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Lodoss War RPG Rules Fanslation

This document summarizes the rules for a simple percentile-based roleplaying system adapted from the Record of Lodoss War companion books. Character creation involves rolling 3d6 for seven ability scores and choosing a class and species. Skills are determined by abilities and class bonuses. As characters advance in levels, they gain increases to life points, mental points, skills, attacks, and spells for spellcasting classes. The rules provide options for skill checks, combat, magic acquisition, and character advancement up to 7th level.

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100% found this document useful (1 vote)
791 views26 pages

Lodoss War RPG Rules Fanslation

This document summarizes the rules for a simple percentile-based roleplaying system adapted from the Record of Lodoss War companion books. Character creation involves rolling 3d6 for seven ability scores and choosing a class and species. Skills are determined by abilities and class bonuses. As characters advance in levels, they gain increases to life points, mental points, skills, attacks, and spells for spellcasting classes. The rules provide options for skill checks, combat, magic acquisition, and character advancement up to 7th level.

Uploaded by

uipo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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1

Record of Lodoss War Companion RPG rules


Fanslated by Claytonian JP
This is mostly a percentiles system, and very simple. There’s a lot
of older D&D in here. This translation has reached the playable Percentile skills
state, and my players have played through several translated Next, figure your percentile skills as follows. The base percentages
scenarios. The system is drawn from the three Lodoss Companion for each class are listed above.
books, not later iterations of Lodoss games. Original books’ ISBNs:
4-04-714001-5, 4-04-714006-6, 4-04-714012-0 ● Fighting Skill (FS): ST+AG+class base percent. Used to hit foes
(you have to minus their DE score from your FS to find your
If you are interested in how Lodoss started, check out this link! chance to hit) and to perform feats of strength.
● Defence (DE): (EN+AG)/2 (round up)+class base percent. This
To make a character score is applied negatively to the opposition’s FS when being
Roll 3d6 down the line seven times for Strength (ST), Energy (EN), attacked. This skill can be bolstered with shields or magics.
Agility (AG), Intelligence (IN), Luck (LU), Physical Beauty (PB), and ● Thief Skill (TS): AG×2+class base percent. This represents
Concentration (CN) (Concentration gets +30 to its score). Then speed and poise, and may be used for things such as climbing,
choose a species and change the scores of all the above with the handling locks and traps, finding hidden things, and tracking.
info below: ● Magic Skill (MS): IN+class base percent. This skill represents
Human: +2ST, +30LU, can be any class. your sagacity and knowledge. Thus, it may be used to check if
Elf: +2ST, -2EN, +2AG, +3IN, -2LU, +3PB, can be a Warrior or you know some fact or trivia, or if you sense something
Shaman. happening about your vicinity (a sixth sense).
Half-elf: -1EN, +2AG, +2IN, -1LU, +2PB, can be a Warrior, Shaman, ● Resistance (RE): LU×2+class base percent. It is used to avoid
or Sorcerer. deleterious or unwanted magical effects, negating or reducing
Dwarf: +4ST, +2EN, -3AG, +1LU, -2PB, can be a Warrior, Priest, or such on a passed check.
Scout. ● Concentration (CN): As mentioned above, is your die-
generated score of the same name plus 30, and it is set at
Next, choose a class that is allowed by your species and roll your birth, unchanging for life. You can think of it as grit. It can give
class’s LP die (see below) and add it to your EN score to determine you the crazed strength to act in an emergency situation.
Life Points (LP). Also determine Mental Points (MP) by adding your You can only check CN a number of times each day equal
class MP die to your IN score. Take note of the dice you are using to your level. If you make the check, you can turn a success
for future advancement. into a great success. In combat, this allows you to turn a hit
into a critical hit. You can also announce a CN check in the
Warrior: starts with 1d10+Energy LP, 1d4+Intelligence MP place of another kind of skill check, and if you don’t pass the
Base skill scores: FS 30, DE 10, TS 20, MS 5, RE 10 CN check you can do the check roll again with the usual skill.
Priest: starts with 1d8+Energy LP, 1d10+Intelligence MP Optional uses for concentration listed later in this doc are
Base skill scores: FS 20, DE 10, TS 5, MS 20, RE 10 worthy of inclusion in a campaign.
Scout: starts with 1d6+Energy LP, 1d6MP+Intelligence
Base skill scores: FS 20, DE 5, TS 30, MS 5, RE 10 Next, find your damage bonus (DB) modifier based on your ST
Knight: starts with 1d8+Energy LP, 1d8+Intelligence MP score. This is added to your weapon damage if you hit in melee.
Base skill scores: FS 25, DE 10, TS 5, MS 20, RE 15 ST Score 1~5: nothing added, 6~10: +1, 11~15:+2, 16~20: +3,
Shaman: starts with 1d6+Energy LP, 1d10+Intelligence MP 21~25, +4.
Base skill scores: FS 15, DE 5, TS 10, MS 30, RE 10
Sorcerer: starts with 1d4+Energy LP, 1d10+Intelligence MP Finally, choose some gear with all the gold the book didn’t mention
Base skill scores: FS 5, DE 5, TS 20, MS 30, RE 10 you apparently have. Hey, these were primitive times, the 90s
Wizard: starts with 1d4+Energy LP, 1d10+Intelligence MP were. Weapons are coming up later in the doc.
Base skill scores: FS 5, DE 5, TS 10, MS 40, RE 10
If you are a spellcaster, you’ll have a certain level of
starting spells. I’ve folded that info into the
advancement section below.
2

Skill Check considerations


Outside of combat, you may be given a bonus or penalty to Spell Acquisition
your action in consideration of its difficulty. If you cast spells, you start the game with all level one spells
● Only a god could do this: -100 of the categories you can cast and get to learn higher level
● If not a master, it’s impossible: -50 magics for every odd level you gain. Each class that can cast
● Amateurs need not apply: -20 spells has a different progress track. All the casting classes
● Pretty normal thing: ±0 have magic at first level.
● Even a beginner has good chances: +20
● Usually one would pass: +50 Shamans (can use Fae Magic): Start with first level spells
● Child’s play: +100 and gain a new spell level per odd character level gained.

The GM may roll some checks (detecting traps and secret Sorcerers (can use Esoteric Magic and Common-tongue
doors) secretly on behalf of the players. Magic): Learn the next level of each type of magic each
player level (including first level), and at level seven also
Advancement gain the fourth level of Esoteric magic). After level seven,
You start at 1st level with 0 XP. As you get more XP, you they gain one Esoteric spell level at levels 9, 11, and 13.
level up. Each level after the second level requires twice as
many XP to reach as the level before it, so because level 2 is Priests (can use Clerical Magic): Learn one spell level per
reached at 1000, you need 2000 to reach 3, 4000 to reach 4, odd character level gained (including first level).
and so on.
Wizards (can use Esoteric Magic, Fae Magic, and Common-
LP, MP, and Skill percentage increases (levels 1~7) tongue Magic) learn and have spell levels as per the
The amount of LP and MP you gain per level were listed following table. The versatility comes at a cost though; a
above (it’s the same die you rolled at character gen for level wizard will never cast spells higher than level four spells.
one, but without the EN or IN scores this time).
Wizard Class spell level advancement
As for the skills, the base granted by your class goes up by
one fifth. For instance, a priest has a base FS of 20, and 20 lvl Esoteric Fae Magic Common-tongue
divided by 5 is 4, so they will gain 4% to their FS percentage Magic Magic
each time they level up.
1 1st lvl spells 1st lvl spells 1st lvl spells
Additional Attacks (levels one through seven only) 3 2nd lvl spells 2nd lvl spells
The number of attacks you get against your one target in a
given round depend on your class and level. After level 5 2nd spells 3rd lvl spells
seven, the emphasis switches to gaining damage. Warriors
and Knights get one attack per odd level gained. Priests, 7 3rd lvl spells
Scouts, and Shamans get a second attack at level 5. Wizards
9 3rd lvl spells
and Sorcerers gain a second attack at level 7.
11 4th lvl spells

13 4th lvl spells


3

Advancement beyond level seven A good class for seasoned players. They’re basically thieves,
but with hearts of gold, one would hope.
XP requirements
The system changes a bit at levels 8 to 13, the upper levels. Knights
Here are the XP scores needed: 8@48,000; 9@64,000; Upholders of convictions who tend to pledge their allegiance
10@80,000; 11@96,000; 12@112,000; 13@128,000. to someone powerful such as a king or cause. Some of them
learn a little of the Common-speech magics. Warriors are
Upper-level Skills slightly better in a fight.
Starting with level 8, the skill gains per level change as
follows: Shaman
Warriors get 3FS, 1DE, 1TS, 1MS, and 1RE Draw on the powers of spirits to cast spells. They aren’t half
Priests get 2FS, 1DE, 0TS, 3MS, and 1RE bad in a fight, and often express themselves energetically
Scouts get 1FS, 1DE, 3TS, 1MS, and 1RE through song and dance.
Knights get 3FS, 1DE, 0TS, 2MS, and 1RE
Shamans get 1FS, 1DE, 1TS, 3MS, and 1RE Sorcerers
Sorcerers get 1FS, 1DE, 1TS, 3MS, and 1RE Standard examples of magic users who enjoy the benefit of
Wizards get 1FS, 1DE, 1TS, 3MS, and 1RE some aggressive spells.

Extra Damage (level 9 and above) Wizards


Once level 9 is reached, classes start gaining increases to Able to use spells that both shamans and sorcerers would
their damage bonus. Warriors and Knights get +1 more wield, they are extremely accomplished mages. However, it
damage each odd level after 8, and an additional +1 at level takes them a long time to build up their spell resources, and
9 (so +2 at 9th level). Priests, Scouts, and Shamans also get the party will have to bear with them for a few levels. It is
+1 at odd levels after 8. Sorcerers and Wizards have +1DB at said that the higher level ones can learn even clerical
eleventh level, and +2DB at thirteenth level. magics…

Upper-level spell acquisition Elves


Is outlined on the previous page If we are talking elves we have to talk about Deedlit, and
deedlight is very much the stuff of elf talk. That is to say,
Class and race details (commentary by beautiful and uh, discerning (she was, right?). They can be
some dwarf) warriors or shamans. BTW, Deedlit is a shaman. Their
Warriors special characteristics are an extremely long life and not
Fighters, soldiers, whatever you want to call them, they are having a beard. That and they can make half-elves too I
those that battle. Principled or no, they live for attacking. guess.

