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Sorcery Summary

This document provides guidance on using magic and detecting unseen entities in the Adventures on Tekumel roleplaying system. It outlines modifiers and dice rolls for sorcery, spellcasting, visibility, audibility, and other adventure actions. Spell details and tables for various magical effects are also referenced.

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Ed Holzman
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
85 views

Sorcery Summary

This document provides guidance on using magic and detecting unseen entities in the Adventures on Tekumel roleplaying system. It outlines modifiers and dice rolls for sorcery, spellcasting, visibility, audibility, and other adventure actions. Spell details and tables for various magical effects are also referenced.

Uploaded by

Ed Holzman
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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SORCERY SUMMARY

To use the "Adventures on Tekumel" magic system, you must know :

1. Your basic "Magical Resistance factor" ; cf, p. 3. If you have no Sorcerer or Shaman competence,
this and your "Magical Resistance factor" roll chances are all that you need ; cf. p. 7. A wage or
shaman requires special qualifications ; cf. p . 3.

3. A sorcerer/shaman must know the number of skill levds he/she has in these skills . These add to his/her
"Magical Resistance factor," as do certain other modifiers; cf. pp . 3-4.

3. Your spells : these are "bought" with skill-level points ; cf . p. 4. Note their details upon your Character
Record Sheet .

4. The number of "phychic power points" you have with which to cast spells is the same as your basic
"Magical Resistance factor ." Points are used whenever a spell is cast, and when these points are
exhausted you cannot cast any more magic. Points regenerate according to the table given on p . 5.

Spell-casting follows the pattern given below.

1. The visibility and/or audibility of an opposing party is determined first ; cf. p. 1 . See Sec . 2 .821 for
chances of surprise .

2. If there is no surprise, or if the surprise round has been completed, establish the order of initiative for the
next (and each subsequent) round. This is done every round. Initiative modifiers are listed on p. 2 .

3. The times and Action point costs of the various things you can do each round are given on pp . 3-4. See
Sec. 2.828 for details .

4. When your initiative turn comes, cast your spell. Deduct the spell casting points that this costs . Roll
to see if your spell fails; cf. pp . 4-5 .

5. If you are casting an "aimed" spell, check the modifiers on p. 6. Then roll to hit the target on p. 7.
Spell effects are listed in their descriptions . Some do damage according to the tables in Sec. 2.829 ;
these are given on p. 8. If an "aimed" spell misses, it may hit secondary targets directly in line behind
it out to the limits of its range.

6. An "areal" spell needs no roll to hit. It takes effect in the area you designate.

7. If the spell is a "touch range" spell, and if the target does not wish to be hit, a "competitive Dexterity
roll" is made by both caster and target ; cf . Sea. 2.723, 2.7211 (1), and 2.823 (list 2, 19) . The
"Dexterity roll" table is given on p. 9 .

8. Spells may hit more than one target ; these "circles of effect" and their correspondences in terms of a
random number of targets struck are noted on p. 7 .

9. Moat spells allow fhe target[s] to make a "Magical Resistance factor roll"; cf. pp . 7-8 . If the target
succeeds, the spell usually does no harm (although some powerful spells indeed do so). A failed roll
means that the target suffers the full effects of the spell.

Other "Adventure Action" rolls are given on pp . 9-11 . These include the table for sorcerous healing spells to
work, the Dexterity roll, etc. Movement rates are also given on p . 11 . See also the combat play-sheets ; these give such
features as wounding, morale, etc.
Y.7Y8 . THE VISIBILTTY ROLL: armour, and deliberately remaining quiet
+2 The unseen entities are professional assassins
Basic roll : D20 ;1-8 = success ; 9-20 = failure . Modifiers : or certain agile and nimble-footed animals
(listed later)
Modifier' Circumstance +3 The unseen entities are standing absolutely
-5 For each torch, lantern, or other light source still, lying in ambush, etc ., and all that can
carried by the object's party be heard is soft breathing, etc .
+4 The listeners' own party Is making noise: e .g .
-3 The object viewed is at least half again as
talking, moving, changing positions, jingling
large as a human : e .g . a bulky statue, a large
animal weapons and belongings, shifting objects
about, etc.
-2 The object viewed is moving : e .g . a person
trying to slip across the viewer's field of vision
The party is using more than 3 candles or 'These modifiers are cumulative . An assassin who is
-2
moving has modifiers of +2+ + t = + 4, for example,
lanterns within a 10 m circle or more than 3
and if he/she is standing still, this is increased to a +5.
torches within a 30 m circle
-1 The item viewed is the only significant object Y.7Y8. COMBAT AUDIBILTI-Y ROLL:
in the area e .g . a single fceman in a bare room
+1 The item viewed is one of several significant `basic roll : D20 ;1-8 = success ; 9-20 = failure . Modifiers :
objects in the area: e .g . an animal standing .
amidst bushes Modifier' Circumstance
+1 It is foggy or raining heavily
+2 The party is using less than 3 candles or lan- -3 The intended hearer is currently unoccupied
and is looking about for something further
terns within a 10m circle or less than 3 torches
to do
within a 30 m circle
-1 The Intended hearer is looking directly towards
+2 For each 5 m beyond the perimeters of the
the speaker. Miniature figures or markers are
10 m circle for candlesllanterns or the 30 m
useful to show the direction in which a char
circle for torches that the party attempts to see
acter is looking : anything within a 45' arc of
+2 The item viewed is partially concealed : e .g . a
the front of the figure (i .e . 22.5 degrees on
person lurking in the shadows or hidden try
each side of a line drawn directly forward
furniture
The object viewed Is very small : e .g . a snake from the centre of the figure's base) is within
+3
the character's line of sight and immediate
~an insect, a small box, a tittle purse tying on
the floor, a secret door (if the party is just attention
passing by and not deliberately searching ; +1 The intended hearer is not looking directly
cf . (2), below) towards the speaker but oft to one side ; cf.
There is heavy fog, a duststorm, etc . just above
+3
+1 The intended hearer's native language is dif-
+5 The item viewed is almost completely con-
ferent from that of the speaker : e .g . a N'I~ss
cealed: e.g . a person behind draperies or a
-who may speak Tsoly~ri quite well-is given
large pillar, a chest nearly buried in rubble .
an order in Tsoly2ni by a Tsoly2ni officer . In
Total concealment or pitch darkness makes
stress situations an "accent" does cause
sighting impossible, of course, as does a
problems
spell of Invisibility ; cf . the Sections dealing
+2 For each 3 m (or part thereof) that the intended
with magic, below
hearer is beyond a 6 m circle with the speaker
'These modifiers are cumulative : e .g . a large animal as its centre . A maximum of 15 m is about all
that is moving and is the only significant object In one can reach by voice communication in
the area has a total modifier of -3+ -2+ -1 = -6. the chaos of combat . A diagramme will make
A very small insect scuttling across the door amidst this modifier clear:
other significant objects has a total modifier of -2 Speaker's 4-6 7-9 10-12 13-15
Distance: 3 m circle m m m m

