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Sword World RPG - Complete Edition

The document is a rulebook for the Sword World RPG, outlining the structure, gameplay mechanics, and character creation processes. It contains sections for both players and game masters, detailing rules for combat, magic, skills, and character growth. The rulebook emphasizes the importance of player choice and randomness in shaping the game's narrative.

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rodrigo.freitas
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100% found this document useful (1 vote)
246 views311 pages

Sword World RPG - Complete Edition

The document is a rulebook for the Sword World RPG, outlining the structure, gameplay mechanics, and character creation processes. It contains sections for both players and game masters, detailing rules for combat, magic, skills, and character growth. The rulebook emphasizes the importance of player choice and randomness in shaping the game's narrative.

Uploaded by

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

Welcome to “Sword World”! ....... 4 4.9 Unconscious and Death 9.2 Should You Use a Target
What is a Role-Playing Game Checks ....................................... 50 Score Check or a Difficulty
(RPG)? ............................................. 5 4.10 Excellent Weapons and Check? ..................................... 135
The Meaning of the Rulebook 6 Armor ........................................ 51 9.3 General Modifiers ..... 136
The Structure of the Rulebook 7 4.11 Damage Recovery ...... 54 9.4 Automatic Success
Chapter 5: Magic .................... 55 Restrictions ............................. 136
What You’ll Need to Play Sword
World RPG ...................................... 7 5.1 Basic Rules of Magic .... 56 Chapter 10: Notes on Combat
...................................................... 137
Books Related to Sword World 5.2 Common Runes .........108
RPG .................................................. 8 10.1 NPC and Monster
5.3 Spellsongs....................109
Action Announcement ......... 138
Part 1: Player’s Section ............... 10 Chapter 6: Adventurers’ Skills
10.2 Combat in Special
Chapter 1: Character ............. 11 Other Than Combat And Magic
Situations ................................ 138
1.1 Ability Scores ............... 12 .......................................................112
10.3 Surprise Attacks ...... 138
1.2 Races ............................. 13 6.1 Precautions When Using
Skills .........................................113 10.4 Water Combat ......... 139
1.3 Skills .............................. 14
6.2 Thief Skill ....................113 10.5 Attacks Against the
1.4 Character Creation ...... 17 Sleeping ................................... 139
6.3 Ranger Skill .................116
Chapter 2: Success Rolls ........ 29 10.6 Combat Between
6.4 Sage Skill .....................118
2.1 Baseline Scores ............. 30 Monsters ................................. 140
6.5 Bard Skill .....................119
2.2 Target Scores ................ 30 Chapter 11: Notes on Magic 141
6.6 Common Adventurer
2.3 Checks ........................... 30 11.1 Rune Masters’ Status 142
Abilities ....................................120
2.4 Bonuses and Penalties . 31 11.2 Dark Magic .............. 142
Chapter 7: General Skills .....124
2.5 Difficulty Checks ......... 31 11.3 Dragon Roar Magic 149
7.1 Notes on General Skills
2.6 Success Rolls Using ..................................................125 11.4 Acquiring Rune Master
Adventurer Level ...................... 33 Skills and Increasing Levels .. 153
7.2 Merchant Skill ............125
2.7 Resistance Rolls ........... 33 11.5 Asking NPCs to Use
7.3 Craftsman Skill ...........126
Chapter 3: Combat Rounds .. 34 Magic ....................................... 154
7.4 Healer Skill .................127
3.1 Action Announcements Chapter 12: Various Checks 156
7.5 Hunter Skill.................127
.................................................... 35 12.1 Rules Regarding
7.6 Sailor Skill ...................128 Language ................................. 157
3.2 Action Order ................ 36
Chapter 8: Character Growth 12.2 Rules for Poison, Illness
3.3 Action Canceling ......... 36
.......................................................129 and Infection .......................... 159
3.4 Movement and Actions
8.1 Experience Points ......130 12.3 Work Requests to NPCs
.................................................... 37
8.2 How to Use Experience .................................................. 168
Chapter 4: Weapon Combat . 39
Points: Increasing Skill Levels Chapter 13: Monsters! ......... 169
4.1 Weapon and Armor ..................................................130
Restrictions ............................... 40 13.1 Types of Monsters ... 170
8.3 How to Use Experience
4.2 Weapon Combat Skills 40 13.2 Monster Catalog ...... 172
Points: Increasing Ability Scores
4.3 Projectile Restrictions . 40 ..................................................131 13.3 Converting Character
4.4 Scores Used in Weapon Data to Monster Data............ 233
8.4 Increasing General Skills
Combat ...................................... 41 ..................................................131 13.4 Representing Special
4.5 Attacks From Characters Monsters with Character Data
Part 2: Game Masters’ Section 133
Against Monsters .................... 43 .................................................. 234
Chapter 9: Notes on Success
4.6 Attacks From Monsters 13.5 Monster Level and
Rolls ..............................................134
Against Characters................... 46 Adventurer Level ................... 234
9.1 Setting Target Scores and
4.7 Attacks From Characters 13.6 Handling Monster
Difficulties ...............................135
Against Characters................... 48 Special Abilities ...................... 235

4.8 Applying Damage ........ 50 Chapter 14: Treasures .......... 240

2
14.1 Treasure and Rewards in 16.4 Projectile Range 17.5 Full Resistance ......... 274
Sword World ........................... 241 Extension .................................264 Chapter 18: Other Optional
14.2 Adventure Treasure and 16.5 Combat Options ......264 Rules ............................................ 275
Reward Amounts ................... 241 16.6 Holding Weapons in 18.1 Rules for Awarding
14.3 Treasure Types ......... 242 Both Hands .............................268 Greater Experience Points .... 276
14.4 Magical Item List ..... 242 16.7 Throwing Multiple 18.2 Guidelines for
Chapter 15: Experience Points Darts or Daggers ....................268 Adventurer Age and Ability
...................................................... 257 16.8 Weapons and Armor Score Changes ........................ 276
15.1 Four Types of That Are Too Heavy ...............268 18.3 Rules for Destroying
Experience Points .................. 258 16.9 Special Weapons .....269 Structures ................................ 277
Part 3: Optional Rules .............. 259 Chapter 17: Optional Rules for Guide to Forcelia & Alecrast... 280
Chapter 16: Optional Rules for Magic ............................................272 Designer’s Notes ....................... 291
Combat ........................................ 260 17.1 Changes to Magic Charts ........................................ 294
16.1 Combat in Which Procedure ................................273
Monsters Roll Dice ................ 261 17.2 Lost Spells .................273
16.2 Weapon and Armor 17.3 Catalysts Other Than
Modifiers ................................. 262 Staves........................................274
16.3 Projectile Bonus 17.4 Using Magic Without a
Damage ................................... 263 Catalyst ....................................274

3
Welcome to “Sword World”!

4
What is a Role-Playing Game (RPG)?
Role-Playing means to act out a role. poster girl at the bar, much to her the players wanted it. So, what will be the
A role-playing game (RPG), as the name annoyance. outcome of this fight?
suggests, progresses by having each A:That doesn't sound good... okay, I'll Here is where another major feature of
participant in the game play out an give them a little warning. role-playing games comes into play. That
assigned role. is…
B:Come on, if you get yourself hurt,
Participants in an RPG can be
you'll look like a fool. Just ignore them.
roughly divided into two groups: One is Not knowing what the results will be.
the game master (GM), while the other A:What do you mean? That would soil
are the players. RPGs are played by the name of a hero of justice! That is to say:
several people, but there is only one B:You're the only one who thinks he’s a Neither the game master nor the
game master while the rest are the hero of justice, aren't you?” players know whether the characters will
players. be able to kick the thugs out of the tavern
C:.......say, is the poster girl pretty?
Before playing a game, the game and become heroes of justice, or get
GM:She is. beaten by the thugs and instead become
master must prepare what’s called a
scenario. You may either create your C:What do the thugs look like? heroes of comedy.
own, or you may use an existing one. A GM:They have very dirty leather Even in real life, if you start a fight,
number of scenario collections have armor and shortswords. you won't know who will win without
already been produced for Sword World actually fighting. The only thing you
B:They sound like bandits. That
RPG, and will continue to be released in should know is Who is considered
Thieves Guild scares me.
the future. stronger?.
The game proceeds according to a C:Even I have the backing of the Role-playing games reproduce this
prepared scenario. The game master is Thieves Guild (laughs). These guys don't uncertainty through random numbers
the one who facilitates the scenario, seem like a big bunch, so I say we be (mainly dice) and numerical values
while the players play the role-- of the "heroes of justice". Hey you guys, leave representing character attributes.
characters --in the scenario. If you think her alone! In other words, based on a number
of the game master as a director and the A:That's my line! that represents a character's strength, a
players as actors, it's similar to making a result is determined by rolling the dice.
B:I’ll just pretend I’m not with you
movie or a play.
guys…
However, there is something that’s Sometimes it’s like this:
GM:But you're all sitting at the same
very different from film or theater. Player:(rolls) Hey, I got a good roll, my
Which is: the players do not know the table, so I don’t think they’ll believe you.
attack is a hit!
scenario. They only know the characters (laughs) One of the thugs, who looks
they’re taking on. The players must particularly rough, snarls “What, you
Other times, it’s like this:
make their characters act based on their have the gall to complain about us-- the
Brando family?!”. Player:(rolls) Agh, my roll was bad.
abilities and characteristics. The game
My attack failed!
master's scenario does not provide any B:Uh-oh... we're in trouble…
dialogue, etc., for the characters. A:Bring it on! In this way, due to two types of
Let's give a real example. GM is the
randomness, player's choice and random
game master, and A, B, and C are Thus, the game proceeds. In this numbers (dice), the actual game can
different players. case, the scenario prepared by the game display a wide degree of fluctuation,
master does not say there will be a fight sometimes the "story" will evolve beyond
GM:You guys were traveling and you with thugs (the Brando family). It only the expectations of the game master.
arrived at a small village. You're now says thugs will misbehave in the tavern, In a role-playing game, you can
resting at a tavern now that the sun is then it's up to the players to decide what create a story, as well as enjoy the story as
setting. Then, about five or six unsavory- they'll do about it. If the players were all a spectator.
looking people enter. They start to have like player B, there would've been no If you enjoy the story in this way, you
fun by making nasty remarks at the conflict. The conflict only arose because can say that you've experienced the best
part of a role-playing game.

5
The Meaning of the Rulebook
This book is a rulebook for the role- heroes present in Sword World RPG are The rules set forth in this book are
playing game entitled Sword World RPG. capable of fighting as well as or even the fundaments that characterize
As stated, a role-playing game better than a tiger. Forcelia. If you don't understand them,
progresses according to a scenario The rules exist to reproduce such you won't be able to grasp the
prepared by the game master, as well as things. To what extent does a person's characteristics of Forcelia, but not all of
the players' decisions and random muscular aptitude affect their ability to Forcelia's laws are written in this book.
numbers. This rulebook is here to help fight? Please understand this. In making
you with that. How much does experience make up decisions, be sure to add your own
A role-playing game, like most for it? How do tigers, ordinary people, common sense to the rules.
fiction, takes place in a fictional world. and heroes differ in strength? It should be noted that, as a general
As mentioned earlier, Forcelia, the world It is the rules that represent that. principle of role-playing games, the
you’ll deal with in Sword World RPG, is In this sense, the rulebook is written game master makes the final decisions.
different from our real world. There is to reproduce all the laws and details in In all cases, the word of the game master
magic, and creatures that can only be the fictional world. If decisions are made is absolute in the progress of the game.
found in fiction will come to life. according to the rulebook, success or You may think of the rules as the law and
However, even fictional worlds have failure of the characters' abilities and the game master as the judge who applies
their own laws. Because it's magic does actions in the fictional world can all be it.
not mean something is all-powerful, and determined with certainty.
because they're monsters does not mean Unfortunately, however, this is
all monsters are equally strong or scary. merely an ideal.
Because you're a hero doesn't mean you For example, it was stated that
can do everything. Each has their own Forcelia follows different laws than the
characteristics and limitations. real world. Indeed, they are different in
For example, some people may have many ways. Therefore, in order to be a
spectacular muscle strength, while complete rulebook, all of its laws would
others may be less fortunate. A weapon have to be written. That is to say, an apple
wielded by someone with superior that falls from a tree lands on the ground.
strength can do more damage than a This is neither possible nor realistic.
weapon wielded by someone who is not Rather, it's better to think of the rules
blessed with such strength. However, set forth by the book as merely a guide.
with training and experience, even those For things that the rules cannot fully
with inferior talents should be able to define, please use your own common
fight admirably. sense to make decisions. Even though it's
To the average person, a tiger would not written in the book, an apple that
be a terrifying creature. However, the falls from a tree lands on the ground.

6
The Structure of the Rulebook
This book consists of five major parts. Part 2 Game Master of the speedy development that is the life
Section of an RPG.
Welcome to Sword The rules in this section are for those
World! This is the part for the game master. who already have an understanding of
This is the part you are reading right A game master requires a deeper Sword World RPG and are able to play
now. It's a brief introduction to Sword mastery of an RPG compared to players. with ease. It's not recommended for
World RPG. If you're not familiar with When you’re a game master, you will inexperienced players to use the rules
role-playing games or Sword World RPG, have to remember rules that you here from the beginning.
please start reading here. wouldn’t have to remember when you’re
a player. Rules that aren’t necessary from Guide to Forcelia and
Part 1 Player Section a player's point of view are included here. Alecrast
Therefore, if you're solely a player,
This is the part for the players, one of you don't have to force yourself to Sword World RPG is set on the
the two groups of people needed to enjoy memorize the rules of this part. continent of Alecrast, a part of the world
an RPG. It introduces the minimum Conversely, a game master must called Forcelia. This part is a brief
rules you should remember when understand the rules included here in overview of Forcelia as a whole, the
playing Sword World RPG. addition to those included in Part 1. history of Alecrast, and various regions.
In order to play an RPG, it's best to
Part 3 Optional Rules have all participants understand the
background setting, and proceed with
These are rules designed to make the game implicitly based on this
playing Sword World RPG more common understanding. This part
interesting. However, having additional should help you with that.
rules to memorize often gets in the way

What You’ll Need to Play Sword World RPG


When playing Sword World RPG, you other RPGs, incorporates chance and Handling fractions
will have to write and rewrite many uses dice to resolve various actions, in Due to the nature of the game, there
things during the game. So you’ll need order to make the game more fun. The are situations in Sword World RPG where
pencils, erasers, notepads, etc. dice used are ordinary six-sided dice. math calculations must be made. If
You will also need Character Sheets. Since two dice are often used at a time, it division results in a fraction, the fraction
A Character Sheet is used to keep track is advisable to bring two dice per person. is either rounded up or rounded down.
of a character who acts in a fictional From here on in this book, rolling Which one is clearly stated for each
world (Alecrast in the case of Sword dice will be referred to as rolling 1D or situation. However, if it's not mentioned,
World RPG) as the player's alter ego. rolling 2D. When you roll 1D, roll one die the fraction should always be rounded
These are needed per the number of and use the result that comes up. When up.
people. Please copy and use the sheets you roll 2D, roll two dice at the same time
included in this book. and use the total of both numbers (2-12).
Along with pens and pencils, you
must not forget the dice. As mentioned
before, Sword World RPG, like many

7
Books Related to Sword World RPG
Here, we'll introduce some books situations, but have been cut or edited for effective to have a general outline of the
that will help you understand Sword redundancy and other aspects in order to world.
World RPG. You do not need all of these, prioritize readability. Some rule errors
but knowing their contents can make that occurred during the game have been 4. Sword World
playing Sword World RPG more corrected and dealt with, especially in Novels and Short
enjoyable. areas where they do not have a major
Story Collections
impact. In actual play, things do not go
1. Replay as smoothly as this. A replay should not Sword World Novels and Sword World
Collections be considered a complete manual, but Short Story Collections published by
merely a reference. Fujimi Fantasia Bunko are a suitable
The Sword World RPG Replay introduction to the world of Sword
Collections, published by Fujimi Dragon 2. Scenario World RPG.
Books, are a good way to learn how to Collections It’ll be helpful to know what the
actually play the game. The progress of setting of Sword World RPG is like and
the game is reproduced via conversation The Sword World RPG Scenario what kind of thoughts the people who
between the game master and the players. Collections, published by Fujimi Dragon live there are thinking.
Once you read these, you will quickly Books, save game masters the trouble of However, among these, the Duda
understand how the game is meant to creating their own scenarios. Not only Series and Dawn of Chaos Ⅰ-Ⅳ are
progress. will they save you from creating slightly different. The former, as
There are three points to be aware of, scenarios, but they will also serve as a mentioned in the Replay Collection
however. useful model when you do create your section, is a humorous mystery variant,
First, Sword World RPG Replay own. so the books emphasize this aspect. The
Collections ①~⑨ are not based on this Please note that some of these follow latter is set not on the continent of
rulebook, but rather on the previously the old version of rules. However, since Alecrast, the main setting of Sword
released old version of the rules (see there are almost no revisions, they can be World RPG, but rather in a land called
below). Since some of the rules in this used nearly as-is. Chaos Land. All of these require some
book you’re reading right now have been Although the details of monsters and ingenuity to handle with this rulebook
revised, there are rare cases where the magical items listed in individual alone. However, the underlying setting of
descriptions are contradictory. When scenarios may differ from the rules in Forcelia is still common.
you play, please follow what's written in this book, when using them, please play
these rules. with the details as described in the
5. Sword World
Second, although the Duda RPG scenario, with the exception of item
RPG Adventures
Replay Collection series uses the rules of prices. This is because the information in
Sword World RPG, it is a variant that this book has been modified for more
The Sword World RPG Adventures
emphasizes the aspects of humor, fantasy general use. For this reason, there may be
series, published by Fujimi Dragon
and mystery. As a game, it’s nearly the times when game balance within the
Books, are collections of ideas from
same, but in this series, modified rules scenario is not fully supported. Please
readers who play Sword World RPG, in
not found in Sword World RPG, such as follow this rule for item prices only.
the form of novels. Similar to the Sword
inept detective checks, have been World Novels/Short Story Collections,
introduced to demonstrate its 3. World Guide these are a good way to learn about the
uniqueness. So please note that even setting.
though it's 99% Sword World RPG, it's The Sword World RPG World Guide,
still not 100% (for more information on published by Fujimi Shobo, is a
6. Collection Series
this, please read the Introduction and comprehensive introduction to the
Commentary sections of Duda RPG continent of Alecrast, the background
The Collection Series, such as
Replay Collection ①: The Lost Detective setting of the game. It is very useful when
Monster Collection published by Fujimi
Appears!). creating your own scenarios, and for
Dragon Books, are a good way to learn
Finally, these replays are based on those who are mainly players, it is also
the terminology used within the game in
actual play and reproduction of the
Sword World RPG.

8
This game uses terms such as goblin
and broadsword, which appear
frequently in fantasy games, but are
otherwise not so common. Explaining
each of these terms one by one would not
only make the rulebook thicker, but
would also hinder understanding of the
rules themselves.
Therefore, this rulebook keeps
explanations of such terms to a
minimum. To learn more about these
terms, please refer to the Collection Series.

7. Old Version of the


Rules

Three volumes have been published


by Fujimi Dragon Books: Sword World
RPG, and Sword World RPG Advanced
Rules Part 1 and 2. These are the
rulebooks for Sword World RPG, that is,
they serve exactly the same purpose as
this book. This book is a re-edited and
partially revised version of the contents
of these three books, so they're
unnecessary if you’re holding this in
your hands.

8. Game Master
Screen

The Sword World RPG Game Master


Screen is a collection of charts (or tables)
that you will need in order to play this
game. This can be useful for smooth
game progress.
However, it is in accordance with the
old version of the rules mentioned above.
In this book, some rules have been
revised and some tables have been
slightly changed. Therefore, it's advisable
to make some modifications when using
this. For example, you can copy the
revised tables and paste them over the
old ones.

In addition to these, Sword World


RPG is scheduled to feature a variety of
other related works. It will also continue
to be supported in magazines published
by Fujimi Shobo, such as Dragon
Magazine.

9
Part 1: Players’ Section

10
Chapter 1:
Character

11
1.1 Ability Scores
1.1 Ability Scores
Just as there are many different kinds large weapons, heavy armor, etc., high adventurer tries to perform, but in Sword
of people in the real world, strong (or strength is required. World RPG, success or failure is
weak), smart (or dumb), etc., there are determined by a bonus derived from the
Life Force
many different kinds of people in
【 】 ability score, rather than the ability score
Forcelia. In Sword World RPG, these itself. The result of each ability score
basic characteristics of an adventurer are Life force represents how well an divided by 6 (rounded down) will be the
represented by numbers called ability adventurer can withstand physical injury. bonus for that ability score (Table 1-1:
The higher this number, the more robust
scores. There are six types of ability Ability Bonuses). Each of these numbers
the adventurer is.
scores: dexterity, agility, intelligence, is referred to as a dexterity bonus,
strength, life force, and mental power. intelligence bonus, etc., using the name of
The higher the number for each, the 【 Mental Power 】 the ability score. For example, it would
better the ability. Ability scores apply not Mental power represents the say something like an adventurer with 14
only to humans, but also to the various adventurer's willpower and perseverance. dexterity has a dexterity bonus of +2 (of
non-human races that become Using magic is hard work, and one course, the bonus is always 0 or a positive
adventurers. Human ability scores range cannot hope to cast much magic without number, but by nature it's usually written
from 4-24 (14 on average) for each. a high mental capacity. Mental power is ±0, +1, +2...... etc.) When a character's
also related to magic resistance. ability score increases or decreases, even
temporarily, the ability bonus increases
【 Dexterity 】
or decreases accordingly. However,
Dexterity represents the dexterity of Loss of Ability Scores temporary reductions do not affect
an adventurer's hands. It relates to a and Its Impact modifiers for only two scores: life force
variety of tasks that involve the use of While adventuring, adventurers and mental power.
one's hands. This is especially important often suffer physical and mental injuries
when wielding weapons in combat. and fatigue. In Sword World RPG, this is
Table 1-1: Ability Bonuses
represented by a loss of life force and
Ability Score Bonus
mental power (point reduction). If either
【 Agility 】 life force or mental power fall to 0 or less,
2~5 ±0
Agility represents an adventurer's the adventurer will fall unconscious and 6~11 +1
physical balance and agility. It's related to be unable to act. The four other ability 12~17 +2
working with the whole body. In combat, scores of dexterity, agility, intelligence, 18~23 +3
it is important when evading enemy and strength are rarely reduced, but if 24~29 +4
attacks. this does happen and these ability scores Add +1 for every +6 in ability scores
do fall to 0 or less, the adventurer will still thereafter
【 Intelligence 】 become disabled. At this time, whether
they're conscious or not depends on the
Intelligence represents the speed of
situation.
an adventurer's mind and the amount of
If life force and mental power are
knowledge they hold, or in other words,
reduced by wounds or exhaustion, they
their so-called smarts. It also represents
will recover once the wounds are treated
the ability to perceive things, such as
or the exhaustion is wiped away. There
finding hidden objects and sensing
are various conditions for these
abnormalities spur of the moment.
reductions and recoveries, which you
Above all, it is important when using
will discover as you read through this
magic, a major attraction in fantasy.
book.

【 Strength 】
【 Ability Bonuses 】
Strength represents an adventurer's
An ability score value is related to the
muscular strength. If you want to use
success or failure of an action that an

12
1.2 Races
1.2 Races
Humans are not the only adventurers 2. Among the craftsman general skill, 3. Can communicate with plants and
in Forcelia. Next, we'll explain the races has any one of the following at level 5: insects.
that are relatively common as carpentry, smithing, woodworking, 4. Cannot learn any runes.
adventurers in Forcelia, though they’re stonemasonry, gem crafting (details are

Elf
not as common as humans. explained under 7.3: Craftsman Skill, see
【 】
Players are free to choose from p. 126).
humans or any of these races to be their 3. Unable to learn ancient magic or Elves are members of the fae tribe
alter ego, an adventurer. spirit magic. who live in the forests, and are the envy
of humans because of their beautiful
appearance and immortality (no life
【 Dwarf 】 【 Grassrunner 】 span).
Dwarves were once members of the Grassrunners were originally Their most distinctive feature is their
fae tribe who lived in the fairy world, but members of the fae tribe who lived in the long, slender, pointy ears. They're about
now they have fully immersed into the meadows. However, they are very 160 cm tall and slim. Their body hair is
world inhabited by humans (which we curious and many have abandoned the thin, and even men do not grow beards.
call the material world) and no longer fairy world to become residents of Their hair color ranges from golden to
have the ability to travel to and from the human society. They have already lost chestnut, sometimes silver. Their skin
fairy world. Their lives are no different the ability to return to the fairy world, color is near white and their eyes are pale
from those of humans. but as fae of the meadows, they have a blue or green. They are also close as a
They are about 120 cm tall, round truly diverse range of abilities. species to humans and both can produce
and plump, and have bulbous noses. They are about 1 meter tall and have offspring. These children are called half-
Men often have long beards on their the appearance of a human child. Other elves.
chins, while women do not. Their hair than their slightly pointed ears, they are They live a very closed-off life in the
ranges from brown to dark brown and not much different from humans. Their forest. They do not like outsiders, nor do
their eyes are a similar color. Their skin hair varies from golden to tan. Their eyes they want to be ruled by others. As such,
color is dark, almost brown. have a similar color. Their skin color is they may act aggressively toward
They can see things in the dark as predominantly black or reddish. intruders into the forest. They rarely
well as they can in daylight. They are also They’re not in the habit of settling in leave the forests where they live, but
very dexterous with their hands, and one place. They only stay in one place for occasionally the odd elf will show up in
excel in such techniques as a while only to raise a few children, and town. They do not believe in any gods.
craftsmanship and blacksmithing. Many once the children are grown, they travel One of the reasons humans envy
of their works are stunning and cannot again. They usually lead a nomadic elves is their immortality, which is a
be imitated by humans. lifestyle, either alone or in family units. characteristic of an elite (ancient) race
Dwarves usually live in human cities Of course, they have no concept of tribes, called high elves. However, these high
and villages using their own skills, but nor do they like to live in cities. Their elves avoid contact with humans even
there are several cities and villages where personalities are very cheerful and more so than common elves. Elves who
only dwarves live. simple. Therefore, they have no custom appear in the cities of humans are for the
They have a very strong sense of of believing in gods at all. What they most part ordinary (newer species) elves,
tribalism, respecting the rules of their desire are the various experiences and bound to a life span of about 1000 years
tribe and seldom violating them. They incidents one encounters while traveling, rather than immortality.
mainly worship the gods of the earth, so for this reason they may join groups The rule characteristics of elves are as
with Braki as their main deity, who is of adventurers. follows:
also the god of smithing. Grassrunners have a life span of
The life span of a dwarf is longer than about 200 years. 1. Has 1 level in the shaman skill
that of a human, thought to be around Their rule characteristics are as 2. Unable to learn holy magic.
200 years. follows:
Their rule characteristics are as
follows: 1. Has 1 level in the thief skill.
2. Has 1 level in the ranger skill.
1. Can see in the dark.