Priests Humans
Servants of the gods’ will in the mortal realm. Each priest Well that is you (my apologies if you aren't one). They are
must choose a god to represent their sect and approach. very lucky and they can take any class making them quite
Sects can make it like any two priests are of completely adaptable.
different classes.
● Falis: In the mythology of Lodoss, Falis is the chief Half Elves
god, holding an important position. Outside of Spark, half elves have a bad lot in life. They'll be
● Martha: The healing earth goddess. raised in a human or elf society, sure, but will be bullied by
● Myrri: God of war, and very easy to understand in either kind. They do what they have to in order to survive,
comparison to other gods. and it toughens them up. They can be Warriors, Shamans, or
● Rahda: God of knowledge and lord of heaven. Sorcerers.
● Cha Za: God of fortune, and thus much revered
among merchants. Dwarves
To the 3,005 dwarf fans of the country, your wait is over.
Scouts Even if we ain't pretty, if we are strong that's all that really
matters. Of course, dwarves can be warriors and priests or
4

even scouts. They have the special ability to see in dark Scout:
places as if it were mid-day. ● Thieves’ Cant: You can give subtle signs to
communicate things such as “there is an enemy
Optional Rules present” or “someone is watching”. You can also
These rules will increase the complexity of the game, but read thief argot that other classes cannot even if
they might make it more fun too. they made a TS check.
● Skullduggery: If wielding a dagger, you can use your
Additional ways to use the Concentration check TS score to fight instead of your FS score.
1. To take the initiative. As long as you are not caught ● If you hit someone from behind and score a critical
off guard initially (a surprise attack or ambush), hit, your damage is doubled. To get behind
you can have your side go first in a given round someone, a TS check is necessary, and if the foe is
(and more than one player may try to make the already aware you are here, the check will be at -
check if they still have uses left today). This is 50%.
particularly advantageous during the first round or
when someone is on the ropes. Knight:
2. Lower a foe’s resistance. If a caster makes their CO ● Lance charge: If charging on a horse with a lance, if
check, they can lower their target’s resistance score the charge covers 20 or more meters, you do double
by x, where x is the caster’s level×5. You can’t do damage on a hit.
this to targets that are straight up immune to magic. ● Practiced weapon: Just as per the Warrior ability,
3. Dodge a blow. If you pass a CO check, you won’t but you must choose lance as one of your weapons.
take damage from an attack that has already been
successfully rolled against you. However, this only Shaman:
works on one blow, so if your foe has multiple ● Faerie Speak: You can talk with spirits.
attacks in a round you will need to use up and pass ● Animal Speak: You can talk to beasts that are not
multiple CO checks. monsters. However, most things are beyond
animals’ ken, making them useless in many
Maintaining a Summoning situations, and their psychology is mysterious.
Usually, taking damage will break a caster's concentration ● Dark Sight: Shamans can see in dim conditions.
which keeps summoned monsters in this world,
automatically sending the monster back. With this optional Sorcerer:
rule though, you may attempt a Resist check at a -50% ● Runes: You can read and write in runes.
penalty to keep your focus. ● Sense Magic: With an MS check, you can sense if
magic is nearby, but it is dependent on the strength
If this rule is used, bad guys that can summon monsters will and type of magic.
enjoy this benefit too, mind.
Wizard:
Optional Class abilities ● Runes: As per the Sorcerer.
Warrior: ● Faerie Speak: As per the Shaman.
● Practiced weapon: During character gen, the ● Sense Magic: With an MS check, you can sense if
warrior may choose two kinds of weapons to be magic is nearby, but it is dependent on the strength
particularly used to. They will get a +5% bonus to and type of magic.
to-hit rolls with these weapons.

Priest:
● Sense undead: If any undead are within 10 meters,
the priest will sense that fact. Numbers and exact
location will be unknown.
● Strong Belief or Holy Protection: A number of times
per day equal to level, the priest can add +20% to a
Resist check.
5

Maul ✌: d10+4, 180GP, usable by Wa, K, P


Combat ●
● Morning Star: d8+2, 100GP, usable by Wa, K, P, Sc,
Sh
Weapons and Armor ● Poleaxe ✌: d10+4, 200GP, usable by Wa, K, P
Which classes can use each item is noted with abbreviations. ● Rapier: d6+4, 150GP, usable by Wa, K, P, Sc, Sh
Wizards can only use weapons that are noted as usable by ● Scimitar: d6+2, 120GP, usable by Wa, K, P, Sc, Sh
anyone. ● Shamshir: d6+4, 170GP, usable by Wa, K, P, Sc, Sh
Weapons (ones marked with a ✌ require two hands). ● Sling: d6-1, 10 stones @5GP, usable by Wa, K, P, Sc,
Sh, So, range 50m, does not add damage bonus
● Bastard Sword: d6+4 (single hand grip, d10+3 ● Short Spear: d6+2, 80GP, usable by Wa, K, P, Sc, Sh,
(gripped in both hands), 200GP, usable by Wa, K, P range 50m
● Battle Axe: d6+4, 120GP, usable by Wa, K, P ● Short Sword: d6+2, 100GP, usable by Wa, K, P, Sc,
● Bludgeon: d6+1, 3GP or more, usable by any class Sh
● Bow✌: d6, 100GP (10 arrows cost 5GP), usable by ● Spear-thrower (atlatl): 50GP, gives 30 extra meters
Wa, K, Sc, Sh, range 100m, doesn’t add damage to the range of a short spear, javelin, or trident
bonus ● Staff ✌: d6+1, 5GP, usable by anyone
● Boomerang: d6 (one handed) or d6+4 (two ● Swordbreaker: d6+2, 150GP, usable by Wa, Sc, can
handed), 120GP, usable by Wa, K, Sc, range 50m, be declared to target any non-magical sword-type
typically returns to user if it misses its target weapon and will shatter such if the attack is a crit
● Cane-sword: d6+2, 250GP, usable by Wa, K, Sc ● Trident: d6+4, 120GP, usable by Wa, K, P
● Chain-whip: d6+2, 100GP, only usable by Sc, has ● Tomahawk: d6+2, 100GP, usable by Wa, K, P, Sc,
same ability as normal whip range 30
● Claw: d6-2: 100GP, only usable by Sc, can be ● Warhammer: d6+2, 60GP, usable by Wa, K, P, Sc, Sh
concealed in the palm with a successful TS check ● Whip: d6, 20GP, usable by Sc, entangles foe on a crit
● Club: d6, 1GP or more, usable by any class (TS check to break free if PC, and Attack check for
● Composite Bow ✌: d6+4, 150GP, usable by Wa, K, monster to break free)
Sc, Sh, range 100m
● Crossbow ✌: d10+2, 300GP (quarrels cost 10GP for Armor
a bundle of 10 bolts), usable by Wa, K, Sc, range ● Robe: AV 2, 20GP, usable by anyone
100m, does not add damage bonus ● Soft Leather: AV 3, 100GP, usable by anyone
● Cutlass: d6+2, 100GP, usable by Wa, K, P, Sc ● Hard Leather: AV 4, 200GP, usable by Wa, K, P, Sc,
● Dagger: d6+2, 10GP, usable by anyone, thrown Sh
range 20m ● Scalemail: AV 5, 250GP, usable by Wa, K, P, Sc
● Darts: d6-1, 5 for 10GP, usable Wa, K, Sc, Sh, range ● Chainmail: AV 6, 400GP, usable by Wa, K, P, Sc
20m ● Platemail: AV 8, 800GP, usable by Wa, K, P
● Estoc ✌: d10+4, 350GP, usable by Wa, K, P, Sc ● Suitmail: AV 9, unpurchasable (awarded by a king
● Flail: d6+4, 80GP, usable by Wa, K, P, Sc, Sh or such), only usable by Knights
● Flame-bladed Sword ✌: d10+4, 400GP, usable by
Wa, K, P Shields
● Glaive ✌: d10+4, 180GP, usable by Wa, K, P Shields raise your Defence, not your Armor Value. You will
● Great Sword ✌: d10+4, 300GP, usable by Wa, K, P need a one-handed weapon to use a shield.
● Halberd: d10+4, 200GP, usable by Wa, K, P ● Small Shield: DE +4, 20GP, usable by Wa, K, P, Sc, Sh
● Handaxe: d6+2, 80GP, usable by Wa, K, P, Sc ● Medium Shield: DE +8, 50GP, usable by Wa, K, P, Sh
● Javelin: d6+2, 150GP, usable by Wa, K, P, Sc, range ● Large Shield: DE +12, 100GP, usable by Wa, K, P
70m
● Kris: d6+2, 20GP, usable by any class, not throwable
● Lance: 2d10, 250GP, usable by K, only usable on
horseback
● Long Spear ✌: d8+4, 100GP, usable by Wa, K, P,
cannot be thrown
● Long Sword: d6+4, 150GP, usable by Wa, K, P, Sc
● Mace: d6+2, 50GP, usable by Wa, K, P, Sc, Sh
6

