

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h e r s e U i s d t o h t h e Q u e e n o f ~ , a n d i n theFhstAge Lgehada mnsiderabk fdlmsing amongst Sk-rpen's rmmmmcers and --, who sacrificed pow& memies to her. A handfol of tbe4e v*tims are said to have Prisen as vampires of ertramdinary power, aMe to fbmtton Puny even in Wt They a h have re8ectiona. No veriIi&e amnnts of Lilithhn vam- exist today, and it is (honght that-thankfull4 were slain in the R i a s s fan.

Pe- .lair, by these momters mlmm as n m a l vampires

Wight

Arm- rstinp: 0 Taclid mom: 10' Levet 5t BAE 1 7 n m BPEP ratio: 1/2 Average Bady&%a&z 11/18 (25) Average stat: 12 Spedal star IQ-6 AUsst!~ I daw Dmg 106 + laither Strength Ethics1 Size: M Special note: 7lfithen StrengU1; immune to Type A spell8 and paisoa

Common knowladg, Wights are ondead h h madbs, able to vitber s u .

Detslbd howled@: Wights are a cmpmsl mded bound into g w d b m h i p of a tomb by n- a earth priests. UnXke other undaad, Mts remain a t rest mkss the suea of their w p is penetrated. The crratmea then arise to Mlend the remains they are given ehrags over, 8- mt with their talon-tihs hands. Thia delivers 106 pdata of dam-. and addithdlv the monster wi thw a ooint of S t r e d . This bea the elfed of regeneratirg- +t of damage ithss smf&d,-dthough its Stamina is not u p p d above normal mezimum.

Arm- r a w 0 T a d i d move: 3W kd. 4 BAE 1 W 4 7 BWSPratio: V2 Average BodyElbmina: 1W10 (20) Average stat: 12 spdal stat: I Q 4 AmocLs: 1 bite hg aoe E W I Slu: M Spsdal note: 50% like to ambosh in snowy mditions: can be 6onished by druids

Common tmar-. Snow wolves ue vi&w h-da in SWM md ofher lands whpho &ram h e kmelera.

Debited knowledge Snow wolves are large, vhik canines that r- snow-ed lands in packs of Iom or more indivWaah Tbey rmkemsdiy have a had -tation, f a tbey nabmm shun man. Only in times of fmd -citg will ta m h e s attack hmnaneids, and then only if they move to pmtesl o h animals in their gmup. However, in i o s b n ~ e s where splkastem a momtern have Dach oeatmes nuder thekmotml, the wolves make excellent ~ o f t h e i c l a e d . , ~ a ~ n g i n ~

Beamse oftheir white fur, the spdws are dimcult to spot in area8 of snow a f% admshing YJ% of the time in d modifions. The fur pelt of a snow wolf is p r i ~ being valued a t 1C-100 gd if undamaged by d or damage (0thnai.e. valm is qwtered). If made intD a robe m M y clasL, it p m d e exeallent cam- f a a b d e r in srmw a fog, making him 858 likely O be unnoticed, or a like bonus to m d - t mlk Three p l t s are needed f a this.

8nm wolf pops are wmth 1 W g d on the o p n market

Arm- rating: W6) T a d i d move: 20' Levet 5 BAR 1711ar60 BPmratio: M Average Body/Stamiina: (25) Average #tat: 12 Spedd atat: NIA Utseb:l Dmg 106 Stamina wither E W E sir.. M -... ~

Special note: I-- to Type A & H only harmed by magic a silver weapons; 40% likely to am-, partiany invidble; can par-; rithw

thnmon h o w l s + Wraiths sue withering spirit* D e w knowledge: Wraith are the angry SO& Y tbDse who died

befare inftiding revenge apon smnanc. Uaable to reaZ they wander places near where they did, bemoaning their i d i t y to gain aatidzdm. Wndths nmmally are inv%i!&, bot their presence can be felt by these in the asme mnn. When it a+hcks, the monster lases % in-@, appearing ea a shadowy fi-. The oeatme bas a single wi'dering attaJ which draws 1Dg +lsofStaminahomliviagbeiagg Wraitbs~m s b l s t o ~ s v i c t i m s t o achieve tbstr ends.

Armow ratiw 0 TaEtical move: 6'

Average Badyl8tamina: (15) Average W 16 Spedal stat: IQ-4 A t t a c h 1

10s Ethira: 1 &A Spaial note: Imm- to Type A spelk: s e e r ID4 points of damage fmm salt thmwn at them (+Isofsalted water an tnated as acid)

Common Imorledgs: h M e s are hmnm remains d a t e d into mindless semitms by n-

DsMM hmrle+ Zonbies are remains animated by the rank 3 necmmaver spell awaken dmd. Tbep are typically emploped as mina @mdiam or servants, f a they lack tbe 1Q to handle mare tbao the most menial of tasks.

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W t ~ h 2 lower--An introductory adventure for &A. ~ ~ ~ ~ i ~ t e d from the aerie ~ a l e s ~ ' m o d u l e anthology

L n g q o . the Evil u~rrlb <'elline lndrd mer the inhabntanm of the ~ m i ~ l l loun of 1:ra.w Vale. In tune, shecame ~ntoc~~~mflirt wth A r m n , a Goad uluh ufryual poucr and the fucnr uf the two fuwht :* rlimxcnc 1,;rule in Cclline's mountain tower. Aramis was the winner. slaying Celline and w a l l i i up her remains in the upper level of the tower. For many years. the ~ p l e of Grass Vale lived in relative security. But recently, villag~rs have been disappearing. and talk is that Cell ids ghost may be responmlole. WhaL'a achlally hen happening is that a r i n g e d siren has made its home in C e l W s abandoned tower and h%s been raiding outlying farms fm f m b carrying off several hapless vletims. In hope of ending the hecurse upan their bwn. the villagers have begged the player characters to explore the tower and put an end b Cclline once and for all Play opens with the p u p having anired a t her m-tain tower a few league from to-.