13
Half-Elf Changeling
Half-elves have a longer life span than
【 】 《 》
humans due to their elven characteristics,
A half-elf is one who is born of a with a life span of around 200 years. Half-elves are not a single generation
human and an elf. Humans and elves are Half-elves vary in their traits of mixed blood, but are free to have
close as species and are able to have depending on whether they were raised offspring. The child will be a full elf, a
children, as explained in the elf section. by humans or by elves. When raised by half-elf, or a human. There is no such
Half-elves combine characteristics of elves, they're similar to those of elves. thing as inheriting only 1/4 of the
both humans and elves. Their ears are When raised by humans, they're not all characteristics of one or the other.
slightly pointed, but they also have a spot that different from humans. Even among humans, elves and half-
where a beard grows. They are almost the elves can be born from humans who
same height as humans, but are more have had elven blood in their past due to
delicate. intermittent inheritance. These children
are called changelings and are looked
down upon in human society.

1.3 Skills
1.3 Skills
In addition to ability scores, Sword
World RPG also uses numeric values 1.3.2 1.3.3
called skills to describe the Skill Types Adventurer Level
characteristics of characters. Skills have a Skills are grouped into several types. In Sword World RPG, a character's
greater impact on a character's actions
Below is an explanation. capability as an adventurer is determined
than ability scores. This chapter explains First, skills are divided into two by their adventurer skill level. The
the basics of skills.
types: adventurer skills and general highest level among the adventurer skills
skills. Adventurer skills, as the name that a character has is called that
1.3.1 implies, are acquired by player character's adventurer level. For
characters, the adventurers, or by example, a character with priest skill
Skill Basics equivalent characters. There are eight of level 1, fighter skill level 4 (these are
There are several types of skills, these: fighter, thief, priest, sorcerer, adventurer skills), sailor skill level 5, and
which are divided into several groups. shaman, sage, ranger, and bard. There fisher skill level 2 (these are general
For each skill, a character's proficiency is are also two adventurer skills that cannot skills) would be at adventurer level 4.
represented by a level from 0~10. 0 levels be acquired by a player character: dark
indicates that someone is completely priest and dragon priest.
unrelated to that skill, while 10 levels General skills are skills of an ordinary
represents the highest proficiency that a person as opposed to an adventurer, such
normal human can attain. as merchant, farmer, etc. Some of these
Skills are referred to by names such as are useful during an adventure, and it is
fighter, thief, merchant, etc. As you can well worth it for an adventurer to acquire
see, they have a strong connotation of general skills.
professional job functions rather than Each skill consists of a number of
skills. It is also possible for one character abilities appropriate to the skill name,
to acquire (have levels in) more than one and having a skill level (1 skill level or
skill. higher) means that you can demonstrate
Those who have these skills are often those abilities.
referred to by their skill names. So The table below shows the names and
instead of someone who has the fighter types of each skill (Table 1-2: Skill Types).
skill, they are simply called fighters.

14
Table 1-2: Skill Types
1.3.4
Explanation of
Adventurer Skills
Adventurer skills are the most
important thing for an adventurer in
Sword World RPG. This is because which
adventurer skills a character has
acquired will determine what that
character can do, and will reveal that
character's characteristics.
Below is a brief description of each
adventurer skill.

【 Fighter 】
Those with this skill are adept
warriors, who fight with weapons. They
are experts in combat, able to use all
kinds of weapons and armor.
A wandering swordsman who makes a
name for himself solely on the strength of
his sword, and eventually establishes a

【 Sage 】 【 Bard 】
kingdom. Such a story is also possible in
Forcelia.
Those with the sage skill are Those who play musical instruments
commonly referred to as sages. They're and sing songs for a living are called
【 Thief 】 knowledgeable and well-versed in all bards. Thus, those with the bard skill
One who has this skill will be called a fields of study (academics in Forcelia are have the ability to play an instrument
thief. As indicated, they bring along not differentiated, and one is rarely and sing songs. Many legends and
abilities that are useful for theft, such as versed in only one specific field). folklore are often woven into songs
pickpocketing, lock-picking, and so on. Although they are often thought to passed down from ancient times, and
However, not everyone with the thief be confined to their study rooms, many
skill makes a living off such thefts. The of them do go out on adventures, because
abilities of the thief are also useful in they believe that the best way to learn is
adventures. For example, there's the to see and hear firsthand.
ability to detect and disable traps that

Ranger
have been set, and the ability to stay
【 】
ahead of footsteps, listening and
observing what’s going on. An expert in outdoor activities. Those
Thieves also have some fighting with this skill are adept at outdoor living,
ability. Their fighting style is based on and dealing with a variety of natural
lightness, and although they cannot use hazards. These abilities are, of course,
heavy weapons or armor, they can use essential for adventure.
light weapons and armor that does not Rangers are also excellent with
impede their movement, allowing them projectile weapons and have the same
to fight as well as a fighter. offensive capabilities as fighters,
For this reason, many of them have especially when it comes to projectiles.
made a name for themselves as
adventurers.

15
natural bards are familiar with these magic. It is this magical power that is Priests, as agents of the gods, can use
legends and folklore. known as high ancient and is the magic holy prayer and cast holy magic.
Bards also have the ability to sing that the sorcerers of today have inherited.

Dark Priest
magical songs called spellsongs. These With the fall of Kastuul, much of
【 】
songs have magical effects on all who high ancient was lost, but some has
hear them. survived to the present day. The skill that The gods are divided into two main
can handle it is the sorcerer skill. groups. The gods of light and the gods
of darkness. This is the same
【 Rune Master 】
Many sorcerers are also sages. The
rules do not require one character to classification as the two factions that
The five adventurer skills of sorcerer, acquire both of these skills, but if they are waged war in ancient times.
shaman, priest, dark priest, and dragon acquired at the same time, it gives them Gods who belonged to the gods of
priest are sometimes collectively referred a significant advantage. darkness are now considered wicked gods.
to as rune master skills. This is because Each of the gods teaches and guides
these five classes use runes and have the people, but the teachings and guidance
ability to handle magic. Rune masters are 【 Shaman 】 of the gods of darkness are extremely
viewed with fear by the general public It is said that when creating Forcelia, individualistic and deny human reason,
because of their magical abilities. the gods divided the world into three: the because they are far removed from
Bards also use magical abilities spirit world, the fairy world, and the human morality, so to speak. Another
through their spellsongs but are not material world. The spirit world is the hindrance to belief in the wicked gods, is
considered rune masters. There is a great world of spirits who command various the fact that the majority of people in
difference in the spells that rune masters powers. The material world is the world Forcelia today believe in the teachings of
handle, both in quality and quantity. in which physical beings like us humans the gods of light.
live, and the fairy world is the world that However, even the wicked gods have
connects the two. their believers. As agents of the wicked
【 Sorcerer 】 Silent spirit are runes used to gods, there are dark priests who use
communicate with spirits and draw out daemon scream and cast dark magic,
The ancient kingdom of Kastuul, the powers they control. The skill that which is essentially equivalent to Divine
which fell more than 500 years ago, is can use silent spirit is called the shaman Magic. Players may not choose the dark
sometimes referred to as the magical skill, and those who have this skill are priest skill as one of their character's
kingdom. As its nickname suggests, referred to as shamans. skills. This is because it would be
Kastuul is said to have accomplished The powers controlled by spirits are significantly more difficult to have a
various miracles through the power of diverse, ranging from the four major character practice the teachings of the
powers of earth, water, fire, and wind to gods of darkness, when examining a role-
the spirit of humans, and there are many playing game from the role-playing
different types of spirit magic used by perspective.
shamans.

【 Dragon Priest 】
【 Priest 】 The runes used by dragon priests are
Those who exercise their power as called dragon roar.
agents of the gods are priests. In the Dragon roar is a system of magic that
ancient days of myth, the gods who imbues one's own body with the
created the world were later divided into characteristics of a dragon, and the
light and darkness and waged a great war. ultimate goal is to transform oneself into
A great war that engulfed all the ancient a dragon. Therefore, they worship
races– including the legendary dragons dragons and try to live like them.
of old --ended with all the gods losing Players may not choose the dragon
their bodies. priest skill as one of their character's
Gods who have lost their physical skills. This is because it would be
bodies cannot engage with the material extremely difficult to have a character
world, which is the world for those with live the life of a dragon priest, when
bodies. Instead, they interact with the examining a role-playing game from the
world through priests. role-playing perspective.

16
1.4 Character Creation
1.4 Character Creation
Now it's time to show you how to their low strength does not let them If they were raised by elves, there is a
create a player character who will explore benefit much from acquiring the fighter restriction that they cannot acquire the
Forcelia as the player's alter ego. skill. It's a good idea to advance the thief priest skill. On the other hand, if they
Please prepare Character Sheets. You skill acquired from the beginning. were raised by humans, there is no limit
may photocopy the one at the end of this on acquiring skills.

【 Elf 】
book (photocopying is permitted for
personal use only). Example:
A Character Sheet is used to write Elves excel in dexterity, agility, Now, let's create a character through
down various information about a intelligence, and mental power. On the a real example.
character during the course of the game. other hand, their strength and life force First, a race must be chosen. Here,
It is designed to assist in character tend to be low. There is a restriction that we've chosen a human, with average
creation as well. they cannot acquire the priest skill. It ability scores and no restrictions on skills.
would be better to advance the shaman
skill acquired from the beginning, or to
1.4.1 acquire the sorcerer skill. They are also a 1.4.2
Choose a Race suitable race for thief. They're not very
Determine Ability
suitable for fighter.
First, the player character's race must Scores
be chosen. There are five types to choose Once you've chosen a race, you can
from: human, dwarf, grassrunner, elf, 【 Half-Elf 】 determine your ability scores. First, you
and half-elf. Each race has their own Half-elves are halfway between must roll the dice to determine sub-
characteristics and limitations. Each also human and elf in terms of ability. ability scores A~H.
has strengths and weaknesses in the Therefore, their dexterity, agility, Table 1-3: Determining Sub-Ability
ability scores that form the basis of the intelligence, and mental power are Scores shows how to determine sub-
character. slightly higher, while their strength and ability scores for each race.
life force are slightly lower. However, A character's six ability scores are
they do not deviate very far from the
【 Human 】 average and are fully capable of handling
each the totals of two of these eight sub-
ability scores.
Humans have the most average all skills. dexterity = A+B
ability scores and can do almost anything Depending on whether a half-elf was agility = B+C
without a hitch. They have no raised by humans or elves, the skills they
restrictions on skill selection. This is intelligence = C+D
have from the start and the limitations
probably the most suitable race for a strength = E+F
on the skills they can acquire differ.
beginner to choose. life force = F+G
mental power = G+H

【 Dwarf 】 Table 1-3: Determining Sub-Ability Scores


Dwarves excel in strength, life force, Sub-Ability Score Human Dwarf Grassrunner Elf Half-Elf
and mental power. On the other hand, A 2D 2D+6 1D+6 1D+6 1D+4
they tend to be less agile and less B 2D 1/2D 2D+4 1D+6 1D+6
intelligent. In terms of skills, sorcerer C 2D 1D+4 1D+6 1D+6 1D+4
and shaman cannot be chosen. D 2D 1D 1D 1D+6 1D+6
E 2D 1D+4 1/2D 1D 1D+2
【 Grassrunner 】 F 2D 1D+6 1/2D 1/2D 1D+2
G 2D 2D+4 2D+6 1D+4 1D+4
Grassrunners have excellent
dexterity, agility, and mental power. H 2D 2D+4 2D+4 1D+6 2D
Their strength, on the other hand, is On the table, "D" stands for dice. 1D stands for one die, 2D stands for two dice,
decidedly inferior. Their intelligence and and 1/2D stands for half the result of one dice (rounded up). In addition, a notation
life force are average. Rune master skills such as 1D+6 means to roll one dice and add 6 to the result.
cannot be acquired. At the same time,

17
Table 1-4: Average Ability Scores by Race
1.4.3
Ability Score Human Grassrunner Dwarf Elf Half-Elf
Dexterity 14 20.5 15 19 17
Starting Skills and Starting
Agility 14 20.5 9.5 19 17 Experience Points
Intelligence 14 13 11 19 17 Even an adventurer who goes on an
Strength 14 4 17 5.5 11 adventure for the first time is not a baby.
Life Force 14 15 20.5 9.5 13 As long as they've lived a certain number
Mental Power 14 24 22 17 14.5 of years, they must have had some
experience before entering the life of an
adventurer. Once ability scores have
Table 1-5: Backgrounds
been determined, the next step is to
2D Background Starting Skills Exp. Pts. Money
determine the adventurer's pre-
2 Savage Fighter 1 & Ranger 1 2000 2Dx100
adventure experience. This is
3 Rune Master Sorcerer & Sage 1 2000 2Dx200 represented by starting skills and
4 Villain Thief 1 2500 2Dx200 starting experience points.
5 Traveler Bard 1 3000 2Dx200
6 Hunter Ranger 1 3000 2Dx200
For Humans and Half-
7 Ordinary citizen General skill level 3 3000 2Dx200
Elves Raised by Humans
8 Merchant/Scholar Merchant 3/Sage 1 3000 2Dx200
If the race is human or half-elf
9 Mercenary Fighter 1 2500 2Dx200 raised by humans, use Table 1-5:
10 Priest Priest 1 2500 2Dx200 Backgrounds. Roll 2D and look at the
11 Curse Specialist Shaman 1 2000 2Dx200 appropriate row.
12 Noble Fighter 1 & Sage 1 2000 2Dx500 If the player's background is ordinary
citizen (roll 7), they must consult with
Once ability scores are determined, the game master to determine one
sub-ability scores are never used during Once the ability scores have been general skill appropriate for the
the game. determined, also find the ability bonuses character and acquire it at 3rd level. At
For reference, the average ability and write them down on the Character this time, both the game master and the
scores of each race are shown on Table 1- Sheet. player should clearly know what the
4: Average Ability Scores by Race. An ability bonus equals the ability chosen general skill can do (the abilities
score divided by 6 (rounded down), as that can be used with that general skill).
Example: shown under 1.1: Ability Scores. If the player's background is
Now, let's determine ability scores. merchant/scholar (roll 8), they must
Since our race is human, all we have to Example: choose either 3rd level in the merchant
do is roll 2D, that's two dice, from A-H, For this character being created, the skill or 3rd level in the sage skill for their
all the way down. bonuses are dexterity +2, agility +2, character to acquire. If a character has
intelligence +2, strength +2, life force +3, acquired the merchant skill, they must
Our rolls are 9, 7, 5, 8, 6, 8, 10, and 4. and mental power +2. Since the average always come from the merchant
These can be considered average, with human ability score is 14, +2 is a very background. If they've acquired the sage
neither extremely high nor low rolls. average ability bonus. This character can skill, they can choose to come from
As a result, the ability scores are be considered fairly mediocre except for either the merchant or scholar
dexterity: 9+7=16 the excellent life force bonus. background. The backgrounds table does
agility: 7+5=12 not always have to be used. Players may,
intelligence: 5+8=13 if they so choose, create a character as if
strength: 6+8=14 they were always an ordinary citizen. If
life force: 8+10=18 they wish to have a special background
mental power: 10+4=14 such as noble or rune master, they may
The average for a human is 14 in all discuss this with the game master. These
ability scores, so other than a slightly are placed on rows of the background
higher life force, this character seems to table that are difficult to roll, and so
be pretty average. they’re given preferential treatment in

18
Table 1-6: Starting Experience by Race When deciding on the age of a
Pre-Adventure
character, it should be between 15 years
Race Restrictions/Special Abilities Money old and around 30 years old at most for a
Exp. Pts.
Same as human. The life span of a human is about
Human ⬤ Refer to the backgrounds table (Table 1-5) Same as above 100 years old. Of course, it's natural that
above
⬤ Has 5 levels in a craftsman skill they'll die earlier than this if they're ill or
Dwarf ⬤ Can see in the dark 3000 2D x 300 wounded. In Alecrast, the average life
⬤ Unable to acquire the shaman or sorcerer skill span of a human is about 50 years due to
⬤ Has 1 level in the ranger skill underdeveloped medical care.
⬤ Has 1 level in the thief skill
Grassrunner 3000 2D x 200
⬤ Can communicate with plants and insects
《 Ages of Each Race 》
⬤ Cannot acquire any rune master skills
⬤ Has 1 level in the shaman skill
For races other than humans,
Elf 2000 2D x 200 consider age as follows. Even for
⬤ Cannot acquire the priest skill
⬤ When raised by elves, characteristics are the same as
different races with long life spans, the
Same as rate of growth to adulthood is not much
Half-Elf elves, when raised by humans, they're the same as Same as above
above different from that of humans. Therefore,
humans.
once they reach around 20 years of age,
terms of experience points. Such special In practice, however, this is a good they are physically fit enough to embark
backgrounds are not allowed without the time to decide. This is because the part of on an adventure.
game master's permission. the process that uses random numbers However, it is one thing to be
for character creation has just been physically mature and another to be
socially recognized as an adult. In Japan,
For Races Other Than completed. Wouldn't it be a little sad if,
where we live, we are considered adults
Humans
after first picking a name, the ability
scores didn't fit the image of that name? at the age of 20, but there are some
For races other than human (except actions that are recognized as adult at the
Conversely, once the ability scores
for half-elves raised by humans), the age of 18. There was a time when the
starting skills and experience points are are created and the character's initial
experience is determined, you can socially accepted age of adulthood was
determined by race (Table 1-6: Starting about 15 years old, and even younger.
Experience by Race). usually get an impression of the
character. This should make it easier to Whether or not a person is recognized as
Example: an adult is not only a matter of physical
decide on the age, gender, and name of
Since the character we're creating is a growth, but also a matter of social
the character. In Sword World RPG, these
human, we'll use the backgrounds table. judgment.
are not related to the numeric aspects of
Our roll is "9". The character ended up In the human societies of Alecrast, 15
the game. In other words, it is assumed
coming from the mercenary background. years old is considered to be the age of
that there are no differences or changes
Therefore, we'll have 1 level in the fighter adulthood. However, in the societies of
in ability based on gender or age. Of
skill as our starting skill, and 2500 other races, you basically have to be
course, no matter what name you choose,
starting experience points. older to be considered an adult, and the
it will not affect their abilities.
In addition, money is listed as longer the life span of the race, the later
2Dx200. This means we roll 2D and have they tend to do so.
money (in gamels) equal to the result 《 Age 》 As a result, the time for characters of
times 200. The result of our next 2D roll However, you’re not completely free other races to be recognized as adults
is 6. The character has 1200 gamels. to decide on age. It is basically and have the opportunity to go on
impossible to play as a child who has not adventures will be significantly later than
fully grown both physically and mentally, it is for humans; around 30 years of age
1.4.4 or an old man who is clearly on the for dwarves, 40 years for grassrunners,
Age, Gender, Name physical decline. In addition, in Sword and 100 for elves.
A character must be given a name, World RPG, newly created characters are Half-elves, if raised in human society,
and their age and gender must be green youths, so to speak, who don’t have are treated as adults at around age 15, just
decided. These things may be decided at much experience. Therefore, making like humans. This is because it’s
any stage of character creation. You can them too old poses a problem in this considered common sense in human
decide at the beginning. sense as well. society. In elf society, it’s a little later.
However, because they are clearly known

19
to have a shorter lifespan than elves and character comes from the mercenary This should be understood as purchasing
because they are essentially detested, background, so being too young is not an skills with experience points.
they are not made to wait until they are option. Therefore, the age should be a It is also possible to increase the level
100 years old and are forced out of little higher, like around 24. of skills that have already been acquired.
society at around age 30. Either gender is acceptable. Here, You may even acquire 2 or more levels at
Use this as a guide when deciding on we'll put man. Although there are many a time, so long as there are enough
the age of a character of another race. women who fight in Forcelia, experience points to spend. Note,
mercenaries will probably still have a however, that experience points are
《 Gender 》
higher percentage of men. spent at each level attained. For example,
As for the name, it’s up to the player if you do not have the ranger skill and
As mentioned before, Sword World to decide on a name. You may follow you want to acquire 2 levels in ranger at
RPG treats men and women as having no your own sensibilities, or you may once, you must spend 500 + 1000 for a
difference in ability. Therefore, the borrow the name of a real westerner. In total of 1500 experience points.
choice of gender is completely free. this section, we'll use Ducard Sample Ⅱ If you have enough experience points,
Even races other than humans have (the second), though it's not a very you can acquire multiple skills.
two genders, male and female, exactly sensible name. Only adventurer skills can be
the same as humans. Also consider the acquired or increased using experience
differences in appearance between men points. General skills cannot be acquired
and women, as well as the differences in 1.4.5 or increased with experience points.
the division of roles in society, to be
Character Growth via In addition, starting experience
equivalent to those of humans.
Starting Experience Points points do not have to be used up. Leaving
them in place will give you an advantage
A character has already acquired
《 Name 》 certain skills (starting skills) according
in the growth of your character after the
Naturally, a character must have a game.
to Table 1-5: Backgrounds or Table 1-6:
name. It's not convenient to enjoy the Starting Experience by Race. In addition
fictional world of Forcelia if they're Example:
to this, starting experience points can
always called by the player's name or just Ducard II has 2500 experience points.
also be used to acquire new skills or
hey.... you. With these, for example, we could
increase a character's skills.
Therefore, a character should be acquire 1 level in sorcerer (2500-
However, the skills that can be
given a name that is appropriate for 2000=500 remaining) or increase fighter
acquired or increased are limited to
Forcelia. to 2 levels (2500-1500=1000 remaining).
those of adventurer skills, and general
When deciding on a name for a In addition, we can even acquire 2 levels
skills cannot be acquired or increased.
character, it is usually best to stick with a in thief at once (2500-1000-1500=0
The experience points required to
basic western-style name. After all, the remaining).
increase a skill are shown in Table 1-7:
names of most people in Alecrast, the Here, we'll increase fighter to 2nd
Experience Points by Skill (at Character
setting of Sword World RPG, are like that. level and also acquire 1 level in ranger.
Creation).
Purely Japanese or Chinese names are This leaves us 500 points, which we’ll
Characters can spend their starting
not suitable. save for future use.
experience points to gain skill levels. For
In Alecrast, first name, then last name example, if you want to acquire 1 level in
are usually written in that order. In rare ranger, you can do so by subtracting 500
cases, a middle name may also be added from your starting experience points.
between the first and last names.
Alternatively, it's acceptable to simply Table 1-7: Experience Points by Skill (at Character Creation)
decide on a first name and leave the last Sorcerer Fighter Ranger
unspecified, or to use a nickname or alias, Attained Sorcerer & Sage at the same
Sorcerer (with Shaman Thief Sage
as is often used by thieves. Level time
Sage) Priest Bard
1 2000 2000 1500 1500 1000 500
Example:
2 2000 1500 1000
Let’s decide on the age, gender, and
3 1500
name of the character we're creating.
Since they're a human, their age will
be around 15~30 years old. This

20
When you have the sorcerer skill, Table 1-8: Weapons-1
there's a few things to be careful of. This Weapon Name Usage Required Str. Price Calculation
skill is closely related to the sage skill and Swords
requires fewer experience points when Dagger (throwable) 1H 1~5 x10+20
acquiring both. If a character has neither Main-gauche 1H 1~5 x20+20
the sorcerer nor sage skill, they can Swordbreaker 1H 1~5 x20+40
acquire 1 level in both the sorcerer and Katar 1H 3~5 x10+30
sage skills by spending 2000 experience Shortsword 1H 3~8 x10+30
points. You may acquire sorcerer only, Cutlass 1H 6~12 x20+40
but it's better to avoid this, as it will put Rapier 1H 6~14 x10+90
you at a disadvantage during the game. Saber 1H 7~14 x20+50
If a character has 1 level in the sage Scimitar 1H 8~14 x20+50
skill (so if they're a human or half-elf, Broadsword 1H 8~16 x20+40
and if merchant/scholar or noble was Falchion 1H 12~16 x20+60
rolled on Table 1-5: Backgrounds), they Bastard sword 1~2H 13~17 x30+50
can acquire 1 level in the sorcerer skill Estoc 2H 11~16 x30+40
for 1500 points. Of course, having the Shamshir 2H 14~ x40+70
sage skill does not mean that you're Flamberge 2H 15~21 x40+80
required to have the sorcerer skill. The Greatsword 2H 16~ x40+60
sage skill is useful enough on its own. Axes
It is important to note that it is Hand ax (throwable) 1H 4~11 x10+20
against the rules for a character who has Battle-ax 1~2H 10~20 x20+40
neither the sorcerer nor sage skills to Great ax 2H 18~ x20+50
acquire only the sorcerer skill for 1500 Spears
points. Javelin (throwable) 1H 1~10 x10+15
Short spear (throwable) 1H 2~13 x10+10
Table 1-7: Experience Points by Skill Trident (throwable) 1H 4~16 x10+20
(at Character Creation) is almost Longspear 1~2H 4~20 x10+20
identical to a segment of Table 8-1: Pike 2H 10~ x10+40
Experience Points by Skill, which is used Maces
for character growth as explained in Light mace 1H 5~12 x20+20
chapter 8. Heavy mace 1~2H 9~16 x20+30
As this shows, the use of starting Maul 2H 16~ x20+40
experience points is exactly the same as Clubs
the use of experience points during Boomerang (made for throwing) 1H 1~9 x10+10
character growth, so it might be a good Club (throwable) 1H 1~ x5+10
idea to read the explanation in chapter 8 Staves
first. Mage’s staff 2H 1~10 x10+100
Big club 2H 1~ x10+10x
1.4.6
Quarterstaff 2H 8~ x10+20
Purchasing Weapons
and Armor Stock up on weapons, armor, and
Once ability scores and skills are other equipment and get ready for
determined, the character is almost adventure. At this time, please note the
complete. All that is left to do is use your following.
money to purchase the equipment your
character needs.
Please determine how much money
you have by following the instructions
on Table 1-5: Backgrounds or Table 1-6:
Starting Experience by Race.