Magic Items shrink a little each time they are used, and have about 10
+1 to +3 items can be bought. +X weapons grant +X×10FS uses maximum. If anyone is desired to travel with the
and +X dmg. +X armors give their plus to AV. +X shields give caster, the stone will shrink one usage per traveler, so
+X×10DE. +1 items cost 10-fold as much as normal, +2 cost the most one of these stones could ever transport is ten
100-fold, and +3 cost 1000-fold. people.
● Unicorn Horn: The protuberance of a rare beast that
● Spider sword: Of the Arianian royal line. As a +2 short- lives on Lodoss. Rubbing one on an afflicted person will
sword. Can cast Spider-web 5 times per day. cure them completely of wounds, poison, or disease. Due
● Rofl-blade: King Fern of Varis's +4 longsword. to this fact, unicorns are dying out and these horns fetch
● Reflect Shield: Fern's +1 large shield. Has a 20% chance exorbitant prices.
of catching any hit. ● Magic Boots: A few varieties are known:
● Rune-staff: A +3 staff of the kings of eld. Can cast Meteor ○ Boots of long strides: have from +1 to +3
Strike twice a day. enchantment, granting the wearer a speed increase
● Protect Rings: Raise AV by 10 per plus. +1~+3 are of 1.5, 2, or 3 times normal respectively.
known. ○ Boots of teleportation: Give one the ability to use
● Resist Rings: As protect rings, but raise RE. the teleportation spell.
● Defense Rings: Raise DE by 5 per plus they have. ○ Boots of Binding: These boots are cursed, and halve
● Classy Masks: These masks of ancient Lodossian origin the wearer’s speed.
allow one to temporarily take on the properties of a
class. Masks of the warrior, sorcerer, scout, shaman, and
priest are known to exist. One does not know which of
these shining silver masks they are handling until it is
worn. If one puts on a mask, the items not associated
with the mask’s class fall off, and only class-appropriate
items can be equipped. A mask can only be worn once a
day, and it falls off after an hour. While wearing a mask,
you have skills recalculated as per that class and can
memorize spells if the mask’s class could, but your HP
and LP are unchanged.
● Dragon Mask: If one dons this draconic mask, they gain
the ability to breathe fire. The mask can only be worn for
5 minutes (10 rounds) a day. The breath attack affects all
within 10 meters, doing damage equal to the wearer’s LP
halved, but a resist roll to take half damage is allowed.
● Amulet: Just as with the masks of class change, amulets
were made by the ancients of Lodoss and there are very
few left in the world. There are a few varieties:
○ Amulet of toughness: Raises CON by 1.
○ Amulet of knowledge: Raises INT by 1.
○ Amulet of beauty: Raises PB by 1.
○ Amulet of might: Raises ST by 1.
These amulets are priceless and practically unknown, being
taken for simple charms by the unenlightened. The key
to unlocking their power needs to be found through
studying tomes of the ancient kingdoms. After sufficient
research, an MS check at a -30% penalty is allowed to try
and solve one.
● Teleport Stone: Ordinarily, one can only teleport from
one magical guild’s transporter to another, but one of
these stones will allow the holder to cast Teleport from
anywhere, taking them to the guild of their choice. Stones
7

Combat rules and tactics


Who goes first
Foes have Initiative Values (noted as IV). If the GM rolls a Health
d10 under that value, the foe’s side will go first. Otherwise, If your Life Points reach 0 or less, you die. Spells can help
the PCs do. Use the highest IV among the foes in a group of you gain them back.
them with different numbers, rolling only once per round.
Mental Points need to be kept above 0 too. If you go to 0 or
Movement
You can move about 100+AG meters in a round outside of lower, you will pass out. Casting magic uses up MP.
combat, but only 40 meters/round when fighting has
commenced. Either can be recovered through rest. For every hour you
rest, you gain back 10% of your maximum score (round
To-hit rolls down). For instance, if your max score is 55, you’ll gain 5
You can attack one enemy during your turn in a round, using points back after an hour.
all attacks available at your level. The formula to hit with
each of your attacks is FS minus foe’s DE. Even if your FS is
seemingly too low to hit, a 10 or less will always hit. If you
choose to move and attack in the same round, your chance
to hit is halved.

There is no roll percentage that is an automatic miss, nor


are there fumbles in this game.

Damage
The formula to deal damage is “weapon damage+Damage
Bonus, minus foe’s AV.” If the Armor Value reduces damage
to 0 or less, the foe is completely unharmed by the hit.

Crits
A critical hit is dealt if you roll a 10% or less when you had
that much chance or more to hit. If you had less of a chance,
a crit is rolled only on a 1%. In either case a critical hit
means your damage ignores the foe’s AV score.

Full Defence
You can choose to forgo attacks and just defend for a round,
netting you +20 DE and +20 RE. You can make this choice
even if the monsters are first, after a monster bears down on
you but before its attack is rolled (of course, the PCs’ side
comes later in the round you will be defending still).
8

Warfare Rules
Lodoss is an isle of conflicts. For PCs to get involved in a Determine Heroes
battle is something that they can expect to happen a couple Count the level five or higher characters on both sides.
times in their life if they are unfortunate. Here are the steps Usually, PCs work in small groups, but in a big fight, they
to creating a characteristically Lodossian battle. will be part of a larger group. A number of heroes that is
something like 20 vs 30 heroes might happen, but zoom in
First, determine if the fight is two armies clashing or just on the PCs and their circle of retainers, say about ten of
two champions. Champion fights are quite a popular choice them. The GM should prepare an appropriate portion of a
on Lodoss (remember Fan vs Beld in the anime?). If one similar group on the enemy side. Maybe fifteen guys the ten
champion wins, the other’s army loses. PCs need to worry about seems good if we are using the 20
vs 30 examples.
If two armies are fought, conduct a battle within a battle
using the level five and up guys from each side. The PCs will Conflicts without Heros
fight against key players on the opposing side as the soldiers If one side or both lacks level 5 or higher characters, select
of both sides class around them. The mini-battle will have pseudo-heroes instead, but keep it proportionate. For
an effect on the two armies; each round compare the instance, if a side with 200 troops can offer up 10 pseudo-
damage the PCs did vs the damage the PCs took. The larger heroes, a host of 100 will get 5 to oppose them.
armies may be dozens or hundreds of soldiers, but each side
will lose a certain percentage at the end of each round. Using Monsters in battle
Monsters can be put forth by the GM in the place of heroes if
Damage dealt PC side losses Enemy side the circumstances are right. But it is best if at least one
● Only one side dealt damage 1% lost d10%lost monster joining the heroes sub-group has some leadership
● Dealt more than 4 times as much position. For instance, a dark elf or a goblin lord. So the GM
damage as you took 2% d10+5% can’t choose a monster like a manticore on its own to be a
● Dealt more than twice as much hero.
damage as you took, but
less than 4 times d6% d10+3%
Other Factors
● Dealt something more than equal
damage, but less than twice as Maily’s Protection
much as you took d6% d10% A seventh-lvl priest of Maily being on just one side in a
● Each side dealt equal damage d6% d6% battle makes the other sides losses 2% worse. Both sides
● Took more than 4 times as much having such priest will cancel each other out, and a loss
damage as you were dealt d10% 1% of 0% stays 0%.
● Took more than twice as much
damage as you dealt, but less
Jyhad Effects
than 4 times as much d10+5% 2%
● Dealt more damage, but less than If a side is benefitting from the Falis Priest spell Jyhad,
twice as much as other side d10% d6% they will take half the usual losses (1% can’t be reduced
● Neither side dealt the other any further) and fight until they lose 100% of their host.
Damage 0% 0%
Environment and Stratagems
Ending a battle Depending on terrain and clever tactics, the GM will have
In a normal war, a side that loses 30% of its host loses the to ad hoc some loss percentages to reflect advantages.
battle, and losses of 50% or more are treated as being
completely routed, but Lodoss frequently has battles with
extraordinary factors such as monsters participating or
magical reinforcement. So unless a scenario indicates
otherwise, 50% losses will spell one side breaking up.
However, if the PCs lose their battle within a battle, their
side loses with them. In any case, a side sustaining 100%
losses is definitely out.
9

Other Goods and Services ● Hammer: 5GP, what, were you gonna drive nails
● Ale, 1 liter: 2GP with your bare hands?
● Ass: 450GP, smaller than a mule ● Hat: 2GP to 600GP, from plain to fancy
● Backpack: 1GP ● Holy Water, half liter, 20GP: Does 1d6 damage to
● Barding, Chain: 500GP, AV6 undead. Drinkable too.
● Barding, leather: 150GP, AV 4 ● Horse Wagon: 600GP
● Barding, Plate: 950GP, AV 8 ● Iron Mirror: 30GP, about 20CM in diameter and not
● Bits of wax (10 uses): 1GP, useful for waxing hinges very good at reflecting
● Boots: 5GP, good for swamps and rough terrain ● Iron Nails: 10GP, many uses
● Camel: 600GP, can only be obtained in Flame and ● Lamp-oil (3 hours): 1GP
deserts ● Lamp: 1GP, oil sold separately
● Camping dish set: 10GP ● Liquor, 1 liter: 8GP, stronger spirit than ale or wine
● Candle (one hour): 1GP ● Lodging: One night is 5GP, one week is 30GP, one
● Cape: 10GP, this mantle will make you 90s anime month is 120GP, and half a year is 700GP
cool ● Lubricating oil: 2GP, much like bits of wax, it will
● Chain: 15GP per 10m, so heavy you can’t stand work its way into small cracks
carrying it more than 20 meters ● Mule: 500GP
● Chalk: 1GP ● One-man tent: 150GP, water-resistant
● Chariot: 1,500GP, needs to be drawn by two horses, ● Quill and ink: 10GP
fragile, can carry four people, not meant for long ● Racing Horse: 1,500GP, 5 times as fast as a human
travels ● Riding Horse: 1,000GP, 3 times as fast as a human
● Clothes: 2GP ● Rope: 1GP per 10m
● Coldrobe: 25GP, a gown with cold protection ● Sailboat: 500,000GP, the latest model, slower than a
● Coldwear: 30GP, furs and such galley, but able to travel between continents
● Days’ food: 1GP, spoils after a couple days ● Small sack: half a GP, for gemstones or the like
● Days’ rations: 2GP, spoils after a couple weeks, ● Stunning Dress: 300 to 2,000GP, you’ll be the belle
dried meats and hard tack inside of the ball
● Fine Clothes: 40GP ● Surcote: 400GP, this garment bears a sigil and is
● Five-man Canoe: 250GP, can only be transported by usually awarded, not bought
Horse Wagon or water ● Thieves Guild Oil (6 hours): 4GP, uses up only as
● Five-man tent: 300GP, needs a beast to carry it for much space as lamp oil, can be used like lubricating
you oil
● Four-man boat: 200GP, can only be transported by ● Thieves’ Kit: 500GP, purchasable from a Scout
Horse Wagon or water Guild, gives +10 TS.
● Furs: 5GP, fancy furs from the continent may cost ● Tinderbox: 6GP, flint and steel for fires
three times as much ● Torch (1 hour), 1GP, sold in sets of five
● Galley Boat: 300,000GP, captain sold separately ● Warhorse: 2,000GP, 3 times as fast as a human,
● Glass bottle (500ml): 3GP trained to not spook in a fight
● Glass Mirror: 80GP (hand-mirror) to 1,200GP (full- ● Waterskin: 1GP
body mirror) ● Wine, 1 liter: 5GP
● Gloves: 1GP to 20GP
● Grappling Hook: 15GP, needs a rope