Y.7Y8. THE DISCOVERY ROLL: Modifier. No roll 0 +2 +4 +6


+2 The intended hearer is not involved in com-
Basic roll : D20 ;1-8 = success ; 9-20 =failure . bat but is engaged in some other absorbing
activity : e .g . climbing a cliff to get a shot at
the foe, looting, tending the wounded, get-
Y .728. THE AUDIBILITY ROLL: ting an article out of a pouch or backpack,
readying a spell, etc .
Basic roll : D20 ;1-8 = success ; 9-20 = failure . Modifiers : +3 The intended hearer has his/her back directly
(or nearly so) to the speaker
Modifier' Circumstance +3 The intended hearer Is fn melee during the
combat round in which the speaker addresses
-5 The unseen entities are making a loud noise: him/her . This applies to warriors who are
e .g . yelling, arguing, fighting, roaring, etc . physically fighting or who are firing missiles,
-3 The unseen entities are making some noise: and also to magic-users who are casting of-
e .g . speaking at a conversational level, walk- fensive or defensive spells that round .
ing along with armour and accoutrements
jingling, etc. 'These modifiers are cumulative .
The unseen entities are whispering, muttering,
or making a very small amount of noise Y.8Y1 . SURPRISE :
There is more than one unseen entity A sleeping being is surprised on a D20 roll of 1-16 . Use the Vlsibil(-
The unseen entities are attempting to move ty and/or Audibility rolls for other situations . See the Section for
stealthily, wearing soft garments and/or little details .
2
Y.BYb. )3TTTING WITH TOTAL SURPRISE: -3 In "hard" or "soft" cover that restricts movement : e .g .
in tall grass, behind a tapestry, behind or underneath
A D10 is rolled against the following table . Medium armour adds furniture, fighting from a narrow aperture, etc .
+1 to the D10 score; Heavy armour adds +2. Unconsciousness Armour ; cf . Secs . 1 .960, 2.320, and 2 .8210
lasts 1-20 minutes (D20), and a stun lasts 1-10 minutes (D10). -1 Wearing medium armour
-2 Wearing heavy armour
Dle scores and effects
Encumbrances ; cf . Secs . 2.310 and 2 .811
Attacker's Killlrender Woundltempo- Misslstrike an -1 Carrying 76-100% of one's encumbrance limit
Combat Value unconscious rarity stun ineffective blow -3 Carrying 101-150% of one's encumbrance limit
up to 0 1 2-3 4-10 -4 Carrying 151-199% of one's encumbrance limit . (One
1-6 1-2 3-5 6-10 cannot fight at all while burdened with more than this .)
7-12 1-3 4-7 8-10
Fatigue ; cf . Sec . 2 .812
13-18 1-4 5-9 10
-2 Fighting on after one's fatigue limit has expired
19-2d 1-5 6-10 -
25-up 1-6 7-10 - Posture; cf . Sec . 2 .710
-1 Crouching, kneeling
Y.8YY and Y.Sbl. INITIATIVE : -2 Sitting
-4 Lying prone
Each character roils D20 . Highest score acts first, then others In
order. Wound status; cf . Sec . 2 .821 t
-1 Suffering from a "serious" wound
Special weapon group modifiers
-2 Suffering from a "grave" wound
Modifiers to the Inltlatlve roll -3 Suffering from a "critical" wound
-4 Suffering from a "fatal" wound
Modifiers
Miscellaneous
Weapon Length group First round All subsequent
-2 Applied to "surprised" characters in the round fol-
rounds
Iowing the "surprise round" ; cf . Secs . 2.821 and 2 .825
Pike 1 Always first See below' -1 Manoeuvring (i .e. moving) during the same round that
Long spear 2 +4 -4 one strikes or shoots; cf . Sec . 2 .823 (list 2, 5)
Short thrusting 3 +3 -3 -1 Attacked while loading a crossbow or other missile
spear weapon that requires more than one round to reload ;
Polearm, hat- 4 +3 -2 cf . Sec. 2 .710
berd, etc. -1 Changing weapons, taking an object out of a pouch
Quarterstaff, 5 +2 -2 or bag, or performing any action other than striking or
javelin shooting during the round that costs 2 or more Action
Two-handed 6 +2 +1 points; cf . Sec. 2 .710
weapon -2 Attacked while preparing a spell to be cast during a
Long one 7 +1 0 later round ; cf. the Sections dealing with magic, below
handed weapon -3 Applied to characters who have turned at bay to fight
Short one-hand- 8 -1 +1 after having been caught by pursuers ; cf . Sec . 2.823
ed weapon list 2, t7). This is used only during the first round of
Knife, dagger, 9 -2 +2 such "post-rout" combat
"The Springing
Doom" Y.710. ADVENTURE ACTION TIMINGS:
All others 10 -3 +3
"T" = a one minute turn ; "R" = a 6 second combat round . The
'Pikes strike first in the first round of hand-to-hand combat, and following list glue the number of turns or rolJnds needed to per-
opponents get no return blow unless similarly armed with pikes. form various actions.
to subsequent rounds a pikeman subtracts - 4 . If helshe wins
Adventure action tlminye
this roll, the foe is held at pike-length, and the pikeman may
continue to strike and do damage, while the opponent gets no Time needed Actions
chance to strike a return blow. If a pikeman loses a ties this roll, Put on a complete suit of heavy armour (Sec .
10T
however, helshe must drop hislher pike and pay 3 Action points 2.320) unaided
(Sec . 2.710) to change to a secondary weapon . Put txt a cult of heavy armour with the help of a
5T
comrade
Othsr modlfMra to the "Inltlatlve roll"
Put on a suit of medium armour (Sec. 2 .320)
Circumstantial mod)flera to the Inltlatlve roll by oneself
Strip off a suit of heavy armour (and the gar-
Modifier Circumstance
ments beneath It) by oneself
Dexterity factor modifiers ; cf . Sec . 2 .213 3T Put on a suit of Ifght armour (Sec . 2 .320) or
-4 -15 chainmall by oneself
-3 -t0 Strip oft a suit of medium armour by oneself
-1 -5 Raise a drawbridge or portcullis with a winch
+1 +5 2T Put on or strip off a pair of greaves or vambraces
+2 +10 Strip off a suit of light am~wur a chainmail oneself
+3 +15 Put on or take off a breastplate and backplate
+4 +20 and up Open a large gate or a pair of heavy double doors
Shields and cover; cf . Secs . 1 .960 and 2.828 Hammer a spike into soft stone or hard clay
-1 Carrying a medium shield Cross a breast-high obstacle in heavy armour
-2 Carrying a large shield 1T Put on or take off a suit of leather armour or
-3 Helping to carry a pavise priestly vestments . Ceremonial vestments
take as much time as a suit of heavy armour, (without having to make a "Dexterity roll" at the
however, or even longer In some cases! "Harder test" level to see if one has fallen and
Put on or take oft an arming cap and a heavy hurt oneself ; cf . Sec. 2 .723)
visored helmet Strike a blow with a hand weapon
Open a heavy door or bar it shut Cast a ritual or psychic spell . The former cannot be
Hammer a spike or stake Into rubble, earth, or a cast white moving at all, but the latter can be em-
crevice in stone ployed if the caster manoeuvres (see below) no
Cross a breast-high obstacle in medium armour more than 3 m during the round. Some spells al-
Obtain an object from a backpack : i .e . pull the so take more than one round to prepare; cf . the
pack around, search inside, and extract the Sections on magic . Psychic spells-Dut not ritual
object ready for use in the following tumlround enchantments-can be cast when the magic-
Dig .03 cubic metres of earth or rubble user is in hand-to-hand combat
Search a 3-metre-square area of wall or floor for Fire and reload a bow or a sling . This may be done
a secret door or trap ; search a chest, etc . white moving but not in hand-to-hand combat
for traps Reload a light crossbow or staff-sling . Another Ac-
Search .25 cubic metres of earth or rubble for tion Point must be spent to fire this weapon (i .e. a
artifacts total of 4) . One may fire while moving but not reload
Search a body for possessions it (except for the Shin, who can reload their pistol
Ught a fire with flint and steel crosstmows while moving), and one may neither fire
Consult a map or compass nor reload once one is engaged in hand-to-hand
Take a bow or crossbow from one's back, string combat. Note that it always requires a minimum of
it, and load It ready for firing during the fol- one Action Point to tire a missile weapon that is
lowing tum or round loaded and ready in the hands
5R Climb 3 m of stairs or steep slope in heavy armour Throw a spear, javelin, dart, bolas, dagger, knife,
Cross a breast-high obstacle in light armour . rock, or other hand-held object . This may be done
Put on or take off a suit of clothes (kilt, tunic, etc.) while moving but not in hand-to-hand combat
Light a torch or lantern from a fire already lit Change from a weapon in one's hand to one scab-
Reload a heavy crossbow for firing in the fol- barded at the belt . This may be done while mov-
lowing turn or round ing and also in melee ; the first weapon must be
3R Climb 3 m of stairs or steep sbpe in medium armour dropped unless double "Action points" are paid
Descend 3 m of stairs or steep slope in heavy Fire an "Eye" or other hand-held ancient techno-
armour (without having to make a "Dexterity logical device . "Eyes" and certain other small
roll" at the "Harder test" level to see if one mechanisms may be fired both while moving and
has fallen and hurt oneself ; cf. Sec . 2 .723) also in hand-to-hand combat
Reload a medium crossbow for firing in the fol- Change from a weapon held in one hand to one al-
lowing turn or round ready carried in the other for use during the fol-
2R Climb 3 m of stairs or steep slope in Tight armour lowing round . This may be done while moving
Descend 3 m of stairs or medium slope in medium and also during hand-to-hand combat . The first
armour (cf. under "3 R" for "heavy armour,°above) weapon must be dropped, however, unless double
Climb 6 m of rope in medium, light, or no armour. "Action points" are paid
This is difficult for a person In heavy armour Strike with both weapons when fighting in Florentine
and requires a "Dexterity roll" at the "Difficult style ; cf. Sec .s 1 .960 and 2.2317
test" level to accomplish at all ; cf. Sec. 2723 Take a weapon or other object from a comrade and
Throw a rope so as to catch upon some projec- ready it for use in the following round. This can
tion {again requiring a "Dexterity roll" at the be done while moving, but a "Dexterity roll" at
"Difficult test" level) the "Difficult test" level (Sec . 2 .723) is needed .
Erectaladder This cannot be done In melee
Read a spell from a book or scroll . This takes Take an object from a belt-pouch or hand-held sack
effect during the third round, but an "Initiative and ready it for use in the following round. This
roll" (Sec. 2.82 is required if the spell is being may be done while moving but requires a "Dex-
cast at a target who does not desire it terity roll" at the "Easy test" level . If done in
Change from a weapon in one's hand to one slung hand-to-hand combat, the roll is made at the "Very
over the back on a strap, etc . if a character Is difficult test" level ; cf . Sec . 2 .723
in melee, helshe can only dodge, defend with Pick up an object from the ground (etc.) within 1 m
a shield, or retrsat from melee during the rounds of the person . Twice the Action points are needed
needed to obtain the new weapon ; ct . Sec. 2 .823 for an article 2 m away and triple for an item 3 m
distant . More than one round is required for ob-
jects still farther off . Again, a "Dexterity roll" at
Action points
the "Easy test" level (Sec . 2 .723) is required-or
Character's Dexterity Modifier Action points available at an even greater level of difficulty if the object
-15 through -10 is very small, or if it lies amidst several articles,
3
- 5 through 0 4 rubble, etc .
+ 5 through + 10 5 Stand up from a prone position
+ 15 through + 20 6 Open an unlocked door or secret door
+ 30-u p 7 Descend 3 m of stairs or steep slope in no armour
and carrying no more than 75 percent of one's
Adr~ntur~ actions and points cost encumbrance limit (Sec . 2.310)-without having
to make a "Dexterity roll" at the "Harder test"
Action points level to see if one has fallen and hurt oneself
cost Actions Strike a blow with a dagger, knife, "The Springing
3 Climb 3 m of stairs or steep slope in no armour Doom," a rock, the fists, the unarmed martial
Descend 3 m of stairs or steep slope In no armour arts, wrestling, or other hand-held object (Sees.
2 .2313, 2 .2317, and 2 .840) . One may also attempt
a blow with a short one-handed weapon at this "Maylcal Resistance factor" equlralences
cost, but this is not automatic; a D10 is rolled : Intelligence, Psychic Ability Equivalent SorcererlShaman skill
1-7=the blow costs 3 Action points ; 8-10=the and Psychic Reservoir totals levels granted to the "Magical
blow costs only 2 points Resistance facto+
Manoeuvre {i .e . move) up to 3 m forward within 45 00-below -5
degrees of the character-figure's base front ; cf . 01-50 -3
Sec . 2 .823 (list 2, 5) . One who Is not engaged in _1
51-100
hand-to-hand combat may move as given in Sec . 101-150 0
2 .641, but if one Is striking or being struck at
151-200 +1
during the round, "manoetrvring" is the maximum
201-250 +2
allowed . "Manoeuvring" Is also permitted to mis-
251-300 +3
sile-fivers who emerge from behind cover to shoot +4
301-350
and then conceal themselves again
351-up +5
Unfasten and drop a shield from one's arm . This
The "Magical Resistance factor" Is increased by 1 level for each skill level In
may be done while moving or even during hand- the skills of Sorcerer andlor Shaman . One level is also given for each 5 levels
to-hand combat in the skill of Priest .
Change from a weapon held in one hand to an "Eye" Medium or heavy armour of "enchanted" steel OR a large shield of this metal
already held In the other . The "Eye" may be aimed (OR armour andlor a shield of enchanted copper, worn by devotees of Sarku and
and fired in the same combat round, if one still related deities) Increases the "Magical Resistance factor" by +1 . Still heavier
coverage or both armour and a shield of enchanted metal does not Increase this
has sufficient Action Points . The other weapon factor further.
need not be dropped
Dive for cover within 2 m of the person . This may 2.9Y1. SPELL PURCHASING :
be done while moving, requiring a "Dexterity roll" Each skill level of Sorcerer or Shaman contains 25 "spell purchase points." There
at the "Harder test" level (Sec. 2 .723), and also are 3 "phyla" of spells ("Universal," "Generic," and "Temple" ; cf . 2 .915) . The
costs of various levels of spells of these 3 phyla are as follows:
during hand-to-hand combat (using the same roll).
In the latter case, an opponent may strike a free Spell costs
blow-but at a deduction for hitting; cf. Sec . 2.823
(list 2, 13). Reaching cover farther away. takes Spell phyla 8 costs i n "spell pu rch a s e poi nt s"
more than one round, at the referee's discretion Spell level Universal Generic Temple
Jump horizontally or upwards 1 2 4 6
Change posture upwards : e.g . from lying to sitting, 2 4 6 8
sitting to kneeling, or kneeling to standing erect 3 6 8 10
Draw a weapon from a belt scabbard when one's
4 8 10 12
weapon-hand is unencumbered . Note that 3 Ac-
5 10 12 14
tion Points are needed to do this when one is
6 13 15 17
grappling or in hand-to-hand combat, however.
7 16 18 20
Turn around (i .e. 180 degrees) 23
8 19 21
Strike a blow with a secondary appendage : e .g . a 24 26
9 22
ShAn's tail, a beast's claw (its mouth being its 27 30
10 25
primary weapon), etc .
Spells cannot be learned in any order one wishes. If a spell has lower levels,
Jump downwards . A "Dexterity roll" is required at these must be acquired before buying any higher level of the same spelt. If no
whatever difficulty level the referee decrees, de- lower level exists (e.g . a spell that starts at the U4 level), one may obtain this,
if it is appropriate for one's level of skill . Levels of skill and the spells of the
pending upon the height andlor distance 3 phyla that can be bought are as follows :
Change posture downwards : Le . from standing to
kneeling, kneeling to sitting, etc .-or just dropping
prone Skill levels and purchasable spells
Drop a weapon or other object from the hand . This Phyl a and levels of available spells
Character's
may be done while moving w during hand-to-hand
skilllevet Universal Generic Temple
combat
Roll over, if prone 1 1-2 - -
Turn 45 degrees to the right or left . A psychic spell 2 - 1-3 1 -
or a missile may then be fired, providing one has 3 1-4 1-2 1
enough Action points left to do this. A ritual spell 4-5 1-5 1-3 1-2
cannot be employed while moving or fuming a1 all 6-7 1-7 1-4 1-3
Look 90 degrees to the right or left 8-9 1-9 1-5 1-4
10-11 1-10 1-7 1-5
12-13 1-10 1-9 1-7
2 .911. PERSONAL QUALIFICATIONS : 14-15 1-10 1-10 1-9
16-up 1-10 1-10 1-10
To be a sorcerer or shaman one must have the following qualifications ;
cf . Sec . 2 .239 :