21
Required Strength Table 1-8: Weapons-2
When buying weapons and armor, Weapon Name Usage Required Str. Price Calculation
one must be aware of their required Flails
strength. Even swords of the same shape Light flail 1H 7~14 x10+20
are sold in a variety of sizes to match the Morning star 1H 11~19 x20+40
physical strength of the person using it. Heavy flail 1~2H 10~ x20+40
In real life, when a baseball player
War hammers
chooses a bat for himself, he chooses one
Pickax 1H 2~10 x20+20
that matches his physical strength. For
War hammer 1H 6~19 x20+30
an adventurer, the first step to survival is
Mattock 2H 10~ x20+40
to choose a weapon most suited to their
Bows
strength.
Short bow (shooting) 2H 2~8 x10+40
Basically, the most suitable weapon is
Longbow (shooting) 2H 6~ x10+50
one whose required strength equals the
Crossbows
character's strength. As long as you
Light crossbow 2H 5~15 x20+60
choose that, you are guaranteed the same
Heavy crossbow 2H 10~ x30+80
attack capability, even if you use a
Slings
different type of weapon. Think of a
Sling (shooting) 1H 1~8 x10+10
sword, ax, or spear with a required
Staff sling (shooting) 2H 1~14 x10+20
strength of 14 as the same in terms of
game value. Therefore, it’s a good idea to Rocks
choose one based on the image of your Rock (made for throwing) 1H 1~ 0
character. Entangling Weapons
However, most weapons have a Whip 1H 5 150
limited range of required strength. It’s a Net (throwable) 1H 7 200
constraint that comes with the general Bola (made for throwing) 1H 3 80
size and nature of the weapon. Therefore, Cranequin crossbows
if the required strength of the weapon Light cranequin crossbow (shooting) 2H 5~15 x30+90
you’re buying on Table 1-8: Weapons Heavy cranequin crossbow (shooting) 2H 10~ x45+120
does not match your character's strength, Ballista (shooting) 2H 20~ x60+200
you should not buy that weapon. Other
Pole weapon 2H 10~ x30+50
One-Handed and Two- Lance 1H 12~ x30+60
Shotel 1H 8~16 x20+50
Handed Weapons Cestus 1H 1~5 x10+10
A two-handed weapon will deal
Blackjack 1H 1~4 x10+10
more damage to an opponent than a one-
Garrote 2H 1 5
handed weapon of the same required
Prodd (shooting) 2H 5~15 x20+60
strength. Of course, if you have a two-
Dart (made for throwing) 1H 1~3 x5+10
handed weapon, you cannot hold a
Arrows
shield, which will make your character
Arrows (used for bows) 10 for 12
less capable of defense.
Quarrels (bolts used for crossbows) 10 for 12
To determine whether a weapon is
Bullets (used for slings) 5 for 20
one-handed or two-handed, see the
usage column on Table 1-8: Weapons.
1H stands for one-handed. 2H stands for weapons. Note that these cannot be used Armor
two-handed. 1~2H means the weapon in melee. Throwable weapons are The principle of choose one whose
can be wielded with one or both hands. basically used in melee, although they required strength equals the character's
can be thrown when the need arises. strength applies to armor as well. There
Projectiles
On Table 1-8: Weapons, weapons
with made for throwing or shooting after
the weapon's name are strictly projectile

22
are several types, but choose which one Table 1-9: Armor
you think is appropriate (Table 1-9:
Armor Name Required Strength Price Calculation
Armor).
Non-metal armor
Cloth armor 1~3 x10+10
Shields Soft leather armor 2~7 x15+20
In the case of shields, there are
Hard leather armor 5~13 x30+30
only two types: small shields (required
Metal armor
strength 1) and large shields (required
Ring mail armor 5~12 x30+40
strength 13). If a character's strength is
Splint armor 8~17 x40+50
13 or greater, a large shield can be chosen.
Chain mail armor 10~19 x50+50
However, in terms of increasing a
Lamellar armor 11~22 x70+70
character's defensive ability, the effects of
Plate armor 13~ x100+100
small and large shields are basically the
same in this game. Therefore, it is safe to Table 1-10: Shields
choose the less expensive small shield [ Ranger ]
Shield Name Req. Str. Price If you want to make use of your
(Table 1-10: Shields).
Small shield 1 60 ranger skill, your armor must be light.
Large shield 13 300 Specifically, it is armor that requires up
Price Calculation to half of your strength (rounded up). For
Weapons and armor have different
the description of each skill and decide armor, metal armor other than ring mail
prices for the same shape, depending on
which weapons and armor you will buy. may not be used, regardless of the
the required strength. For the prices of
If the equipment has both unrestricted character's strength or required strength.
weapons and armor, please see the price
and restricted skills, please understand Choose non-metal armor or ring mail.
calculation column of the weapons table.
that your equipment must conform to For weapons, there are no
There you will find expressions like
the restricted skill if you want to take full restrictions. You should buy a weapon
x20+40. The required strength is applied
advantage of both skills. whose required strength is the same as
to this formula to find the actual price.
your own strength. Ranger does not
For example, for a broadsword with a
include the ability to fight with melee
required strength of 14, the price would [ Fighter ] weapons, but it does include the ability to
be: There are no restrictions. The basic handle projectiles. Therefore, it is a good
14 (required strength) x 20 + 40 = idea is to choose weapons and armor idea to choose a projectile, if you have to
320. Prices are in gamels (G). whose required strength is the same as choose a weapon. On Table 1-8:
your own strength. Weapons and armor Weapons, they are indicated as throwable,
that have a required strength less than made for throwing, and shooting.
your own strength will make your
1.4.7
character's attack and defense
Restrictions on Weapons incomplete, and weapons and armor
and Armor Based on Skill with a required strength greater than
The general rule is to choose one your own strength cannot be handled.
whose required strength equals the
character's strength, but a character may [ Thief ]
be substantially limited by the skills they If you want to take advantage of your
have. For example, if one with the thief skill, your weapons and armor must
shaman skill wears metal armor, they be light. Specifically, weapons and armor
cannot use spirit magic, which is the that require up to half your strength
primary ability of the shaman skill. In (rounded up). For armor, metal armor
this case, it wouldn’t make sense to have other than ring mail may not be used,
the shaman skill. regardless of the character's strength or
The following are guidelines for required strength. Choose non-metal
purchasing weapons and armor based on armor or ring mail.
which skills a character has. For
characters with multiple skills, look at

23
[ Sorcerer ] So, when choosing a weapon, we'll would be a matter of course even if the
If you want to make use of your choose one that has a required strength rules do not stipulate it.
sorcerer skill, your armor must be cloth equal to the character's strength (14).
or soft leather. Either of these should be Here we have chosen the most typical Example:
the one with the greatest required weapon, a broadsword. The required Ducard II has 580 gamels left. How
strength within the character's strength strength of a broadsword is 8~16, so a much equipment can we buy with this?
range. Also, you should not buy a shield. broadsword with a required strength of First, we'll need a rucksack (50G).
For weapons, be sure to purchase a 14 certainly exists. Without it, it'll be difficult to carry
mage’s staff. This is essential when using The price is 14 x 20 + 40 = 320 luggage. We should also have a belt
ancient magic. If the character's (gamels). pouch (15G) for small items and money.
strength is 10 or less, it is appropriate to When choosing armor, the ranger Since we’re going on an adventure, a
buy one with the same required strength skill's limitations come into play water bag (20G) is a must.
as the character's strength; if the (required strength can only be up to half If we're planning to sleep outdoors,
character's strength is 10 or greater, it is one's own strength, armor can only be we'll need a mantle (40G) and a blanket
appropriate to buy one with a required non-metal or ring mail). Our character's (50G). A tent is too expensive and we
strength of 10. strength is 14, so we can buy armor with don't need something large enough for
a required strength of 7. five people. If he has friends, though, it
would be nice if we could pool our
[ Shaman ] Here we will choose ring mail.
money together to buy it. Tableware
If you want to make use of your The price is 7 x 30 + 30 = 240
(gamels). (12G) and cooking utensils (50G) will
shaman skill, your armor is limited to
Since a broadsword is a one-handed also be needed for camping.
cloth, soft leather, or hard leather. Of
weapon, this character can also hold a For a lighting tool, we’ll first need a
these, the one with the greatest required
shield. If we have a large shield, the tinderbox (20G). Without that, a fire
strength within the character's strength
ranger skill will be limited, so our choice cannot be started. We’ll also need torches
range should be chosen. Also, you
here is limited to a small shield. The (6 for 5 G). A lantern would be brighter,
should not buy a shield.
price is 60 gamels. but money is tight and we can't afford
When choosing a weapon, since
Since our starting amount was 1200 that luxury.
you’re not buying a shield, it's a good
gamels, our character now has 1200 - 320 Riding horses or pack horses aren’t
idea to choose a two-handed weapon if at
- 240 - 60 = 580 gamels remaining. possible due to their price.
all possible. It is fundamental to match
Now let's buy some parchment (10
your strength to the required strength of
sheets for 10 G) and quill pen ink (5 G).
the weapon.
1.4.8 Ducard II's ranger skill includes the map
Purchasing Other creation ability. It may be useful at some
[ Sage, Bard, Priest ]
These skills have no weapon or armor Equipment point. The thieves' tools are for a thief
and the musical instruments are for a
restrictions. Refer to restrictions on If you only have weapons and armor, bard, so they're not necessary for Ducard
other skills acquired at the same time. If you will not be able to go on an II.
a character has acquired only these skills, adventure. It won’t be an adventure if you So far, 277 gamels have been spent on
the basic idea is to choose weapons and forget your ropes and torches. purchases, with 303 gamels remaining.
armor whose required strength is the For equipment other than weapons We won’t buy preserved food yet.
same as their own strength. and armor, see Table 1-11: Equipment. There’s still no adventure in store for
Ducard II.
Example:
[ Weight Limits ]
Ducard II has 2 levels in the fighter Many games set some kind of weight
skill and 1 level in the ranger skill. There on weapons, armor and equipment,
are no restrictions on either skill when limiting the amount of goods a character
choosing a weapon. Ranger has an can carry. However, Sword World RPG
advantage in projectiles, but this is does not do this. Instead, please use your
consequently irrelevant because of the common sense to make decisions.
higher level of the can use any weapon A character cannot have an infinite
fighter. number of things. It is impossible to hold
1000 torches or 1 kilometer of rope. This

24
Table 1-11: Equipment
Name Price (in Gamels)
Bags
Rucksack (leather) 50
Bag (cloth) 15
Pouch (cloth) 5
Handbag (cloth) 10
Belt pouch (leather) 15
Water bag (leather) 20
Camping tools
Mantle 40
Blanket 50
Tent (for 5 people) 300
Tableware (1 set) 12
Cooking utensils (1 set) 50
Lighting equipment
Torch (6, lasts 2 hours each) 5
Lantern 40
Tinderbox 20
Oil (1 bottle for a lantern, lasts 12 hours each) 5
Adventuring tools
Rope (10 meters) 10
Wedges (10) 20
Small hammer 10
Hand-mirror 100
Other
Parchment (10 sheets) 10
Quill pen/ink 5
Thieves' tools 100
Musical instrument 100+
Food
1 serving 3+
1 serving of rations 7+
Wine (1 cup) 2+
Ale (1 cup) 1+
Horses
Pack horse 1500
Riding horse 5000
Warhorse 10000
Mule 1000
Donkey 800
Camel 2000
Lodging
1 night (not including food) 30+
1 week (not including food) 150+
1 month (not including food) 300+
Living expenses
1 day 10+

25
was not raised in a human society, there [ ⑭ Adventurer Level ]
1.4.9 is no need to write anything in this field. Once you’ve acquired your final skills
Filling Out the (starting skill and growth via starting
Character Sheet [ ⑦ Starting Experience Points ] experience points), you can determine
Please write down starting your adventurer level.
The Character Sheet that
experience points as determined by Adventurer level is equal to the
accompanies this book is designed to
Table 1-5: Backgrounds or Table 1-6: highest adventurer skill level. Write this
record and list various character details.
Starting Experience by Race in the number down.
This will help keep the game running
experience points field.
smoothly.
In fact, a Character Sheet saves time [⑮ Purchase Equipment]
and eliminates mistakes in character [ ⑧ Starting Skills ] Use your money to purchase
creation. As with starting experience points, equipment. Write down the items you
Let us explain how to fill out the sheet write down your starting skills.. It’s purchased then rewrite your money,
according to the order of character advisable to write them in the order of reducing by the amount of money you
creation. adventurer skill → general skill. spent (Table 1-11: Equipment).
When you purchase weapons, shields,
[ ① Player Name ] [ ⑨ Money ] and armor, write them in the appropriate
Table 1-5: Backgrounds or Table 1-6: fields (Table 1-8: Weapons, Table 1-9:
The player should write their own
name in the player name field. Starting Experience by Race determine Armor, and Table 1-10: Shields).
the amount of money (2D x modifier)

[ ② Race ]
that you have. Roll the dice, calculate it, [ ⑯ Other Sections ]
and write it down in the money field. The character sheet is not completely
The first decision in character
filled out yet. However, to fill in anything
creation is race. Once you've decided,
please write it here. [ ⑩ Gender ] other than what’s explained here, you
Once the process has been completed must understand the rules a bit more in
detail. So for now, this is the end of the
[③ Sub-Ability Scores]
up to this point, you should have
developed an image of the character. It instructions for filling out the sheet.
Once race is chosen, sub-ability
should now be easier to decide on gender The other sections will be explained
scores can be determined. Roll the dice
and age, plus the character's name. as necessary in the coming rules.
according to Table 1-3: Determining
Decide on gender and write it in this
Sub-Ability Scores and write down the
field.
sub-ability scores from A-H in order.

[ ④ Ability Scores ] [ ⑪ Age ]


As with gender, decide on an age and
Once sub-ability scores are
write it down.
determined, ability scores are calculated
by addition. Please calculate and write
down the six ability scores. [ ⑫ Character Name ]
Give your character a name, and

[ ⑤ Ability Bonuses ]
write it down here.
Once ability scores have been
calculated, the next step is the ability [ ⑬ Increase Skills ]
bonuses. A bonus is an ability score Starting experience points can be
divided by 6 (rounded down). used to acquire new adventurer skills or
to increase any skills already acquired

[ ⑥ Origin ]
(Table 1-7: Experience Points by Skill).
If this changes experience points
If the character is a human or a half-
and adventurer skill levels, rewrite them
elf raised by a human, Table 1-5:
in the appropriate fields, respectively.
Backgrounds must be used to determine
their origin. Once it's been decided,
write it in the origin field. If the character

26
27
28
Chapter 2:
Success Rolls

29
2.1 Baseline Scores
2.1 Baseline Scores
A baseline score is a number that skill level, and their dexterity bonus is Skills Other Than Combat and Magic to
indicates how competent or skilled a used for ability bonus. see which skills can be used for the
character is at a given activity. baseline score of any given action. It also
For example, if you want to hit an Example: lists the ability scores associated with
enemy with your sword, it is important Let’s find the baseline score for those actions.
to have dexterity to wield it accurately. Ducard II when he wields his sword. His If a character does not have any skills
Also, if the character is trained or fighter skill level is 2 and his dexterity related to an action, the baseline score is
experienced as a warrior, they’ll be even bonus is +2. 0 regardless of their ability scores.
more likely to hit their target. Therefore,
In Sword World RPG, this is 2+2=4 Example:
expressed as relevant skill level + ability is his baseline score. Let’s say Ducard II is attempting to
bonus and is called the baseline score. unlock a door. The two skills he has--
Fighter is only useful in combat. The fighter and ranger skill --do not have the
baseline score = relevant skill level + sorcerer, shaman, and priest rune master ability lockpicking. This means that
ability bonus skills are also of little use for anything Ducard II does not have a skill associated
other than casting magic. with picking locks. In this case, his
For example, if the player wields a Other skills are used in a variety of dexterity bonus (+2) has no effect and
sword, their fighter skill level is used for situations. See Chapter 6: Adventurer his baseline score is 0.

2.2 Target Scores


2.2 Target Scores
The baseline score is a number that This is represented by a target score. Example:
represents a character's ability. However, The greater the target score, the more Ducard II is fighting some goblins.
the success of an action is not only difficult the action. He swings his sword and cuts at the
related to the ability of the person Target scores for certain actions can monster in front of him first.
attempting it, but also to the difficulty of be found in Part 2: Game Master Section. The game master declares the target
the action itself. The difficulty of hitting This is because it is the game master who score of this action to be 10.
a target with the same weapon is much sets the target scores, not the players.
greater when your opponent is a
seasoned warrior, than when he is an
amateur with no fighting experience.

2.3 Checks
2.3 Checks
Once the baseline score and target Example:
score are determined, a success roll Did Ducard II’s attack hit the Goblin? 2.3.1
check can finally be made. His baseline score for attacks is 4 Automatic Success
The player must roll two dice and add and the target score for hitting a goblin is and Automatic Failure
their baseline score to the roll. The result 10. In other words, we must roll two dice,
Even the most difficult acts can
is called the final score. This final score add 4 to the result, and if the total is 10
succeed by a quirk of fate. On the other
should be equal to or greater than the or more, we’ll hit the target.
hand, no matter how simple something
target score.
may seem, it may fail due to some
Try rolling the dice yourself. If the
misfortune. This is represented by the
final score (baseline score + 2D) ≥ roll is 6 or greater, it’s a hit, and if the roll
automatic success and automatic
target score → action is successful is 5 or lower, it’s a miss.
failure rules.
final score (baseline score + 2D) <
target score → action fails

30
On a success roll, if a player rolls a 12, how high the baseline score nor how Some games treat extreme stakes
i.e., both dice roll 6 (double sixes), the high the target score. during an action check as a definitive
action is a success, no matter how low the Basically, automatic success and success or failure, and Sword World RPG
baseline score nor how high the target automatic failure are not definitive may do so as well. However, if such a
score. success or definitive failure. It simply process is not specified, it is not treated
Conversely, if that player rolls a 2, means that you succeeded or failed, not as a definitive success/failure. Do be
that is, if the two dice both roll a 1 that you succeeded very well or failed careful.
(double ones), the action fails, no matter very badly.

2.4 Bonuses and Penalties


2.4 Bonuses and Penalties
A success roll may be subject to In such cases, the game master final score {baseline score + 2D ±
modifiers. This is to replicate any applies a bonus or penalty to the success (bonus, penalty)} ≥ target score → action
favorable or unfavorable circumstances roll. Things like, +2 because they're falling failed
when a character is about to perform an over, or -4 because it's dark.
action. When such bonuses or penalties are How bonuses and penalties are
For example, if the person you’re applied, the baseline score will go up or applied can be found in Part 2: Game
fighting is falling, their movements will down. A player must also calculate these Master Section. This is because it’s the
be restricted and your attacks will be before making a success roll. game master who determines these
easier to land. On the other hand, if things, not the players.
you’re fighting in the dark, then unless final score {baseline score + 2D ± Even if a bonus or penalty is applied,
your character has darkvision, you (bonus, penalty)} ≥ target score → action the roll is still an automatic success if the
cannot see your opponent, so it is not so is successful roll comes up double sixes, and an
easy to hit him. automatic failure if the roll if it’s double
ones.

2.5 Difficulty Checks


2.5 Difficulty Checks
Consider the following case here: So, confident that there are no traps, well hidden that you just couldn't see
You (your character) are now at a you open the door and move forward....... them?
door. The owner of the mansion is Wait a minute. RPG stands for role Can you answer this question? Can
known to be paranoid and is rumored to playing game. In other words, the game you answer the question from your
have set numerous traps. So you decide is played as if you were the role or character's point of view? I landed the
to check for traps, thinking that character assigned to you. What if we success roll is not an answer. That's an
carelessly opening this door might look at the trap-finding scene from the answer from the player's perspective, not
activate a trap....... character's point of view? the character's.
The find trap ability of the thief skill You examined the door. You followed That's right. Within the setting, there
will be used to see if this will work. That the door with your eyes for any odd nicks, are actions that we attempt on our own
means your success roll will use thief skill tapped lightly on the door to hear the but do not know (or cannot tell) whether
level + intelligence bonus as the baseline echo, and carefully twisted the knob they are successful or unsuccessful.
score. slightly to see if it felt right. As a result, These checks-- which are often made
Let's assume that this baseline score you did not discover any traps. mainly when finding something --
is 4. The game master then declares the There are no traps. change the method of success rolls
target score to be 12. You tell your companions so. But one considerably. The difficulty is
You (the player) roll the dice. The roll of your companions asks you with a determined via target score
is 8. 4+8=12, so it's a success, although difficult look on his face: determination.
just barely. Really? The owner of this place is the
The game master says You couldn't kind of guy who'd think you're a thief
find anything. when he sees you. You just couldn't find a
trap, could you? Maybe the traps are so

31
confidence, while a low roll indicates a
2.5.1 1. There is a trap, the find trap check is lack of confidence in what they've done.
Difficulty successful → There is a trap at the door
2. There is a trap, the find trap check is a Caution
Difficulty is a score determined by
failure → You don't find any traps It has been noted before that double
the game master based on the difficulty
3. There is no trap, the find trap check is sixes and double ones are automatic
of the actions the character attempts.
successful → You don't find any traps successes or failures and do not imply
What makes this different from a target
4. There is no trap, the find trap check is definitive successes or failures.
score is that this is not the direct number
a failure → You don't find any traps It is especially bad to misinterpret an
the player is aiming for.
automatic failure as a definitive failure.
In the case of #2, if you assume there For example, if a player is trying to find a
2.5.2 are no traps, you will have a terrible time. trap on a door and has rolled double ones,
How to Make a the game master will of course tell the
player you didn't find any traps. When
Difficulty Check 2.5.3 the player hears this, if they reply like the
To make a difficulty check, the game Analogy of Success following, it's a prime example of this
master also rolls the dice (2D). This roll and Failure misinterpretation: Oh, I screwed up big
is then added to the difficulty and used as time. Which means I can say for sure
If a success roll is made for a difficulty
the target score. The game master does “There are definitely no traps on this door”.
check, the success or failure of the action
not reveal their roll nor the target score And yet I'll carelessly open it and get hit.
is strictly unknown to the player. That is
that results from their calculation, to the *laughs*
precisely the reason why we use difficulty
players. Whether the base difficulty is This is misinterpreting the rules.
checks.
revealed or not depends on the situation. Instead,
However, a player is given only one
The players' dice rolls are otherwise I couldn’t find any traps, but I’m not
criteria to determine whether the success
the same. They will be told the baseline too confident in my search. Consider it
roll they made for a difficulty check is a
score, roll 2D, and modify it with any like I never checked the door.
success or a failure.
bonuses or penalties to find a final score. would be the correct thing to say.
That is: the dice that the players
The game master then takes the final
themselves have rolled.
score and compares it to the target score
If the roll is as high as 10 or 11, the
(difficulty + 2D) that they have secretly
success roll is considered to have a very
set. If there is a tie or if the final score is
high chance of success. Therefore, if after
greater, the action is a success; if it is less,
examining the door, you do not find a
the action is a failure.
trap, the risk is quite low even if you
assume that there really are no traps.
final score ≥ target score (difficulty +
If the roll is low, such as 3 or 4, then
2D) → action succeeds
there's a high chance that the success roll
final score < target score (difficulty +
has failed. So, even if you examine the
2D) → action fails
door and do not find any traps, you
should be skeptical of the results.
The game master does not say
In particular, when a player rolls
whether the result is the action succeeded
either of the two extremes, double sixes
or the action failed, because a difficulty
or double ones, it means automatic
check is made when the success or failure
success or automatic failure, so that the
of the action is not known to the
player can clearly see whether the
characters. They must only answer as
success roll is successful or not.
much as the character can tell from their
A player's dice roll should be
successes and failures. Let's show how
interpreted as an expression of
the game master's answer would be for
confidence in the character's actions. A
the case of the door and the traps:
high roll indicates a high level of

32
2.6 Success Rolls Using Adventurer Level
2.6 Success Rolls Using Adventurer Level
For a success roll, the baseline score adventuring, the baseline score for a adventurer level in its baseline score
is usually calculated as relevant skill level success roll is adventurer level + ability calculation.
+ ability bonus. However, in some cases, bonus. When a character with adventurer
adventurer level, rather than skill level, is Actions that fit into this category are level 0 (a character with no adventurer
used to calculate the baseline score. explained in 6.6: Common Adventurer skills) makes these checks, the baseline
For actions that anyone would be able Abilities. In addition, the following 2.7: score is 0 regardless of their ability scores.
to perform if they became proficient in Resistance Rolls are also a check that uses