Magic
Fae spells (Shaman magic) Are said to have been used by the ancient inhabitants of
Were originally used by faerie-folk, who gave their Lodoss. They are mostly scholarly spells concerned with
knowledge and lent power over the ages as part of compacts matter transmutation and are studied at the Arania Wizards
and alliances. Nowadays, humans can still use Fae magic College.
through connections with the faerie tribes.
Common-tongue spells (Common magic)
Esoteric spells (Sorcerer magic) In contrast with spells that require special words to draw
10

power, Common-tongue Magic is commanded by speakers


of the common tongue throughout Lodos and has its roots in Spells take different amounts of time to cast, but generally
Randalle. It too is studied at the Wizards College. take about 10 seconds and concentration is necessary, so in
one round’s time a character can only cast one spell.
Clerical spells (Priest magic)
Through priests are these miracles of the gods worked. For each spell that is cast, the caster will lose a certain
Different sects have a few god-exclusive spells. amount of MP, and a spell cannot be cast in the first place if
one doesn’t have enough MP. If someone’s MP reaches zero,
Demon Scream spells (NPC bad guy magic) they will faint until they have regained MP through rest or
These dark magics are practiced by dark elves, demons, evil magical means.
priests, and black magicians. From umbra they come, and
thus little is known about what they really involve. PCs Spells can be directed to happen anywhere within your
classes don’t have access to these. eyesight. Allies that happen to be within the area of a spell
will suffer its effects.
Conditions to cast spells
If one can perform the requisite words and actions, and has On weapon and armor restrictions: Magic users need
the necessary MP, a spell won’t fail to be cast. However, if a freedom of movement to cast spells, so if they want to don
spell allows it, the target might have a resist roll, the success certain armors or use certain weapons, they’ll have to
of which may change how the spell affects them if at all. forego using spells while doing so.
Some spells have no resist listed, in which case they just
take effect. If a resist roll is allowed, it should be done Summoning
immediately, rolling a d100 at or under the target’s resist Many spells call creatures to your service for a time. During
score. that time, it acts during the same part of the round as the
PCs and you may direct them to use any of their abilities
Spells don’t stack including casting spells they know (using their own MP
Spells that affect the same stat or skill (for instance spells pool), but you yourself cannot take any actions. If you lose
that affect a target’s DE, FS, &c) do not stack; the newest LP, lose MP, or fall unconscious, it will break your
spell effect will replace the old one. concentration and the monster will return to the world
The exceptions are the Fanaticism, Breath, and Battle Song whence it came from.
spells, the effects of which are added together with the
others (spells of the same name still do not combine).

Fae Magic
Shamans and Wizards can use these, but wizards can only
cast up to lvl 4 shaman magic.
lvl one Fae Magic spells (level 1 shamans, lvl 1 wizards) damage. This will also prevent damage from things
● Firebolt: 5MP. One target. You throw fire that does such as dragon breath or magic flames.
1d10+lvl dmg. Resist: Target is unaffected. ● Will o’ Wisp: 5MP. You summon a spirit of light, and
● Purification: 3MP. If cast on a liter or less of any it serves you for 10 rounds.
kind of liquid, that liquid will become pure water. Will o' Wisp stats: 2d10LP, RE50, AV3, FS50, d10+5
This spell can’t affect anything that is alive or inside dmg, DE20, Spells: silence (20 MP), SP: Flight, mental
of a living being, such as blood. defences.
● Snare: 5MP. One target that isn’t flying. You call up ● Windvoice: 8MP. One hour. Designate a 5 meter
earth spirits to grab and arrest the target’s diameter sphere within sight. You can choose to
movement for 10 rounds. The target can still cast either hear everything in that area or to send your
spells and use weapons. Resist: Unaffected. voice to it.
● Silence: 3MP. One target. Spirits of the air steal the
target’s voice, rendering them unable to use magic lvl two Fae Magic spells (Ivl 3 shamans, lvl 5 wizards)
● Bind: 12MP. 10 rnds. You call on spirits of the
for 10 rounds. Resist: Unaffected.
plants to ensnare a non-flying target in vegital
● Waterscreen: 5MP. 10 rnds. You create a curtain of
binds. If they fail a RE roll, they are unable to move,
water that stays in front of one target, protecting
and get -10 to FS and DE. The plants constrict
them from fiery things to the tune of 1d6 less
11

complex movements, making spellcasting mundane weapons, mental immunity MV×4


impossible for the target. ● Healing: 20MP. Using the power of a fae creature
● Shade: 5MP. You summon a spirit of darkness, and nobody has learned the name of, you heal one
it serves you for 10 rounds. target of all LP damage. However, this spell cannot
Shade stats: 3d10LP, RE60, AV4, 60FS (two attacks), restore LP lost to poison, nor can it reattach
d10+2dmg, DE30, ×2SPD, SP: mental immunity, not severed limbs.
undead. ● Sleep: 5MP. Affects one target for 10 rnds. For the
● Hold: 10MP. 10 rnds. One non-flying foe, unless duration, the target falls into a deep slumber, but
they make a RE roll, is grabbed by the spirits of the they may be awakened through some sort of
earth, holding them fast in place and reducing their physical jolt or shock. Resist: Unaffected.
FS and DE by 10. The target is not hampered ● Sylph Shot: 5MP. You can ask for spiritual
enough to stop their spells. assistance to make an arrow be guaranteed to hit a
● Invisibility: 6MP. For ten rounds, spirits of light target this round (you can even cast this when you
mask the target’s presence. Creatures that see see a missed shot has just been rolled by someone).
through non-visual means such as bats will still The arrow not only hits, but also does extra damage
detect the target. If the target takes aggressive equal to your level. However, this spell also halves
actions such as attacking or spellcasting, this spell the distance of the targeted arrow.
will fade. ● Stone Blast: 10MP. You name a target within 30
● Push: 6MP. You move one thing that is not tied meters and a small stone is loosed from the earth
down and 200 kilograms or less up to 10 meters. and flung at them, doing 3d10+lvl dmg, but a RE roll
Resist: Unaffected. is allowed to halve the damage.
● Shadow Body: 5MP. Up to six targets are protected
lvl four Fae Magic spells (Ivl 7 shamans, lvl 13 wizards)
by a mantle of darkness that reduces physical
● Valkyrie's Javelin: 10MP. You throw a spear of light
damage, granting +10DE for 10 rounds.
into one target’s chest, doing 4d10+lvl dmg, but the
lvl three Fae Magic spells (Ivl 5 shamans, lvl 9 wizards) damage is lessened by the target’s AV value.
● Body of Flame: 7MP. For ten rounds, one target is ● Fanaticism: 4MP. For 10 rounds, the target is free of
enwrapped in flames that do not hurt them. Any fear and foolhardy in their zeal to attack. They get
that are within 1 meter of the target will take +50FS but -30DE (DE can’t drop below zero
1d8+lvl dmg/rnd. though).
● Air Armor: 5MP. For ten rounds, one target enjoys ● Confusion: 20 MP. This spell affects all who do not
the benefit of being enveloped in a thin barrier of resist within 5 meters of the spot you cast to. For
magical air: +20DE and +2AV. ten rounds, they cannot distinguish friend from foe,
● Charm: 6MP. One hour. One target has to make a RE and their actions are determined randomly. 50% of
roll or be charmed by you. A charmed person does the time, they will attack the closest target, and the
not have to follow your orders, but will try to be other 50% they will take a defensive stance. Resist:
accommodating. This spell can effectively stop Unaffected.
someone from attacking you in a battle. ● Protection from Missiles: 10MP. 10 rnds. One target
● Control Spirit: 5MP. 10 rnds. Uses summoning rules. is immune to projectiles, even magically enhanced
You can summon either a fiery salamander spirit or ones.
a spirit of the air, a sylph, and either command or ● Restore Haleness: 25MP. One target is cured of all
converse with it for the duration, after which it goes illnesses and has all poisons or toxins removed
back to its spiritual plane. from their system. This does not restore LP.
Salamander Stats: 2d10+30LP 20MP RE40 AV3 FS90 ● Sink: 6MP. One hour. The target must make a RE
for d10+4dmg DE10 SP: 2nd level Fey magics, fiery roll or lose all buoyancy and be unable to swim up.
body MV×3 Have flame-covered, lizard-like This spell can neutralize the spell Water Walking, or
bodies, and carry flaming polearms. Any who conversely, be canceled by it.
draw near will be affected as per the Flame Body ● Tunnel: 10MP. 10 rnds. You can create a tunnel
spell, taking 1d8+4 dmg/round, but a RE roll through earth or rock. It is 2m in diameter and can
halves this. be up to 10m long, though each meter of length
Sylph Stats: 2d10+8LP 30MP RE40 AV??? FS60 (2 takes one round to clear out. After the duration
attacks) for 2d6dmg DE30 SP Silence, immune to expires, the tunnel starts to contract (close) again at
12