Level 5; BAR 17/1(V50. BP 20 (exehl: Avg stat 6: Spl stat 3-20: Attacks 1 punch: Dmg 2D6: Eth i s I: Sire M. Spl note-isuffer 1 extm domogeporntper die fmm fire a l k k If the dwr is faced open. they will draw weapons and creakily move toward the intruders. These were once creations of Celline. taken over by Aramis. who rendered them inoperative through her magic (after sustaining some damage by Aramis' force). ARer the flghting was over. the triumphant Aramir altered the d e n of the mnstructa. leaving them to resume their goardianship of the tower. As their purpose now is to deter rather than harm, the two gumdims will shut the d m and return to their pmts if the intruders depart.

2. Buraeb. Dust now m e r s 10 bunks lakccurs and a p t Iwlhrd stme that are set h u t Uus rmm. which sprved a. quartPm for Cellinr'r buman mro-atama. If xarched. a btal of 25 gd in varrous coinage wiU be found scattered throughout tbe men's rotted pemnal effects.

3. Capbin.. quarters. A be& wardrobe and pot bellied stove m contained in this rmm, where Cellinei lieutenant was W d . The aigoa d a struggle here are apparent, as dl is in disarray. The dmr of the wadrobe is broken inward udm the force of somerma's being pushed against it, and the bed has mllapsed in a heap. A search af the wardrdx will reveal some old clothes d m g with a ragted set of human-size partial plate. Of greater inLereP1 is a smdl copper chest beneath the collapsed bed. The chest has a magical Qap upon it. Anyone Ming to use the pmper hey to the lock. or migsiog s lockpick roll. releases a single mngic &rf (DGl dmgl upon the bm's being tlmpered with. Inside will be found:

16 pm 20 gd 12 ar An elirirof healing

4. Mnlng hall. A long table skmds below a chandelier in the center of thi.l hall, with seats for up to 13 diners. To the south, a pair of double dmrs prmit entry to staim leading to the -nd level of the tower, while b the north is a large h p l - now choked with the webbing of n-a1 spiders. These dyawingnear to the he& will note a maping sound emanating from the flagstones within, and bursting out of the flmr will emerge a large Tunnel ret: AR 0: TM IS: Level 5 (D4 SD): BAR 1711W BPBP 713 (10): Avg stat 6: Spl stat St-12: Attacks 1 bite: Dmg 2D4: Ethics I: Size S.

The rat, which lairs beneath the tower with several others, w i l l atlack the nearest chnader. If the c r e a k is &in. th- examining the hearth will note the neatme's small tunnel extending into the earth. While tm s m d b b e navigated by anything* thao a dog, the tunnel does lead to a nest of eight of the creatanes. They have no treasure.

4A. Arms closet. Shelves line this small alcove. which once held arms and armour for Celline'a bmpa Only a few spears now remain.

4B. Emtryway. Upon the northeast wall of this e n m a y hanp a dusty silk tapesw. If cleaned, a sene ofa maiden fleeing from a wizard by tumiDg into a f a h n and flying away will be revealed. The t;rpesby has a valve or25

gd Next to a dmr in the western wall st& a mty set of demnative plate

amour. I t mi Oike two days after leaving town to rcmh the mountain atop

which stands the tower. A weed-mvered k a i l long unused. hckona The 4C. Entryway. Thin is a hvin of4B, althau* the outline of a tapestry building itxelfis agranite stmulure three atarepin height, 4 t h %lit windows once banging on the wall sbowsit wm removed a t sane p h t tm small to --it renetration. and is fmnM bv an ataeonal tower. The ~~ r ~ ~ - ~ ~ ~~~~~ ~ ~. - * hulr i x part of a lrrkyr complex of *rage buildink* and stables, murl uf 5. Kitohen. Shrivrs, racb of rusty cutlery and other w m s d t r d which have fallen into d$xay ore? the years from weather and neglect. Thcw wth the of fmd may be found within thb rhamkr . To the narth. a p p r u h g the Lower over LC catpel of Id now cwenng the area wll a dmr Ira& c~utside. It I* h t h barred from wrhm and has bundles of w m i detect no signs of recent -e by any unusual creatures. Near the mbance, however, d l be observed a m - grave marked only by a cairn of stones. Ingress to the tmer may be had through a set of oaken d m at the kont. or thmugh a h k dmr to the t i w e n (which must be fmced as though under a shut portal spell). As the w& of the tower are very smmth, th- attemp- to dimb them halve their climbing percentage.