2.7 Resistance Rolls


2.7 Resistance Rolls
A success roll made using adventurer master asks us to make a life force It’s an automatic success. He
level + life force bonus as the baseline resistance roll to see if Ducard II is withstands the magic and escapes the
score is specifically referred to as a life poisoned by the ghoul. The toxicity score room safely.
force resistance roll. Similarly, a success of ghoul poison is 10, which is the target
roll made using adventurer level + mental score. Our 2D roll is 5, so with 5+5=10, Filling Out the Character
Sheet
power bonus as the baseline score is he escapes paralysis, if barely.
specifically called a mental power The two resistance rolls are
resistance roll, and the two are Example 2: frequently performed. Therefore, it’s
collectively called simply resistance rolls. Since Ducard II has an adventurer advisable to make a note of the baseline
The reason for the name change and level of 2 and a +2 mental power bonus, score (resistance) so that it is readily
the distinction between the two in the baseline score of his mental power available. The Character Sheet provides a
particular, is that they are frequently resistance roll (mental power resistance field for this purpose. Look at the life
performed. power) is 4. While touring an force and mental power fields under
Therefore, these baseline scores are underground cave on an adventure, he ability scores. To the right of each of
also defined by the terms life force wanders into a mysterious room where these is a field to write down the bonus,
resistance and mental power resistance, all four walls are painted in extreme and further to the right of that should be
among others. colors. a field labeled resistance. Write the
Life force resistance rolls are made to In fact, there is a magic trap set in this baseline scores of each resistance roll
avoid or reduce the effects of physical room that will put anyone who enters it here .
dangers such as poison, while mental into a deep sleep. The richly colored The baseline score (resistance)
power resistance rolls are made to avoid patterns in the room begin to move equals adventurer level + life force/mental
or reduce the effects of magic or curses. strangely, and Ducard II is struck by a
power bonus.
In particular, all checks against magic, strong sense of drowsiness. The game
even if it causes physical damage, are master asks us to make a mental power
made with mental power resistance rolls. resistance roll against target score 17.
Checks against special attacks by Normally, this would never succeed, but
monsters that are magical in nature are our 2D roll is 12!
also made with mental power resistance
rolls.
Ability Scores
Example 1:
Since Ducard II has an adventurer
level of 2 and a +3 life force bonus, the
baseline score of his life force resistance
roll (life force resistance power) is 5.
During the adventure, he is attacked and
wounded by a ghoul. Paralyzing poison
is a special ability of ghouls. The game

33
Chapter 3:
Combat
Rounds

34
3.1 Action Announcements
3.1 Action Announcements
same group (e.g., a1, a2, a3 within group You may only declare, I'm preparing
3.1.1 A) may be determined freely and can to cast a spell, and not give out the
Order of Action also be changed from round to round. specific name of the spell. This is the
Announcements If there are three or more groups difference in position between the
instead of two, the order of action players and the game master. The game
Each round begins with an
announcements is determined in the master, as the person who manages the
announcement of what your character
same way. The groups with the higher game, must know the actions of all the
intends to do.
intelligence can decide on their actions characters and monsters that appear.
In combat, there are basically two
later than the others. However, the players should only act
opposing groups. Action
In an action announcement, you from their characters’ point of view. So, if
announcements are made by each group. cannot declare something impossible. a character cannot predict something,
Suppose there are three characters, Casting a spell while running at full the player cannot know it either. When
a1, a2, and a3 in group A and two speed is prohibited by the rules. If there's you see it for the first time, you won't
characters, b1 and b2 in group B. In this an enemy in front of you that’s attacking know how a monster you don't recognize
case, the order of action announcements you, attacking another enemy several will act, and when an enemy tries to cast
is A → B or B → A. Characters who meters away is not possible, just by a spell you don't recognize, you won't
belong to different groups, such as common sense. These impossible actions know what that spell does.
a1→b1→a2...... do not take turns to cannot be declared, as a matter of course. Of course, if a character has a wealth
announce their actions. of knowledge, or if they’re an advanced
Which of the two will make their spellcaster, they might know such things.
action announcements first is 3.1.2 If it's something the character should
determined based on intelligence. The Player Action know, the game master should tell you
group with the highest intelligence
Announcements when they announce the action.
among all the characters (including
monsters, etc.) participating in combat A player must be specific when
will announce their action later. If a2 is announcing their action.
the one with the highest intelligence Instead of attack with my weapon,
between groups A and B as mentioned, they should say attack the rightmost
then the announcements are made in the goblin with my sword.
order of B → A, regardless of the Instead of use magic, they should say
intelligence of the other characters. cast a fireball spell.
Those who announce their actions later- You must be specific in this way. If
- the ones with highest representative the game master asks a question, be sure
intelligence --will have a significant to answer it clearly.
advantage because they can announce
their own actions after hearing their
opponents' announcements. 3.1.3
If the two groups are equal in NPC and Monster Action
intelligence (i.e., the highest intelligence Announcements
in each group is the same), compare the
When NPCs, monsters, etc.
second highest in each group. If those are
announce their actions, it’s done by the
also the same, then compare the third
game master who manages them.
highest.
Specific action announcements may not
If a settlement cannot be reached, the
be made at this time.
game master gets to announce their
For example, simply say, I am about
group's actions first (NPCs and
to open my big mouth. They won't know
monsters) and then the players follow.
if it’s opening its mouth to bite, or
The order in which action
perhaps even breathe fire.
announcements are made within the

35
3.2 Action Order
3.2 Action Order
Once action announcements are II's. Therefore, the goblin will act before IIDash can make an attack check against
complete, it is time to resolve both Ducard II. the goblin.
friends’ and foes’ actions. Combat will Each of their action announcements
then actually take place. are attack the opponent (with a weapon).
This is done in order of agility, friend The goblin cuts at him with its claws. 3.2.1
and foe alike. Therefore, it is possible to Ducard II then fails to evade it and falls Delaying an Action
have a mixture of friends and foes, as in down with a deep wound. Ducard II
Characters (including NPCs and
a1 → b1 → a2....... and so on. cannot carry out his intended attack on
monsters) do not have to act based on
If, as a result of the action of someone the goblin.
their agility and can instead delay their
with higher agility, someone with lower Suppose that Ducard II has an agility
actions.
agility is unable to perform their intended of 13, which is equal to that of a goblin
For example, suppose you know that
action, it means that their action is no (let's call him IIDash from now on, since
a fellow wizard can use magic to increase
longer possible. he is a bit faster). In this case, both
the attack power of your sword. But what
If two have exactly the same agility, attacks are considered to be carried out
if your agility is higher than theirs? The
their actions are considered to be simultaneously. During the course of the
support magic will be applied after you
simultaneous. game, each attack check is made in the
swing your sword, and the magic will be
For convenience, they are resolved in order of goblin → IIDash (or vice versa).
wasted.
order, but even if you’re attacked by an Otherwise, it would be difficult to
In such a case, a character may lower
enemy of the same agility and fall down, progress the game.
their action order to 0. In other words,
you can still perform your intended Suppose that, as in the first
they will act only at the very end of the
actions. example, IIDash is still hit badly enough
round.
to fall down as a result of the goblin's
If you want to delay an action, you
Example: attack check. However, IIDash’s action
must mention it in the action
Ducard II is fighting a goblin. He has order = agility is the same as the goblin's,
announcement phase, along with the
an agility of 12. On the other hand, the so he would've been slashing at the
action you intend to take.
goblin's agility is 13, better than Ducard goblin at the same time. In other words,

3.3 Action Canceling


3.3 Action Canceling
A character may cancel and not you intended to cast a spell but were In this case, an intended attack on an
perform their announced action. For blocked from chanting halfway through. enemy that is about to withdraw can be
example, if an enemy that you intended The choice is basically this: either changed to another target that you’re
to attack falls down due to the attack of a continue with the announced action or engaged with.
fellow player, no further attack is cancel it. If the enemy that's trying to
necessary. If you fall down yourself early withdraw has a higher agility than you,
in the order, you will not be able to act. you must switch to a different target,
Or, in the middle of a round, your 3.3.1 because according to your action order,
companion may ask you to help out by When It’s Possible to the enemy will have escaped. At this time,
giving money or goods. Change Attack Targets an attacker can choose any new target to
In such a case, a character may cancel switch to (from among those they're
As mentioned earlier, a character has
their intended action. engaged with).
only two choices: carry out their action
However, characters cannot switch If your agility is higher than that of
as is or cancel it. However, there is an
their actions. Just because a companion the enemy who is trying to withdraw,
exception to this principle.
has knocked down an enemy in front of you can attack them before they escape.
It's when you're engaged with several
you does not mean that you can attack a However, even at this time, it’s still
enemies and some of them are trying to
different enemy. You also cannot switch acceptable to switch attack targets. As
withdraw (flee).
from magic to a weapon attack because we'll see later, if all the enemies you’re

36
engaged with attempt to withdraw (flee), attack, and you will have a higher chance
even if they have high agility, you can still of hitting than usual.

3.4 Movement and Actions


3.4 Movement and Actions
1 round lasts 10 seconds. Therefore, a Naturally, you can advance farther, but Sheath a Weapon, Etc.
character can also move during this time. the restrictions on your actions will also You can sheath up to two, one in each
However, when movement is made, be greater. At this time, attacks from the hand. However, this is only possible if
actions are restricted. You cannot wield enemy are also much more likely to hit. there is a sheath, etc. You can also place
weapons or cast spells while running at The distance you can go with full a shield on your back.
full speed. movement is character's agility x 3
Characters have three options for meters. For monsters, their movement
Withdraw (Flee) From
movement: full movement, normal speed is set separately from agility, so
movement, or stand still. Each has they can move up to movement speed x
Engagement
You can escape from an opponent
different distances that can be traveled 3 meters.
within melee attack range.
and different restrictions on actions that The following actions can be taken
If an attack is declared on a character
can be taken. during full movement:
who is withdrawing, another character is
Below are some guidelines on how
needed to suffer the enemy's attack in
movement works and which actions can Ready a Sheathed their place (defend against the attack).
be taken. For any other actions, please
Weapon If you do not have a companion to
use common sense based on the time
You can wield up to two, one in each take on your opponent, you will escape
frame of 1 round = 10 seconds. Final
hand. If you want to switch your weapon with your back completely turned, and
decisions are to be made by the game
from a projectile such as a bow, to a you will suffer a -4 penalty when evading
master.
melee weapon, you can drop your the attack. Also, in that case, regardless
previous weapon on the ground, and of your character's agility, they will only
3.4.1 then you can ready a new weapon. This escape at the end of the round (agility 0,
is because, from the beginning, it’s based on action order). In other words,
Actions You Can Take Regardless
assumed your hands were empty. there is always a chance for the enemy to
of Movement Method
However, this is limited to items that attack a character before they withdraw.
The following actions can be taken at are already worn and ready to go, such as
any time, regardless of the movement those kept in a sheath. You cannot pick
method. They do not prevent other up a weapon that was left on the ground. 3.4.3
actions at all. If you’re carrying a shield on your back, Actions You Can Take
you can also ready it. During Normal Movement
Drop a Weapon, Etc. On
This is movement while staying alert
the Ground Switch a Weapon From to your surroundings.
Weapons and shields can be dropped Hand to Hand The distance you can move is a
on the ground at any time, regardless of You can move something in your number of meters equal to your
whether they're one-handed, two- right hand to your left hand, or hold character's agility (or a monster's
handed, or both-handed. If you do drop something you had in one hand with
movement speed).
a weapon, etc. consider it as if you never both hands.
At this time, the following actions are
had it in the first place, then choose your Some weapons can be held in either
possible:
action. one or both hands. If you have such a
weapon in one hand and a shield in the
other, if you drop the shield, the weapon Ready a Weapon
3.4.2 is now considered to be in only one hand,
As during full movement, you can
Actions You Can Take so you can then hold it with both hands.
ready a weapon from a sheath, etc.
You can wield up to two, one in each
During Full Movement hand.
Full movement means that a
character runs without looking aside.

37
Sheath a Weapon, Etc. Switch a Weapon's Use Magic and
The same as during full movement. Hands and Attack Projectiles
Switch a weapon you’re using with Above all, the advantage of standing
Pick a Weapon Up off only one hand to both hands and attack. still is the ability to use magic and attack
the Ground and Ready It This action may be effective if you have a with projectiles. Conversely, if you are
If a weapon or shield has fallen on weapon that can be used with one or not standing still, you cannot use magic
the ground, you can pick it up and ready both hands. or projectiles.
it. However, that weapon cannot be used If you’re holding a weapon in one If you want to attack with a projectile,
to attack this round. hand and a shield in the other, and that please follow the process of actions you
weapon can be used with both hands, can take during normal movement. If you
Switch Out a One-
you can drop the shield on the ground chose stand still, then attack with that
and attack with both hands, since it's as weapon can be read as attack with that
Handed Weapon if you were holding the weapon in only projectile. However, when you're engaged
Return a weapon in your hand to
one hand from the beginning. (being attacked by a melee weapon), you
its sheath, etc. and ready a different
cannot use projectiles.
weapon. Only one can be switched out.
For example, if you have a sword and a Attack with a Readied
shield, you cannot return them both and Weapon If you choose to stand still, in
If you already have a weapon ready, addition to magic and projectiles, you
ready a different weapon.
you can of course attack with that can also take the following special
If you do have a sword and a shield,
weapon. However, bows and other action:
you can drop one of them on the ground,
return the other one, then ready a projectiles cannot be used to attack while
different weapon. If you drop one of the moving. Stand Up and Ready
things you were holding, it's as if you Yourself
were only holding one from the From a state of falling down, stand up
beginning.
3.4.4 and ready yourself. You can only ready
Actions You Can Take one weapon, etc. that you’re wearing. You
Ready a Weapon and While Standing Still cannot pick up any items on the ground.

Attack Although stationary, you do not have


Take a weapon out of a sheath, etc. to remain completely still; you can move
that you’re wearing and use it to attack up to 3 meters.
immediately. However, bows and other In this state, all actions you can take
projectiles cannot be used to attack while during normal movement described in
moving. the previous section can be performed.

38
Chapter 4:
Weapon
Combat

39
4.1 Weapon and Armor Restrictions
4.1 Weapon and Armor Restrictions
A very frail man, all skin and bones, A character's arms are largely divided weapon + shield + armor or two-handed
dressed in heavy plate armor and into weapons, shields, and armor. weapon + armor. Of course, one-handed
wielding a long greatsword....... Required strength should not be added weapon + armor, two-handed weapon
All joking aside, however, if we want up, but rather considered separately for without armor, etc. are also possible, and
to be realistic, weapons and armor used each of these. In other words, a character it is acceptable to carry a spare weapon
should be limited by a character's with 14 strength can wield a weapon on your waist or back, as long as it is
strength. All weapons and armor have a with a required strength of 14, wield a within the bounds of common sense.
required strength to use them. shield with a required strength of 14, and However, you may not hold two weapons
Characters may not use weapons or wear armor with a required strength of in both hands or hold a shield in each
armor with a required strength greater 14. hand-- it is fine to do so, but a shield in
than their own strength. Under the basic rules, a character can your dominant hand or a weapon in your
be armed with either one-handed non-dominant hand is of no use.

4.2 Weapon Combat Skills


4.2 Weapon Combat Skills
Thief Skill Ranger Skill
To be good at weapon combat, a
【 】 【 】
character must have skills. The skills that
can be used for this purpose are limited A thief also has the ability to fight, The ranger skill is proficient with
to the following three: but only with light equipment. projectiles, and only when using a
Fighter skill, thief skill, and ranger Specifically, you can only fight if the weapon that is designated as such–
skill. weapon or armor you're using requires throwable, made for throwing, or shooting
up to half (rounded up) of your on Table 1-8: Weapons (see p. 21) --can
character's strength. As for armor, it’s they fight as well as a fighter when
【 Fighter Skill 】 limited not only by required strength but attacking. There is no ability to attack
The fighter skill is the most basic skill also by type. Metal armor other than ring with melee weapons. Weapons that can
for weapon combat. In the following mail may not be used, even if the be used for both melee and throwing, as
explanation, we will focus on this skill. required strength (half of strength) is indicated by throwable on the Weapons
met. table, are useful only when used for
throwing, not for melee.
The ranger skill cannot be used for
defense.

4.3 Projectile Restrictions


4.3 Projectile Restrictions
There are some restrictions when If an enemy is beyond this distance, the method, and can only move up to 3
handling projectiles such as bows and projectile will not hit them. meters in 1 round.
javelins. In addition, projectiles cannot be
One is their range. There is no bow used in melee. When there’s an enemy in
that has infinite reach. The maximum of front of you, you can never use a
shooting weapons such as bows and projectile marked shooting or made for
arrows– those marked shooting on the throwing. Weapons marked as throwable
Weapons table (see p. 21) --is 100m, and can also be used as melee weapons, but
of throwing weapons such as spears– not as projectiles.
those marked throwable or made for Again, movement is also restricted
throwing on the Weapons table --is 20m. when using projectiles. A character must
choose stand still as their movement

40
4.4 Scores Used in Weapon Combat
4.4 Scores Used in Weapon Combat
During weapon combat, each of the using the same sized weapon. This is
following scores are used: represented by bonus damage. If fighter (or thief) skill level is 0, then
Bonus damage is calculated with the evasion speed is 0 regardless of the
Attack power, strike power, bonus following formula: character's agility bonus.
damage, critical target, evasion speed, A character holding a shield receives
defense power, and damage reduction. bonus damage = fighter a +1 bonus to evasion speed. The size of
(thief/ranger) skill level + strength bonus the shield (whether it is a small or large
shield) is completely irrelevant unless
【 Attack Power 】 If fighter (or thief, ranger) skill level you introduce the optional rule 16.2:
This is the number needed to is 0, bonus damage is 0 regardless of the Weapon and Armor Modifiers (see p.
determine whether a character's attack character's strength bonus. 262).
will hit or not. The higher this score, the A fighter (or thief) skill level of 0
higher the probability that a character's
Critical Target
does not prevent you from receiving this
attack will hit. 【 】
shield bonus. Therefore, the evasion
Attack power is calculated with the If a weapon hits, it’ll sometimes speed of such a character will be 1.
following formula: deal more damage than normal. For
example, when you successfully exploit a
attack power = fighter (thief/ranger) gap in your opponent’s armor, or when 【 Defense Power 】
skill level + dexterity bonus you successfully damage an opponent’s If by a stroke of bad luck, an
vital point, such as an eye. opponent’s attack hits, a character can
If fighter (or thief, ranger) skill level In Sword World RPG, this is resolved still reduce the damage by means of
is 0, then attack power is 0 regardless of with a process called a critical. The armor. It is defense power that
the character's dexterity bonus. critical target is the number needed to represents this.
determine whether a critical occurs. Defense power is the same number as

【 Strike Power 】 Usually the critical target is 10. the required strength of the armor worn
However, when attacking with the thief by the character.
This is the number needed to
skill, it is instead 9.
determine how much damage a defense power = required strength of
The critical target is a lower is better
character's attack will deal if it hits. The armor
score, which is rare in Sword World RPG.
greater this score, the more damage a
Therefore, an attack using the thief skill
character will deal. If a character is not wearing any
is more likely to result in a critical than
Strike power is the same number as armor (just clothes or nothing at all),
an attack using the regular fighter skill.
the required strength of the weapon used.
then defense power is 0.
However, if the weapon is a two-handed
critical target = 10 (9 if using thief
weapon, it's instead required strength + 5.
skill)
【Damage Reduction】
strike power = required strength of Those who are called heroes do not
weapon (+5 if a two-handed weapon) 【 Evasion Speed 】 die from just a few injuries. In Sword
In combat, characters are not the World RPG, a character with a high
If a character does not have a weapon only ones who can attack. Naturally, the adventurer level, that is, a character who
(they’re barehanded), Strike Power is 0. enemy will also attack the characters. To has a high level in any adventurer skill, is
evade an enemy's attack, a score called considered a hero. Therefore, we

Bonus Damage
determine a hero's resistance to death by
【 】 evasion speed is necessary.
A character with excellent evasion their adventurer level.
Characters with deep experience in Damage reduction is a score that
speed will be able to evade enemy attacks
combat can handle weapons effectively. reduces the damage a character would
more easily. No matter how formidable
In addition, characters with high have taken. It’s exactly equal to a
the weapon, it's not that scary if it doesn't
strength can wield weapons more character's adventurer level.
hit.
powerfully. These characters can deal
evasion speed = fighter (thief) skill damage reduction = adventurer
more damage to their foes, even when
level + agility bonus level

41
Filling out the Character
Sheet
Please write these scores in the
designated fields on the Character Sheet.
This will make the game run more
smoothly.
The entry fields may seem
complicated, but this is to assist you
when using Chapter 16: Optional Rules
for Combat (see p. 260). Now, don't
worry about it too much. It is sufficient
to write down each weapon, shield, and
armor along with their required strength,
as well as attack power, strike power,
critical target, bonus damage, evasion
speed, defense power, and damage
reduction in the total field at the bottom.

Have you learned each of these


terms? Now, let's get into the actual
description of the combat procedure.
Combat consists of two checks: one is
made to determine if an attack hits, and
if the total result is a hit, another is made
to determine the damage dealt by the
attack.
These procedures differ when the
attacker and defender are character
against monster, monster against
character, or character against character.
There is one other case, monster against
monster, but since only the game master
should know how to handle this case, we
won’t explain it here.

42
4.5 Attacks From Characters Against Monsters
4.5 Attacks From Characters Against Monsters

4.5.1
Hit Checks
When a character attacks a monster,
they must make a success roll hit check,
using attack power as the baseline score.
In other words, you roll 2D and add
the result to your attack power
(fighter/thief/ranger skill level +
dexterity bonus) in order to meet or
exceed a certain target score.
The target score at this time varies
depending on the monster. In the
monsters' data, there is a score called
evasion points, which becomes the
target score.

character's attack power + 2D ≥


monster's evasion points → attack hits
character's attack power + 2D <
monster's evasion points → attack fails
※Double sixes will automatically hit,
and double ones will automatically fail.

Since a hit check is also a type of


success roll, double ones is an automatic
failure and double sixes is an automatic
success.

Example:
Ducard II is fighting a goblin. His
attack power is 4 (fighter skill level 2,
dexterity bonus 2) and the goblin's
evasion points are 10.
His player rolls the dice to make a hit
check. The roll is 8. 4+8=12, which is
more than 10. The attack hit the target
perfectly.

43
Table 4-1: Rating Table
4.5.2
Key Number
Determining Base
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
Damage (Strike Roll)
2D 2 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
If your hit check is a success and
3 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1
you’re able to hit your target, the damage
4 0 0 0 0 0 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2
dealt to your opponent can be
5 0 0 0 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 3 3 determined next.
6 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 4 Damage calculation takes three steps:
7 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 5 5 5 ① Determine base damage, ② Add
8 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 5 5 5 6 6 bonus damage, and ③ Subtract the
monster's defense points.
9 3 3 4 4 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 7
The first step is to determine base
10 3 3 4 4 4 5 5 5 5 5 5 6 6 6 6 6 7 7 7 7
damage. Use Table 4-1: Rating Table to
11 4 4 4 4 5 5 5 5 6 6 6 6 6 7 7 7 7 7 7 8 determine base damage.
12 4 4 4 5 5 5 5 6 6 7 7 7 7 7 8 8 8 8 8 9
The numbers are listed in a row, but
Key Number of course there is no need to memorize
them at all.
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
On the table, look at the column
2D ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
where the key number equals your
3 1 1 1 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 4 character's strike power. For example, if
4 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5 your character's strike power is 14, you
5 3 3 3 3 4 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 only need to look at key number column
6 4 4 5 5 5 5 5 6 6 6 6 6 6 6 6 7 7 7 7 7
14.

7 5 6 6 6 6 6 6 6 6 7 7 7 7 8 8 8 8 8 8 8
Table 4-2: Rating Table, Key Number
8 6 6 6 7 7 7 8 8 8 8 8 8 8 8 9 9 9 9 10 10
Column 14
9 7 7 7 7 7 8 8 8 9 9 9 9 10 10 10 10 10 10 10 11 14
10 8 8 8 8 8 8 9 9 9 9 10 10 10 10 10 10 11 11 11 11 **
11 9 9 9 9 9 9 9 9 10 10 10 10 10 10 11 11 11 12 12 12 1
12 10 10 10 10 10 10 10 10 10 10 10 10 10 10 11 12 12 12 13 13 2
3
Key Number
4
40 41 42 43 44 45 46 47 48 49 50 4
2D ** ** ** ** ** ** ** ** ** ** ** ** 4
3 4 4 4 4 4 4 4 4 4 4 4 5
4 5 6 6 6 6 6 6 6 6 6 6 6
5 6 6 7 7 7 7 7 7 7 7 8 7
6 7 7 7 8 8 9 9 9 9 10 10 8
7 9 9 9 9 10 10 10 10 10 10 10
8 10 10 10 10 10 10 10 11 12 12 12 The player should then roll 2D.
9 11 11 11 11 11 11 12 12 12 12 12 Follow along the row next to the result
10 11 12 12 12 12 12 13 13 13 13 13 and look for the number under the key
number column that matches your
11 12 12 13 13 13 13 13 13 13 14 15
character's strike power. That's the base
12 13 13 13 14 14 14 14 15 15 15 15
damage. This process is called a strike
roll.
Example:

44
Now that he’s hit the goblin, Ducard goblin with an attack, rolls a 10 when
II must determine how much damage his determining base damage. This is a 4.5.4
strike dealt. His weapon is a broadsword critical. The number on row 10 under Monster Defense
(a one-handed weapon) with required key number column 14 on the Rating Points
strength 14, so his strike power is 14. Table is 6. We'll make a note of the 6 and
Monsters can repel and hold off
The result of his 2D roll is 6, so the roll the dice a second time. The roll is 12!
attacks with their thick skins and hard
number on row 6 under key number That’s still greater than the critical
scales. In monster data, this is
column 14 on the Rating Table is 4. Base target. The number on row 12 is 8, so
represented by defense points. This
damage is 4 points. we’ll make a note of the 8 and roll a third
indicates the amount of damage a
time. The roll is 6. This did not reach the
monster can reduce. Please note that a
【 0 Damage! 】
critical target, so the base damage check
monster's defense points are treated
ends here. Since the number on row 6 is
When making a strike roll, if your 2D differently from a character's defense
4, the base damage dealt by Ducard Ⅱ is
roll is 2 (double ones), the result is ** power.
6+8+4=18.
regardless of the key number. This means If the third roll were a 2 (double ones),
your attack hit the target, but failed to Example:
the base damage would instead be
deal any damage! A goblin has 4 defense points. The
6+8+0=14.
Maybe it hit the hardest part of their goblin can prevent 4 points of damage
armor, or maybe it only hit the hilt of a with its skin.
spear or ax, but no damage was dealt. 4.5.3
Bonus Damage 4.5.5
【 Criticals 】 Once you’ve determined base Final Damage
When making a strike roll, if your 2D damage, you must then add your
The total amount of damage a
roll is equal to or greater than the critical character’s bonus damage. This will be
character deals (base damage + bonus
target (usually 10, 9 if using the thief the total amount of damage the character
damage), minus the monster's defense
skill), the strike is critical. In other deals the monster.
points, equals the final damage they’re
words, you have landed a greater strike
able to deal to the monster.
than would normally be expected. Example:
Make a note of the score you got on Ducard II's bonus damage is 4
final damage = base damage + bonus
the Rating Table. Then, roll 2D again and (fighter skill level 2, strength bonus 2).
damage - monster's defense points
look under the same key number on the If base damage is 4, the total damage
Rating Table. Add that result to the is 4+4=8,
Example:
previous result. This is your base damage. If base damage is 18, the total damage
If the base damage dealt by Ducard II
If the second 2D roll is also greater is 18+4=22,
is 4, 18, or 14, respectively, the final
than or equal to the critical target, you If base damage is 14, the total damage
damage he could deal to the goblin
can make a third roll to add even more is 14+4=18.
would be:
damage. This process can continue as
4 (base damage) +4 (bonus damage)
long as you keep rolling greater than or When determining base damage
-4 (goblin's defense points) = 4
equal to the critical target. In theory, this (strike roll), if you suddenly roll double
18 (base damage) +4 (bonus damage)
could deal an infinite amount of damage. ones, the damage will always be 0. No
-4 (goblin's defense points) = 18
If a critical occurs, but you roll double matter how much bonus damage you
14 (base damage) +4 (bonus damage)
ones on the second and subsequent have, it means nothing.
-4 (goblin's defense points) = 14
damage checks, 0 is added to the
previous result (i.e., the previous result
If final damage is 0 or negative, it
remains the same), and the base damage
means that no damage was dealt. The
check will end. It can never be 0 damage.
attack was prevented by thick skin or
Rest assured.
hard scales.