Ritual Psychic Both


Talent magic only magic only branches
Y.92Y. SPELL LEARNING TIMES:
Intelli- 65 55 75
gence
After a character Is In the game and has bought the spells given at that time,
Psychic 50 70 80 he/she must loam newly purchased spells. A "base Ieamlng time" Is given below,
ability and a random number of days Is added : a D10 divided by 2 for Universal spells,
a D10 for Generic spells, and a D20 for Temple spells . A high Intelligence factor
Psychlc 60 60 60
(Sec . 2.215) modifies this roll : below 80 = 0 ; 81-95 = -1 ; 96-99 = -2; and 100 = -3.
reservoir
The total of these 3 talents gives a basic "Magical Resistance factor" ; A maximum of 3 spells may be studied at any one time. These are studied con-
cf . Sec. 2.725 (1) . currently, but learning times must be rolled separately for each . See Secs. 2.913
and 2 .922 for spells acquired from a tutor's spell-learning book.
Spell teaming times 2.931 . PSYCHIC POWER POINTS :
The casting of spells requires psychic power . The amount one has is equal
Phyla and number of days needed to to one's "Magical Resistance factor" (unmodified Dy skill levels or priest"
learn a spell ly expertise) ; cf . p. 3 above .
One can cast the same spell or different spells over and over as long as
Spell level Universal Generic Temple one has points to do so . Thereafter spells do not function until one
regenerates one's psychic power points.
1-3 1 3 6
4-6 3 6 12
7-9 6 12 18 2.933 . LIMITATIONS UPON SPELL-CASTING:
10 12 18 24
1. Certain areas of Tekumel are magically fertile; spell casting costs are
2.923 . FINANCIAL COSTS OF SPELL LEARNING : halved . Others are semi-barren, and costs are doubled . In completely
The following sums (usually bargained for with one's tutor) barren regions spells cannot be cast at all, and even ancient devices
operate only once there.
are paid to learn new spells :
2. No spell can be cast within 1.5 m of an anti-psychic Individual;
Financial costs of spell learning cf . Sec . 2.218.
3. Ritual spells cannot be cast while In combat, while physically active,
Phyla and spell learning costs in K2itars while Immobilised, while stunned, or while suffering tram a wound that
renders a IImD Inoperative; ct. Secs . 2.823 (list 2, 4) and Sec . 2.852 (2).
Spell levels Universal Generic Temple A ritual sorceror also should not wear more than 75 percent of hlsfher
encumbrance Ilmit; cf .Sec . 2310 .
1-2 20 50 100
4. Psychic spells can be cast in combat, etc. and the only way to stop
3-4 40 100 200 such a spell being cast is to stun or slay the caster. Darkness or blin-
5-6 100 300 500 ding will render an aimed psychic spell dltticult to hit.
7-8 250 700 1,500 5. Wearing too much of any sort of metal makes spell failure likely. Even
9 600 1 .500 4,000 Chlenhide armour may encumber a ritual spell caster too much. More
than 60 g require a D10 roll . Eyes, etc . are non-metallic .
10 1,300 2,500 9,000

Y .93Y. SPELL CASTING COSTS:


Psychic spells cost more to cast than ritual spells . Eyes and
other devices cost nothing .