1. Entryway. Shaped into the wmden dow is a sLull and b n e s , the universal sign of dmger. The dwrs are lacked. However, a trickster may pick the lock. which win also deactivate the golems just inside. Wlthin m i lx noted an old chandelier lying upon the flmr of the ocfagonal chamber beyond. Two wmden statues of )mighta will also be seen standing against the east and west walls. Tkese are achrslly small Wood golems: AR 0: TM S:

stacked against i t to discourage anyrme's entering from that way. To force it open from the outside. one must mU beneath his Strength on percentile die. At the northeast, s fireplace and cauldron will be found. and next to i t a dmr leads to a starage roam. To the south are several small tables for the q' meas use. If anyone makes a suecedul mU to find secret pane14 a lmsr flagrtone in the southwest m e r of the rmm reveals a n o k tnonel rat burrow.

6. Sbremom. Inside this chamber will be found the empty remnants of fl- vrckr along with a number of meat hoah. At the south of the chamber is a small hand miU fm grinding flour. Thee walking upon the flmr of this m m will attract the a n t i o n of a young T-nel rat: AR 0: TM IS, Level 5 ID4 SD): BAR 17/1D/50: BPISP 5n (7); AWE stat 6: Spl stat Sb1Z; Attacks 1

180

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bite; Dmg 2D4: Ethics I; Sire S. This smaller version of the denizen in &mm 4 will em- from a I- tlagsbne a t the n a t b d the roam, akcldng any handy character.

8-nd level

7. Music mom. Though Evil, cenine, like many in Islay, was a lover of music, and had a special music mom in her tower. Scattered about the chamber are a full-size harp (value 200 gd, and 1 W lb equivalent MM. violin, hmpichord (value 750 gd), and upon a shelf rests a wwden bor mntaining a hand-carved tlute (value 20 gdl. A few mumbly score sheets lay on a small table next to a wing chair facing the southern window.

Two sets of dmrs are set into the northern wall. T h e to the northwest are made of braas and are w i t c h - k n d . No keyhole n hsndle is evident, although a flat square plate will be noted a t the center of the portal. Originally, the enchanted d m was set to open a t the touch of cenine's palm upon the plate. An identical door is to be found a t the northern entrance to Room 8.

To the southwest, shim begin leading up to the toweis uppermust s h y . Just several feet up, howeuer, they are sealed off by a fmtthick wall of stone. Stonefomzed into the wall are a skun and &nea along with two measagea. The &I, in Torrencim, reads BEWARE. The semnd, in A v a l d , is a bit more mmplete, reading HERE I8 THE BESTING PLACE O F EVIL. DISTtXlB IT NOT.

8. Laborntow. Safely sealed dffmm the remainder of the tmer behind two sets of witch-knocked dons is the laboratmy. -IS, burners, tla* and the assorted tmls of the alchemist still rest upon shelves and within boxes. Numerous types of components are also here, and a p u p managing to gain entrance may find a ready source to replenish spen ingredient. (assume a 5C% chance that ID4 oses of a mmmm spell ingredient are available in the lab).

Celline and her apprentice conducted many experiments here, their last being the maskmction of a pennartized straw golem, which lie8 atop a large work table a t the center of the lab. Upon a Ifftern before the pumpkin- headed mas. of sticks and atraw rests a scrull &listing several mniral and mmmand words. The cbarcbarters' unfamiliarity with magic make i t extremely risky to aUempt the awakening and mntml of the monster, although they may hy. Speaking the word ownken while holding the scroll will cause a feral light to glow in the d e n sacketa of the scarenow's eyes, and the meatme win jerkily sit up, awaitingthe bidding of its new master. Each 10 minutes of activation, however, resolla in a nunulalive 10% chance of tbe meatme's m n i n g amok and attsckhgits master.

8 h w golom: AR 0; TM 16: h e 1 3; BAR 1619/45; BP 15; Avg stat 6: Spl s b t &--la; Attacks 2 punches: Dmg 1DMD6; Ethics I; Size M; Spl note-- t n k s dmdle domoge fmrn /ire.

9. Bath. A comer tub. nww ereen with aee. stands within this mom. -~ ~ - ~ . along aith a hram'boilrr fur heabM: r tank of uater. A funnd lrading to a b i n pipe is r.1 into the suuthweat mmer of the rmm.

10. Winged siren's lair. This was once the chamber of Celline's apprentice. The rick feminine d e w of the mom has been transformed into s chaotic jumble ofbmken hunihne, water damage, and gattered h e . oftbe winged siren's victims Weeks earlieli, the m a t m e d i m e r e d the tower, entering here thmugh the oolccked eastern window. Since then, i t has used the i q e chamber as a lair, padding it with an aswtment of bushes and small trees for mmfort Characters have a normal chance of ambushing the monster, unless they mshe noise or firat explore Room 12. In the i-er case, the creature will immediately activate its song of mesmridng, fmcing the he- tomake I& rolls or dmp their wea- and stand helplessly while they are attacked lor Body damage. In the latter, the monster will leave its lair Uvoogh the dmr. attacking the h-, who are pn-d for an assault in another direction.

7Rins-A niren: AR TM 40': Level 6: BAR 1711Oi52: BWSP 15/15 (SO): - ~ ~~~ . ~ . -~ ~~ . . .

Ava r l ~ l 12; ALLlclo. 2 ciswdl h t e m rmic a lmk, 1)mg 1WlI)WlD4 or spend. Eth~es E: SIP 51: Spl note-mmmz~ngsonirallock.

'Ihe wingrd siren's treasun, mnsiats uf twoplgllwr ufsbill-mrnng which willbe f w d in the m-of itslair, inside a victim's punr.