Example:
Ducard II's critical target is 10.
Suppose that Ducard Ⅱ, having hit the

45
4.6 Attacks From Monsters Against Characters
4.6 Attacks From Monsters Against Characters

4.6.1
Hit (Evasion) Checks
When a monster attacks a character,
whether or not the attack hits is
determined from the perspective of did
the character dodge the monster's attack?.
This check is also made with a
success roll.
The baseline score is the character's
evasion speed. The target score is still
different for each monster, but it’s called
the monster's attack points.

evasion speed + 2D ≥ monster's


attack points → evasion success
(monster's attack fails)
evasion speed + 2D < monster's
attack points → evasion failure
(monster's attack hits)
※Double sixes will automatically evade,
and double ones will automatically fail

Since this is a success roll, double


sixes and double ones are automatic
successes and automatic failures,
respectively.

Example:
Ducard II has an evasion speed of 5
(fighter level 2, agility bonus +2, has a
shield). On the other hand, the goblin
has 10 attack points.
The player rolls the dice to determine
if they evade the goblin's attack. The roll
is 4. 5+4=9, which is short of the target
score (the goblin's attack points) of 9.
Ducard II is attacked by the goblin.

46
Example:
4.6.2 Let’s find out how much damage
Damage Dealt by Ducard II is able to prevent with his 4.6.5
Monsters armor after being attacked by the goblin. Final Damage
Since Ducard II has a defense power of 7,
If a monster's attack hits (or if a The final damage your character
we’ll use key number column 7. We roll
character fails to evade), you must look suffers from a monster equals the
2D, and the result is 3. The number on
for the base damage dealt by the monster. monster's strike points minus the result
row 3 under key number column 7 is 0. of your defense roll plus your character's
This is determined for each monster
This is the damage that Ducard II is able
by the monster’s strike points. Strike damage reduction.
to prevent with his armor.
points are fixed and do not change.
Final damage = monster's strike
Example: 【 Failure! 】 points - (defense roll result + damage
A goblin has 7 strike points. When making a defense roll, if your reduction)
roll is double ones, that means that
you’ve been hit extremely hard. Maybe Example:
4.6.3 the monster's attack hit a gap in your If the result of Ducard II's defense
Defense Rolls character’s armor, or one of their vital roll is 0 (roll 3) or 6 (roll 12), respectively,
points. In this case, your character the final damage he will suffer is
Characters can reduce the damage
cannot reduce the monster's damage calculated to be:
they receive from monsters by means of
(strike points) at all. 7 (goblin's strike points) – {0 (defense
armor. You can determine the amount of
roll) +2 (damage reduction)} = 5
damage reduction by using Table 4-1:
7 (goblin's strike points) – {6 (defense
Rating Table. On the Rating Table, look 【 Criticals? 】 roll) +2 (damage reduction)} = -1
at the column where the key number When making a defense roll, criticals
equals your character's defense power. do not occur like they do with a strike If the defense roll came up double
For example, if your defense power is 7, roll. No matter how high the roll, only the ones, no such calculation would be made,
you would look at key number column 7
amount of damage reduction indicated and the goblin's 7 strike points would be
with on the Rating Table.
by that roll is used, nothing is added to it. the damage.

Table 4-3: Rating Table, Key Number


Example: If final damage is 0 or negative, that
Column 7 Suppose Ducard II’s defense roll came means you took no damage at all. The
7 up 12 (double sixes!). The number on monster's attack was completely blocked
** row 12 under key number column 7 is 6. by your armor.
0 Unlike a strike roll, a defense roll is made
1 only once. You cannot roll the dice again
to increase this number further.
1
2
3 4.6.4
4 Damage Reduction
4
Characters can also reduce damage
5 using their adventurer level. The result of
5 your defense roll plus this damage
6 reduction equals the final amount of
damage your character can reduce.
Roll 2D and follow the row next to However, if the result of your defense
the result. Then, look for the number roll is double ones, your character’s
under the appropriate column. This damage reduction is meaningless. No
process is specifically called a defense matter how high your character's
roll. damage reduction (adventurer level),
that damage cannot be reduced at all.

47
4.7 Attacks From Characters Against Characters
4.7 Attacks From Characters Against Characters
While infighting between player In combat between characters, a tie is Example:
characters is something you should considered an attack failure. Ducard II 's Let's go back to the fight between
avoid at all costs, fights against non- attack was narrowly dodged. Ducard II and Bucky. Bucky dodges
player characters are common. Ducard II's attack, then counterattacks.
Sometimes, especially when the Double Sixes and Double As a result of his hit check, it's a hit.
Ones
mastermind behind an incident is a dark Bucky then determines the damage
priest, you'll have to fight against If a roll comes up double sixes or he deals. Bucky is wielding a battle-ax
someone whose data was created for a (required strength 15) with both hands,
double ones during combat between
character. so he has a strike power of 20. The result
characters, the situation is resolved as
In a fight between these characters, follows: of his strike roll is 11 (base damage 9).
proceed as follows: That's a critical. His following 2D roll is 9
If the attacker's roll is double ones, the
attack fails without question. The (base damage 7). His bonus damage is 5
(fighter skill level 3, strength bonus +2),
4.7.1 defender doesn’t even have to roll the
which brings the total amount of damage
dice.
Hit Checks If the attacker's roll is double sixes, it’s to 9+7+5=21.
To make a hit check, both sides must basically an automatic hit. However, if Ducard II now determines how
roll the dice (2D). The attacker adds their the defender's roll is also double sixes, much damage his armor prevents. His
roll to their attack power, and the the attack fails. defense roll result is 7, and his armor's
defender adds their roll to their evasion If the defender's roll is double ones, defense power is 7, so the damage that’ll
speed. it’s basically an automatic hit. However, if be reduced by his armor is 3. After
the attacker's roll is also double ones, the adding his damage reduction of 2, 3+2=5
attacker's final score = attack power attack fails. points is the final amount of damage
+ 2D If the defender's roll is double sixes, Ducard II is able to reduce.
defender's final score = evasion the attack will always fail. It doesn’t As a result, the damage that Ducard
speed + 2D matter even if the attacker rolls double II suffers is 21-5=16 points.
sixes.
If the attacker's final score exceeds Please refer to Table 4-4: Attack
that of the defender, the attack hits. If Checks.
there is a tie or the defender's is greater,
the attack fails.
4.7.2
attacker's attack power + 2D > Damage Checks
defender's evasion speed +2D → attack If your attack hits, you must then
hits Table 4-4: Attack Checks
determine damage. This procedure is
attacker's attack power + 2D ≤ Defender's Roll
exactly the same for characters as it was
defender's evasion speed +2D → attack Double Double
during combat with monsters. 3~11
Ones Sixes
fails The attacker must make a strike roll
Double Attack Attack Attack
to determine their base damage, then
Ones Failure Failure Failure
Example: add their bonus damage.
Ducard II suddenly found himself in Compare
The defender must make a defense Attacker’s Attack Attack
3~11 Final
a dispute with another adventurer, Bucky. roll, then add their damage reduction to Roll Success Failure
Scores
Ducard II has higher agility, so he attacks the result to determine how much Double Attack Attack Attack
first. Ducard II 's attack power is 4, while damage they reduced. Sixes Success Success Failure
Bucky's evasion speed is 5. The difference is the damage dealt to
Ducard II rolls a 7, and Bucky rolls a the defender.
6.
Ducard II’s final score is 4+7=11,
while Bucky’s final score is 5+6=11. It's a
tie.

48
49
4.8 Applying Damage
4.8 Applying Damage
Damage reduces a character's life If you suffer damage and your life Example:
force (or a monster's life points). This force (points) is reduced, then suffer Ducard II has 18 life force. Ducard II
reduction is temporary and can be more damage, your life force (points) is hit by Bucky's attack and suffers 16
recovered naturally or by magic. will be further reduced from there. points of damage, reducing his life force
After damage is applied, a character to 2 points. It's still possible for him to
(monster) can still act if they have at least act.
1 life force (point) remaining.

4.9 Unconscious and Death Checks


4.9 Unconscious and Death Checks
If, as a result of damage (accumulated Example: but remains unconscious. In one hour,
damage), a character's (monster's) life Ducard II, with a life force of -4, must they must make another death check.
force (points) becomes 0 or negative, that make a death check. His life force If the result is failure, the character
character (monster) will fall resistance is 5 (adventurer level 2, life will die.
unconscious. It is no longer possible for force bonus +3). Since Ducard II has a
them to act. Also, that character life force of -4, that will also be the
(monster) is now in danger of dying. penalty. His result after rolling 2D is 7. 4.9.3
5 (life force resistance) + 7 (roll) - 4 Monster Death Check
Example: (penalty) = 8, which is greater than 7. Monsters with 0 or negative life
Ducard II, with 2 points of life force Ducard II survives. If the result of this points must also make a check to see if
left, was hit by Bucky's ax again in the death check had been 6 or lower, Ducard they live or die. Do not roll the dice at
next round, suffering 6 points of damage. II would have met an untimely end. this time. A score called the monster’s
As a result, Ducard II now has a life force
life point resistance is used instead.
of -4. Ducard II faints and collapses. Subtract the amount of negative life
4.9.2
points, if any, from life point resistance,
Death Checks Every and if the result is 7 or greater, the
4.9.1
Hour monster is alive. If the result is 6 or lower,
Adventurer Death the monster is dead.
Characters with 0 or negative life
Checks force remain unconscious, even if they
Any adventurer who falls to 0 or successfully survived a death check. If Example:
negative life force is now at risk of dying. they’re given treatment by magic, etc. A goblin, Scarnose, was hit by an
You must roll the dice to determine if and have their life force increased by at adventurer's sword and fell down with -6
your character survives. least 1 (positive) point, they will regain life points. A goblin's life point resistance
This check is made using a life force consciousness, but if they’re left score is 10. 10-6=4, which is less than 7.
resistance roll. The baseline score is life unconscious, they may die. Scarnose draws his last breath.
force resistance (adventurer level + life Characters with 0 or negative life
force bonus) and the target score is 7. If force must make a death check every A monster's first death check
the character's life force is negative, the hour. The target score is still 7, and if determines whether or not it survives. If
negative amount will be used as a penalty. their life force is still negative, it’s still a it's alive after a death check, it recovers 1
penalty. life point every hour, and will regain
life force resistance + 2D - (damage If the result is double sixes consciousness when it reaches (positive)
applied beyond life force) ≥ 7 → survival (automatic success), the character will 1 life point.
life force resistance + 2D - regain consciousness on their own. At
(damage applied beyond life force) < 7 → this time, their life force becomes 1 point.
death If the result is any success other
than double sixes, the character is alive

50
mercy when using a barehanded attack. again, will only die on double ones. If
4.9.4 You must declare mercy before you make successful, then even if it’s not double
Mercy a hit check for your attack. It cannot be sixes, they will regain consciousness with
done after a hit or after damage check. 1 point of life force. If they fail, then
If a character does not want to kill
A character who falls down with 0 or unless they roll double ones, they will
their opponent, they can declare mercy.
negative life force due to an attack that continue to remain unconscious.
However, to do so, their weapon must be
was declared to be mercy, will only fail Whenever an adventurer declares
a dull weapon (a bludgeoning weapon).
their death check if double ones are rolled. that their attack on a monster is a mercy,
On Table 1-8: Weapons, maces, clubs,
On any other roll, the character remains that monster will always remain alive. If
and staves are classified as dull weapons.
alive. left alone, it will always regain
However, even if an item is classified as
If left untreated, they must make consciousness.
one of these, if you throw it, you cannot
another death check after 1 hour, and
declare mercy. You can also declare

4.10 Excellent Weapons and Armor


4.10 Excellent Weapons and Armor
A variety of weapons and armor can no such broadsword with a natural In addition, no matter how high
be found in Forcelia. Some are of high required strength of 17, that means there quality it is, nothing can affect its attack
quality made by master craftsmen, some is no such thing as a broadsword with power or evasion speed. It’ll also have no
have magical powers, and others are required strength 16 and strike power 17. effect on monsters that can only be
made of unusual materials such as silver Also, even if you search all over wounded by magic or magical weapons
or mithril silver. Alecrast, you will usually only find one (such as spirits, beastmen, etc.).
When a character obtains and uses with a required strength up to 5 lower
these weapons and armor, their various than usual. You will not see any with a
scores are modified as follows. required strength that’s 6 lower than
usual.
So long as required strength is up to
4.10.1 5 lower than usual, a character can
High-Quality Weapons purchase one at a store. However, if you
and Armor want one of higher quality, you must go
to a larger town. For reference, a
There are people in the world who are
guideline is printed here (Table 4-5:
called master craftsmen, and they
Guideline for Obtaining High-Quality
sometimes create weapons and armor
Weapons and Armor).
that are better than normal. These high-
These high-quality weapons and
quality weapons and armor are available
armor can be expensive. Their price
to adventurers, if they seek them out.
increases by 20% for every 1 required
High-quality weapons and armor are
strength lower than usual. 2 lower will be
easier to handle, and are made with
40% more expensive, 3 lower will be 60%
lower required strength than usual. For
more expensive, 4 lower will be 80%
example, a broadsword that originally
more expensive, and 5 lower will be twice
had a required strength 16 could be
the original price.
made with required strength 15. As a
result, this broadsword can be wielded
by someone with 15 strength, but still has
a strike power of 16. Table 4-5: Guideline for Obtaining High-Quality Weapons and Armor
It is important to note that such 5 less Required Strength Royal city level in a large country
weapons and armor cannot exceed the 4 less Required Strength Large city in a large country, royal city level in a small country
limits of the weapon or armor itself. For 3 less Required Strength Reasonable city
example, if you want a high-quality 2 less Required Strength Town of about 1000 people
broadsword, its required strength (size) 1 less Required Strength All but the most remote village
is naturally limited to 8-16. Since there is

51
and armor in the world with +3 power,
4.10.2 and any with +4 or more have yet to be 4.10.4
Silver Weapons and found. Mithril Silver Weapons
Armor and Armor
Silver is a special metal, imbued with 【 Magical Weapons 】 Mithril silver, also known as true
magical powers. It is also one of only two Magical weapons have exceptional silver, is produced in very few places in
types of metal that’s known to exist in the attack power and bonus damage. If you the world. Mithril silver is itself a
spirit world. use a +1 magical weapon, you receive a mineral imbued with magic, and when
Even silver weapons and armor have +1 bonus to attack power and bonus processed, it gains power. However, the
no differences in their strike power, damage. If +2, those bonuses are +2, and art of forging mithril silver was lost with
defense power, attack power, or evasion if +3, they're +3. the fall of the magical kingdom, so it has
speed at all. Magical weapons can deal damage to not been handed down to the present day.
However, silver weapons, due to monsters that normal weapons cannot If a character ever sees them, mithril
their magic power, can deal damage to harm. silver weapons and armor are definitely a
monsters that can only be wounded by legacy from the era of the magical
magic or magical weapons. kingdom.
Also, shamans are not normally able
【 Magical Shields 】 Mithril silver weapons and armor are
to wear metal armor (as metal armor Magical shields increase evasion always magical items and, like magical
prevents them from using spirit magic), speed. A +1 magic shield grants +1 weapons and armor, have a power of +1
but they can use spirit magic while evasion speed, +2 if +2. If +3, it is +3. or +2. This power affects attack power,
wearing it, if it’s silver armor. evasion speed, bonus damage, and
To buy silver weapons and armor in 【 Magical Armor 】 damage reduction. The maximum power
a store, you must be in a town about the is +3. No one has yet discovered
Magical armor increases evasion
size of the royal city level in a small anything with a power of +4 or higher.
speed and damage reduction. If you wear
country. Silver weapons and armor will Mithril silver is also a very strong
+1 magical armor, you gain +1 to evasion
also cost 5 times the original price. You metal. For this reason, strike power and
speed and damage reduction. +2 means
can also ask for a high-quality item of defense power are calculated by adding
+2, and +3 means +3. The damage
silver, but the price will be even higher. +5 to required strength.
reduction bonus from magical armor
Just think in terms of multiplication. For What makes them different from
applies only to weapon attacks. It does
example, the price of a silver item with a high-quality weapons and armor is that
not reduce damage caused by magic.
required strength 5 times lower than the they do not lower required strength but
Even if it is magical, if it is metal
original would be 5 x 2 = 10 times the rather increase strike power and defense
armor, a shaman cannot wear it.
price of the original. power. Therefore, you can find a
broadsword clad in mithril silver that has
Magical weapons and armor are not
required strength 16 and strike power 21.
4.10.3 usually traded, but if you are very lucky
Mithril silver and high-quality-- such
you may be able to buy them if they’re +1.
Magical Weapons and A guide to prices can be found in
as a broadsword made of mithril silver,
Armor Chapter 14: Treasure (see p. 240). Also,
originally with required strength 16 but
made with 5 less, and also with +5 strike
In Forcelia, there are magical they offer basically no bonus to strike
power because it’s mithril silver,
weapons and armor that were once power or defense power, same as
resulting in required strength 11 and
created during the age of the magical required strength.
strike power 21 --is almost always rare.
kingdom (Kastuul). These magical High-quality ones (made with lower
Mithril silver weapons can deal
weapons and armor are seldom found, required strength) seem to exist only
damage to monsters that normal
and are usually rarely traded. rarely.
weapons cannot harm.
Characters may obtain these magical
Mithril silver, like regular silver, is a
weapons and armor through their metal that exists in the spirit world.
adventures. The power of magical
Therefore, a shaman can wear mithril
weapons and armor is represented by a
silver armor and still use spirit magic.
+1 or +2 score.
Chain mail made of mithril silver
In Forcelia, the limit for this power is
does not inhibit bodily movement as
+3. There are only a scant few weapons
much as that made of steel (but splint

52
armor, lamellar armor, and plate armor
still do). Mithril silver chain mail does
not interfere with the thief or ranger
skills.
Mithril silver weapons and armor are
never, if ever, placed in shops or traded
for money.
It should be noted that, although this
does not affect the numeric aspects of the
game, mithril silver can be made to emit
a variety of colors depending on how it’s
processed, and these colors will never
fade.

Forger of Colors when one draws out its power. Depending on your skill, you can make all the colors of the
The time of the ancient kingdom was a the skill of the craftsman, it seems that different world appear in one crown," he said. Somska
time of magical civilization far more colors could be shown in a single item, as in my silently accepted the lump of mithril silver and
advanced than today. In those days, people pen. resigned his seat.
knew how to process mithril silver and draw It's been said that no one could surpass the A month passed, and the enchanters came
out its true power. Dwarves in particular dwarves when it comes to the processing of before the great lord, each carrying a crown.
excelled in their craft, and powerful and mithril silver. Among the dwarves, the one who The crowns were all wonderfully made. Some
beautiful mithril silver items made by is said to have been the most skilled in the of them shone seven colors like a rainbow from
dwarves can still be found in Alecrast even processing of mithril silver in the ancient the top to the side of the head. Another was
today. kingdom, was Somska, an enchanter called the decorated like a peacock with its feathers
The following is an excerpt from a "Forger of Colors". The quality and quantity of spread out, and each feather was said to have
travelog entitled The Natural History of Somska's mithril work was said to be a strangely different radiance. The great lord
Alecrast, compiled by Laverna, a witch of outstanding, and countless legends have been sighed loudly and contentedly at each of the
Orphan, who toured the continent of passed down. The following anecdote is one of crowns. Finally, the last one, the crown of
Alecrast, and tells the episode of Somska, a them. Somska, was presented. The great lord
dwarven craftsman said to be the best in the expected a crown that would be greater than
ancient kingdom. It is said that there were two great lords, any he had ever received before.
both very vain. The two were strongly But what Somska offered was a black,
The many mithril silver objects dating back conscious of one another, and when one of gleamless crown with no trace of processing.
to the ancient kingdom period are a marvel to them found a beautiful wife, the other sought The great lord was surprised, angry, and
us with their variety of colors and brilliancy. out a beautiful daughter, and when one threw exclaimed, "Somska, what is this?! Was this
The "Crimson" breastplate is said to glow even a grand feast, the other would compete by crown not to display all the colors of the
redder than the blood of enemies, and the throwing one twice as grand. One day, one of world?!" It is said that Somska answered
"White Sword" given to the commander of the these great lords heard that the other had without changing the expression beneath his
kingsguard of Ramliearth does not lose its ordered a crown made, adorned with a beard at all, "If you mix all colors together, you
whiteness, no matter how much blood is spilled. hundred precious stones, and decided to have will only get black."
I myself was given a beautifully crafted pen in a crown made for himself as well. The great
the shape of a feather by the king at the start of lord gathered the famous enchanters and gave I think I saw in this anecdote the rebellious
my journey. Since I was told that showing off them mithril silver. The great lord ordered, spirit of the dwarves. And, in fact, I also felt
such a thing would only make me a target for "Make a crown with all your skill and magic. that the dwarves might have an exceptional
thieves, I have rarely used this pen and have Make it of more beautiful color and brilliance sense of humor. But like Somska, the dwarves
put it away, but when I occasionally take it out, than two hundred precious gems. Whoever will not reveal that smile behind their beards.
I can see that it has not lost any of the beautiful makes the most beautiful crown will receive
contrast between red and yellow. any reward they desire."
However, even today, on rare occasions, Somska was also summoned and given
mithril silver ore is found, but it is black and mithril silver. Somska was also the one that the
has no sparkle whatsoever. Mithril silver is said great lord relied on the most. "Somska, you are
to acquire different colors and brilliance only considered the greatest of your time, and with

53
4.11 Damage Recovery
4.11 Damage Recovery
Damage dealt to a character's life
force can be recovered in a variety of 4.11.2 4.11.3
ways. First-Aid Natural Recovery
A character with 0 or negative life If a character is conscious and at rest
4.11.1 force will recover up to 1 (positive) point (full rest in a safe place), that character
if given treatment by someone with the recovers 1 point of life force per day.
Magical Recovery ranger skill, healer skill, or similar. If someone with the healer skill is
Life force that a character has lost due This treatment takes 30 minutes. It nursing them, that character can recover
to damage is relatively easy to recover can also instantly recover life force to 1 even more life force each day. For more
through the use of magic or items with point, no matter how great the negative, information, see 7.4: Healer Skill.
magical powers. but it cannot recover life force to 2 or If a character is not at rest (e.g.,
The degree of this recovery can be more points. traveling, fighting monsters in a
found in the descriptions of each spell or labyrinth, not getting much sleep at
magic item. night due to keeping watch), that
character cannot recover any life force at
all.