Spell casting costs

Phylum and Caster's skill level and cost in "psychic power points" to cast
level of 1- 3 4-6 7-9 1012 13-15 16-up
the spell' P R P R P R P R P R P R

U1 30 25 20 15 10 5 5 3 3 2 2 1
U2 40 35 30 25 20 15 10 5 5 3 3 2
U3 50 45 40 35 30 25 20 15 10 5 5 3
U4 60 55 50 45 40 35 30 25 20 15 10 5
U5 70 65 60 55 50 45 40 35 30 25 20 15
U6 90 80 70 65 60 55 50 45 40 35 30 25
U7 110 100 90 80 70 65 60 55 50 45 40 35
U8 130 120 110 100 90 80 70 65 60 55 50 45
U9 150 140 130 120 110 100 90 80 70 65 60 55
U10 170 160 150 140 130 120 110 100 90 80 70 65

G1 40 35 30 25 20 15 10 5 5 3 3 2
G2 50 45 40 35 30 25 20 15 10 5 . 5 3
G3 60 55 50 45 40 35 30 25 20 15 10 5
G4 70 65 60 55 50 45 40 35 30 25 20 15
G5 80 75 70 65 60 55 50 45 40 35 30 25
G6 100 90 80 75 70 65 60 55 50 45 40 ~35
G7 120 110 100 90 80 75 70 65 60 55 50 45
G8 140 130 120 110 100 90 80 75 70 65 60 55
G9 160 150 140 130 120 110 100 90 80 75 70 65
G10 180 170 t60 150 140 130 120 110 100 90 80 75

T1 60 55 50 45 40 35 30 25 20 15 10 5
T2 70 65 60 55 50 45 40 35 30 25 20 15
T3 80 75 70 65 60 55 50 45 40 35 30 25
T4 90 85 BO 75 70 65 60 55 50 45 40 35
T5 100 95 90 85 80 75 70 65 60 55 50 45
T6 120 110 100 95 90 85 80 75 70 65 60 55
T7 140 130 120 110 100 95 90 85 80 75 70 65
T8 160 t50 140 130 120 110 100 95 90 85 80 75
T9 180 170 160 150 140 130 120 110 100 95 90 85
T10 200 180 180 170 160 150 140 130 120 110 100 95

Lower level characters cannot acquire advanced spells under the provisions of Sec . 2 .921 (4, c). The table has been fully progressed,
however, to allow for "referee specials" : very high-level spells given as a "gift" to a character by some non-player character "master-
magician ." The table may also be developed beyond skill levels 16-18 to permit the introduction of "Great Magic" into the game ;
cf . Sec . 2 .921 (4, d).
6
S pell failure from carrying motet + 10, + 50, and + 30 bonuses given to this species . Such
a character will be very rare .
Die score Result
1-3 The spell does not function . "Psychic power points" 2-941 . DEFINITIONS AND ABBREVIATIONS :
are expended as usual, but there is no effect The Following schematic is used for all spell descriptions. The number
4-8 The caster himseiflherself is slain unless helshe of the spell is given first, then its name, and then its Psychic ("P") or Ritual
("R") status . The data shown below then are supplies. When a new spell
makes a successful "Magical Resistance factor is bought, Its details should be noted upon the Character Record Sheet .
roll" ; cf . Sec . 2 .725 (1) . For the purposes of this
U I-10 co
roll, only the caster's skill levels are counted (i .e . GI-10 ag ai ci I XT
Sec . 2 .725 (t, e and g) are ignored), and this skill TI-10 nag ar Xmc - - tr - Xmr D : XT sp - mr PT :xCR M
level is cross-referenced with the same skill level A B C D E F G H I J K
in the table: e .g . a sorcerer with 7 skill levels rolls
against the "7-9" target column and thus has a A . Phylum ("Universal,"-"generic," or "Temple") and spell leveh,
cf . Sec. 2.921
01-30 chance of avoiding being killed . If the rolls B . "Aggressive" or "non-aggressive", cf . (2) above in this Section .
succeeds, the caster suffers no damage, but the C . "Aimed" Or "areai", ct . (3), above . '
spell still does not operate, and "psychic power D. "Circle of effect" (.,c'") stated in metres ("m"); cf . (4), above.
points" are used up. E. "Caster only" ("co") ; "Caster included" ("ci"); or "Touch range" ("tr");
9-10 As just above, except that in addition to the caster, cf . (5), above.
F . "Range" ("r") stated in metres ("m'~ ; cf. (5), above .
all others within a 3 m circle of the mage are slain
G . "Duration" ("D"); either "Instantaneous" ("I") or stated in a number
unless they make successful "Magical Resistance of one-minute turns ("T'~; cf . (6), above.
factor rolls" ; cf . Sec . 2.725 (1). The caster's skirt H. Permissibility of casting a second spelt while maintaining the one
level is cross-referenced with each target's "Ma- described, indicated by "sp" ("Spell permitted"), cf. (7), above.
I . Permissibility of making a "Magical Resistance factor roil" against
gical Resistance factor," just as though the spell the spell's effects ; cf. (8), above, and Sec. 2 .725 (1) .
had been aimed at himlher . If these rolls are suc- J. "Preparation time" ("PT") stated in a number of combat rounds
cessful, the caster andlor the other targets suf- ("CR") or one-minute turns ("T") for those spells that require more
than one round to make ready and cast ; cf . (9), above.
fer no damage .
K . Visible or audible manifestation ("M") of the spell, if any;
Y.934. SPELL FAILURE : cf. (11), above .
Aside from too much metal, spells may also fail because of lack of ex-
perience. A -5 Is applied for spells learned from a "spell-book' and not yet An aimed spell functions like a missile weapon . The caster specifies a target
pertected; ct. Secs . 2913 and 2.922 (4-8) . and uses hislher SorcererlShaman skill level as the "Combat Value" in the
missile-hitting table given in Sec. 2 .827 . Negative Combat Value modifiers are
The following table is for Universal spells. A -51s applied to the D100 score ignored, and only the "Short Range" column is employed. The modifiers given
for Generic spells, and a -10 is used for a Temple spell. for missile fivers in Sec . 2 .827 are used, however . Modifiers employed are :
A failed non-aggressive spell does not operate and harms no one . A fail-
ed aggressive spell has one of 3 results : A: the spell works and the caster Modifiers for missile fire
is the centre of Its damage circle ; B: the spell works and the caster -alone
is its target (others are not harmed); C: the spell does not work at all . A Modifier Circumstance
failed spell costs psychic power points as usual . The D10 roll is:
Various Encumbrances ; Sec . 2 .811
Spoil failure
Various Fatigue ; Sec . 2.812
Dice score ranges and results -3 Shooting at an opponent who is advancing in a "dodging
Characters skill level A B C rush" ; Sec . 2.823 (list 1, 4)
-3 Shooting at a foe who is "defending'; Sec . 2823 (list 2, 11)
1-3 Ot-05 06-10 11-20 -5 Shooting at a foe who is diving for cover during the
4-6 Ot-03 04-07 08-t5 round ; Sec . 2 .823 (list 2, 12)
7-9 Ot 02-03 04-t0 -3 Shooting at a foe who is prone ; Sec . 2 .823 (list 2, 14)
10-12' - Ot 02-05 -2 Shooting at a foe who is crouching, sitting, or kneeling;
13-15' - - 01-03 Sec . 2 .823 (list 2, 15)
'In the interests of rapid gaming, this roll may be treated -6 Shooting while blind, against invisible foes, or in pitch
as optional for characters of level 10 and up. Chances of darkness ; Sec . 2 .823 (list 2, 21). Different modifiers are
failure are quite small, and the roll does take up time . given in the same paragraph for various nonhuman species
"Characters with 16 or more skill levels cannot bungle a -2 Shooting from a rank containing more characters than
spell in this fashion unless they wish to do so deliberately . space allows ; Secs . 2 .651 and 2 .823 (list 2, 25 and 26)
-3 Shooting during the round after one has been "totally
Y .935. REGENERATION OF PSYCHIC POWER surprised" (e .g . asleep) ; Sec . 2.825
POINTS: -1 Suffering' from a "Minor wound" (a Toss of 10-25% of
One roll is allowed per day, made upon arising from sleep or a prolonged rest .
It sorcery Is employed on consecutive days a running total may have to be kept . one's Body Damage Points) ; Sec. 2 .8211
-3 Suffering from a "Serious wound" (a loss of 26-50%
Regenera t i o n of "psychic power points" of one's Body Damage Points); Sec . 2 .8211
-5 Suffering from a "Grave wound" (a loss of 51-75% of
Characters or- Dice score ranges and numbers of "psychic
one's Body Damage Points) ; Sec. 2 .821 t
iginal "psychic power points" regenerated during a day
-7 Suffering from a "Critical wound" (a loss of 76-90%
power points" 01-20 21-50 51-80 81-90 91-100 of one's Body Damage Points) ; Sec . 2.821 1'
175-200' 20 40 60 80 100 - 10 Suffering from a "Fatal wound" (a loss of 91-99% of
201-250 30 50 80 100 150 one's Body Damage Points)-at 100% loss the char-
251-275 4p 60 100 150 200 acter is dead ; Sec . 2.8211'
276-300 50 70 150 200 250 -1 Shaken morale ; Sec . 2 .8212
301-up" 60 80 200 250 All -3 Demoralised ;Sec .2 .8212