the same rate of 1m/rnd. obstructs view and barrs passage to the tune of
● Water Walking: 6MP. One hour. The target gains AV9 and 250LP.
great buoyancy, allowing them to walk on water. ○ Undine wall: Starting with one pint in the midst
You can target things such as fish to force them of the air, a curtain of water flows out. One can
above water, but a RE roll is allowed to them. The see through it. If a character wants to pass
spell Sink negates Water Walking. through, they need to make a RE check. Failure
means they don’t get through and are in the
lvl five Fae Magic spells (Ivl 9 shamans)
water, drowning and taking d8+lvl dmg each
● Blink: 5MP. Within the space of a moment, you
round until they make it out.
teleport to any spot within eyesight.
○ Salamander wall: Streams of flame leap about
● Summon Elemental: 10MP. For the next ten rounds,
and come together to build an opaque barrier or
you summon forth a djinn, efreet, gnome, or undine.
fire. Those braving the inferno will take d10+lvl
Djinn stats: 8d10+35LP (79), 50MP, RE80, AV6,
dmg while passing through, but AV will reduce
120FS, 3d6+4dmg, 50DE, ×5SPD, SP Vortex, flight,
the damage.
can only be hit by missles with a critical hit (cuz
○ Sylph wall: Violent winds coalesce into a twister.
wind), foes have to make a RE check to get close (cuz
It doesn’t block one’s sight, but does obstruct
wind),
projectiles, and makes spells such as Sylph
Arrow useless. The wall is immune to damage,
Efreet stats: 8d10+45LP (89), 50MP, RE70, AV6, 130FS
but can be traversed by a character that can
(2 attacks), 3d10+1 dmg, DE50, ×2SPD, SP lvl 5 Fae
make a RE check. Failure blows them back.
Magic, fiery body causes nearby foes to suffer as per
○ Wisp wall: This wall cannot be put up in an area
Flame Body spell (d8+10dmg, RE for half),
affected by magical darkness. Points of
illumination start to gather, making a wall of
Gnome stats: 4d10+30LP (52), 20MP, RE50, AV6, 100FS
light. It is made of will o’ wisps and has no
(two attacks), 2d6+3dmg, DE20, ×0.5SPD, SP lvl 2 Fae
physical substance but does block line of sight.
Magic, Regenerates 3LP at round’s end,
For 10m in each direction, it is as bright as day.
Anyone crossing it must make a RE roll or take
Undine stats: 3d10+5LP (31), 20MP, RE70, AV4, 70FS (2
d10+lvl dmg. Shades that touch the wall will
attacks), 2d6dmg, DE30, SP lvl 2 Fae Magic, shape
destroy themselves and leave a 50cm hole
changing.
where wisps were destroyed. A shade wall
erected at a wisp wall will destroy both.
● Decrease Water Pressure: 8MP. One hour. One
○ Shade wall: This cannot be cast in an area
target is unaffected by water pressure, and able to
affected by magical light. A spot of darkness
move about freely no matter the depth of water
appears and spreads as a drop of ink would in
they are at. Especially useful when used in
the water. As the wall is made out of shades, it is
conjunction with Water Breathing.
not physical. The darkness makes the wall
● Fire Wall: 10MP. 10 rounds.You create a wall of
opaque and the dimness affects both sides for
flame three meters in height that encompases an
5m. Passing through the wall does d10+lvl dmg
area 5m in diameter. It does d10+lvl dmg to any
unless a RE roll is made. If a wisp touches the
who traverse it and ends their actions for the round
wall, it will mutually annihilate the shades in a
once they emerge out the other side. You can have
50cm hole. Wisp walls will destroy Shade walls.
the wall take alternate shapes upon casting if you
○ Icewife wall: The temperature takes a sudden
like. Dispel Magic will smother these flames.
drop and ice crystals dance about, coming
● Wall of Spirits’ Power: 30MP. 1 hour. You create a
together in a sparkling, swift instant to create a
wall of power borrowed from one of several
transparent ice wall. It has AV6, 300LP, and will
varieties of elemental spirits. It is 3m high, 10m
damage anyone touching it for 2d8 dmg (no RE
long, and 0.5m thick. You can choose its shape, but
roll allowed).
once its position is established, it cannot move. It
● Waterbreathing: 5MP. 10 rnds. One target is able to
can make resist rolls with your RE number.
breath even when submerged. This spell does not
○ Gnome wall: You call up a wall of stone that
grant swimming ability.
comes out of the ground as many shafts of rock
● Windstorm: 30MP. 10 rnds. In the spot you
jut together seamlessly in the blink of an eye. It
13

designate, a tornado of 10m radius forms. Creatures


in the twister take d10+lvl dmg each round and
have to make a RE roll or fall prone. Prone
creatures can only get up with a successful RE
check. Those in the storm are trapped in its bounds
until it ends.
lvl six Fae Magic spells (lvl 11 shamans)
● Firestorm: 20MP. For ten meters around the spot
you designate, an inferno-storm rages, dealing
4d10+lvl damage to the poor souls in its wake.
● Barrier of Spirits: 15MP. 10 rounds. One target is
granted the aegis of spirits who will absorb 50 LP
damage. If a single attack would do over 50 dmg,
that one hit is reduced to nothing.
● Ice Coffin: 40MP. One target must make a RE check
as a 2m×1m column of ice begins to form around
them. If they succeed, the column doesn’t
completely form and disappears, but if they fail,
they are trapped in a state of torpor within. The
column will not melt due to ambient temperature,
but flame will release the prisoner. 10 torches or 4
hours of fire will do the job. A freed character will
return to consciousness after about an hour (spells
won’t speed this).
● Ice Storm: 20MP. Choose an area of 10m. Those
inside take 4d10+lvl damage from a sudden gale of
stinging ice. If the poor souls make successful RE
checks, they take only half damage.
● Maze Wood: 40MP. 1 day. Can only be cast in a
grove or forest, and covers a radius of 500m. Except
for you and people you designate, those that are in
the affected trees, or come to be amongst them,
must make a RE check. Failure means the wander
around in circles, tricked by the illusory terrain. A
new RE check is allowed each hour.

lvl seven Fae Magic spells (lvl 13 shamans)


● Earthshake: 25MP. Anything touching the ground
within ten meters of the target area takes 6d10+lvl
damage from a violent quaking. RE roll for half dmg
allowed.
● Maelstrom: 45MP. 10 rnds. A 50m radius water
surface must be designated for a whirlpool to be
created. The current snatches up anyone within the
bounds of the pool unless they can make a RE check
to escape. Ships will get sucked in too unless their
steerer makes a RE check to drive out. People
affected by Water-walking spells have to make a RE
roll too in order to be able to walk away.
● Vortex: 15MP. If this spell’s sole target cannot make
a RE roll, they are scooped up by a twisting
maelstrom, and are gone.
14

Esoteric Magic
Sorcerers and Wizards can learn these.

lvl one Esoteric Magic spells (lvl 1 Sorcerors or Wizards) recommended to start descending after the fifth
(Ivl 1 sorcerers, lvl 1 wizards) round, as falling causes xd2 damage, where x is
● Chameleon: 5MP. The caster disappears as long as equal to the distance in meters squared.
they concentrate and take no actions. Others can ● Spiderweb: 8MP. One target must resist this spell
sense the caster if they pass a MS check. The spell lest they be bound in place, unable to move for 10
Detect will also reveal you. rounds. Dispel magic would be handy here.
● Darkness: MP3. Choose a spot from which to make a
zone of darkness 10m from that point lasting 10 lvl three Esoteric Magic spells (lvl 7 wizards) (lvl 5
rounds. Dwarf and Shaman sight will not penetrate sorcerers, lvl 7 wizards)
● Familiar: 20MP. This takes 3 days to cast via a
it, but sapient creatures can make a Resist check to
ritual. After the ritual, the caster must chant for 12
overcome it. This spell can snuff out the spells Light
hours. You call forth a beast to be your familiar
or Will o’ the Wisp.
indefinitely. You can only have one familiar at a
● Energy Bolt: 5MP. An invisible mass of force hits
time. You control it and share its senses of sight and
one enemy for 1d10+lvl dmg, but a RE roll is
sound. You can even spend its MP to cast spells.
allowed for half dmg.
However, should the familiar take LP or MP
● Shield: 5MP. For ten rounds, an invisible, floating
damage, you also take an equal amount, but no
shield protects up to six targets, making it easier to
more than the familiar has total.
avoid blows, granting +10DE.
Typical familiars and their stats:
● Read Language: 5MP. For ten rounds, you can read
Frog: 4LP, 3MP, 10FS for 0dmg, 10DE, 10RE, sees far,
any written language.
swims
● Sleep Cloud: 5MP. For ten rounds, all who do not
Crane: 5LP, 3MP, 10FS for 1d4-1dmg, 15DE 10RE,
resist within 3 meters of the spell’s target area are
flies, poor sight at night
put to sleep. A physical jolt can awaken them.
Crow: 5LP, 5MP, 10FS for 1d4dmg, 15DE, 15RE, flies,
lvl two Esoteric Magic spells (lvl 3 wizards) (level 3 poor sight at night
sorcerers, lvl 3 wizards) Owl: 5LP 5MP, 15FS for 1d4dmg, 15DE, 15RE, flies,
● Controlled Descent: 6MP. This spell controls the good night-vision
falling speed of one target for ten rounds, and Black wolf: 6LP, 6MP, 20FS for 1d6dmg, 15DE, 15RE,
damage from falls may be reduced to zero. good night-vision
However, it cannot raise targets nor can it stop Rat: 4LP, 4MP, 10FS for 1d4dmg, 15De, 10RE
their fall completely. RE rolls allowed BTW. ● Dragontooth Warrior: 12MP. A dragontooth
● Redirect Sound: 3MP. The caster can move the warrior is summoned, via the tooth of a dragon, to
sounds from one instant that are happening within your service for the next ten rounds.
1 meter of themself to a point up to 30 meters DTW stats: 4d10+10LP (30), 20MP, RE80, AV5, FE75
distant. (attacks twice), 2d10 dmg, DE30%, SP: Immune to
● Sense Enemy: 5MP. The caster senses any beings non-magical weapons, immune to mental effects,
with malicious intent within 2 meters at the sleep effects, and doesn’t pass out at 0MP.
moment. This spell cannot sense things without ● Slow: 5MP. A resist roll is allowed. One target has
minds, golems, gargoyles, mindless undead, &c. its speed halved for ten rounds and its ability to hit
● Fiery Weapon: 5MP, affecting a weapon for 10 is reduced by 10% during that time.
rounds, coating it with magical fire that adds 5 extra ● Quicken: 5MP. The target has their speed doubled
damage to the weapon’s strikes. for ten rounds. During this time, their FS and TS
● Vision: 5MP. For ten rounds, the caster can send out raised by 10% as well.
their sense of vision for remote viewing. The site ● Lightning Bolt: 10MP, affecting a line 20 meters in
can travel at a rate of 20 meters each round, but if length. The caster chooses a spot from which a bolt
the vision is directed into any solid or liquid of lightning cracks, dealing 3d10+lvl dmg to all in
surface, the spell ends. the line, or half damage on a RE roll.
● Levitation: 5MP. Each round for ten rounds, the
caster can move up or down three meters. It is lvl 4 Esoteric Magic spells (lvl 11 wizards) (lvl 7
15