54
Chapter 5:
Magic

55
5.1 Basic Rules of Magic
5.1 Basic Rules of Magic

5.1.1
Types of Magic
5.1.1 Types o f Mag ic

In Sword World, there is a power


called magic that can produce various
mysterious effects by chanting words
called runes and performing certain
procedures at the same time.
Some rune masters are fluent in Example:
There are five types of runes in the
multiple runes. However, this also has Suppose we have an adventurer with
world of Sword World. This difference in
some limitations. priest skill level 1 and shaman skill level
runes is at the same time a difference in
One, is that some races may not be 2. This adventurer can use 1st level holy
the type of magic. The five runes are high able to learn some or all of the runes. magic and 1st-2nd level spirit magic. He
ancient, silent spirit, holy prayer, These are as explained earlier under 1.2: cannot use any ancient magic, nor any
daemon scream, and dragon roar. Each Races (see p. 13) holy magic of 2nd level or higher, nor
has a different source of magical power The other, is that you cannot have any spirit magic of 3rd level or higher.
and a completely different procedure more than one each of holy, dark, and
(although holy prayer and daemon dragon roar magic at the same time. 5.1.4
scream are essentially the same power, These types of magic are obtained How to Use Magic
the only difference being the nature of through belief in gods, wicked gods, and 5.1.4 How to Us e Mag ic

the magic). dragons, respectively. A character cannot


In addition to these runes, there are hold more than one of these beliefs at the 5.1.4.1 Magic Power
two others that, although weak, can still same time. Now let's explain how to actually use
manifest magical power. They are called magic in combat, etc.
common runes and spellsongs, First, adventurers who use magic are
respectively. 5.1.3 given a score called magic power.
Learning Magic
magic power = magic skill level +
5.1.2
5.1.3 Learni ng M agic

Magic is not omnipotent. It is only


intelligence bonus
Rune Masters and possible to achieve a defined and limited
Rune Master Skills set of effects by weaving certain words
If you’ve acquired multiple magic
(in runes), called spells. There are
skills, consider the magic power of each
5.1.2 Rune M asters and Rune M aster Skills

In Sword World, all those who use several types of spells, each with different
separately.
magic utilizing runes are called rune effects. Depending on the strength of
masters. Rune masters are divided into their effects, spells are divided into levels
Example:
five types according to the type of magic from 1-10. 1st level spells are very
An adventurer with priest skill level 1,
(runes) they use. Namely, rudimentary, while 10th level spells are
shaman skill level 2, and 13 intelligence
very powerful.
(+2 bonus) would have a magic power of
Sorcerer uses ancient magic However, working with higher level
3 in holy magic and a magic power of 4
Shaman uses spirit magic (i.e., more advanced) spells requires a
in spirit magic.
Priest uses holy magic high rune master skill. A rune master
Dark priest uses dark magic can use all magic up to their skill level,
but cannot use magic of a higher level Filling out the Character
and dragon priest uses dragon roar than their current skill. Sheet
magic. For those who have acquired On the Character Sheet, there is a
multiple rune master skills, consider the magic field. Characters with rune master
Each corresponds to the skill for level of spells you can use for each type skills must write their runes, skill level,
which it is named. Those with the of magic. and magic power in this field.
sorcerer skill can use ancient magic and For the character in the above
are called sorcerers. example, we’d write holy prayer and silent

56
Procedure When an
5.1.4.4 Adventurer Casts Resistible
Magic on a Monster
When attempting to cast resistible
magic on a monster, the caster must
determine whether their opponent can
resist it. You must make a success roll
using caster’s magic power as the baseline
score and the monster’s mental point
resistance as the target score. If 2D roll +
magic power is greater than or equal to
the monster’s resistance score, the magic
will be cast with its full effect. If the
resistance score is not met, the magic will
not work or will only have a weak effect.
If the 2D roll comes up double ones, that
means there was some mistake and the
magic did not work. Even if the magic
doesn’t normally lose its effect when
resisted, in this case it is completely
nullified.
If the 2D roll comes up double sixes,
the magic automatically succeeds and
will take its full effect, no matter how
high the monster’s mental point
resistance (except for when the magic
itself has no effect on that monster. In
this case, there is no need to roll the dice,
and the magic does not take effect).

spirit in the runes column and 1 and 3 Example:


Procedure for Casting
5.1.4.3 Consider an adventurer with shaman
(holy prayer), and 2 and 4 (silent spirit) Non-resistible Magic
in the level and magic power columns to skill level 2 and a +2 intelligence bonus
The game procedures for using (magic power 4) who casts the Fire Bolt
the right of them, respectively.
resistible and non-resistible magic are spell, which shoots a flaming bullet at the
quite different. opponent, on a goblin (mental point
5.1.4.2 Resisting The procedure for an adventurer to resistance 9).
There are two kinds of magic. One is use non-resistible magic is as follows: Fire Bolt is resistible magic, so if it’s
resistible. The other is non-resistible. resisted by the opponent, its effect will be
Magic that is resistible can be rendered Declare which magic you’re using, reduced.
ineffective or less effective if the target then roll 2D. In this case, the adventurer (the
chooses to resist. Non-resistible magic player controlling them) must make a
can be effective regardless of what the That's all. If the result is anything success roll. The baseline score is 4
target does. other than double ones, the magic takes (magic power) and the target score is 9
This distinction will be specified for effect. If it is double ones, then for some (goblin's mental point resistance). In
each spell in the spell lists that follow. reason (the spell was inaccurate, etc.) the other words, if the 2D roll is 5 or more,
magic takes no effect at all. Fire Bolt will take its full effect.
Depending on the dice, there are 3
kinds of results:

57
Roll of 5 or greater: Fire Bolt takes its
full effect.
Roll of 3-4: Fire Bolt takes an
incomplete effect.
Roll of 2 (double ones): Fire Bolt does
not work at all.

magic power + 2D ≥ monster's


mental point resistance → magic takes
full effect
magic power + 2D < monster's
mental point resistance → magic takes
an incomplete effect (some take no
effect at all)
When the 2D roll is double sixes, the
magic will automatically take its full
effect.
When the 2D roll is double ones, the
magic unconditionally takes no effect at
all.

Procedure When a
5.1.4.5 Monster Casts Resistible
Magic on an Adventurer
When a monster casts magic, the
procedure is different from when an
adventurer casts magic.
First, in the case of non-resistible
magic, a monster can never fail. There is
no need to roll the dice, as the magic will
definitely take its effect. In the case of
resistible magic, the issue is resolved
from the perspective of whether the resistance or how low the monster's Ducard II, Ducard II must make a
adventurer is able to resist the magic cast magic intensity, the magic will take its mental power resistance roll (baseline
by the monster. This is determined by a full effect. Conversely, double sixes is an score 4, target score 13).
automatic success, so in this case, Roll is 9 or higher: successful resist.
success roll using the character's mental
power resistance, that is, a mental power regardless of the adventurer's mental Fire Bolt takes an incomplete effect.
power resistance or the monster's magic Roll is 8 or less: failed resist. Fire Bolt
resistance roll. The target score is a score
intensity, that’s a successful resist* and the takes its full effect.
called the monster’s magic intensity.
magic will only take an incomplete effect.
If the adventurer's final score (mental
mental power resistance + 2D ≥
power resistance + 2D) is equal to or
*In this way, when making a resistible monster's magic intensity → magic takes
greater than the monster's magic
magic check, you can also call it a an incomplete effect (some take no
intensity, the monster's magic will only
successful resist or failed resist from the effect at all)
take an incomplete effect (some magic
perspective of the one being affected by mental power resistance + 2D <
will take no effect at all). If the
the magic. monster's magic intensity → magic takes
adventurer's final score is less than the
monster's magic intensity, they will full effect
Example: When the 2D roll is double sixes, the
receive the full effect of the magic.
Ducard II (mental power resistance resist automatically succeeds
Also, since this is considered a
4) is attacked by a dark elf during an When the 2D roll is double ones, the
success roll, it’ll be an automatic failure if
adventure. Dark elves have the ability to resist automatically fails
the 2D roll is double ones. No matter how
use spirit magic, with a magic intensity
high the adventurer's mental power
of 13. If the dark elf casts a Fire Bolt on

58
Procedure When an
5.1.4.6 Adventurer Casts Resistible
Magic on an Adventurer
Just like player characters, even those
whose data was created for a character
may appear as an enemy. If such an
enemy casts magic on an adventurer, or
if an adventurer casts magic on such an
enemy, both sides must roll dice to
resolve the situation, just as in weapon
combat between adventurers.
In other words, you compare the
magic power + 2D score of the one
casting the magic with the mental power
resistance + 2D score of the one on whom
the magic is being cast. If the score of the
one casting the magic is greater, the
magic will take full effect, but if there is a
tie or if the score of the one on whom the
magic is being cast is greater, the magic
is resisted and will only take an
incomplete effect.
The resolution of double ones and
double sixes is also the same as weapon
combat. In other words, if the resisting
side rolls double sixes, the resist is an
unconditional success, otherwise, if the
side casting the magic rolls double sixes,
the resist is a failure.
When the one casting the magic rolls
double ones, the magic takes no effect at
all.
When the resisting side rolls double Example:
ones, the resist fails, unless the side Suppose an adventurer with sorcerer 1st goblin: 5 (magic power) + 6 (roll)
casting the magic also rolls double ones. skill level 3 and a +2 intelligence bonus = 11 ≥ 9 (mental point resistance), full
(magic power 5) casts the spell Lightning. effect.
Lightning is a spell that shoots a bolt of 2nd goblin: 5 (magic power) + 3
Handling Resistible Magic
5.1.4.7 lightning, dealing damage to everything (roll) = 8 < 9 (mental point resistance),
and Multiple Targets
in its path. If there are multiple targets in incomplete effect.
Some magic impacts a certain area
the path of the lightning bolt, you must 3rd goblin: The result is double ones,
and takes effect on all targets within that
make a check for each one’s attempt to so no effect
area.
resist. Goblin lord: 5 (magic power) + 6
This kind of magic can have multiple
Suppose there are three goblins (each (roll) = 11 < 12 (mental point resistance),
targets, and each target must make their
with a mental point resistance of 9) and incomplete effect.
own check to resist.
one goblin lord (mental point resistance
12) in this space. The player rolls the dice When rolling the dice, you must
When an Adventurer Casts clearly declare which target the dice are
four times and for each one must
Magic on Monsters meant for before you actually roll.
determine whether the magic breaks
The player must roll the dice and
through the resist and takes its full effect.
make a check for each monster.
If the rolls against the three goblins
were 6, 3, and 2 (double ones!), and the
roll against the goblin lord was 6, then
the result would look like this:

59
When a Monster Casts one can resist, except for those who also (rounded up), equals the actual mental
Magic on Adventurers roll double sixes. power consumed by the character.

Each player must make a resistance When an Adventurer Casts Example:


roll using monster's magic intensity as the Magic on a Mix of A character with shaman skill level 2
target score. Adventurers and Monsters uses the Fire Bolt spell. The base mental
Example: Sometimes enemies written in the power cost for Fire Bolt is 5. The
A centaur and three adventurers get same data format as a character may also character must consume 5 ÷ 2 = 2.5,
into a fight. This centaur has the ability be accompanied by monsters. For rounding up to 3 points of mental power.
to use ancient magic and unleashes example, a sorcerer who leads undead
Lightning. The game master declares that monsters to attack villages. Casting A character can reduce their mental
its magic intensity is 13. magic on such a group is handled the power to 0, but they cannot make it
Each of the three adventurers (the same way as when an adventurer casts negative. For example, a character with 5
players in control) roll 2D to check if magic on (a group of) adventurers, as points of mental power remaining can
they resist, using their mental power described above. At this time, the use magic that costs 5 points of mental
resistance as the baseline score, and 13 monsters must also roll the dice to make power, but cannot use magic that costs 6
(magic intensity) as the target score. resist checks. Please use the optional or more points of mental power.
rules under 17.1: Changing Magic If a character’s mental power reaches
When an Adventurer Casts Procedures (see p. 273). 0, they will lose consciousness. The
Magic on Adventurers character cannot regain consciousness
The following procedure is used to If the Target Does unless they recover their mental power
5.1.4.8
make a check when data created for a Not Resist to 1 point or more in some way.
character casts magic on adventurers, Some magic can also have secondary
and vice versa. effects. For example, the spirit magic Even if magic fails, such as by rolling
First, the side casting the magic rolls double ones or being resisted by the
Fanaticism increases attack power, but
2D. The final score (magic power + 2D) opponent, a character must still consume
conversely decreases evasion speed. With
must then be determined this one time their mental power, same as if they had
such magic, the one on whom it is cast
only. Each resisting side must then make actually used the magic.
can choose whether or not to resist.
a mental power resistance roll, using that
If the one on whom the magic is
determined final score as the target score.
being cast chooses not to resist the magic,
5.1.6
it will definitely take effect so long as the
Example:
one casting the magic does not roll Recovering Mental
The evil sorcerer Gorman (magic
double ones. You’re also allowed to Power
power 5) unleashes Lightning on the
choose to not resist magic like Fire Bolt,
5.1.6 Recovering M ental Po wer

three adventurers. First, Gorman rolls Mental power reduced due to using
which will definitely result in a loss if it's magic, etc. can be recovered via the
2D and adds his own magic power. If we
cast on you....... but that probably won't following methods.
assume his 2D roll is 8, each of the three
benefit you in any way.
adventurers must make a mental power
resistance roll, with a target score of 5 《 Magical Recovery 》
(magic power) + 8 (roll) = 13. Suppose 5.1.5 There's magic and magical items that
that the baseline score of all three of their
Consuming Mental can recover a character's mental power,
mental power resistance rolls is 4. If their
rolls are each 2 (double ones!), 6, and 9,
Power such as the holy magic Transfer Mental
5.1.5 Consumi ng M ental Power
Power. The amount recovered is
then only the last one is able to resist the Adventurers cannot use magic explained under each magic and item.
Lightning. endlessly. When using magic, an
adventurer must temporarily reduce
Handling double ones and double their mental power. 《 Recovery via Sleep 》
sixes is no different from when there’s Each magic has a score called base If a character sleeps for at least 6
only one target. If the side casting the mental power cost. This base mental hours in a row, they will fully recover
magic rolls double ones, the magic has power cost, divided by the their mental power upon awakening.
no effect on any targets. If the side corresponding rune master skill level However, this method of recovery can
casting the magic rolls double sixes, no only be done once a day. If you awaken

60
within 24 hours of your previous For spells that can perform this Table 5-1: Area and Size Expansion
awakening (when your mental power expansion, targets is written in the Expansion Area Expansion Volume Expansion
was last recovered), your mental power expansion section of the magic details. Rate Length Length
x2 1.4 1.3
will not be recovered.
x3 1.7 1.4
《 Area Expansion 》 x4 2 1.6

5.1.7
x5 2.2 1.7
If you expand a spell that affects a
x6 2.4 1.8
Magic Expansion specific area, it can affect a larger area x7 2.6 1.9
5.1.7 Magic Expans ion
than originally intended. x8 2.8 2.0
You can increase the effectiveness If the area is doubled or tripled...... the x9 3.0 2.1
and certainty of magic by consuming mental power consumed will also be x 10 3.2 2.2
extra mental power. This is called magic doubled or tripled....... You can also Note) On the table, expansion rate is the multiplier
expansion. for mental power consumed.
expand an area by a fraction (x1.5, x8/3,
When you cast a spell by consuming that
Magic expansion is done by doubling etc.), in which case the fraction is multiplied amount of mental power, multiply the
or tripling...... the amount of mental rounded up when determining the number in area expansion length or volume
power consumed. At this time, you do multiplier for mental power consumed. expansion length by the number (radius, side) that
not double or triple the base mental represents the spell’s area of effect, and the result
So for expansions such as x 1.5 and x 8/3,
will be the spell’s area. For spells cast on a flat
power cost....... Instead, you divide the the cost would be double and triple, surface, use the number in the area expansion
mental power by your skill level, rounded respectively. length column, and for spells cast into space, use
up, or in other words, the mental power Since it’s the area that gets expanded, the number in the volume expansion length column.
you would consume when not expanding For example, when you cast the ancient magic Light,
the radius of a circle, a side of a square,
whose area is A space with a 10 meter radius, by
is doubled, tripled...... etc. etc., can only be increased by the square consuming double the mental power, the resulting
root of the expansion rate. Please see area will be a spherical space with a radius of 10 x
Example: Table 5-1: Area and Size Expansion. 1.3 = 13 meters.
Suppose a sorcerer with sorcerer skill For spells that can perform this
level 2 doubles the range of his Energy expansion, area is written in the 《 Duration Expansion 》
Bolt spell and casts it on two enemies. expansion section of the magic details.
The base mental power cost of Energy For spells whose effects last a certain
amount of time, you can expand that
Bolt is 5. For this reason, the mental
power consumed without expansion is 5
《 Volume Expansion 》 duration. If the duration is doubled or
Some spells that affect a space or tripled...... the mental power consumed
÷ 2, rounded up to 3. Therefore, for a
object can have their volume expanded. will also be doubled or tripled....... You
doubled expansion, the amount of
If the volume is expanded by two or three can also increase it by a fraction, such as
mental power consumed would be 3 x 2
times...... the mental power consumed x1.5, in which case the fraction is
= 6. You would not calculate (5 x 2) ÷ 2 =
will also be doubled or tripled....... rounded up when determining the
5.
Rounding should be handled the same multiplier for mental power consumed.
way you would for area expansion. For spells that can perform this
5.1.7.1 Expansion Types expansion, duration is written in the
Since it’s the volume that gets
Magic expansion includes the expanded, the radius of a sphere, a side expansion section of the magic details.
following types. of a cube, etc., can only be increased by
the cube root of the expansion rate. 《Distance Expansion》
《 Targets Expansion 》 Please see Table 5-1: Area and Size
Magic basically only works up to a
If you expand a spell that affects one Expansion.
certain distance. However, there are
enemy (or ally), it can instead affect For spells that can perform this
spells that can extend their reach. If
multiple at the same time. expansion, target volume is written in
reach distance is doubled or tripled......
If it's two or three targets...... the the expansion section of the magic
the mental power consumed will also be
mental power consumed will also be details.
doubled or tripled....... You can also
doubled or tripled....... increase it by a fraction, such as x1.5, in
In this case, you must roll the dice which case the fraction is rounded up
separately for each target to determine if when determining the multiplier for
they resist the magic, and other effects mental power consumed.
such as damage must also be determined
separately.

61
《Duration Contraction》
For spells that can perform this 5.1.7.2 Combined Expansion
expansion, distance is written in the
Some magic allows for multiple Magic with a duration can be
expansion section of the magic details.
expansion types. In these cases, you can optionally shortened. However, you
perform multiple expansions at the same cannot set a time that causes the effect to
《 Damage Expansion 》 time. However, at this time, the amount wear off in the middle of a round. You
For spells that deal damage, of mental power consumed will become may only set it to wear off at the end of a
expansion can increase the certainty of extremely large. By multiplying the rates round. You must also decide how long
that damage. If you double or triple the determined for each expansion, you can you want the magic to last before you cast
amount of mental power you determine the total multiplied rate of it. Magic that’s already been cast cannot
consume...... you can make a damage mental power consumed. be canceled at will.
check (strike roll) twice or three times.
Example:
The damage you will deal is equal to the
Suppose a sorcerer casts an Energy 《Magic Power Decrease》
greatest of all the strike rolls you made in
this way (not the total). Bolt on three enemies (x 3 expansion) Magic power can be optionally
For spells that can perform this with a +1 to his final score (x 2 reduced. This will reduce the final score
expansion) and he makes 4 damage and, if it's damage magic, also reduce
expansion, damage certainty is written
checks for each (x 4 expansion). In this bonus damage (it’s not possible to only
in the expansion section of the magic
case, the multiplied rate of mental power reduce the final score or only reduce
details.
consumed is 3 x 2 x 4 = 24! bonus damage). You must declare how
many points you’ll reduce before you roll
《Final Score Increase》 the dice. If used on multiple targets, you
There's some magic whose effects are 5.1.8 must reduce it by the same amount for all
negated or reduced if they're resisted by Magic Contraction of them. Also, if the side casting the
the target, but will also let you increase 5.1.8 Magic Contractio n
magic rolls double sixes, the resisting
Magic can also be contracted as side will also need double sixes, no
the magic's final score (resist target
opposed to expanded. However, this
score) in order to prevent this. This matter how much magic power was
does not reduce the amount of mental declared to be decreased (if it's a monster,
increase in final score may also take
power consumed.
effect if a nullifying spell is cast later. it cannot resist).
If you double or triple the amount of
5.1.8.1 Contraction Types
mental power you consume...... you can
《 Effect Contraction 》
add a +1 or +2 bonus to your final score. Magic contractions include the
For spells that can perform this All magic that can expand their
following:
effects can also contract their effects.
expansion, final score is written in the
expansion section of the magic details.
《 Area Contraction 》 Combined Expansion
This expansion requires a deep
5.1.8.2
proficiency in magic. Therefore, it You can make the area of effect and Contraction
cannot be done infinitely. Final score can narrower than originally intended. The Although it's not often done, it's
only be increased up to a maximum of shape (usually a circle) cannot be possible to perform magic expansion
caster's rune master skill level ÷ 2 changed. You also cannot cast it in such and contraction at the same time. For
(rounded up). That’s up to +1 (double) for a way that it hits the enemy directly in example, you could extend the area of
1st~2nd level, +2 (triple) for 3rd~4th the eyes. effect while reducing magic power. The
level, and +5 (sextuple) for 9th~10th mental power required at this time is
level. 《Volume Contraction》 decided by expansion. It cannot be
Similar to area contraction, you can reduced by contraction. For example, if

《 Effect Expansion 》 also reduce the volume of the targeted you double the area and reduce magic
object or space. Again, the shape cannot power by -4, the mental power
Some expansions don’t fall into any
be changed, and you cannot directly aim consumed will still be double.
of the above types. For spells that can
perform these special expansions, effect it at the enemy's eyes.
is written in the expansion section of the
magic details, and an explanation is
given under each spell.

62
《 Target Score 》
and Increase Weight (which makes an
5.1.9 object heavier), but when both of these
Magic Types Some magic can nullify the effects of are cast on the same object at the same
5.1.9 Magic Types
other magic. For example, the ancient time, they will cancel each other out and
There’s several kinds of magic that magic Dispel Magic nullifies the effects of disappear without taking effect.
share the same characteristics. most magic. Such magic, that is, magic that
These characteristics are presented Most magic is automatically nullified negates the effect of other magic, but at
here as magic types. if a nullifying spell is used, but there are the same time is negated by that other
some that are not. This is magic that has magic without taking its own effect, is
《 Damage 》 a target score. called counters (negates): type.
When casting any magic, no matter When casting counters (negates):
A spell that deals damage to the
what kind of magic it is, you must roll 2D magic to cancel the effect of certain
target's life force or mental power. Spells
to check whether an automatic failure magic, if the magic that was cast prior
of the damage type always have a clearly
(double ones) will occur or not. If you're has a target score, then according to the
defined strike power. If you manage to
trying to nullify magic that has a target definition of magic with a target score,
break through the target's resist, use the
score with another spell, you must use the magic that's cast after cannot cancel
spell's strike power to determine damage
that other spell's 2D roll to determine the prior magic unless its final score is
by making a strike roll using the Rating
your final score. This final score equals greater than or equal to the determined
Table, same as if you had hit with a
magic power + 2D roll (similar to a final target score.
weapon in weapon combat. The key
score for other success rolls).
number is, of course, the indicated strike
If this final score is greater than or
power. If you roll 10 or greater during the
equal to the target score originally set for 《Counters (Overpowers)》
strike roll, a critical will occur and deal
that first magic that was cast, then that When certain magic is cast against
even more damage, same as in weapon
first magic can be nullified. other magic, it can cancel the effect of the
combat. Conversely, If you roll double
This target score equals the final score prior magic but still take its own effect
ones, it does not deal any damage at all.
of the first magic that was cast (in other afterwards. This is magic of the counters
Most magic of the damage type can
words, the magic you're about to nullify). (overpowers): type.
still deal damage even if it's resisted by
Therefore, when an adventurer uses For example, the ancient magic
the target, only with a reduced effect. In
magic that has a target score, that player Darkness can nullify the effects of the
this case, you must make the strike roll
should note down that score and spirit magic Will-O-Wisp and still close
after subtracting 10 from strike power.
remember it. However, if you feel this is the surrounding area in darkness, which
Also, at this time, no matter how high
cumbersome, or if you forget to make a means Darkness itself is more effective.
you roll during your strike roll, a critical
note, then when it becomes necessary However, this is often not automatic.
will not occur.
(nullifying magic has been used), you One, is when the target resists. In the
In either case, the caster's magic
can roll 2D on the spot to determine a case of magic that does not take effect if
power can be added as bonus damage to
final score = target score. resisted, if the target does resist it, the
the result of the strike roll. Also, the
When you use magic that nullifies magic will not take its effect, and the
target's adventurer level (or the
other magic, if your roll is double sixes, effect of the prior magic will continue.
monster's monster level) is subtracted
the magic will automatically be nullified, The other, is when the prior magic
from the damage. However, there’s an
no matter what the target score is. has a target score. In this case, according
exception if you roll double ones during
Conversely, if the dice roll double to the definition of magic with a target
your strike roll. In this case, no matter
sixes when determining the target score score, the magic cast after will not take
how much magic power your character
(the success score of the first magic), you effect unless its final score is greater than
(monster) has, they cannot deal damage
must roll another double sixes in order to or equal to the determined target score.
to the target at all.
nullify that magic. If the magic cast prior has a target
Also, even magic of the damage type
score and the magic cast after is resistible,
may in rare cases take no effect if resisted.
At this time, if the target successfully 《Counters (Negates)》 please follow the procedure below to
make a check.
resists, you cannot make a strike roll. When magic is cast against other
magic, their effects may completely
① First, confirm the target score (= final
cancel each other out. For example, there
score) of the magic cast prior (if you
are two kinds of ancient magic, Decrease
forgot, determine it now).
Weight (which makes an object lighter)