'The minimum number of "psychic power points" a char- 'When wounded to this extent a character may not reload andl
acter must have to use magic is 175; cf . Sec . 2 .239 . Thi s or fire any type of bow or sling . Helshe retains sufficient strength
roll is irrelevant to non-magic-users . to fire a loaded crcssbow or artillery piece but not to reload it
"The highest possible stock of "psychic power points" -or to alter the aim of the latter . Thrown missile weapons also
is 39C . This can be attained only by a MihAlli (Sec . 2 .223) cannot be used by a character suffering from a "Critical" or
who scores 100 on ail three relevant factors and adds the "Fatal" wound .
Special modifiers for mlaalle fire fire is limited to the various types of bows, crossbows,
and slings, but not other weapons. See below for artillery.
Modifier Circumstance All "touch range" spells are "aimed ."
+3 The target Is much larger than a human: e.g . a very The "Short Range" table for missile and aimed spell hitting is as follows; a D100
large animal is rolled .
+2 The target is somewhat larger than a human: e.g . an Caster's Short Caster's Short
Combat Value range Combat Value range
Ahoggyb, Sh2n, or Black Ssfi
-2 The target Is somewhat smaller than a human: e.g . a -9 down 01-05 10-12 01-60
Tlnaliya or one of the Pygmy Folk
-6 to ~ 01-10 13-t5 oleo
-5 to -3 01-15 16-t8 01-80
-3 The target is much smaller than a human: e.g . a small -2 to 0 01-20 19-21 01-85
animal 1-3 Ot-30 22-24 01-90
4-6 01-40 25-27 01-95
-5 The target is very small: e.g. a little snake, a large insect 7-9 01-50 28-30(up) 01-98
-3 It is raining or foggy; Sec. 2.612 . Dense tog produces
The table can be progressed further If needed . There must always be at least
the same -6 modifier as does darkness (above) a 1% chance to hit and a 1% chance to miss, however.
_2 The target is moving at a rate faster than "Fast Walk"; Almlng at a specific area of a target Is simulated by making the shot more dlf-
Sec. 2.641 flcult. A spell caster may employ a higher Ilne in the table, making the shot
-3 The target is flying (e .g . a H19ka, a foeman under the harder. e.g . a mage with 10 skill levels may use the 7-9, 4-6, or even the 1-3 Ifnes
(no higher than this, however) . If the shot (Le. spell) hits, It strikes a specific
influence of a flying spell, various aerial creatures, area of the target, smaller and smaller areas being specified by more and more
etc.). This does not apply to a target hovering in the difficult shots. An eyehold In a helmet might thus be a difficult shot, requiring
the caster to shoot 3 table Ilnes up from hlslher normal line .
same location in the air. This modifier is not cumula-
A missed shot may hit a secondary target behind the primary one. A straight-
tively added to the previous one; only the appropriate edge Is used, and If the target In front is missed, a secondary target behind takes
one of these two modifiers is utilised the effect of the spell on a D10 score of 13; 410 s the shot misses. As for missile
-2 The finer is moving at a rate faster than "Walk" ; Sec. 2.641 shots, a separate roll is made foreach such rear target until the spelt either hits
or goes past all of them . Only those In direct Ilne of fire can be struck, or course.
-3 The finer is flying (e .g . under the influence of a spell,
Areal spells need no roll to hit but take effect In a stated circle of effect at a
in an aircar, etc.) . This does not apply to the H19ka or stated range. The caster hlmselflherself may be the centre of this circle of ef-
to any other winged species, nor is it applicable to one fect,while other spells can only strike other targets . This Is so stated In the spell
description.
who is only hovering in one place in the air. Again,
either this modifier or the previous one is employed, The circle of effect extends out in all directions around its centre. An aimed spell
affects the target and others wlthln this radius. An areal spell affects all ~~Ithin
whichever is relevant-but not both its area as well but need not be aimed at a specific target . It does not pass on
The finer himseltlherself is being fired upon try missiles to hit secondary targets . If the first targets wlthln the area of effect make their
"Magical Resistance factor" dice throws safely, the areal spell ends there.
during the round In which helshe shoots
The area affected by a spell Is stated In terms of a circle of effect: e.g. "3mc"
-3 The finer is the target of hostile magic during the round a circle 3 m In diametre with the primary target at its centre. This requires
in which helshe shoots . This and the preceding modi- either measurement or plastic templates. Some may prefer a quick, easy cor-
fler are cumulative respondence, with the exact number of targets struck being determined by a
random D10 roll . These targets must be within the approximate limits of the
The target is involved with one or more of the fires s original circle, of course . This correspondence is as follows :
comrades in hand-to-hand melee. If the shot misses,
Circle of effect Number of potential targets within the
a D10 is rolled : 1-5=another character within 2 m (i .e .
circle of effect who may be hit'
a 4 m circle) of the original target is struck (diced for
randomly); 6-10 = the shot misses entirely (but see be- 1mc The primary target only : one being
low) . This does not apply to shooting into an unengaged 2mc The primary target + 1 other being
flank or the rear ranks of an enemy party, provided that 3mc The primary target + 1-5 (randomly rolled)
the finer has a clear shot or is on ground high enough secondary targets
above his companions to shoot over their heads 6mc The primary target + 1-10 secondary
-7 The finer is using "indirect fire," shooting in a high arc targets (roll D10)
over hlslher friends (or an Intervening enemy unit) in 9mc The primary target + 1-20 secondary
targets ( rotI 1 D 20)
order to hit unseen foe beyond . The finer must have
'Certain spelt descriptions give a specific number of
some means of knowing approximately where the
possible targets; this table is then not used .
enemy is, of course. It a hit is scored, any character
Y.925 . THE PSYCHIC ROLLS:
within 3 m (i.e . a 6 m circle) of the originally designated The "Magical Resistance factor" roll is made for targets hit by many spells . The
target may be hit (diced for randomly): e.g . an archer permlsslbility of this roll Is indicated in each spell description by the "mr"
indicates enemy soldier A anal scores a hit. B and C abbreviation .
The following table is for Universal spells. If hit by a Generic spell, the target
are within range on either side of A. The archer rolls uses the next table down, and it struck by a Temple spell the next line below
randomly to see whether A, B, or C is struck. Indirect that is employed .