sorcerers, lvl 11 wizards) wall, 3m tall and up to 5 meters in diameter. There


● Create Image: 8MP. You create a static illusion that is no physical way to destroy the wall, but Dispel
lasts 10 rounds and covers a 5m×5m area. Anyone Magic will erase it.
who sees it will have a RE check secretly rolled for ● Fly: 10MP. 10 rnds. You can fly for the duration at a
them, and if they pass, they will notice something speed of 40kph.
odd about the illusion that spoils it. ● Sense Lies: 5MP. 10 rnds. For the duration, if you
● Sense Aura: 5MP. Lasts for rounds. For the duration, hear a lie you will feel it.
the caster can see certain things within 8 meters.
They see fae magics and beings just as a shaman Level 6 Esoteric Magic spells (lvl 11 sorcerers)
● Blade Net: 10MP. A 3m cone in front of you is
might (but cannot speak with fae creatures). They
covered with a silver web of magic for the next ten
can see things affected by the power of the ancient
rounds. Those in the area cannot move without a
magics or by holy, godly, and demonic things.
resistance check, and they take 2d8 LP damage each
● Shapechange: 10MP. The caster transforms
time they fail such a check. They take no damage if
themself into some creature they are familiar with
they don’t struggle.
for the next hour, but sized no greater than 10
● Common Esoteria: 20MP. You teach one knight how
times their own mass or one tenth of it. For a
to hereafter wield magics from the Common Magic
human, a good rule of thumb for the scale is a giant
spells list. They can do this just as a sorcerer of their
at one end and a cat at the other. You cannot use
level could.
spells for the duration, but you can will yourself
● Fire Shield: 15MP. 10 rnds. One target enjoys
back to your normal form at any time, ending the
immunity from normal flames. In addition, things
spell. While transformed, you use the combat stats
such as dragon breath or firely spells automatically
of the beast you are, but your MS, TS, RE, and CO
deal half damage (so if a RE roll is made, they’ll deal
scores remain as per your real form.
only ¼ damage).
● Tongues: 5MP. For an hour, you can speak one new
● Freeze Blood: 15MP. This magic literally freezes the
language. This only works for languages with
blood of one target and kills them if they cannot
words, so speaking to animals and the like is
make a RE check. This spell cannot target creatures
impossible.
without running blood, such as golems, undead, and
● Fireball: 15MP. A ball of fire is caused to explode
so on.
into an area of the caster’s choosing, doing 3d10+lvl
● Command Golem: 10MP. 10 rnds. Using the
dmg to all within 5 meters of the origin point.
concentration restrictions as you would for a
Targets may make a RE roll to take half damage.
summon spell, you instead command a golem for
● Teleportation: 2MP. Up to six people can
the duration. If your level is 11, you can control a
accompany the caster on a magical jaunt from one
wood golem, lvl 12 lets you target a flesh golem, and
point to another. The points are magical guilds that
level 13 gives you control of an iron golem.
the caster has registered at.
● Extension: 10MP. You cause one spell to last for
Level 5 Esoteric Magic spells (lvl 9 sorcerers) double its normal duration.
● Blizzard: 20MP. A snowstorm blows around an area ● Stone Curse: 30MP. One target has to make a RE roll
10’ in diameter, and those caught in it take 4d10+lvl or be turned to stone forever. This can be undone
dmg, but may save for half. by the Clerical Magic spell Refresh.
● Illusion: MP 10. As per Create Image, but you can
add sounds to the image. lvl 7 Esoteric Magic spells (lvl 13 sorcerers)
● Create Golem: 30MP. You can make a golem with
● Forbid Esoterism: 10 MP. For ten rounds, you
the right materials and a week’s time. Wood golems
create a barrier 10m in diameter that prevents any
cost 1000GP in materials, flesh golems cost 10,000,
Esoteric Magic spells from being cast within it. It
and iron golems cost 100,000.
cannot prevent such spells being cast from without
● Disintegrate: 15MP. You can target one foe, who
it and being directed into it, nor does it affect other
must not be immune to magic. The target has to
kinds of magic or items one whit.
make a RE check with a -20% penalty. If they fail,
● Lore: 10MP. You can determine the properties of
they break up into fine particles.
one magic item. You will know if it is cursed, but not
● Meteor Strike: 25MP. You cause rocks to fall over an
what the curse’s nature is.
area covering 15 meters in diameter. 6d10+lvl dmg
● Force Field: 10MP. 10 rnds. You create an invisible
16

befalls those in the area (Re check to take only half).


● Polymorph: 20MP. If your sole target doesn’t save,
they turn into the creature of your choice. Their
pre-change intellect remains.
17

Common-tongue Magic grant them to knights as well…


Sorcerers and Wizards can learn these. There is a spell to

lvl 1 Common-tongue Magic spells (lvl 1 sorcerers and


wizards) lvl 2 Common-tongue Magic spells (lvl 3 sorcerers and
● Counter Magic: 5MP. Up to 6 targets have their wizards)
minds fortified against magic, granting +30 RE for ● Lock: 8MP. One hour. A magical lock closes any one
10 rounds. door or box, sealing it securely shut. An Unlock spell
● Protect Body: 3MP. Grants one target increased can attempt to dispel Lock, but the Lock effect will
durance to armor and skin, giving +3 AV for 10 resist it with the RE of its caster.
rounds. ● Unlock: 5MP. Undoes any one lock, no matter the
● Light: 2MP. For three hours, one inorganic point is variety.
made to radiate light, illuminating everything ● Empower Weapon: 3MP. For ten rounds, a magical
within 20 meters. field grants one target weapon +20FS and +3dmg.
● Detect: 5MP. For a single instant, traps and secret
doors within 10 meters will light up, but the light is lvl 3 Common-tongue Magic spell (lvl 5 sorcerers and
not formed into a shape that gives an idea of the wizards)
mechanism or type of traps revealed. If one makes a ● Dispel Magic: 5MP. You cancel any magical effect
TS check, such understanding may be had. This that would have lasted ten rounds, but it is allowed
spell will also cause the caster to sense if any a resist check as per its caster.
magical power is within ten meters.
● Tinder: 3MP. You target an appropriate material for
kindling and cause it to light up with flame. The
magic is instantaneous, but the flame should have
enough of a jump-start to continue now. This spell
will not work on living things, rocks, &c.
18

Clerical Magic
Priests can learn these.