63
② Next, the one casting the magic must
Detection
the same target at the same time. Please
《 》
roll 2D to find their final score (by resolve them as counters (overpowers)
adding their magic power). magic. A spell that detects objects, people,
③ Compare target score in ① with final It’s possible for both mind and magic power, etc. These can be targeted
score in ②. If the final score does not physical ability magic to each affect the by the ancient magic Counter Sense.
reach the target score, the magic will not same target separately. These spells also ignore the
be cast. This ends here. protection of the ancient magic Magic
④ If final score in ② is greater than or Protection.
《Weapon Enhancement》
equal to target score in ①, the target may
《 Focus 》
attempt to resist. The resist target score Magic that targets a weapon and
equals the final score in ②. enhances it. Two or more of this kind of
magic cannot affect the same weapon at Magic has a fixed duration. Magic of
⑤ If the target successfully resisted in ④, the focus type is that in which the
the same time. Please resolve them as
the new magic cast will not take effect. magic's effect lasts as long as the caster
counters (overpowers) magic.
The effect of the prior magic will (the one who casts the magic) is focused.
Weapons that have been given power
continue. If the target failed to resist, the While focusing, the caster cannot take
by ancient magic, silver weapons, or
new magic cast will take effect and the the following actions:
mithril silver weapons are assumed to
effect of the prior magic will be negated.
already have non-removable (see below)
weapon enhancement magic cast on Use other magic
Counters (overpowers): magic does Attack another with a weapon (or
them. Therefore, that power cannot be
not mean that certain magic is definitely barehanded)
stronger than other magic. It's possible nullified, so even if you cast new weapon
enhancement magic, it’ll be useless. Move more than 3 meters in one
for magic A to counter (overpower) round
magic B, and at the same time for magic Speak words
B to counter (overpower) magic A. 《 Non-removable 》 Any other voluntary action
Also, all magic counters (overpowers) Some magic, such as Dispel Magic
itself. Therefore, if certain magic takes (ancient magic) and Remove Curse (holy Even while focusing, if another
effect, and you cast that same magic on magic), can be used as counter magic attacks you with a weapon, etc. you can
the same target multiple times, the effect that removes other magic. However, still attempt to evade it. If magic is cast
will not be cumulative. magic of the non-removable type cannot on you, it's also possible to resist it.
be removed by other magic. Also, when the target is no longer
《 Mind 》 Although, the ancient magic Perfect within the magic's area of effect (out of
Cancellation is able to remove non- reach, out of sight, etc.), the magic will
This is magic that affects the target's
removable magic. Also, sometimes there lose its effect, even if you continue to
mental state. This kind of magic can only
is counter magic that counters certain focus.
take effect on one target at a time. If
magic, which if specified, will be If the caster suffers damage to their
magic of the mind type is cast on a target,
removed by that counter magic. It's also life force or mental power, their focus
and other magic also of the mind type is
possible to remove non-removable magic will be interrupted and the magic's effect
cast on that target, the new magic will
by directly using the power of a god will be lost.
take effect, and the prior magic will be
(wicked god) with the holy/dark magic If the caster wishes to voluntarily
nullified.
Call God. release their focus (in order to take
In other words, all mind magic
another action), they must declare it at
counters (overpowers) other mind magic.
the beginning of the round, when no one
Note that many are resistible magic, and 《 Curse 》 else has made their action
some have target scores. Dispel Magic (ancient magic) can be announcements yet. If your focus is
used to remove most magic, but for interrupted due to damage, etc. your
《 Physical Ability 》 magic of the curse type, this is not focus will be interrupted at the timing in
This is magic that affects the target’s possible. However, Remove Curse (holy which the damage is dealt.
physical abilities (strength, etc.). Magic magic) can be used to remove it.
of this type can only take effect on 《 Illusion 》
humans, fae, and youma.
A spell that deceives the five senses of
Also, with magic of the physical
the target. These spells deceive the
ability type, two or more cannot affect

64
opponent’s sensory organs and give them successful, you’ll be able to see through before the ritual ends, or at any timing in
false sensations. There are three types of the illusion and know the correct between, the final score bonus will be 2 x
senses through which monsters perceive situation. However, you can only make (1 + 2) = +6.
their surroundings: five senses, pseudo this resistance roll once. Once you fail, no The person who makes the success
senses, and magic senses. Magic of the matter how suspicious it may be, you roll is the one who takes the center role
illusion type is effective on those that won't be able to detect its true form (of in performing the ritual.
perceive their surroundings with five course, you can walk around suspicious The game master may also use a
senses or pseudo senses. Humans and fae floors). ritual to perform other expansions
perceive their surroundings through five (targets, area, volume, etc.) that the
senses, so they can all be targeted by
《 Ritual 》 magic would allow.
illusions.
Magic of the ritual type can increase
If the target does not have the senses
its effect (final score) due to carefully 《 Lost 》
to deceive, this spell will have no effect at
preparing and performing a ritual. Among ancient magic, there are
all. It is completely ineffective against
With these spells, you can add +1 to some spells known only to a limited
monsters who perceive their
your final score for each day you perform number of sorcerers, and spells that were
surroundings through magic senses, and
the ritual. If additional casters who can lost with the fall of the ancient kingdom.
illusions that deceive vision are useless
use the same spell also participate in the These are called lost spells.
against monsters who lack vision.
ritual, you will gain +1 to your final score The game master gets to determine
The effects of spells of the illusion
for each one. Even humans who cannot which spells are considered lost spells.
type can be detected by a resistance roll.
use spells can participate in the ritual. In It's acceptable to have all spells on the
However, in order to do this, you must
this case, you can gain +1 to your final magic list be lost, or conversely, to have
first be suspicious of the illusion. The
score for every 10 people (rounded all magic be known and no spells be lost.
game master should decide in which
down). However, the ritual procedures If a spell says lost under its magic
cases it seems suspicious. In the case of
are very complicated, so those who have details, it may be easier to maintain
player characters (adventurers), this may
not been taught the procedure in balance when enjoying the game if you
be when the players themselves suspect
advance will not be able to participate in consider it a lost spell. Unless the game
an illusion. For NPCs and monsters, the
the ritual. If it's ancient magic, the caster master has a particular reason, please
game master should decide based on
must have been taught at a school such consider these to be lost spells.
their intelligence.
as an academy of sages, etc. and if it's holy
For example, suppose a fake floor is
(dark) magic, they must be a believer.
created above a pit using a Create Image
These bonuses are stacked in the 5.1.10
(ancient magic) spell. No matter how
smart you are, you’re not likely to notice
form of days x participants. For example, How to Read Magic
this. But what if whoever was walking at
suppose a priest performs a Remove Details
Curse ritual. If the ritual takes two days
the front of the line had the misfortune
5.1.10 How to R ead M agi c Details

(+2), one extra priest who can also use Magic details are each written in the
to step on top of it and fall? following format:
Remove Curse participates (+1), and 30
No matter how foolish you are, you
believers participate (+3), the final score
should suspect that the floor is an
bonus will be 2 x (1 + 3) = +8. Fractions [Sample Magic Details]
illusion. Base Mental Power Cost=0
Or, what if you were in a hallway with of the number of days must be rounded
Distance=Caster
a thick layer of dust, but only one part of down, so if you can't spend a full day, the
Area=Caster
it was free of dust? final score bonus will be 0, regardless of Duration=Until you forget the contents
It might be unreasonable for a how many participants there are. Effect=Understand how to read magic details
monster with low intelligence, such as a Unlike magic expansion, there is no Type=Non-removable
goblin, but a human of average limit to the increase in final score Expansion=-
through rituals. Resist=None
intelligence would find it suspicious.
A ritual must be performed without This spell allows the caster to
In the event of such a suspicion, the
sleep or rest, and is usually limited to 2 understand how to read magic details.
target of the illusion can make a mental
power resistance roll. The target score is days. If someone drops out during the
the final score from when the illusion ritual, their number will not be
spell was cast (if you forgot, roll the dice considered at all. In the previous
and determine it again). If you’re example, if 10 believers drop out, even if
it's right after the ritual begins, just

65
《Base Mental Power Cost》 conditions are met. For magic whose power reduced by -10 and can no longer
duration is instant, the magic itself critical.
The base mental power cost disappears in an instant, but its effects After these details are briefly written,
represents how much mental power is a detailed description of each spell is
remain. Wounds caused by a Fireball
consumed when using that magic. As written. Be sure to read it over before
explosion will remain, and if you receive
previously explained, this base mental attempting to use something you've
healing by Cure Wounds, those wounds
power cost divided by the corresponding never used before.
will be recovered instantly.
rune master skill level equals the actual
mental power consumed by the caster.
《 Effect 》 5.1.11
《 Distance 》 This is a brief description of the Ancient Magic and the
Sorcerer Skill
magic's effect. Once you've read the
This represents the distance the
detailed description, you'll be able to
magic can reach. Basically, magic works
5.1.11 Ancient M agi c and the Sorcerer Ski ll

recall the general effect of the magic just High ancient are the great runes that
on things that the caster can see and are were developed and studied during the
by looking at this.
within this distance. Any exceptions will time of the ancient kingdom. The power
always be noted in the explanation that of these runes releases magic forces and
follows. If the distance is touch, the 《 Type 》
brings about various effects. Many of the
caster must touch the target with their Represents the type of magic. Please spells and runes of this system were lost
hand or (for ancient magic) with their see 5.1.9: Magic Types. Counters with the fall of the ancient kingdom, but
magical catalyst (see below). To cast (negates): and counters (overpowers): a small amount of them have been
these spells in combat, you must be describe magic that can be negated by passed down to modern Forcelia, and are
engaged with the target. At this time, this magic, while countered (negated) now referred to as ancient magic. The
there is no need to roll dice to determine by: and countered (overpowered) by: skill for using ancient magic is called the
whether you've touched your opponent, describe magic that can negate this sorcerer skill, and those who have this
like with an attack hit check (you can magic. However, Dispel Magic, Counter skill are called sorcerers.
touch them automatically). Sense, Suppress Elemental, Dispel Order,
Rune Shield, Perfect Cancellation,
Restrictions on Using
《 Area 》 Neutralize Elemental, and Remove Curse 5.1.11.1
Ancient Magic
omit this. Magic of the mind, physical
This represents the target that the Ancient magic has powerful effects
ability, and weapon enhancement types
magic affects. because it draws its source of power
also omit counters and countered by,
If it says caster, the magic works only (which is sometimes called mana)
since they are sufficiently described.
on the caster who cast the spell. directly from matter, but it is subject to
When it says one, it works on one the following two restrictions in order to
enemy or ally. It is also possible for 《 Expansion 》 cast the spells correctly:
casters to cast it on themselves. Represents which expansion types
If it works on a specific space or area, can be performed. Please see 5.1.7.1: 1. Must have a staff (mage's staff) as
then everything within that area is Expansion Types. a magical catalyst
targeted. For example, a Fireball 2. Due to complex gestures
explosion deals explosion damage to required, armor is limited to cloth or soft
everything within a 3 meter radius. It 《 Resist 》 leather
makes no difference whether it's the This represents whether the magic
caster's enemies, allies, or the caster. can be resisted, and what will happen if If you don't obey these two things,
There are many other ways to write it is resisted. you won't be able to use ancient magic.
this, but it should be clear if you read the None: No resist can be performed. Other rules follow the basic rules of
description. Spells always take their effect. magic.
Negated Effect: If resisted, the spell
does not take its effect.
《 Duration 》 Reduced Effect: If resisted, the spell
This represents how long the magic only takes an incomplete effect. Spells of
will remain in effect. This includes the damage type will have their strike
instant, 18 rounds, 1 day, permanent,
until focus ends or until certain

66
Basic Abilities of the time they try to cast a spell. This is
5.1.11.2 because the words and actions of a spell
Sorcerer Skill
are usually sharply memorized in your
The sorcerer skill includes the
head. A spellbook is used to review them,
following basic abilities in addition to
always confirming and ensuring your
spells:
memory.
There are no special restrictions on
《 High Ancient 》 spellbooks according to the rules.
Sorcerers can speak, read, and write Nevertheless, keep in mind that
in high ancient. It seems that these runes sorcerers in Sword World always keep
were used in official texts and their spellbooks with them, and
conversation in the ancient kingdom, remember to take very good care of them.
but now much of it has been lost, except
for the few that remain in spellbooks.
《 Magical Catalyst 》
Sorcerers require a special medium
《 Low Ancient 》 to cast spells. This is a magical catalyst,
This was an everyday language of the and it is through this that a sorcerer
ancient kingdom, called low ancient, exercises the power of a spell. Usually, a
and was the language used by citizens specially-made mage's staff is used as a
and slaves. Sorcerers can speak, read and magical catalyst, made from a wooden
write in this language. Low ancient was staff with a Create Device spell cast on it.
used in informal texts in the ancient This is why you must have a mage's staff
kingdom. as a restriction when using ancient magic.
However, some sorcerers substitute
other things besides staves. For example,
Characteristics of Sorcerers
5.1.11.3 Laverna, the witch of Orphan, uses an
and Ancient Magic
amethyst ring she wears on her right
Sorcerers and the ancient magic they
middle finger as her magical catalyst,
handle have the following
and Cyanos, leader of the magic knights
characteristics:
of Ramliearth, carries a small twig wand
in his left hand as a magical catalyst.
《 Spellbook 》
A sorcerer must somehow preserve
the ancient magic spells they've learned.
Otherwise, even those with the greatest
minds cannot possibly memorize all the
words, actions, etc. needed to cast spells.
For this reason, it is customary for
sorcerers to write these spells down in a
book called a spellbook. A spellbook is,
so to speak, just a handwritten notebook,
and the spellbook itself has no magical
power of its own. However, because it's a
very important thing, it would be a
disaster if it were lost or stolen, so some
sorcerers may keep several copies in
reserve.
When you go on an adventure, or
you're in a situation where you'd need to
use magic, you'd usually bring your
spellbook with you. However, no
sorcerer looks at their spellbook every

67
the strike roll can only be made with the This spell alters the air in a space
5.1.12 strike power set to 5, regardless of the within a 5 meter radius from the target,
Ancient Magic List weapon's own strike power. creating a gas with the effect of instantly
5.1.12 Ancient M agi c Lis t

This spell can also be cast directly on putting any creatures inside to sleep.
1st Level Ancient a living creature. In that case, strike Anything within the area is affected,
Magic List power of bare hands, claws, fangs, etc. friend or foe, but targets that make a
[ Unlock ] will gain +5 (or +1 if strike points). successful resistance roll will be
Base Mental Power Cost=3 If you apply it to a projectile such as completely unaffected by the spell.
Distance=Touch a bow, everything fired from it will gain Those that fail to resist fall asleep, but
Area=One thing that opens and closes
+5 to strike power, which makes it since it’s a natural sleep, they will wake
Duration=Instant
effective against monsters that normal up immediately if there’s any noise, etc.
Effect=Unlocks locks, etc., opens doors, lids,
etc. weapons cannot affect. in their surroundings. If there's combat,
Type=Counters (Overpowers): Lock, Hard etc. happening in their surroundings,
Lock [ Counterspell ] they can make a resistance roll each
Expansion=Final score Base Mental Power Cost=3 round, and wake up if successful. Also, if
Resist=None Distance=10 meters they're dealt physical or mental damage,
This magic unlocks non-magical Area=One if they receive a shock such as being hit
locks, etc. as if you had used the correct Duration=18 rounds
or kicked even if it does not deal damage,
Effect=+2 to mental power resistance
key, and opens doors, treasure chest lids, or if an extremely loud noise is made,
Type=-
etc. they will automatically wake up without
Expansion=Duration, distance, targets
Resist=None the need for a resistance roll.
[ Energy Bolt ] This spell has the ability to rejuvenate
Base Mental Power Cost=5
the body and mind, and can increase [ Sense Magic ]
Distance=30 meters Base Mental Power Cost=3
mental power resistance by +2. This
Area=One Distance=Caster
Duration=Instant bonus is effective on any mental power
Area=Within the caster's view
Effect=Creates a strike power 10 arrow of resistance roll.
Duration=18 rounds
energy Effect=Know where and what magical power
Type=Damage (Pure energy-type) [ Chameleon ] is working on
Expansion=Final score, distance, targets, Base Mental Power Cost=3 Type=Detection
damage certainty Distance=Caster Expansion=Duration
Resist=Reduced effect Area=Caster Resist=None
An arrow of glowing white energy Duration=Until focus ends By casting this spell, a normally
flies in a straight line from the caster to Effect=Assimilates caster's appearance into
invisible magical aura becomes visible to
the target. This arrow will never miss. the surrounding scenery, making them
the caster. This lets you know if there are
invisible
Strike power is 10. magical items, magical traps, etc. within
Type=Focus, illusion
Expansion=Final score your field of view. However, it’s not
[ Enchant Weapon ] Resist=Negated effect possible to discern exactly what magical
Base Mental Power Cost=3 powers are at work. You also cannot find
Casters who cast this can make
Distance=10 meters
themselves invisible to others, similar to things whose form you can't see directly,
Area=One weapon
how a chameleon changes color and such as things inside a box.
Duration=18 Rounds
Effect=+5 to weapon's strike power assimilates into the surrounding
Type=Weapon enhancement landscape. [ Darkness ]
Expansion=Duration, distance, targets Base Mental Power Cost=3
Distance=10 meters
Resist=None [ Sleep Cloud ]
This spell can be used on any weapon Base Mental Power Cost=5 Area=A space with a 10 meter radius
Distance=30 meters Duration=12 hours
(of any type) and adds +5 to that
Area=A space with a 5 meter radius Effect=Creates a dark space within the area of
weapon's strike power. So a strike power
Duration=Instant effect
10 weapon would become 15. Attack Type=Counters (Negates): Light
Effect=Alters the air within the area of effect,
power and critical target do not change. Counters (Overpowers): Will-O-Wisp, Spirit
putting anything inside it to sleep
This magic allows you to deal damage Wall: Wisp
Type=-
to monsters that cannot be damaged by Expansion=Final score, distance, area Countered (Negated) By: Light
normal weapons. However, in this case, Resist=Negated effect Expansion=Duration, Distance, Target
volume

68
Resist=None Type=Ritual to life force. It also cannot prevent
This can be used on any single point Counters (Negates): All magic except curses damage dealt to mental power
in space or on any object, canceling out and non-removable
Expansion=Final score, distance, targets or
the light in a space within a 10 meter
area
[ Magic Protection ]
radius from that point, completely Base Mental Power Cost=4
Resist=None
closing it in darkness. Distance=Touch
This spell acts as a negative force Area=One specific object
against all other spells and can remove Duration=Permanent
[ Decrease Weight ] their effects. Any spells cast on the
Base Mental Power Cost=3 Effect=Gives the targeted object resistance to
Distance=10 meters targeted person, object, or space will be magic
Area=One object removed. Type=Target score
Duration=18 rounds Items with permanent magical power Countered (Overpowered) By: Any other
Effect=Reduce the weight of an object cannot be removed by this magic, magic that's not detection-type
Type=Lost Expansion=Final score
because they are non-removable.
Counters (Negates): Increase Weight Resist=None
Countered (Negated) By: Increase Weight This spell has the effect of giving
[ Kindle ] magic resistance to objects that do not
Expansion=Duration, distance, targets, effect Base Mental Power Cost=3
(see description) Distance=Touch
have it. If the targeted object is exposed
Resist=None Area=Flammable material a few cm in size to another spell that's not detection type,
This spell is used on a single object Duration=Instant it will resist that spell unless the
and has the effect of reducing the target’s Effect=Ignites flammable materials such as opponent succeeds on a success roll
weight. If cast on a weapon or armor, it pieces of wood or paper against a target score equal to the final
has the effect of reducing the target's Type=- score from when Magic Protection was
required strength by -1 without changing Expansion=- cast. If a successful resist, the opponent’s
its strike power or defense power. When Resist=None
spell will either completely lose its effect,
used on other objects, it has the ability to This is a spell used on flammable
or will take only an incomplete effect. If
reduce their weight by about 90%. objects several centimeters in size,
the resist fails, the spell will take its full
This spell’s effect can be expanded. If causing them to ignite. The effect of the
effect, and furthermore the Magic
you double or triple the amount of spell will disappear in an instant, but the
Protection spell itself will be removed.
mental power you consume...... the object should burn on its own afterwards.
Even spells with a resist of none can
required strength can become -2 or -3...... This spell’s effect only works on highly
be resisted by Magic Protection. In this
for weapons and armor. For other objects, flammable objects such as oil, dead grass,
case, the spell will take no effect at all.
it’ll be reduced by 10% each time. When and sawdust, so it's completely useless if
For example, if you cast Kindle on a
reducing the weight of an object, it’s used on live trees or non-flammable
bundle of straw that has Magic Protection
reduced by 90% each, the rate of double materials. It has almost no effect on
cast on it, if Kindle cannot break through
expansion would be 0.9 x 0.9 = 0.81 times. monsters either.
the protection of Magic Protection (the
For triple, it’d be 0.9 x 0.9 x 0.9 = 0.721 final score is insufficient), it won't be able
times. To reduce the weight by half, you [ Protection ] to ignite.
Base Mental Power Cost=3
must expand it 7 times, and to reduce it This spell is powerless against spells
Distance=10 meters
to 1/10th, you must expand it 22 times. Area=One that belong to detection. Therefore,
Even if you reduce the required Duration=18 rounds objects with this spell cast on them will
strength, the strike power or defense Effect=Reduce any damage dealt to life force respond to Sense Magic.
power of weapons and armor will not by 1 point. Also, if you cast it on something that
change. Also, in this case, required Type=- naturally has resistance (humans, fae,
strength can only be reduced to 1. Expansion=Duration, distance, targets youma, etc.), it will have no effect at all.
Resist=None
This spell creates a magical barrier
[ Dispel Magic ] [ Light ]
Base Mental Power Cost=5 around the target's body, reducing the Base Mental Power Cost=3
Distance=10 meters damage the target suffers by 1 point. This Distance=10 meters
Area=One person, one object, or a space with spell takes effect against anything that Area=A space with a 10 meter radius
a 5 meter radius deals direct damage, whether it's a Duration=12 hours
Duration=Instant physical attack or a magical attack. Effect=Lights a magical light within the area
Effect=Removes the effects of other spells However, it has no effect at all on spells of effect
cast on the target Type=Counters (Negates): Darkness
that are offensive but do not deal damage

69
Counters (Overpowers): Shade, Spirit Wall: name of the spell. Oaks can only fight, [ Fire Weapon ]
Shade and the caster must specify whom to Base Mental Power Cost=10
Countered (Negated) By: Darkness attack. Or otherwise, they can specify a Distance=10 meters
Expansion=Duration, distance, target Area=One weapon
location, and have the oak attack anyone
volume Duration=18 rounds
invading that location. After the spell's
Resist=None Effect=Wraps a weapon in magical fire,
duration expires, the oak will turn back
This spell is used on an object or a adding +10 to strike power
into a branch. Type=Weapon enhancement, target score
point in space. It has no effect at all when
See p. 222 for oak scores. Expansion=Final score, duration, distance,
used on living things. Using a single
point as a light source, a space with a 10 targets
meter radius is filled with white magical [ Sense Enemy ] Resist=None
Base Mental Power Cost=6 This is a spell used on weapons. The
light. The further away you are from the
Distance=Caster targeted weapon will now emit a magical
light source, the more the effect of the Area=Within the caster's view flame from its striking end, adding a +10
light will fade. If you cast it on a portable Duration=18 round
bonus to the weapon's own strike power.
object such as a shield, you can move the Effect=Makes the presence of hostility clear
This spell will not change the attack
light source along with the object. to the caster
Type=Detection power or critical target of the weapon.
For monsters that are weak against fire,
[ Lock ] Expansion=Duration
Base Mental Power Cost=3 Resist=None you can add an extra +10 bonus to strike
Distance=Touch By casting this spell, the caster can power (+20 total). Conversely, this spell's
Area=One object that opens and closes learn of the presence of anything that has bonus to strike power will not apply to
Duration=1 day aggressive intentions towards them. monsters that resist fire.
Effect=Puts a magical lock on objects that Aggressive intentions in this case refers This spell can be used to damage
open and close, such as doors, lids, etc. to a desire to deal physical or mental monsters that only magic weapons are
Type=Target score effective against. However, in such a case,
damage to the caster, so cases such as
Countered (Overpowered) By: Unlock
simply wanting to steal the caster's the strike power will be 10 regardless of
Expansion=Final score, duration
money will not be detected. However, if the strike power of the weapon itself.
Resist=None
the theft is committed in order to cause Monsters that can only be wounded by
This spell can be used on objects that
problems for someone, you will be able magic and are also immune to fire cannot
open and close, such as doors, treasure
to sense that intention. be dealt damage by attacking them with
chest lids, etc. to place a magical lock on
Anything that is not directly visible a weapon that had this spell cast on it.
them. As a result, the door or lid will
to the caster cannot be detected, even if This spell can also be cast directly on
never open unless you chant the
it is hostile. a living creature. In that case, strike
password you chose when casting the
power of bare hands, claws, fangs, etc.
spell. This password does not have to be
in high ancient. [ Disguise ] will gain +10 (or +2 if strike points). The
Base Mental Power Cost=6 creature itself is not affected by this fire,
Distance=Caster but if it is attacked by fire from others, it
2nd Level Ancient Area=Caster will still suffer damage. If you apply it to
Magic List Duration=1 hour a projectile such as a bow, you do not
[ Oak ] Effect=Change the caster’s appearance
have to apply it to each individual arrow.
Base Mental Power Cost=8 Type=Illusion
If you do apply it to a bow, arrows, etc.
Distance=Touch Expansion=Final score, duration
Resist=Negated effect fired from it will automatically be
Area=An oak tree branch
This spell is a type of illusion magic engulfed in flames, allowing them to
Duration=1 hour
Effect=Create a child-sized wood golem and that works on the caster, changing their receive the effects of this spell.
make it fight appearance into something else.
Type=Non-removable However, this spell cannot significantly [ Falling Control ]
Expansion=Duration, targets Base Mental Power Cost=6
change the size or shape of your body. So
Resist=None Distance=10 meters
a thin person cannot become an obese
This spell creates a 1-meter tall, Area=One
person, and a human cannot look like a Duration=18 rounds
goblin-esque wood golem from a tree
grassrunner or a dwarf. Effect=You can control falling speed
branch. This simplified version of a wood
Type=-
golem came to be called an Oak because
Expansion=Duration, distance, targets
the material used was many oak tree Resist=None
branches, so that eventually became the