The "Magical Resistance factor roll


Casters Target's "Maglcat Resistance factor" and
Sorcererl successful dice score ranges"
Shaman
-5 _3 _1 0 1-3 48 7-9 10-12 1315 16-18 19-21 22-2d 25-27 2&30 31-33
skill level'
01-10 01-15 01-20 01-25 01-30 01-35 01-40 Ot-50 01-60 Ot-70 01-80 01-90 01-95 01-98 Ot-99
1-3
01-09 01-td 01-19 01-24 01-25 Ot-30 01-35 01-45 Ot-55 01-65 Ot-75 01-85 01-90 Ot-95 01-98
4-6
01-08 01-13 01-18 01-23 01-2d Ot-25 01-30 01-40 01-SO 01-60 01-70 01-80 01-85 01-90 01-95
7-9
1a-12 01-07 Ot-12 Ot-17 01-22 01-23 01-2d 01-25 01-35 01-45 01-55 01-65 01-75 01-80 01-85 01-90
1315 01-06 01 " 11 01 " 16 01-21 01-22 01-23 01-24 01-30 01-40 01-50 o1-so oleo olas 01-60 01-65
01-05 01-10 01-15 01-20 01-21 01-22 01-23 01-29 01-35 01-45 01-55 01-85 01-70 Ot-75 01-80
1(1-18
01-04 01-09 Ot-14 01-19 01-20 01-21 Ot-22 01-28 01-34 01-40 01-50 01-b0 01-fi5 01-70 01-75
19-21
01-03 01-08 01-13 01-18 01-19 01-20 Ot-21 01-27 01-33 Ot-39 Ot-d5 01-55 01-60 01-65 01-70
22-21
01-02 01-07 01-12 Ot-17 Ot-18 01-19 01-20 01-26 Ot-32 Ot-38 01-44 01-50 01-55 01-00 01-65
25-27
01-01 01-06 01-tt Ot-18 Ot-17 01-1B 01-19 01-25 Ot-31 01-37 01-43 01-49 Ot-50 01-55 01-60
2830 (up)

°The skill levels of a person who Is both a shaman and a sorcerer spell at level 4. His Innate abilities and status as a priest are
are added together when calculating hlslher "Magical Resistance not taken into account here either .
factor" (cf . the example of RGtar Chr9 in (g), above) . They are "The table may be progressed further at the same rates for
NOT added together when such a character casts spells, how- higher level characters .
ever . RGtar casts a shamanlstlc spell at level 3 and a sorcerous
8
Most spells are prepared and cast within the same combat round; others require chanted steel or copper, this gives a +1 level protection on the preceding table
time to prepare . This is indicated by "PT" in the descriptions . (e .g . the 4$ line instead of the 7-9 Ilne for one who has 7 skill levels).
Spell casting points are expended as soon as the mage starts to ready a spell. Heavier cover allows a "shield/cover roll" against an aimed aggressive spell (but
A prepared spell can be kept cocked and ready for as long as 5 turns. This counts not an areal aggressive spell ; cf . Sec. 2.828 (list 1,7) . No "shield/cover roll" is
as one of the two spells that a mage can maintain at any one time . permitted to the victim of a bungled spelt cast by one of hlslher own party.
Two rounds are needed to read a spell from a book or scroll . It takes effect in Many spells do damage according to the tables In Sec. 2.829; others harp targets
the caster's Initiative "turn" in the 3rd round. in ways specifically stated in their descriptions . Damage tables are repeated
Armour andlor a shield give no defence against spells . The only exceptions are here for ease of play .
armour of medium or heavy coverage andlor a shield of large size made of en- The "critical hit" table is given opposite:

Weapon Damage

Table A Table B Table C 7able D Table E Table F


Die score Damage Die score Damage Die score Damage Die score Damage Die score Damage Die score Damage

1-4 1 1-3 1 1-2 2 1-2 4 1-2 5 1-2 7


5-10 2 4-6 2 3-4 3 3-4 5 3-4 6 3-4 8
11-16 4 7-9 3 5-6 4 5-6 6 5-6 7 5-6 9
17-19 5 10-13 5 7-9 6 7-9 8 7-9 9 7-9 11
20 Critical hit 14-17 6 10-12 7 10-12 s 1o-12 10 1o-1z 12
18-19 7 13-15 8 13-15 10 13-15 11 13-15 13
20 Critical hit 16-17 9 16-17 11 16-17 12 16-17 14
18-19 10 18-19 12 18-t9 13 t8-19 t5
20 Critical hit 20 Critical hit 20 Critical hit 20 GitiCal hit

Table G Table H Table I Table J Table K -Table l_

Die score Damage Die score Damage Die score Damage Die score Damage Die score Damage Die score Damage

1 10 1 15 1 20 1 25 1 30 1 35
2-3 11 2-3 18 2-3 25 2-3 30 2-3 35 2-3 40
4-5 12 4-5 21 4-5 30 4-5 35 4-5 40 4-5 45
6-7 14 6-7 24 6-7 35 6-7 40 6-7 45 6-7 50
8-10 15 8-10 28 8-10 40 8-9 45 8-9 50 8-9 60
11-13 16 11-13 32 11-13 45 10-11 50 10-11 60 10-11 70
14-16 17 14-16 36 14-15 50 12-13 55 12-13 70 12-13 85
17-18 18 17-18 40 16-17 55 14-15 60 14-15 85 14-t5 100
19-20 Critical hii 19-20 Critical hit 18-20 Critical hit 16-17 65 16-20 Critical hit 16-20 Critical hit
18-20 Critical hit
Critical hit table "Touch range" aggressive spells require a "competitive Dexterity roll" (Sets.
2.723 and 2-7211 (t) in order to hit; cf. also Sec. 2.823 (list 2, 19).
Die score Effect'
Some of the more useful "Adventure Action" dice rolls are Included below for
1-3 The damage done for a score of 10 on the table used ease of play . Cf . the relevant Sections for details .
is multiplied by 2 : e.g . a fighter wielding a long one-
handed weapon employs table C; if helshe scores a Y.?Yl . THE HEIGHT-BUILD-STRENGTH ROLL :
20 on table C, a die roll of 1, 2, or 3 here causes a loss Action difficulty-level and successful dice score ranges
of 7 x 2= 14 points to the opponent
4-7 The damage done for a score of 15 on the table used Height-Build- Easy Harder Difficult Very dlffi- Real
is multiplied by 2: e.g . on table C, this results in 8 x 2 = Strength factor test test test cult test challenge
16 points of damage 01-20 01-50 01-40 01-30 01-20 Ot-10
8-9 The damage done for a score of 15 on the table used 21-75 Ot-55 01-45 01-35 01-25 01-15
is multiplied by 3 : e.g . on table C, this does 8 x 3=24 76-135 01-60 01-50 01-40 01-30 Ot-20
points of damage 136-up' 01-&5 01-55 01-45 01-35 Ot-25
10 The opponent is automatically slain