11. Library. This was a functional, though not lavish, library. Small bmLcases line the walls to either side of a fireplace. A perusal of the bmts reveals only a few unimportant works. A d e t stands in the alcove to the south, and a search will l=rn up a few leaves of parchment and a bottle of dried ink. Of mom immediate interest to explorers is an open secret compartment in the southern wall. Spell books and other important items were kept here. They were removed by h a m i s years ago.

12. Coqj-tion mom. A ghastly stench emanates from what was once a conjuration mom. The odor is so stmng that anyone entering the ballway will immediately note the stench. Beyond the door lay the fouled remains of the ainged siren's earlier vidima, placed there by the monster. Beneath them dl be found a dm& ofmnjumiian sc.ibed onto the floor. The chamber is otherwise empty save for several bras candle holden and a d brazier.

13. CeUine's chambels. Entry to the tower's uppermust level d be diflidt, for one must pass %ugh the elemental wall ofstom that seals ON the stairway. Those who do dl find Celtine's remains lying near the top of the stairway. And one might presume that the in-& would &st within the chamber as a maith, spectre or other powerful undead. Such in not the ease, although Celline yet haunts the tower chamber where she edata in me form ofa Poltergeist ARO; TM 4 0 Level 1: BAR 16/8/40. BP 5; Avg stat 12; Attacks 1: Dmg 1D4: Ethics E: Size M: Spl note--8F 1 weapon needed lo hi$ inuisibk. Each turn, the poltergeist will hurl any handy small object-. eandlestiok, a cup, hook, etc.--at someone in her rmm, with a successhrl hit indimlisting that searching has been dismpted that turn. If a idl 10 minutes of searching (on the part of one person-or five minutes on the part of two, and so on) ean be had, the following h e m e willbe fonnd-.

20 pm; 75 gd: 2 W n (in a sack on a doset shelf). Aring of i n s t m l ~ n f s (mandolin) (in a- under tbebedl. A magical comforter, enchanted to keep one sleeping under it warm (on

the bed). Thi item has a d u e of 1,WO gd, and is helpfol to those adventuringin mld climates.

Those who bury Celline's remains will dispel the haunting.

Armam rating: 0 Tactical mwe: W Level: 1 BAR: 15W40 BPISP ratio: Om Average BwlyBtamina: (5) Average stat 12 Spedal stat: NIA A*1 Dmgr lD4 Ethics: I or E Size: M S p e d note: BF 1 weapon needed to bit; invisible

Common knowledge: Poltergeist. are mischievous spirits. Detailed knowledge: Poltergeists are the restless spirits of some who

are fmstrated wez their earthly demise snd refuse to pass on to the realm of the dead. These &rib haunt the ares *ere thev died. and are extremelv . . ieal- of the livine who invade "their" knitorv. In resamae. the w l t e m i d ~ ~~ - - ~~~

may hml small ubjseta which i* ID4 flntaofdnrnage, the ublfft bdng u, drive the Iivrng away. Ap.zt from exorrwm, polteqrwta may wmctimes ( 7 l ~ ~ i h o e , h, durplled by burying their earthly rrmaina, mwning thi, has n a been done previously.

Itat (tunnel)

Armaur rating: 0 Tactical move: 15' Level: 5 (D4 SD) BAR: 17l10160 BP6P ratio: m AY- BodyBtamina: 3t7 (10) Average stat: 6 s p e d St-12 Atts* 1 bite Dmgr 2D4 E t h i a I Size: S Special note: Can be banished by druids; W% h c e of ambushing under certain conditions

Common knowledge: Tunnel rats are undergmund mdents some 2'1' long. Known for mnsbvoting hidden tunnels, the creatures often ambush those stumbling into areas frequented by them.

Detailed knowledge: Tunnel rats me vicious predatma tbat lair beneath or to the side of dungerm, -em or sewer areas. Though not overly intelligent, the rats are skilled tonne1 builders, honeymmbing psnsages thmugh stone.

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These m s , which om connect to Isuger tunnels or earems employed by other matures, are often camouflsged by a loose section of atonework that aUow the cxdures to m h out and ambush prey. The rats are otherwise encoonteredin n m a l tunneIs while hunting or muting.

ARer slaying and rendering their vicfim(s) into smaner pieces, the rats remove the remains to a central mmplex where the young are raised, replacing the hidden tunnel entrance for future use. And while there may be dozens of th- rodents in a &en area, tunnel & usually mam b t in packs of sir or fewer individual%

Winged siren

Armour rating: 0 Tactical move: 40' Le~e1: 6+ BAR; 17/10/62 BPkF ratio: yZ Average BodyBtamina: 15S15 (30) Average stat: 12 Special stat: NIA A- 2 clawdl bite or song Dmg: lDWlD811D4 or special Ethic*: E Bize: M Spcial note: Mesmerizing song

Common knowledge: Wlnged sirens are bird-like humanoids whose d l lures men to their death.