level 1 Clerical Magic spells (lvl 1 priests) Deity-specific level 2 Clerical Magic spells
● Healing. 1MP. One target is healed and comforted, ● Falis’s Command: 4MP. One target is forced to
regaining 1d10+lvl LP. freeze for three rounds, but may try to make a resist
● Transfer Mental Power: 10MP. The caster gives 10 roll to only be unaffected.
of their own MP to a target, which can revive ● Maily’s Battle Song: 5MP. The caster sings a song of
characters that have fainted from hitting MP 0. bravery for up to ten rounds, granting up to six
● Turn Undead: 5MP. Those undead within 3 meters targets +20FS and +5dmg. The caster cannot cast
who do not make a resist roll are ripped apart and other spells while singing, and the singing of course
away. ceases if they fall asleep or become paralyzed, &c.
Level one God-specific spells ● Cha Za’s Luck: 5MP. For three hours, up to six
● Falis’s Sense Evil: 5MP. Choose one target. If they targets’ Luck is doubled. This can make it harder for
don’t make a successful RE roll, the caster will sense things such as traps to affect them. The Resist skill
if they are a more or less evil or amoral person. This will reflect your increased luck for the duration too.
spell won’t tell the caster the relationship between ● Rauder’s Alertness: 5MP. For three hours, the caster
the target and the caster’s god. will be able to sense beings of inimical intent within
● Marfa’s Peace: 10MP. 1 hour. Creatures within 10 30 meters, knowing which direction and how many
meters of the caster have to make a RE roll or lose offensive foes there are.
the attitude of conflict and want to quit fighting. ● Marfa’s Restoration: 10MP. This can restore
They are under no obligation to cooperate with the someone who has lost levels to undead or similar
caster, and they will take up arms again to defend attacks to their original level. However, their XP will
themself. This spell cannot affect mindless beings become exactly the number they need to have that
(things like golems or simple undead), nor will it level, no more.
have much effect on a creature that wants to eat
you due to starvation. level 3 Clerical Magic spells (lvl 5 priests)
● Heal Injury: 5MP. Through strong healing magic you
level 2 Clerical Magic spells (lvl 3 priests) restore 3d10+lvl LP to one target.
● Wound: 5MP. The caster reverses the forces of life ● Sunshine: 6MP. The light of the sun shines out from
upon one target, who needs to make a resist roll or you for 10 rounds, causing undead that get within
take 1d10+lvl dmg. Priests of Martha cannot use 20 meters of you to become slowed, which makes
this spell. them move at half speed and penalizes them with -
● Brace: 4MP. Up to six targets are endowed with the 20FS.
favor of the gods, raising their fighting ability. For ● Feign Death: 10MP. For one hour, you appear to be
ten rounds, they have +20FS. dead, which might trick enemies or some animals. If
● Cure Blindness: 5MP. Will restore sight to one an observer is suspicious, they might be granted a
target who lost it to Demonic Scream magics. resist roll to disbelieve and sense things as they are.
● Cure Deafness: 5MP. Will restore hearing to one ● Holy Light: 10MP. From your palm shoots a holy
target who lost it to Demonic Scream magics. ball of light. Beings within 20 meters of where it
● Holy Force: 5MP. The caster sense out an attack lands take damage if they are undead (2d10+lvl
wave from their hand at one target who takes dmg, RE roll allowed for half) or, if they can see it
d10+lvl damage, but may make a RE roll to take and cannot make a RE roll, non-undead will take a -
only half. Even clerics of Marfa can use this spell. 20 penalty to their FS, TS, and DE for 10 rounds.
● Holy Weapon: 4MP. For ten rounds, one target ● Sanity: 5MP. You calm the mind of one person
weapon is empowered with purifying authority that affected by confusion such as that caused by certain
is especially puissant against undead. For the spells, ending those spells.
duration, it gets +10FS and +3 damage, but against level 3 deity-specific Clerical Magic spells
undead the bonuses become +50FS and +10dmg ● Rauder’s Inspiration: 5MP. 24 hours. You may
instead. declare a missed or unrolled MS check to be an
automatic success. Once you have cast this spell,
19

you cannot use it again for the duration. Quest will do the trick.
● Recall Spirit: 25MP. You offer up your soul to your
god so that another may inhabit your body to live
level 4 Clerical Magic spells (lvl 7 priests)
again. To take your final journey to your god while
● Neutralize Poison: 4MP. Expels a poison from one
they come back in your flesh. This spell only works
target’s system. This has no effect on poisons that
if you knew them well and they have not been dead
already did their damage in an instantaneous
more than a few days. This spell cannot restore
fashion.
souls that have been outright destroyed.
● Cure Paralyzation: 4MP. One target is freed of a
● Resurrection: 30MP. The target body makes a RE
paralytic state.
roll (Counter Magic or Resist Magic type effects will
● Cure Disease: 4MP. One target is cured of all illness.
not be applicable). If successful, they return to life.
● Preservation: 5. You can either designate one object
This spell only works on corpses of those that died
to be hereafter unyielding to time and rot or you
within the last five days. A character can only be
can also target something being affected by the
resurrected a number of times equal to their level
Demon Scream spell Rot if cast before Rot’s
(so in Lodoss, 13 is the limit).
duration ends. The object will be restored if so, but
● Summon Servants: 20MP. Uses summoning
otherwise Preservation cannot restore something
restrictions. You summon all beasts of a type --
already rotten.
determined by which god you worship--to your
level 5 Clerical Magic spells (lvl 9 priests) presence so that they can carry out a task. They can
● Holy Explosion: 15MP. All within 10 meters of the carry out an exceedingly simple order, such as
caster take damage from this sacred wave of energy attacking a target or carrying something.
equal to 3d10+lvl, but a RE check halves the Falis: Sends dogs, hawks, horses, or other things
damage. that man can tame.
● Remove Curse: 20MP. Cancels any Demon Scream Mailey: Sends eagles, hawks, falcons, tigers, wolves,
curse currently affecting one target. or other predators.
● Refresh: 20MP. Heals one target of all LP damage, Cha Za: Sends small birds, wolves, hares, or other
poisons and venoms, stoned condition, paralysis, animals that chirp or howl or are lucky, but not
and mundane diseases. bigger birds (who are unlucky).
● Regeneration: 10 MP. 10 rnds. One target gets to Rauder: Sends mice, foxes, owls, or other sagacious
regain 10 LP each round for the duration. This spell and clever animals
can also be used to kickstart the regeneration of a Marfa: sends cows, horses, rabbits, chickens, or
lost limb, but the regrowth takes one week and other livestock.
limbs lost longer than 5 days previous cannot be lvl 6 Deity-specific Clerical Magic spells:
restored. ● Falis’s Barrier: 10MP. 10rnds. One target is granted
● Resist: 10MP. 10 rnds. For the duration, one target RE at 90% and receives +3 to AV.
has RE at 90%. ● Ralda’s Weak Point Finder: 10MP. 10 rnds. A target
is granted double normal chances to make critical
lvl 6 Clerical Magic spells (lvl 11 priests)
● Banish: 10MP. You command one summoned hits.
monster back to its home. It can make a RE roll to ● Mailey’s Weapontrance: 10MP. 10 rnds. A target is
ignore this banishment. granted maximum damage each time they hit. This
● Divination: 20MP. For the space of one round (30 spell cannot work at the same time as similar
seconds), the caster can ask their god yes/no weapon-enhancing magics; whichever was cast
questions, if the god feels like answering. most recently will cancel the others.
● Quest: 30MP. You command one target to carry out ● Marfa’s Return Home: 10MP. The caster and up to 5
a task. If they cannot cancel this spell with a RE roll, targets are transported to the nearest temple of
they will be compelled to do the act lest they take Marfa.
d10 dmg each time they try to undermine it. If the ● Cha Za’s Trading Guard: 10MP. 10 rnds. You can see
rebelliousness continues, they will take d10 dmg through any sneaky sales tactics or scams. If anyone
each round for up to ten rounds. Such damage will has an intention to rob you , you will sense it.
not heal until the mission is complete. This spell
cannot be canceled by Dispel Magic, but Dispel
20

lvl 7 Clerical Magic spells (lvl 13 priests) Special Clerical Magic spells (not leveled)
● Dispel Quest: 30MP. This spell gives a target a RE ● Call Forth God: 50MP. 10 minutes. This spell can be
roll which, if successful, undoes a Quest that is cast by any level priest, but only if they meet
currently on them. If your target’s RE roll fails, they conditions the GM specifies. The god you worship
will have to get help from another priest as you can comes forth with their full might for the duration
only cast this once per any given Quest. and their awesome power destroys your vessel in
● Reincarnation: 50MP. If cast right after someone the process, forever barring you from returning to
dies, and if the spirit is not already destroyed nor this world via spells such as Resurrection.
relocated, you can send their spirit off to be reborn
somewhere within the week. Once they grow to a In the Lodoss chronicles, one of the descendants of
certain age, they will be able to use the abilities of the Six Great Heroes, Neese, was actually able to
their previous life’s class and level. Their memory cast this spell and survive due to her great faith and
most likely returns as well. Roll 2d6: 2) their other factors.
memory never returns on its own 3 to 6) at age 30, ● Falis’s Jyhad: 30MP. One week duration. This spell
they regain their memories; 7 to 10) at age 20k-; was once cast by the highest priest of Falis in order
11) at age 10; 12) at age 5. However, if you rolled a to confront a great evil. They gathered all the
6 or less, they don’t gain their former abilities until believers of Falis they could in the great temple of
they pass age thirty. Falis in the city of Loyd and had them all into the
● Holy-port: 20MP. You and up to 5 targets can spell together.
transport to a temple you have previously
designated. As this spell takes five minutes to cast, There were three effects on the
it’s not very useful in the midst of combat. participants. Firstly, they all had a +50 bonus to
their FS and RE, with a +5 bonus to their damage.
Secondly, their minds were inured to effects that
would be inimical. Third, they were under a
covenant to do whatever the high priest said. Even a
call to kill oneself should have been heeded.
However, those that did not intone the spell with
great fervor and do as the high priest ordered did
not enjoy the protections of the spell.
Monster rules
These are words the DM will encounter in a stat block.

IV
IV means initiative value. If the GM rolls a d10 under that
value, the foe’s side will go first. Otherwise, the PCs do. Use
the highest Initiative Value among the foes in a group of
them with different numbers, rolling only once per round.

Poison
If a monster with venom hits with an attack, the target will
have to make a DE check. If they fail, they will take poison
damage of either an immediate or extended variety. The
former damage is rolled right away and happens only once,
but the former type of damage happens every hour
hereafter until somehow neutralized by magic or medicine.
Instantaneous poisons deal d10 damage, but protracted
ones do d8.