Y.9lY . UNIVERSAL SPELLS: HEALING: 'Nonhumans with very powerful physiques (Sec. 2 .223) may be
given still better chances of performing actions requiring great
Healing done by a physician Is detailed In the melee combat play-sheets, as
are degrees of wounding, etc. ; cf. pp . 10-11. The sorcerous Healing spells (nos . strength, but a "real challenge" should stilt provide a substantial
10, 48, 148) require a special D10 roll to work, however. The patient's basic chance of failure. An Ahoggy9 trying to smash open a heavy
"Magical Resistance factor" Is compared with the mage's skill level, and a die
bronze door, for example, would still find this a formidable
Is rolled- If this falls, a Healing spell cannot be cast again upon the same target
by the same or a dlNerent mage to heal thesame wounds. Physical healing must task. At the referee's discretion, a further modifier of -10 may
then be used Instead . If It does work, and If all of the Lost Body Damage Points be applied to the creature's dice score.
are not completely restored, further Healing spells can be cast without any need
to roll .
Y.?YY . THE "STAMINA FACTOR ROLLS"
Target's basic
Caster's skill level and successful The "Endurance roll"
D10 score ranges
"Magical Resis Action difficulty and successful dice score ranges
tance factor" 1-3 4-6 7-9 10-12 13-15 16-up
Stamina Easy Harder Difficult Very diffi- Real
03-100 1-3 1-4 1-5 1-6 1-7 1-8 factor test test test cult test challenge
101-175 1-4 1-5 1-6 1-7 1-8 1-9
176-200 1-5 1-6 1-7 1-8 1-9 1-10 5-15 01-50 01-40 01-30 01-20 01-10'
~0-35 01-55 01-45 01-35 01-25 Ot-15
201-250 1-6 1-7 1-8 1-9 1-10 -
1-10 aa5o o1-so 01-50 o1-ao 01-30 01 " 20
251-300 1-7 1-8 1-9 - -
55-up 01-65 01-55 01-45 01-35 01-25
301-up 1-8 1-9 1-10 - - -
'There is always a 1 percent chance of success, no matter
For the details of other spells, see the descriptions . how many minus modifiers are applied .
The "R~cov~rp roll" The "Dlvin~ Int~rv~ntlon roll"
Amount of vvoundfllirtass change ~ dice score ranges Basic Magical
Resistance of dMne interv ention 6 dbe scores
Stamina 2 degrees 1 degree No 1 degree 2 degrees
factor Retribution No effect intervention
factor worse worse change better better
00-below Ot-70 71-99 100
5-10 01-25 2&50 51-75 76-90 91-100 01-50 01-65 66-95 96-100
15-20 01-20 21-40 41-70 71-85 86-100 51-100 01-60 81-91 92-100
25-35 01-15 16-35 36-65 66-80 61-100 101-150 01-55 56-87 93-100
40-50 01-10 11-30 31-60 61-75 76-100 151-200 01-50 51-83 84100
55-up 01-05 06-25 26-55 5670 71-100 201-250 01-45 4679 80-100
251-300 01-40 41-75 76100
301-350 01-35 3671 72" 100
Times needed by antidotes to work 351-up 01-30 31-67 6&100
Stamina Number of days required for an antidote to A DYO u rolled for Retribution :
factor - r estore a poisonldrug victim to full health'
5-20 1-10 R~trlbution
25-40 1-5 Die score Result
45-up 1-0_
'The actual number of days within these ranges is 1 The worshipper and all other devotees of
established by a random die roll . the same deity (including those of hislher
Cohort) in the party (within about a 100 m
radius) are instantly slain . The supplicant
can never be revivified, but his/her com-
Y.7Y3 . THE "DEXT'ERI'TY FACTOR ROLL"
panions can be restored to life through
the usual sorcerous means .
Tha'rDa :t~rit~r factor roll"
2 The worshipper alone is slain and cannot
Dexterity ~~ ~~~ lei 3 successful dice score ranges ever be rev)vified-
facto Easy Harder Difficult Very diffi- Real 3-10 The character loses 75 percent of hislher
modifier test test test cult test challenge original stock of Body Damage Points (Sec .
2 .214) . If this reduces himlher below zero,
-30 01-05 01-04 01-03 Oi-02 Ot helshe dies . Revivification is possible .
-20 01-10 01-07 01-05 01-03 01-02 11-15 The character loses 50 percent of hislher
-15 01-20 01-15 Ot-12 01-09 01-07 original stock of Body Damage Poklts (as above)
-10 ui-30 01-20 Ot-15 01-12 01-09 1618 The character loses 25% of hislher original
-5 01-40 01-30 01-20 01-15 01-12 stock of Body Damage Points (as above)
0 01-50 01-40 01-30 01-20 01-15 19 The character loses 10% of hislher original
+5 01-60 Ot-50 01-40 01-30 01-20 stock of Body Damage Points (as above)
+ 10 01-TO 01-60 01-50 01-40 Ot-30 20 The character is not harmed . The deity was
+ 15 01-80 01-TO 01-60 01-50 01-40 not really very upset after ail .
+20 01-65 01-75 01-65 01-55 01-45
+ 30 01-90 01-80 Ot-70 01-60 01-50 2 .72ti. THE COMELINESS/CHARISMA ROLLS :
+40 01-95 01-85 01-75 01-65 Ot-55
Tha "Corn~lln~ss roll"
Y.7Y4 . THE "INTELLIGEhTCE ROLLS:
Degrees of success and dice score ra ng es
Ttae "Iateltiseact roll» Corneli-
ness Very poor Poor Average Good Excellent
Thra "IMNll~anea roll" 01-05 01-60 61-90 91-98 99 100
0620 01-40 41-70 71-95 9898 99-100
Action difficulty level and successful dice score ranges
21-50 01-20 21-60 61-90 91-95 96100
Intelligence Easy Harder Difficult Very dlffi- Real 51-70 01-15 16-40 41-80 81-90 91-100
facto teat test test cult test challenge 71 " 90 01-10 11-20 21-70 71-85 86100
01-04 01 91-99 01-05 0615 1650 51-70 71-100
01-02 01-05 01-03 Ot-02
01-03 100 01-02 03-10 11-30 31-50 51-100
03-15 Oi-12 01-09 01-07 01-05
1620 01-15 01-12 01-09 01-07 01-05
21-40 Ot-20 01-15 Ot-12 01-09 Ot-07 The "Charisma roll"
41-60 01-40 01-00 01-20 Ot-15 01-12 Degrees of success and dice score ranges
61-80 01-80 01-50 01-40 01-30 01-20
01-70 01-60 Ot-50 01-40 01-30 factor Very poor Poor Average Good Excellent
81-95
9699 01-80 01-70 01-60 01-50 01-40 01-05 01-60 61-90 91-98 99 100
100 01-90 01-80 Ot-70 01-60 01-50 0620 01-40 41-70 71-95 9698 99-100
The "Intelligence-Dexterity roH" uses the 21-80 01-20 21-60 61-85 8695 96100
above table but applies the "Dexterity" 81-90 01-15 16-50 51-75 7685 86100
factor modifier. 91-99 01-10 11-40 41-65 66-80 81-100
100 01-05 0630 31-60 61-75 76100
2.725 (2X THE DIVINE INTERVENTION ROLL :
Any character can make this roll, but It Is not to be used for paining Informa- 2.7Y7. THE "SYII.L SIIOCFS.9 ROLL":
tion, wealth, etc . See the Section. A +1 is added for each level tha suppflcant The following table Is used for an "easy" skill (one that costs 5 polnta per skill,
has in the aklll of Prtest (or to a Shaman who summons hislher "spirit" or animal level to buy In Sec . 2239) . A "Moderately easy" skill (one that costs 10 polnta)
totem). It la harder to pain Intervention from a Deity than from a Cohort; a +10 Is given a-5 on the score ; a "Complex" skill is given a-10; and a "Difficult" akllh
Is added to the D100 score for the latter, but the help they can plus Is less . In- Is given a -15. A modifier of -5 is given for an Intelligence factor of 01-20 ; a +5
tervention is left to the referee. A result of Retribution Is Interpreted as shown for t31-99;~and a +10 for an Intalllpence of 100; cf. Sec . 2.215. A mlnua Daxterlty
below . A long Ilst of further modifiers t0 the Divine Intervention roll is given In modifier in Sec. 2.213 glues a modifier here of -10, If the skill requires agility;
the Section. a plus modifier In Sec. 2.213 adds a +5.
Tha'sklll suecasa roll" Tha "Lanquag~ " ntalliglblllty roll"
Type of test and scores signifying failure ("F"), accom- Hearer's competence and successful
plishment ("A"), or resounding success ("S'7 dice score ranges
Skill Easy Harder Difficult Verydifii- Real Speaker's Elemen- Inter- Ad- Near-
level test test test cult test challenge ability tary mediate vanced native Native
13 F:0130 01-40 0180 0180 01-70 Elemert- 01-20 0130 01-40 01-50 0160
A :31-70 41-80 51-85 61-90 71-95 tary
S:71-100 81-100 86100 91-100 96100 Inter- 0130 01-40 01-50 0180 01-70
4$ F:Ot-ZO 01-40 mediate
0130 01-50 0180
Advanced 01x10 01-50 0180 01-70 01-80
A:21-65 31-75 410 51$5 61-90
Near- 01-50 0180 Ot-70 01-80 Ot-90
S:66100 76100 81-100 86100 91-100
native
7-9 F:01-15 01-25 0130 01-40 01-50 Ot-70 01-80 01-90 -
Native 0180
A:1660 2670 31-75 41-80 51$5
S:61-100 71-100 76100 81-100 86100
2 .24. COMPETENCE REWARDS :
10-12 F:01-10 01-20 01-25 0135 01-45
A:11-55 2185 The points given to a warrior and to a physician for success are provided In the
2670 3675 as-8o combat play-sheets . Here the "gamed Victory Points" for a sorcerer or shaman
S:56100 66100 71-100 76100 81-100 using
are added, together with the points received by these characters for merchant non-
aggressive helpful spells for their party . The skill points earned by a
1315 F:Ot-05 01-15 01-20 01-30 01-40 are added also.
a o650 1680 2185 31-7o alas
S :51-100 fit-100 66100 71-100 76100 Gamed "victory points"

1618' F :01-03 01-10 01-15 01-25 0135 Loser's WarriorlAssassin skill level, or
A:04-45 11-55 1660 2665 3670 "Magical Resistance factor roll," and
S:46100 56100 61-100 66100 points gained
71-100 Winners
skill level 0-3' 4-8 9-13 1418 19-23 24-28 2433"
'The table can be progressed further for stilt higher skill levels .
13 100 300 500 800 1,100 1,400 1,900
A 1 % chance must always remain, however, that even a very
4-6 75 100 300 500 800 1,100 1,400
great expert may still fail in a given task.
7-9 50 75 100 300 500 800 1,100
1x12 25 50 75 100 300 500 800
13-15 15 25 50 75 100 300 500
1618 10 15 25 50 75 100 300
19-up" 5 10 15 25 50 75 100
2.728. THE "PERCEPTION AND COMMUNICATION
ROLLS": 'This includes opponents with "minus" "Magical Re-
Most of these have been given previously . The table for possible sistance factors" ; cf. Sec . 2 .725.
sightings may be useful, as may the "Language Intelligibility roll"- "This table may be progressed further at the same
rates for still more powerful combatants .