Detailed Imowledge: Povnd mostly in the wilds of Krena, winged sirens resemble hideously ngly human females with an underbody resembling a bird of prey. These baneful meatu- are among the most selfish known in Islay,

taking delight in destmying or f e w whatever c rop or fmdstdfs they do not entirely consume. While not overty pwerful in combat, wlnged sirens pxsew a powerful sonic attack which fmces th- within 60' of it to make IQ rolls, applying bonus m penalty factors of1 for each two IwsIs of difference between they and the siren. Those failing remain hanaked, unable to act, which subjects them to wssibly being carried off to its nest. The effeds last for as long as the siren -, and one Cull t=m thereafter. During this time, any attacks by the monster on the one so alTeded automaticdW aueoeed and inflict Bady dam-. - In this adventme. the foliowine format is a d to describe the monsters. Example: T-el kt: AR 0; ~ ~ 1 5 ' ; h v e I 5 ((04 SD); BAR 1711LVEQ BPiSP 52 (7): Avzstat 6: Spl stat St-12: Attacks 1 bite; Dmg 2D4: Ethic. I: Size S. FiFltis the name of the monster f h e l rat). Seeond is the monster's armourrating CAR). Thi~d is the monster's L0Cti-d movement (TM) Fourth is the creature's level. FiRh is its base aMek mll (BAR), showing what it needs to hit AR 0 on the D3MJ20ior DlW -bat tables. Sixth is the monster's Body and Stamina points (BPISP). Seventhis the value of the monster's average stats. Eighth is any especially high or low stat. the creature may pesse3.3. Ninth is the number and types of attacks made by the creature. Tenth is the range of damage inflided (Dmg). Eleventh is the marster's ethi-, Indeterminate a Evil. Twelfth is tbe monster's siae-smll, medium m loge. Any special details of the monster wonld be b t e d after i b size.

Quest of the AncientsTM writers guidelines

Unicorn Game FnhIieations is just about the smallest game manufachmr around, and we like it that way. In fact it mnsists of lit& mme then Vine Garcia. who wrote Qwst of the Anaentc. Apart from him, the company is comprised of a group sf friends and Reelance writers who enjoy role-playing games rmd think of UGP as an outlet to share the writing end with the gaming community as a whole. Mwt of us are ea-hippies, musicians. Viet Nam veis and other assorted 'Mbi people. Becaw of that, we take a laid back appraach to things. And while thars not a sure fmmula to make us rich, i t does make for a fun work environment, which permits writers and artists to do their best work free of haaole.

If you wonld like to be placed on a special list of freelance module designem, please mail us a sample of fantasy-type modules you have mitten non.pr&ssionally far any game system: m list past works for mmpanias we know. If you have a preference for certain types of work--low bvcl, outdoor, epic quests+ ete.--indieate that. Youll then be placed on a list for mmideration on upmnning projecta

If instead you are more skilled a t designing monsters, spells or magic items, well keep you in mind for our various monster and magic item supplements. If you're so talented that you can handle both, that's h e too.

If you have a module idea, you should send a query letter. In it, address these points:

Any previous urittng you've done for other game companies, magazines, etc. If possible, send a witing sample, and don't worry if your grammar or spelling aren't college level-. we're more mnwned with ideas than technique.

Your past gaming experience Your adventure idea. Detail ti&, number

and proposed level of PCs, and general soenaria outhe. Estimate length in single-spaced pages. including map space. A h , enclose a self-address4 a t a m p d envelope.

I will contact you by mail or phone to let you know if I like the idea I may ask for more details. Bnt if I like your idea, you can pt to work. Note, though, this doesn't mean I have agreed to accept it for publication. It only me- that I am willing to I d a t i t I may hun i t down, so be p p a r e d for that! Make sure you enclose a signed release form with your submiasion or I must return it unread! Also, end- that self-addressed stamped envelopel

I want fun-bplay adaenture senariw. I especially like to see interesting dungeon layouts and nice art (if you can draw). I like a t least one gimmick in each adventure. By "gimmick' I mean an especially neat idea, twist or encounter that is out of the ordinary and catches one's attention. Example: Bill Mercer and I once wrote a module in which there was a mom where s demon was happed between dimensions, with only its head sticking thmogh a conjuration circle. Depending on what was said to it, the party could Em it to attack free it to go home, or kill it helplessly. That aras the gimmick-an unusual enmunter that wasn't the upual see monsterh3I same scenario.

Try and keep settings generic until lslay has been b e e developed: "Samewhere in the Forest of Brigit": "A small mountain village in Avaton': "Anyplace in the campaign world", e t r

I like the length of your adventure to run at least 10 typed pages, although this isn't written in stone. (Three single-spaced pages work out to about a page of printed taxt.) If you can handle a full-length 166- module, that's fine. But extended w m b like that roe really a pain. so dadt getin over your head.

Ifpossible, enclose a 5 114 high density IBM- formatted ASCII disc with your suhmissian.

Do not base an adventure on fanlaay baoks you've read or modules printed by other companies. Use your own ideas.

Never cay any profession (witches, amashm etc.1 a9 intrinsidly Evil.

Never require all characters to be of Goad (or En11 ethics.

Don't include gratxzitous violence or ~rnfanity.

Don't design GMCs above 14th level (ercluding Behcs).

Don't blow the world up if the PCs fail in their mission.

Avoid overly lengthy room descriptions. Fmyers quickly 1- interest in a fivcminute reading of module text, so keep tbings brief. You can prov?de mom detailed information for the GM to use or not as he prefers within a mom description fdowing the text read to the players. Example don't do thix

Page 191: Quest of the Ancients

Yolr haw entrred o 30'=30' m m . Against the center ofthe north wall lies a Eed with a woolen mmfortor that lmka as ifil has mcently hen slept in. To the I& of the bed is o table upon which is on unlit candle. Agoinst the south wall is a loge w h n

Do this instead-.