Paralysis
21

Similar to the poison ability, someone hit with this attack


will have to roll DE, and if they fail their body becomes 土の下位精霊 ノーム(大地の子)
paralized. Times go anywhere from ten minutes to forever, 土の上位精霊 ベヒモス(大地の巨獣)
but a Cure Paralysis spell will release one from the
condition. 氷の精霊

Immune to Mundane 氷の精霊 フラウ


Creatures with this have to be hit by magical weapons, or 氷の上位精霊 フェンリル(氷雪の魔狼)
those enhanced with spells such as Enchanted Weapon.
Lycanthropes seem to be only affected my magical weapons 光の精霊 ウィル・オー・ウィスプ
or silvered ones. 静電気の球体として顕現し、ぶつけると崩壊してダメ
ージを与える為、戦闘にも使用される
Mental Resistances 闇の精霊 シェイド
Monsters of this sort are immune to sleep, beserk, and other 恐怖も司る。生物にぶつけると精神にダメージを与え
mental effects. Even if their MP goes to zero, they won't pass る為、戦闘にも使用される
out. 植物の精霊
植物の精霊界は世界樹自身。
Level Drain
Monsters with this ability will have a percentage chance of 草の下位精霊 スプライト(小さき精霊):恥じらい
using it as part of a successful attack that deals damage. If it も司る。姿隠しの際に用いられる。
works, the struck target will lose one level. If one loses a 樹木の中位精霊 ドライアード:魅了・誘惑も司る
level, they have to roll their LP and MP dice and lose that 森の上位精霊 エント
much LP and MP respectively. Their XP is knocked down to
halfway between the lower level and the lost one. 生命の精霊
名が定かでない(姿は混沌の大地 4 巻を参照)。「知
られざる生命の精霊」とも呼ばれる。男性の精霊使いは
I have been compiling the monster stats and descriptions その力を借りる事ができない。
負の生命の精霊
here: MONSTERs DOC. 名も姿も定かでない。アンデッドに宿る。その力を借
りた精霊魔法は知られていない。
勇気の精霊 バルキリー(戦乙女)
The spirits of Forceria
女性の精霊使いはその力を借りる事ができない。西の
To be translated soon.
果て「混沌の地」では「女王」(戦神マイリーの別顕現
と考えられる神格)の使いとされる。マーマンなど精霊
火の精霊
魔法を使うモンスターにも、この精霊を友とする者がい
る。クリスタニアでは女性も行使可能。
火の下位精霊 サラマンダー(火とかげ)
怒りの上位精霊 フューリー
火の上位精霊 エフリート(炎の魔神):破壊も司る
取り憑かれた者は狂戦士となり、その魂は消滅する。
火の上位精霊 フェニックス(不死鳥):再生・復活
悲しみの上位精霊 バンシー
も司る
取り憑かれた者は悲しみの果て死に至り、その魂は消
滅する。
風の精霊
悪戯の精霊 レプラコーン
困惑と共に寂しさも司る(その事を知らない精霊使い
風の下位精霊 シルフ(風の乙女)
も多い)。恐怖によりレプラコーンが狂うとその生物は
風の上位精霊 ジン(風の王):自由も司る
朱頭病という伝染病にかかってやがてレッドキャップと
いうモンスターになってしまう。
水の精霊
夢の精霊

水の下位精霊 ウンディーネ(水の乙女)
眠りの下位精霊 サンドマン:眠りの呪文の際に用い
水の上位精霊 クラーケン(海魔)
られる。
夢(性)の中位精霊 インキュバス(夢魔)
土の精霊
22

夢(性)の中位精霊 サッキュバス(夢魔) 上記の他、複数の精霊力が融合した複合精霊の存在が知


られている。現在までに、作品中に登場しているのは次
建物の精霊 ブラウニー の通り。
数十年にわたり人が居住した大きな家屋に宿る。建物
の精霊界は存在せず、物質界に留まっている。 火と土の複合精霊ラーヴァ
色の精霊 ビフロスト 炎と氷の複合精霊フロストサラマンダー - クリスタニア
色を司る。色を失ったものは水晶のような物質になり、 RPG の『封印伝説クリスタニア』にて登場。ただし、精
それ以上変化することがなくなる。通常の精霊使いには 霊力が未分化な混沌界においてのみ存在可能。
使役不能。
ほとんどの精霊使いは複合精霊を混沌の存在として忌み
複合精霊編集 嫌う。ソード・ワールド RPG リプレイ第 3 部ではスイフ
リーがこれを公言している。
23

Demon Scream Magic


● Blindness: 15MP. One hour. One target rolls a RE ○ Killer poison: The target takes 10 dmg. As
check to avoid being blinded by this spell. While long as this poison isn’t removed or
blinded, a character has -20 to FS, DE, and TS. neutralized somehow, it will do a further 1
● Call God: 50MP. 10 minutes. Pretty much as per the damage each round.
priest spell of the same name, but the dark gods ● Death (castable only by believers of Kardis, the
have some provisos. The caster will need a sacrifice destroyer goddess): 45MP. One target must make a
for the god to inhabit, and not just anyone will do. A RE check or die immediately.
pious believer is needed, and pure young women ● Disease: 10MP. Those within three meters that save
are prefered. The spell requires a day long ritual, are unaffected, but for others it is bad news, as the
chanting, magic diagrams and circles. The victim caster spreads alien virions from unknown spheres.
will make a RE roll. If they succeed, the god still Affected foes will be forever debilitated by a strange
comes, but only for a single minute. Either way, the malady and lose half of all ability scores. Only the
sacrifice will be destroyed, body and soul. spell Cure Disease can restore victims.
● Control Imp: 20MP. Permanent summoning. Works ● Steal Life: 15MP. One target is chosen. If they don’t
essentially the same as Summon Familiar. make a RE check, they take damage amounting to
Imp stats: FS20 DE10 TS20 MS10 RE15 Dmg1d6 8LP d10+lvl LP and you absorb the lost number as LP,
6MP healing an equal amount of dmg you may have.
● Create Zombie: 15MP or more. A zombie will follow ● Summon Insects: 20MP. Those within five meters
simple commands like “fight” or “fetch me a…” The will have to make a save against a swarm of noxious
larger a zombie you want to create, the more MP is insects. The cloud disperses quickly, but deals 3d10
needed. Human sized: 15MP; ogre sized (2 to 2.8m): damage, though those that saved take only half.
20MP; griffon sized (3 to 4.6m): 20MP; giant (5 to ● Gate: 30MP. This spell follows summoning rules.
8m): 30MP; dragon (10m and up): 45MP. Zombies The caster opens a hell-maw and a demon emerges
cannot cast spells or use special abilities, but to fight on their behalf for the next ten rounds.
otherwise use the stats from before they died. Lesser Demon stats: 4d8+50LP (95), 30MP, RE60,
● Deafness: 8MP. One hour. The target of this must IV6, AV6, 100FS, 2d8+6dmg, DE40, SP Plague spell,
make a RE test or lose their hearing for the hour. flight, mundane immunity, XP150
This will probably penalize them in certain Greater Demon stats: 10d10+50 LP (105), 50MP,
situations. RE80, IV7, AV8, 120FS, 2d10+5dmg, 60DE, SP Demon
● Insanity: 8MP. 10 rnds. One target must make a RE Scream spells, flight, mundane immunity, XP250
check or be driven mad for the duration. People ● Recall Spirit: 40MP. To use this spell, the caster
that are not sane cannot attack or cast spells. needs someone to sacrifice. Through the sacrifice, a
● Mind Blast: 15MP. All targets within three meters deceased being is returned to life, but the soul of
are hit with a mental wave of exhaustion dealing the sacrifice is destroyed. The being that is to be
2d10 damage, but a RE roll for half is allowed. brought back must have died within the last 5 days.
● Poison: 20MP. The caster chooses a poison to ● Rot: 10MP. You target one item and curse it to rot
manifest in the body of one target, who gets a RE and wither at advanced speed. For instance, a thing
roll to cancel this spell’s effects. that would usually rot after a few days will be
○ Paralytic poison: For the next hour (or until rotten within half an hour. The priest spell
dispelled), the target cannot move. Preservation can dispel this effect.
24

Scenarios
I’m putting these elsewhere to make the doc-loading smoother.

The Odd Love Philtre

The Magician’s Big Move

The Ebon Elf Statuette

Shrine of the Snowy Peaks

The Last Enchanter

Clash at Kanon
25

To make a character 1

If you are a spellcaster, you’ll have a certain level of starting spells. I’ve folded that info into the advancement section
below.Skill Check considerations 1

Advancement 2
Advancement beyond level seven 3

Class and race details 3

Optional Rules 4
Optional Class abilities 4
Weapons and Armor 5
Magic Items 6
Combat rules and options 7
Who goes first 7
Movement 7
To-hit rolls 7
Damage 7
Health 7
Warfare Rules 8

Other Goods and Services 10

Magic 11
Fae Magic 12
lvl one Fae Magic spells (level 1 shamans, lvl 1 wizards) 12
lvl two Fae Magic spells (Ivl 3 shamans, lvl 5 wizards) 12
lvl three Fae Magic spells (Ivl 5 shamans, lvl 9 wizards) 12
lvl four Fae Magic spells (Ivl 7 shamans, lvl 13 wizards) 13
lvl five Fae Magic spells (Ivl 9 shamans) 13
lvl six Fae Magic spells (lvl 11 shamans) 14
lvl seven Fae Magic spells (lvl 13 shamans) 14
Esoteric Magic 15
lvl one Esoteric Magic spells (lvl 1 Sorcerors or Wizards) (Ivl 1 sorcerers, lvl 1 wizards) 15
lvl two Esoteric Magic spells (lvl 3 wizards) (level 3 sorcerers, lvl 3 wizards) 15
lvl three Esoteric Magic spells (lvl 7 wizards) (lvl 5 sorcerers, lvl 7 wizards) 15
lvl 4 Esoteric Magic spells (lvl 11 wizards) (lvl 7 sorcerers, lvl 11 wizards) 16
Level 5 Esoteric Magic spells (lvl 9 sorcerers) 16
Level 6 Esoteric Magic spells (lvl 11 sorcerers) 16
lvl 7 Esoteric Magic spells (lvl 13 sorcerers) 16
Common-tongue Magic 17
Clerical Magic 18
level 1 Clerical Magic spells (lvl 1 priests) (lvl 1 priests) 18
level 2 Clerical Magic spells (lvl 3 priests) (lvl 3 priests) 18
level 3 Clerical Magic spells (lvl 5 priests) (lvl 5 priests) 18
level 4 Clerical Magic spells (lvl 7 priests) (lvl 7 priests) 19
level 5 Clerical Magic spells (lvl 9 priests) (lvl 9 priests) 19
26

lvl 6 Clerical Magic spells (lvl 11 priests) (lvl 11 priests) 19


lvl 7 Clerical Magic spells (lvl 13 priests) (lvl 13 priests) 20
Special Clerical Magic spells (not leveled) 20

Demon Scream Magic 23

Scenarios 24

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