Automstic visiblllty at various distances SorcarerlShaman non-aggressive spell points


Distance Items one can ses
spell-casting competence points
15 km Tall temple towers, the mass of a city lying
Type of "~"spell cast & pts gained
across a flat plain Caster's
10 km Lower towers, domes, major buildings, tall skill level Universal Generic Temple
sails on a calm sea, a S9kbe road 60
1-3 30 120
4km Individual buildings, pylons, large gates, etc. S0 100
4-8 25
2km Low city walls or earthworks, very large ani- 40 80
7-9 20
mals (e .g . a Srb), the glitter of armour, a line 15 30 60
10-12
of Chl~n carts on an open road 10 20 40
13-15
1,500 m A large body of soldiers (as a dark, unbroken 1618 5 10 20
line), large animats (but smaller than a SrO: 3 6 12
19-up
e.g . a S~rudla), a single Chl~n cart in the open
1,200 m Individual companies or Cohorts of troops,
large artillery Pieces (e.g. an ortager or trebucttet) Mrranale skill pointy
1km A fine of fencing or other low obstructions
800 m Some details of troop facing and formations ; ~ercantlle skill points
the arm and !eg movements of marching troops Income earned during the month (in Tsoly9ni
600 m The number of files which make up a unit of KAltars) and skill points given
troops, shield sixes, shapes, and major Colours, Merchant's
the identity of nonhuman contingents skill level 1-1,000 1,001-5,000 5,001-10,000 10,001-up
450 m The heads of individuals and the shapes of 1-3 100 300 500 1,000
their headdresses, weapon types 4-6 75 100 300 500
300 m The ornaments on armour, the heraldry and 7-9 50 75 100 300
blazoning of standards 10-12 25 50 75 100
200 m The identities of Individuals in a front rank 13-15 15 25 50 75
100 m Facial expressions and most other non-con- 1618 10 15 25 50
cealed details 19-up 5 10 15 25
2 .641 . MOVEMENT IN BUILDINGS AND THE ' Playabiiity demands definite limits. A character who is carrying
"UNDERWORLDS": 99 percent of his/her encumbrance limit therefore moves at
the 76100 rates, white one who is burdened with 101 percent
must use the 101-150 column . The latter may hand over a few
Enaumbrana~ In mov~m~nt
of hisltler possessions to a less~encumbered individual, of course-
Percentages of encumbrance limit carried and distances' "As said above, this speed can be kept up for only two combat
rounds . The figure "14" is thus the number of squares traversed
a25 2650 51-75 76100
per combat round in this case.
Speeds Mpt MprSpt Mpt MprSpt Mpt MprSpt Mpt MprSpt
Slow i5 2 S 15 2 5 12 1 4 9 1 3 2 .651 . MOVEMENT FOR THE MINIATURE FIGURE
Walk 45 5 15 45 5 15 36 4 12 30 3 10 SCALE:
Fast walk 90 9 30 90 9 30 70 7 24 60 6 20
Run 200 20 67 150 15 50 100 10 33 90 9 30 Mov~m~ntforth~ mlnl~tur~tl9ur~ saai~
Sprtnt" - 42 14 - - - - - - - - -
Percentages of encumbrance limit carried and
151-200 distances in centimetres
[cont .~ 101-150 201-250
Speeds a25 2650 51-75 76100101-150151-200201-250
Speeds MptMprSpt MptMprSpt MptMprSpt
Slow 3 3 2 2 2 2 1
Slow 7 1 2 6 1 2 3 ( .3) 1
24 2 8 21 2 7 15 2 5 Walk 8 B 6 5 3 3 3
Walk
Fast walk 42 4 14 36 4 12 21 2 7 Fast walk 1d 14 t1 9 8 6 3
Run 60 6 20 39 4 13 - - - Run 30 23 15 14 9 6 -
Sprint --- --- --- Sprint 63 - - - - - -

DEFENDER'S COMBAT VALUE AND DICE SCORE RANGES TO HIT


Attxt~ers
ca,twtvatw -9aown -a7o-a -sto-1 -zioo 1"1 t-s )-9 ,a12 ,1-ls ts-ta ,s-z, 22-zt 2sz7 2610
-9 down
Ol Ot "t0 Ot-10 Ot-20 07-t0 O,-05 Ot-0t O,-01 Ol-02 0, - Ol Ol Ot Ot
-a7o-s o7 .ts of-as o,-zs o,-,s ot " lo ot-os ol-0t o,-01 ol "oz of of o, of of
-sto-~ of-so ol ..o 0,-10 o,-zo ol " ,s of-,o ol-0s o,-0t 01-01 0,-02 of of of of
-2to0 O1-55 Dl "t5 Ot-SS 07-25 Ot-20 Oi-,5 Ot-10 01-05 01-01 0,-03 01-02 07 Ot Ol
la o,ao of-so o,-a o," SO ol " 2s o, "zo o,-ts of .lo ol-os ol " at ot "os D,-02 of of
s"a ot~,s ours ol..s of-as olao of-zs o,-zo of-,s of-lo D,-os o,-0t 0,-01 D,-02 0,
-9 01 "70 07 0 Ot-SD 01-10 Ot-15 0130 Ot-25 01 "20 Ot-05 Ot-t0 Ot-0S Ol-0t Ot-01 Ot-02
70" 12 01"75 OttiS 01"55 Ot-t5 O, "t0 Ot "15 01-10 01-25 01-20 Ol-t5 Ot" 1D Ot-05 Ot-Ot Ot "03
lsu o,-00 01 "70 o,"so of-so ot ".s ol-to of-1s of .1o of "zs of-2o of-,s of-lo o,-0s of-ot
1678 OtJiS Ot " 75 0,"65 Ot" SS Ot-50 Ot " t5 010 Ot " 15 Ot-10 01-25 0, "20 Ot-t5 Dt "10 Ot-05
1?2, 01 "90 ol "so 0,"70 ot~o o7-SS of-so ot-as ol .t o Dt "SS ol "SO of-zs of-zo o7-ts o,-to
22-2t 0,-95 0, "85 01 " 75 0,-65 Ot " b0 01-55 Ot-SO Ot-t5 OtrO Ol " SS 07-30 O1-25 Ot-20 OLtS
2527 01 " 99 07-90 Ot "80 07 "70 07-05 01-60 01-55 01-50 07-x5 Ot "t0 Ot "15 0, "10 Ot"25 Ot-20
28-10 01 " 99 " o, " 9s ot-as o,as otao ot "ss olio of-ss ol "so ol .s ol-to of-1s of-m o7-2s
A score of 100 on the previous table denotes an accident . A D10 is rolled :

Weapon Damtsge

Table A Table B Table C Table D Table E Table F

Die score Damage Die score Damage Die score Damage Die score Dam age Die score Damage Die score Damage
1-4 t 1-3 1 1-2 2 1-2 4 1-2 5 1-2 7
5-10 2 4-6 2 3-4 3 3-4 5 3-4 6 3-4 8
it-16 4 7-9 3 5-6 4 5-6 6 5-6 7 5-6 9
17 " 19 5 1at3 5 7-9 6 7-9 8 7-9 9 7"9 11
20 Critical hit 14-17 6 10-12 7 10-12 9 1x12 10 1x12 12
1619 7 13-15 8 13-15 10 13-15 11 13-15 13
20 Critical hit 1617 9 1617 11 1617 12 1617 14
18-19 10 18-19 12 1619 13 1619 15
20 Critical hit 20 Critical hit 20 Critical hit 20 Critical hit

7able G Table H Table I Table ) Tabie K Table t


Die
Die score Damage Die score Damage Die score Damage Die scor e Damag e score Damage Die score Damage

1 t0 1 15 1 20 1 25 1 30 1 35
2-3 11 2-3 18 2-3 25 2-3 30 2-3 35 2-3 40
4-5 12 4-5 21 4-5 30 4-5 35 4-5 40 a"5 45
67 14 6-7 24 6-7 35 6-7 40 67 45 6-7 50
8-10 15 8-10 28 8-10 40 8-9 45 8-9 50 8-9 60
11-13 16 1t-13 32 11 " 13 45 1o-1t So 1a11 so 1o-t1 70
14-16 17 14-16 36 14-15 50 t2-13 55 12-13 70 12-13 85
17-18 18 17-18 40 1617 55 14-15 60 t4-15 85 14-15 100
19-20 Crillcal hit 19-20 Critical hit t&20 Critical hit 16-17 65 16-20 Critical hit 16-20 Critical hit
t8-20 Critical hit

12

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