You how enlemd o 30'130' mom. Agourat the csnbr J l h e nonh d l 1-s o bpd unth o t d l e Lo its leR whlb Lo the south anh a l o g e w k n mrdmEe

If the group investigates the bed, they will fmd a wmlen mmfmter dill w- and milled, as if someone were recently lying on i t An unlit candle lies atop the table. The d m to the oak warambe is shut, and if anyone opens it, they hey dbxver an Oro: AR 1; TM 1% k e l 2 ; BAR 15/8/42: BPiSP Ul2 (16): Avg stat 1% Spl stat IQ I; AttacLs 1 broadsword: Dmg 1D8; Eth ia E; Size M.

If you'd like to hy yaur hand a t detailing one of the countries of Islay, you mnat be a gmd writer with excellent ideas. If we break the pmjed down into separate works, a finished game pack will p i n t out to a t least 48 or 64 pages (150200 typewritten pages, including map space). If we instead do one large bmk detailing Islay, length will be helevant. I recommend you do not consider this sort of work unlees you an a professional writer.

To do their best work, writers do not need the pressure of dictatorial restridions with respect to length. UGP wanh to lead the way in letting writers set their own limits so as to produce with madmum creativity. Thus, except for a general suggestion about length, yon can set yonr own bormdrniea Make yom &en* as long or as shat as i t needs to be in ader to be done well. However. I dodt want to see anyone ST-RE-T-C- H their m&l You pms know what I'm blhing about. and you know we dl do it & h e d works M e r in quality, so be aware-I will penalize the grdlty!

Bc prepaml Lu w e y m bnillianl writing altered sa drr-ticany Lbnt yon won't remgnize it 1 b l ' x wlwt e d i h paid to do.

m = p . i a b ~ m g a l t y n p r e d f l a t fee. U s d y , you will be -ded with a piece of text we want illus-, and you may then mme up with your o m ideas, incmparating any suggestions by myself or the author.

All potential artiatp, if we Wt know yom work, must submit a sample of pen & ink fantasy art (keep the originals). You?l then be &wad on a list for future ms idaa t im . I mav a h send vou a page of sample module ten snd request you du n rough illusnation 90 1 can get an ~ d c a of how you approaoh thin@.

Cover &b me paid a Rat fee of S00-SMX) dollars, or b y prearranged royalties. To be considered for cover work, we must see photos of caver-type color artwork you have done. (If you'~e done cover art for existing modules a magazines, listing the titles and companies should suffice.)

Note that I like Hildehrandt-style artwork with detailed backgrounds best of all.

Unless a s W c contract to the contrary is made, the company retains ovnership and possesdon of any artwork i t specifically -missions.

1' margins tap and bottom; L W margins right and left, 12 pitch (or 10 point).

If your word p m s s o r allows, italic text to be read aloud. Also, italic magic items and spell names, unlem the latter are listed as part of a GMC's memriwtion slob. If you can't use bold or italics, underline itahwin red andbolds in black.

When bting monsters, write them as shown hereafter: The number and name of the manster(s) b ided; M r a l move; Level: BAR; Body paint415mnim points and the combined total of both W e t e a k Aperage staG Any spnial stats; The nnmber & tgpe of a t e The damage for each alhck (nd4brachet ) the damage potential if i t is M y rather than Stamina damage): Ethia: S i z ~ and W y any spedal details-spell immunity: magic ase, etc. Example: Orc: AR 1: TM 10'; level 2; BAR 15/8/42: B P r n 4fU (16); Avg siat 112: Spl stat IQ--I; Attacks 1 hrcadswe omg IDS; Ethics E; Size M.

Fm more Lhan one of the same monster, you eao uac this form (it's best, though, to give the woup e q d MY Stamina unles you have a good reason not to).

(:I, O m All 1; TM 10'; Level 2; BAR 15/8/42: !tV,Sl'412 1 16, ...m (10, ... U4 (6); Avg scal 1% Spl r u t IQ--7: Attacks 1 bmadswad: Dmg 1D8; Ethics E; Size M.

If designing a new monster, detail i t M y a t the end of yaur adventure, using the f m a t in Monsters, Magic & Somery.

If listing a relatively unimportant GMC with an adventuring profeaaion, here is an outline you can use:

Jar1 longhand, 8rd level h m m w m d w a n : AR W-1) wlsmall shield; h o u r Absrp. 1 point (jerkin); TM la; BAR 14/1/35: BPISP lWl2; Avg stat 10; Spl stat St--% Attpcks 1 broadsword: Dmg 1D8+1**; Ethics I; Size M ; Woodsman skills--Cmtlge 32WClimb 5696;Tmck S24y.He* 31WStlih 31WAsn blow + 2.

If the GMC is important enough that his stats should be detailed, uac this f m a t :

Jarl longhand, 3rd level human w o d m m m AR W-1) wlsmdl shield: h o u r A+. 1 pint (jerkin): TM 1% BAR 147/85; BPBP 1M2; St 16 Ag I3 Cn 14 1Q 11 Ch 10 Ap 12 Lk I; Attacks 1 broadsword: Dmg 1D8+1**; Eth ia I; Size M: Wmdsman skib-Cmf7ge S2WCIimb S S 9 b ; h k a2'IdHerb 31WSUth 3 l W n blow + 2

** If the person is using a BF 1 or better weapon, factor that into the person's BAR, and note that in the attack rmd dzmqqe d o a Example: W o . 3rd level human -: AR M-1) ulamdl shiela; Arm- Abarp. 1 point (jerkin); TM 1% BAR 15/8140: B P W 1M2; St 20 Ag 10 Cn 14 IQ 13 Ch 12 Ap 12 Lk I; AtBcks 1 BF 1 Dmg 1D6+6**: Etklcs$ Si.e M

For k i ~ k S k ~ , Use tbes &*ions: h blow (for nssossin blow).; Clmb (for climbing): Cndmt (for mneedment); D g (for -); Dhp (for detmp); Fsttk (for fmt Lo&); Info (for information); Stlth (for stealth):PP (for pickpekt):

Rmnnce for perfomnee; k p k (for lcckpkk); Trivia (for tt iuia)

Other ahhreviations include: End B m t (for end h m r k r mge): Hsmnshp (for howmanship): Parry (for pony); Net use ( f a net m); Resot b (for reaction &nus); Smnshp (for seamaship) and Track (for tmcking). For a amarer's fild of knowledge, list the field-zlchchemy, demonology, etc.

However, avoid over-detailing unimportant GMCs with no"-profession skills imm Chapter 3 of QA. Most of the time they don't need any other skms apart from t h e offered by their profession.

If detailing a spellcaster, you Ean me this format:

Caseandm Evenstar, 5th level elven witoh: AR 0: h o u r atam 1 &t (Irracera)*: TM 10'; BAR 1&4o. BP SP 10jio:'~vg =rat 10; spi scat 1Q.-9: Auacks 1 BE 1 dagger; Dmg 1D4+1; Echrm G; Sire .\I: Splls memorizedcarting slats.

Rank 1: Alter animal; slumber14 Rank 2: Cure wounds; Lirazel's tree boosem Rank 8: Energy blasVl

Or this fmmat if you wish to detail his stats: 0-dm Evenstar, 6th level elven

nltch: AR 0; h o u r absrp 1 point (bracers)'; TM la; BAR 15/8/40; BPBP 10/10: St 10 Ag 11 Cn 12 IQ 19 Ch 14 Ap 13 Lk 9: Attacks 1 BF 1 dagger; Dmg 1D4+l; Ethics O, Size M; Spells memnizedlu~~ling slots:

BanL 1: Alter animal: slumber14 -~ ~~- ~-

B.nL 2: cum woo,,&; Iirarcl's be+ hoa*rL Rank 8: Enegy b W 1

If I& person has M PDgPihl~ m o m ~ t m n .

There are three methods of pyment far modole w e and a writer may Ehoose the methad he prefers:

P w m t method 1. We pay you $1 per page* of your work when we agree i t is suitable for eventual publication; and thats it, we own i t This way'. q u i e t , hot you won't male much.

Payment methodP. We pay $150 per pagepage within 70 days of pubbhhg it; and tbat's it, we o m it.

Payment method 3. You p t paid on a royalty basis for up to two years (tho"@ you agree to surrender dl publishing rights of the work immediately upon acceptantan). At the end of a calendar year (December 31). we total up the groap

revenues for a module in which your adventure appears. 10% of this amount is set aside for the writers and artish, and each printed, lypesel page of text entitles the writer to one share of the pot, while artists are paid 1 to 4 shines depending on the size of their mustlation. Example: we gross S10,NW (wouldn't that be nice!) on a 100-page module in which a writer's text c w e s out to 10 pages. 1G% of the gross revenues La $1,000. Your 10 pages of module entitle you to 10 of the 100 m e shares, a BIW. (Note this does not indude an artist's share, however. Assuming an artist pmvided a page map or drawing, he would meiw f m shsns ofhis own f a that work.) These royalties appb for the k t two years of a module's existence. After tbia period, the company stop payingrayaltiesamd considersits -ations to the writers and a r W folfllled.

In the csr of monster m magk item snbmblas , payment is made only by royalties, with the writer getting 1 share of tbe royalty pat for each s&mkion acsepted Artists generally gain 1 ahare per illustration onless special arrangements are made with the company.

Page 192: Quest of the Ancients

*"kr-"referstowhatyo.hxminhmpm wmd pmcsasa, and presumes, in our opinion, no sketched t a t or -eesarly kge mapa Note aka that all i s k d w e for UGP is mnsidered Work made forbire."

Payments, myallies and adtern. d b are made only fa the original work in whtch they first -. 4ohPegnent un of the material in htma pod& does not entitle the anthor m arbt to addihal -ties. Why? Well, imagine if e~eryrme who ever wrote a monster for a mGm game -puny nith dozens of m a nss given credit and myalties every time their man* was d i n a ~ o d u l e . T h e d t p s k e w d d t . L a ~ p half tbe book, and the -er woold make no

So, plew dodt tldnL we just want to exploit yom talenb onjmstly.

Rjght MW, UGP is mast interested in advenhre scelurios far 6th-10th lwel characters. We are also interested in nan monsters and magic ilema And. if it re& ns in time for the h n ' IheL m d b e pleased to see sew spells rmd &- ermgs, WCdazly for the sorcem and male ggpsy.

For M to wnsider anything done by you, you m& kclode a -ed releaaa f-. By signing it, y o . l e l e * r u l ~ a n y ~ i ( w e Eoindentaoy similar W without giving you the dt. An game CoXmpmies ng"ire such

frees its& from a lawdb. Aa an e ~ m p l e . I once wrote a module which was bsaed m n d some enchanted doll. and puppets- Another writer appmxhd the same game pmblisher with a similar plot and had it turned dam. To this day, h e i s ~ t h e y a n d I ~ r e d t o s t e a l h i s i d + Actually, my modole had been written a year before his war, and had been aim amund awaiting p w m .

h the event the pllblishe. had mnsidend that . r r i tds work without a release l am , he omld have med in the belief he had a valid c a ~ . With the release fmm signed, the writer had no dance of win- any lawsuit, which his attaraey would have told him, and thua the release form =La as a buffer against needles lawsnib. Believe me, +how@, no mmpany can last long if i t makes a practice of stedimg work submitted for mosiderati- W d p b out qukkb an that mrt of

money. Thuq fma a amp"IYYs pdnt ofview, it is release fams to p&d Lbsme?kes. re- is, thing. impraced toghe &t and payment prpekrally. - new monster, magic item a scenario idea That's abmt it. If yo. b e any other While thia m@t eeem unhir, if8 redly the only might be entirely a x k i d to you, k t the mmmny queatians. d e w write and nsU hy to get an way a game eompany work. (If you dodt m& have a & idea it is already -king on. m w e r toyon. believe me, atart yom om mmpany andyouU ree.) By having a wed release fmm, the wmpany

i

Release form

1 o&r the following work for consideration by UGP, the working title of which is:

I I

I understand that thia is made on a non-coniidential basis to UIdmrn Game P & J i a and that its acceptance for consideration does ~t in whok or in part establish any relationship between myself and Unicorn Games Publications inel*, but not limited to.

1 Aqy acbnowledgement oforigirdity I Anylinanoial obligation except as outlined hereafter

If Unimm Game Publications decides to publish q y submission, I mhquish all ri@a to it, and the method of payment I desire is checked below:

- Paymat metbod 1. I ampaid 51.00 per page* of my work w h the company agrees it i s suitable for eventual publicatio~~ - PavmemtmethodP. I emuaid $1.50 rer uaee* of mv work within 70 dam of mblication. = G e n t metbod 3. I aminid myahiea &tho lirg two eakndar work ism publieation and a v a i l e on the market.

(If I am submitting a monster or magic item, I understand that I must check lhis box and accept 1 share of the royalty pot for each submission which is ~nbl i~hedbv the a,nmanv.)l underatad that in all cases mvaltv shares that would o & r w k eo to a writer &-artist who has &shed - . - royaltie& favor of a tkt fee shikvert to the company.

"Per p ~ " m h to what youturn in from your word processor, and p~ebymes, in our opinion, no stretched text or h W mapa. Note also that all work done for UGP is considered Work made for hire."

** * lbe 6r%l two calendar years" is defined thusly: The hat calender year is any portion "fa year betwrpn the actual printing ofa module and December 31. 'Re aecond year is one full year, sLarting from January 1.

I hdher state that I have the legal right to sell the work o K m 4 and my elling of them doe* not violate the rights of m y third party. 1 ~loderstand chat Unimrn Came Puhligtiona shall be free to edit the work as it deems f ir . I am of legal age ta enter inta binding contracts, or I am the authorieed representative of the author (circle appropriate category):

Pmellt Legal-

Name:

h l h e to photocopy this form

UGP Box 4284

Fresno, Ca. 93728

1%

Page 193: Quest of the Ancients

Name Race: Ethics: - Profession(8): Level L e v e l points: Needed for next level Age:-Height Weight: Lbs Movement: f e e t AR base/adj.: -/-

Absorption: - points St: Damage Adj.: L/N/H/VH loads: / / / Max lift: - Lbs A!% AR/Attack adjustment: Combat phase: - Cn: Rest time for spellcasting: Hrs. Stamina/Body recovery rate: / H r / D a y IQ: Base spell memorization time: minutes X rank of spell Ch: Reaction adjustment: % Ap: Lk:

Stamina die: - Normal Stamina points: - Special Stamina loss: - Nonnal Body poinb: - Special Body loss: -

BAR: -/-/-

STAT SCORE 1-5 &7 8-9 10-14 15 16 17 18 19 20

Adjustment -20% -10% -5% 0 +5% +TO +lo% +12% +IS% +20%

+/- 2 1 0 0 0 1 2 3 4 5

Profession skills Base Impw. Adjust. Final

1. / - / - / - 2. / - / - / - 3. -/-/-/- 4. / - / - / - 5. / - / - / - 6. -/-/-/- 7. / - / - / -

General ski& Base Irnprv. Adjust. Final

Total spell slots (profession 1) 1 2- 3- 4 5- 6 7 - Memorization slots 1 2 - 34-5-6-7- Casting slots 1 2- 3- 4 5 6 - 7 -

Total spell slots (profession 2) 1 2- 3 4 5 - 6 - 7 - Memorization slots 1 2 - 3 4 5 - 6 - 7 - Casting slots 1 2 3 4 5 _ _ 6 _ _ 7 -

Spells memorized

Rank Rank -/ -1 _J -1 -1 -1 -/ -1 -1 -/ 1 -1 -1 -/ -1 -1 -1 -1 -1 -1 -/ -1 -/ -1 -/ -1 -/ -1

Weapons h damage

Page 194: Quest of the Ancients

MAGICAL M)SSESSXONS 1 a #* - , *-+ t '"

Kqulv, Equtu. ;I" Pack Hulk h d r m e h e s Bulk 1 pert#& ';. 3e%

I I I I