70
A target with this spell cast on them has the effect of increasing required [ Stone Servant ]
can fall at any speed they desire, ignoring strength by +1 (strike power does not Base Mental Power Cost=12
their normal falling speed. The falling change). When used on other objects, Distance=Touch
speed can be infinitely close to 0, but it consider it to have the effect of increasing Area=One stone
Duration=1 hour
cannot be completely 0, nor can it their weight by 10%.
Effect=Create a human-sized stone golem
infinitely increase. You also cannot fall This spell’s effect can be expanded. If
and make it obey your commands
faster than twice your normal falling you double or triple the amount of Type=Non-removable
speed. mental power you consume...... the Expansion=Duration, target score
Also, if the target on whom the spell required strength can become +2 or Resist=None
is cast has lost consciousness, is +3...... for weapons and armor. For other This spell creates a human-shaped
unconscious, or is an animate object and objects, it’ll be increased by 10% each stone golem (1 and a half meters tall)
has no mind, the caster can instead time. When increasing the weight of an from a stone the size of a clenched fist.
control the target's falling speed. object, it’s increased by 10% each, the This simplified version of a stone golem
rate of double expansion would be 1.1 x is specifically called a Stone Servant and
[ Replace Sound ] 1.1 = 1.21 times. For triple, it’d be 1.1 x can be used to engage in combat or
Base Mental Power Cost=6 1.1 x 1.1 = 1.331 times. To double the simple tasks. A stone servant's power is
Distance=30 meters weight, you must expand it 8 times, and about 30 if converted to strength, and
Area=Space with a 1 meter radius to increase it tenfold, you must expand it furthermore, it never gets tired, so it can
Duration=18 rounds
25 times. complete a considerable amount of
Effect=Sounds within the area of effect can be
If this spell would cause a weapon or heavy labor. However, more complex
generated elsewhere
Type=Illusion armor's required strength to exceed its work is beyond a stone servant's hands.
Countered (Overpowered) By: Silence owner's strength, that character cannot Stone servants obey only the commands
Expansion=Final score, duration, distance, act. However, if you're using the optional of their maker, the sorcerer. After the
area rules under 16.8: Weapons and Armor spell's duration expires, the stone servant
Resist=Negated effect That Are Too Heavy (see p. 268), they can will turn back into a stone.
This spell can cause all sounds still act, but they'll receive a penalty to See p. 223 for stone servant scores.
occurring in a space within a 1-meter attack power, evasion speed, etc. Even if
radius around the caster to be generated you increase the required strength, the [ Hard Lock ]
elsewhere. This spell can also be used strike power or defense power of Base Mental Power Cost=9
within a more narrow area of effect, so weapons and armor will not change. Distance=Touch
you can just transfer your own words. At Area=One object that opens and closes
Duration=Permanent
this time, sounds within the area of effect [ Create Image ] Effect=Puts a magical lock on objects that
will not be heard at all from that location, Base Mental Power Cost=9
open and close, such as doors, lids, etc.,
and you will not be able to choose and Distance=30 meters
giving them the same strength as iron
transfer sounds. Area=A space with a 5 meter radius
Type=Target score
Duration=1 hour
Countered (Overpowered) By: Unlock
Effect=Can create visual illusions
3rd Level Ancient Type=Illusion
Expansion=Final score
Magic List Expansion=Final score, duration, distance,
Resist=None
Hard Lock is a spell that's more
[ Increase Weight ] target volume
Base Mental Power Cost=9 Resist=Negated effect powerful than Lock. You can place a
Distance=10 meters This is a spell that creates a visual magical lock on an object that opens and
Area=One object illusion in the space within its area of closes, such as doors, gates, treasure
Duration=18 rounds effect. This illusion does not have to be a chest lids, etc. to prevent them from
Effect=Increase the weight of an object opening. Once cast, this spell's effect is
static image; it can be something that
Type=Lost permanent until it's removed. Also, no
moves. However, in this case, the
Counters (Negates): Decrease Weight
movement will repeat on a loop after a matter what material it's made of, this
Countered (Negated) By: Decrease Weight
maximum of about 5 minutes. gives it the same strength as iron. In
Expansion=Duration, distance, targets, effect
(see description) What kind of illusion is created other words, opening a door or lid with
Resist=None depends on the caster's imagination. Hard Lock requires the same effort as
This spell is used on a single object However, this illusion cannot deal destroying an iron wall or an iron box.
and has the ability to increase the target’s physical damage.
weight. If cast on a weapon or armor, it

71
[ Familiar ] Table 5-2: Familiars
Base Mental Power Cost=15
Animal Name Life Points Mental Points Abilities
Distance=1 kilometer
Frog 2 2 Can see things over a wide range
Area=1 specific animal
Duration=Permanent Dove 3 3 Can fly
Effect=You can turn a small animal into your Crow 3 4 Can fly
familiar Owl 4 4 Sees well in the dark. Can fly
Type=Target score, Non-removable Black cat 5 5 Sees well in the dark
Expansion=Final score
Resist=None If the familiar loses life points or in an increase or decrease in your ability
This spell has the effect of allowing a mental points due to an attack from bonus by 1 point. If you use it on a
sorcerer to summon and control an another, etc., the caster will suffer the youma, etc. which is not represented by
animal to become their familiar. The same pain that the familiar felt, so they ability scores, all you have to do is
animals that can become familiars are will lose the same amount of points in increase or decrease its attack points
somewhat limited. For example, frogs or life force and mental power (this damage (dexterity), evasion points (agility), or
crows. Cats and owls are also famous cannot be reduced by adventurer level). strike points (strength) by 1 point. Also,
familiars, and these animals will appear However, the number of points lost in the case of agility, action order will
in response to the caster's summons and cannot go beyond the familiar's also increase (decrease) by 6.
serve the caster. A sorcerer can have only maximum life points or mental points. The target is free to attempt to resist
one familiar. If a sorcerer who already Even if the familiar receives damage that this spell or not. If it's used for a
has a familiar tries to summon a second would cause a negative result, the caster decreasing effect, they'll probably want
one, it’ll show no effect whatsoever. will not lose any extra points. to resist it. Targets who successfully resist
This spell must always be performed When a familiar is involved in magic, will not receive any effect. Physical
as a ritual. The caster requires 3 full days etc. the caster can use their adventurer Enchant cannot expand its effect (that is,
of preparation, followed by 12 hours of level as the baseline score for the increase or decrease ability scores by 12
spell chanting. Please refer to Table 5-2: resistance roll. When a familiar takes points, 18 points, etc.).
Familiars to see what kind of animal will damage, the caster can also use their Physical Enchant is subdivided into
appear as a familiar in response to a adventurer level to reduce the damage. If six spells by their effects. They are called
summon. a caster and their familiar are separated Sharpness, Dullness, Quickness,
The summoned familiar and the by more than 1 kilometer, contact Slowness, Strength, and Weakness,
sorcerer are always in mental contact, so between them will be temporarily respectively.
they can communicate in a way similar interrupted. Until they're both within 1
to telepathy and can also share sensory kilometer of each other again, they Sharpness
organs. The caster can use their familiar's cannot share senses, nor can the caster Increases the target's dexterity by 6.
sensory organs to see and hear, and vice borrow mental points from their familiar. Increases attack power (points) and the
versa. Also, when you give a command to baseline score of dexterity-related
your familiar, the familiar will try to [ Physical Enchant ] abilities by 1 point.
execute it, but there are natural limits to Base Mental Power Cost=12
what it can actually do depending on the Distance=10 meters Dullness
familiar's physical abilities. Abilities of Area=One
Decreases the target's dexterity by 6.
each familiar are listed on the table, but Duration=18 rounds
Decreases attack power (points) and the
you can find out more details by Effect=You can increase the target's dexterity,
agility, or strength by 6
baseline score of dexterity-related
referring to an animal encyclopedia. abilities by 1 point.
Type=Target score, physical ability
The caster can also borrow mental
Expansion=Final score, duration, distance,
points from their familiar to cast spells. targets Quickness
In this case, the mental power that Resist=Negated effect Increases the target's agility by 6.
would've been consumed by the caster There are six variations of this spell, Affects evasion speed (points) and action
will instead be reduced from the each of which increase or decrease a order.
familiar's mental points. Of course, you target's dexterity, agility, or strength by 6. Also increases the baseline score of
cannot make a substitution that would However, even if you reduce them, they related abilities.
cause mental points to become negative, can never become 0. If the ability score
and a familiar whose mental points reach was originally 6 or less, it'll instead
0 will lose consciousness. become 1. In most cases, this will result

72
Slowness See p. 223 for bone servant details it would be impossible for a caster 10
Reduces the target's agility by 6. when using human bones. If bones of meters above the ground to engage in
Affects evasion speed (points) and action other animals are used, the game master melee combat with a monster on the
order. is responsible for creating the details. ground). If someone casts Dispel Magic,
Also decreases the baseline score of etc. on you and the spell is removed, you
related abilities. [ Lightning ] will fall. If you do fall, apply the rules for
Base Mental Power Cost=15 falling damage (see p. 122).
Strength Distance=Caster
Area=A space 1 meter high and wide and 20
Increases the target's strength by 6.
meters long 4th Level Ancient
Affects bonus damage (strike points).
Duration=Instant Magic List
Also allows you to use weapons that you
Effect=Emits strike power 20 lightning [ Counter Sense ]
cannot use with your normal strength. Type=Damage (Electric-type) Base Mental Power Cost=12
Expansion=Final score, area length (see Distance=Caster
Weakness description), damage certainty Area=Caster
Reduces the target's strength by 6. Resist=Reduced effect Duration=Until detected
Affects bonus damage (strike points). If, This spell releases a powerful electric Effect=You can negate the power of detection
due to this spell being cast, the required shock that can reach up to 20 meters spells and items, and know the type (effect) of
from the caster, dealing strike power 20 spell or item, the one who cast it, their
strength of your weapon or armor
whereabouts, etc.
exceeds your own strength, you will be damage to targets within that distance. If
Type=Detection
disabled. However, if you're using the there is a complete obstruction such as a
Expansion=-
optional rules under 16.8: Weapons and wall, titan, etc. the electric shock will be Resist=None
Armor That Are Too Heavy (see p. 268), blocked (it doesn't reflect back), but if If you cast this spell, you can know if
you can still act, but you’ll receive a there is an object as large as a human, it you or something you're wearing is being
penalty to attack power, evasion speed, cannot block the electric shock, and it detected by a magical item or spell. At
etc. can even catch targets behind the blocker. the same time, it will also reveal the type
Take the cross-section of the lightning as (effect) of spell or item used on you, as
[ Bone Servant ] a 1 meter by 1 meter square, and use well as the clear identity of the person
Base Mental Power Cost=15 whether or not this cross-section can be who used it (not just knowing their name,
Distance=Touch completely blocked as the basis for but what they look like). After that the
Area=1 bone judgment. effect of the Counter Sense spell vanishes
Duration=Permanent This spell has a special area of effect
Effect=Create a human-sized bone golem and
(although you can recast it, of course).
expansion. By doubling or quadrupling This spell targets spells of the
make it obey your commands
the mental power consumed , you can detection type, and items such as crystal
Type=Non-removable, lost
Expansion=Duration, targets increase the length of the lightning to 40 orb of clairvoyance that have the same
Resist=None meters or 80 meters, respectively. effect.
This spell creates a puppet golem Also, the effects of detection items
called a bone servant from the bones of a [ Levitation ] and spells, no matter how long their
living creature. The bones used for this Base Mental Power Cost=9
duration, will vanish after 1 round due to
spell can be human or animal, but they Distance=Caster
Counter Sense activating. In other words,
Area=Caster
must be of a certain size and consistency, for 1 round, the opponent's detection
Duration=18 rounds
such as ribs or femurs, as very small spell or item will work normally, and
Effect=Makes the caster's body float in the air
bones (such as teeth) or fragments are of Type=Target score information of what happened during
no use. Expansion=Final score, duration that time will be told to the opponent.
A bone servant appears in the form Resist=None They'll also discover that you have used
of a skeleton. The form it takes depends By casting this spell, the caster can the spell Counter Sense.
on the bones used in the spell. If you use levitate up to 10 meters above the ground. You cannot cast this spell multiple
human bones, it'll take the form of a During this time, you're completely free times in advance, to be able to trace back
human skeleton, such as a skeleton (see to adjust the height. You can use other multiple times without having to recast it.
p. 225) or a skeleton warrior (see p. 223), spells while floating, and perform attacks
or if you use animal bones, it'll take the and evasion as usual. However, you [ Conceal Self ]
form of an animal skeleton. cannot take actions that seem impossible Base Mental Power Cost=16
depending on the situation (for example, Distance=Caster

73
Area=Caster creature they changed into. You will also Expansion=Final score, distance
Duration=Until focus ends gain special abilities such as flying. The Resist=Negated effect
Effect=Makes the caster invisible to others caster will not lose their sense of self, and This is a spell that completely seals
Type=Focus, illusion your opponent's movements. Those who
can cancel the spell at will.
Expansion=Final score fail to resist will lose their freedom and
Resist=Negated effect
[ Sense Aura ] immediately become rigid on the spot. A
This spell has the effect of completely
Base Mental Power Cost=12 target caught by this magic in an
concealing the caster’s presence from
Distance=Caster unstable state will likely fall down. If it
others. In other words, not only will they Area=Within the caster's view were a bird, it would fall out of the sky.
become invisible, you will no longer be Duration=18 rounds To maintain this spell, the caster
able to hear sounds made by the caster, Effect=The caster can distinguish the kind of must keep focus. Someone who's had
and of course you won't be able to smell powers present in their surroundings
this spell cast on them may only attempt
them. However, you can feel their Type=Detection
to resist the first time the spell is cast.
presence if you touch them. This spell Expansion=Duration
cannot be cast on others. The duration Resist=None
By casting this spell, the caster can [ Fireball ]
lasts as long as your focus continues. If Base Mental Power Cost=20
you take any action that breaks your recognize the following powers at work
Distance=20 Meters
focus, the effect of this spell vanishes in their surroundings:
Area=A space with a 3 meter radius
immediately. Spirit Power: This gives the caster the Duration=Instant
same effect that a shaman has with its Effect=Causes an explosion centered on a
basic ability.
[ Shape Change ] point in space, dealing strike power 20
Base Mental Power Cost=20 Magic Power: This allows you to damage
Distance=Caster know the presence of objects and spaces Type=Damage (Fire-type)
Area=Caster where ancient or holy magic is at work. Expansion=Final score, distance, area,
Duration=Depends on caster's intention damage certainty
Resist=Reduced effect
Effect=Change the caster’s appearance [ Tongue ]
Type=Target score Base Mental Power Cost=12 This is a spell of destruction that is
Expansion=Final score Distance=Caster Area=Caster forbidden by wise sorcerers. It creates an
Resist=None Duration=1 hour explosion centered on a point in space
This is a spell that allows the caster to Effect=Become able to speak unknown within a 3 meter radius, dealing fire and
change their form into another living languages shock damage to everything within. Its
creature at will. However, the creatures Type=- strike power is 20 (10 with no criticals on
they can change into are limited to about Expansion=Duration, effect (see description) a successful resist).
10 times or 1/10th of the caster's weight. Resist=None
By casting this spell, the caster will be
You can think of the maximum as a 6- [ Location ]
meter tall titan and the minimum as a able to converse in a language previously Base Mental Power Cost=16
medium-sized cat. The caster can cancel unknown to them. This spell only allows Distance=Caster
the spell's effect at any time, but once it's you to speak one language each time you Area=Infinite
canceled, you cannot take on that form cast it, so in order to be able to speak two Duration=1 Day
or three unknown languages at the same Effect=Know the direction in which a target
again unless you cast the spell again. You
time, you must expand the effect of the item is located
can only change into humans, fae,
spell. Also, this spell only allows you to Type=Detection
youma, titans, and animals, and only Expansion=Duration
those the caster knows in detail (you use languages used by intelligent
Resist=None
must succeed on a roll such as the sage creatures listed on Table 12-1: Languages
This is a spell that specifies a specific
skill's monster check). You can never (see p. 159), so that means you will not
object and the direction in which it
change into something whose origins are be able to speak to animals, etc.
currently exists.
not clearly known, such as magical No matter how far away the object is
beasts, mythical beasts, etc. [ Paralyze ] from the caster, the spell will still take
Base Mental Power Cost=20
Only the caster's body will change effect. Also, the closer you get, the more
Distance=10 Meters
shape, the clothes and accessories they're you can feel its presence, so you can get a
Area=One
wearing do not change. They will fall off Duration=Until focus ends rough estimate of the distance. The
or break in the process of changing. Also, Effect=Completely seals the target's caster must know the actual object being
after changing form, the caster's physical movement targeted by the spell well enough to
abilities will become the same as the Type=Focus, target score specify it. Therefore, unspecified objects

74
such as a sword or a goblin cannot be stone wall is in a passage, you can't see A skeleton warrior, also known as a
detected (it's not possible if it's my beyond it, but you're completely free to dragontooth warrior, is a kind of golem
favorite sword). pass through it (if you try). However, this created from a dragon's tooth, and
result will not destroy the illusion of the resembles a human skeleton with a
5th Level Ancient stone wall. As long as the caster sword and shield. This spell is what
maintains focus, they can freely change creates that formidable warrior.
Magic List the illusion, but if they lose focus, only The caster can give commands to the
[ Apport ]
Base Mental Power Cost=25 static or simple repeating illusions can skeleton warrior in high ancient. Only
Distance=Infinite remain. The caster can freely cancel the the caster can give commands. They
Area=Caster's property spell's effect, but a Dispel Magic spell is cannot understand overly complex
Duration=18 rounds required if someone else attempts to commands, but they handle simple
Effect=Teleports the caster's possessions into remove it. commands accurately. For example,
the palm of their hand commands such as kill anyone who enters
Type=Target score
[ Suppress Elemental ] this room or kill that man are very simple
Expansion=Final score, duration Base Mental Power Cost=20 and can be carried out, but a command
Resist=None Distance=10 meters such as go to the next village and kidnap
This is a spell that allows the caster to Area=A space with a 5 meter radius the chief's daughter cannot be carried out.
teleport their possessions into the palm Duration=18 rounds
The dragon's tooth, which is the
of their hand. However, even though it's Effect=Negate any one of the four major spirit
source of the skeleton warrior, is a very
their possession, the caster must have a powers
Type=Target score valuable item as one of the treasures of
complete memory of it, and moreover
Expansion=Final score, duration, distance, the ancient kingdom. You'd have to pay a
must be able to identify specifically
area whopping 5000 silver coins to purchase
where it's kept. Also, the size of the target
Resist=None it.
is limited to something you can hold in
This spell has the effect of negating See p. 223 for skeleton warrior scores.
your hand (for example, you can
any one of the four major spirit powers
summon a sword, but not armor). If the
duration expires or if the spell is canceled,
of earth, water, fire, or wind. However, [ Sense Lie ]
only one kind of spirit power can be Base Mental Power Cost=15
the target immediately returns to its
erased at a time. This spell cannot be Distance=Caster
original location. Area=Area that the caster can hear
expanded to block two or more kinds of
Duration=1 hour
spirit power from working at the same
[ Illusion ] time. As a result of this, spirit magic that
Effect=Can discover lies
Base Mental Power Cost=20 Type=Detection
Distance=30 meters depends on that spirit power will no Expansion=Duration
Area=A space with a 5 meter radius longer be usable. Also, if a spell effect is Resist=None
Duration=Permanent, until focus ends present due to the negated spirit power By casting this spell, the caster can
Effect=Can create illusions using images and (either gnome, undine, salamander, or discover parts that are untrue,
sounds sylph) within the spell's area of effect, it exaggerated, and dramatized in
Type=(Focus), illusion will be negated. If that spirit is present, it conversations they overhear. During the
Expansion=Final score, distance, target will also disappear from existence and duration, all words that the caster hears
volume
return to the spirit world. However, this are subject to a true-or-false check.
Resist=Negated effect
has no effect on greater spirits However, while you can discover lies,
This spell creates illusions that affect
(behemoth, kraken, efreet, djinn). you cannot know truths. You can only
the senses of hearing and vision. The
illusion can be anything within its area of know that if it's a lie, it's a lie, and if it's
effect, but it cannot cause any realistic [ Skeleton Warrior ] an exaggeration, it's an exaggeration.
Base Mental Power Cost=20
effects. For example, you can create a Distance=Touch
wall of fire via illusion, but you won't feel Area=Dragon's tooth
[ Translate ]
any heat even if you approach it, and you Base Mental Power Cost=15
Duration=Permanent
Distance=Caster
won't burn to death even if you jump Effect=Create a skeleton warrior and make it
Area=Caster
into it. However, the illusions created by obey your commands
Duration=1 Hour
this spell are so realistic that they cannot Type=Non-removable
Effect=Can read unknown languages
be discovered just by looking at them Expansion=Target score
Type=-
Resist=None
normally. The spell's effect continues Expansion=Duration, effect (see description)
even if you touch it. If an illusion of a Resist=None

75
By casting this spell, the caster can Resist=Reduced effect object until their magic power increases
read unknown languages. Each time you This spell creates a sudden storm (any attempts will always fail).
use this spell, you can only read one containing countless pieces of ice the size
language, if you want to read two of pebbles, in a space within a 5 meter [ Geas ]
unknown languages at the same time, radius centered on a point, dealing cold Base Mental Power Cost=30
you must double the spell's effect. damage to everything within range. Its Distance=Touch
strike power is 20. Area=One
Duration=Permanent
[ Vision ] Effect=Give a target a prohibition command
Base Mental Power Cost=15 6th Level Ancient Type=Curse, target score
Magic List
Distance=Caster
Expansion=Final score
Area=Within the caster's view
Duration=18 rounds [ Acid Cloud ] Resist=Negated effect
Effect=Increases the caster's vision
Base Mental Power Cost=30 This spell gives the target a "do not
Distance=30 meters __" command and makes them obey it. If
Type=Detection
Area=A space with a 5 meter radius the person who had the spell cast on
Expansion=Duration
Duration=Instant them tries to break this prohibition
Resist=None
Effect=Deals strike power 30 damage to
This is a spell that increases the command, they will suffer severe pain all
targets within the area of effect
caster's vision by several times, allowing over their body. The pain is so severe that
Type=Damage (Poison gas-type)
them to see things far away. Just think of Expansion=Final score, distance, area, if you continue to suffer it for more than
it as having the same effect as using damage certainty 10 minutes, you will become mentally
binoculars to see far away. Therefore, Resist=Reduced effect abnormal.
anything that’s not in view, such as When you cast this spell, you can The caster can cancel this spell at will,
behind a wall, will not become visible turn the air within its area of effect into but the spell will not be removed even if
even if you use this spell. highly acidic poison gas, dealing strike the caster dies.
power 30 damage to everything within it. This spell's effect only works on those
[ Flight ] Acid is fleeting and primarily harms the who have some degree of intelligence. At
Base Mental Power Cost=20 mucous membranes and respiratory least, if you're not intelligent enough to
Distance=Caster organs of living things. It does not affect use language, this spell cannot be cast on
Area=Caster armor, etc. you.
Duration=1 hour
Effect=Gives the caster the ability to fly
Type=Target score [ Analyze Enchantment ] [ Create Undead ]
Base Mental Power Cost=30 Base Mental Power Cost=24
Expansion=Final score, duration
Distance=Touch Distance=Touch
Resist=None
Area=One object Area=One corpse
Casting this spell allows the caster to
Duration=Instant Duration=Permanent
fly freely. The speed of flying in the sky is Effect=Turns a corpse into undead
Effect=Appraise and identify magic power
what would be movement speed 50, and applied to objects Type=Non-removable, lost, ritual
during full movement, 50 km per hour is Type=Detection Expansion=Target volume
the maximum speed. However, even if Counters (Overpowers): Seal Enchantment Resist=None
movement speed changes, the caster's Expansion=Final score Create Undead is a spell that creates
agility itself does not change. If the spell's Resist=None undead monsters such as skeletons and
effect is removed while you're flying, This is a spell that identifies the type zombies. To use this spell, of course,
you'll naturally fall. In this case, apply the of magic being cast on a target and you'll need a corpse (usually a human
rules for falling damage (see p. 122). specifies its effect. If it's a regular magical corpse is used). Depending on the state
item, you can almost certainly identify of decomposition of the corpse, it will
[ Blizzard ] the magic. However, some items are safe determine whether it'll become a
Base Mental Power Cost=25 from the effect of this spell due to the lost skeleton or a zombie. If you use this spell
Distance=20 meters spell, Seal Enchantment. When you use on a mummified or severely
Area=A space with a 5 meter radius this spell on an object that had Seal decomposed corpse, the corpse will be
Duration=Instant Enchantment cast on it, its effect cannot completely skeletonized and a skeleton
Effect=Creates an ice storm, dealing strike
be inferred if your final score does not will be born. If it's still a corpse before
power 20 damage to those within range
exceed the target score determined by that happens, then a zombie will be born.
Type=Damage (Cold-type)
Expansion=Final score, distance, area, Seal Enchantment. If they fail, the same The caster can give commands to the
damage certainty caster cannot use this spell on the same skeletons and zombies created in this

76
way. The commands must be extremely Expansion=- cast on them. Many of them are
simple, at best they can be made to Resist=None protected by Seal Enchantment with a
protect a specific location. Even walking To cast this spell, you need a corpse final score as high as 30 or greater.
alongside you as guards is too difficult within a few days of death, so the corpse This spell has no effect when using
for them. For details on human skeletons can be revived as a buau zombie (see p. the sage skill to appraise an item
and zombies, see 13.2.9: Undead (see p. 214). The caster can make the buau (however, if you don't think it has
214). zombie obey commands. This spell only magical power, you might not try to
If you wish, you can turn non-human works on human, fae or youma corpses. appraise it). This spell cannot be cast on
animals, fae, youma, titans, mythical living things.
beasts, magical beasts, etc. into undead, [ See-Through ]
Base Mental Power Cost=18
but to cast this on something larger than [ Steal Mind ]
Distance=Caster Base Mental Power Cost=24
human size, you must consume
Area=A space within a 30 meter radius from Distance=10 meters
additional mental power (points) to
the caster Area=One
expand the effect. The required mental Duration=18 rounds Duration=Instant
power (points) increases in proportion Effect=Can see through obstacles and the Effect=Steals strike power 20 mental power
with the size of the target (double for an interior of objects from the target and gives it to the caster
ogre, seven times for a chimera, and over Type=Detection Type=Lost, damage (Mind-type, see
1000 times for a 20-meter long dragon!). Expansion=Duration, area description)
On the other hand, turning small Resist=None Expansion=Final score, distance, targets,
animals into undead does not mean that This is a clairvoyance spell, so to damage certainty
they consume less mental power. speak. By casting this spell, the caster can Resist=Negated effect
Details for non-human skeletons and see things on the other side of obstacles This spell allows you to steal mental
zombies should be decided by the game such as walls, etc. as well as the interior power (points) from the target and make
master. A rough guideline is to set life of boxes, etc. As long as it's within the it your own. First make a strike power 20
scores to 1/2 for skeletons, and 3/2 for area of effect, the caster can adjust the check to deal damage to the target, then
zombies. Other scores may not need to desired range and distance they want to the target's mental power (points) will be
be changed. see at will. The clairvoyant information reduced while at the same time the
appears directly in your mind as an caster's mental power (points) will be
image, so you can still see even if the
[ Create Device ] recovered by the same amount. If you
Base Mental Power Cost=30 target location is closed in darkness. expand the effect and steal mental power
Distance=Touch (points) from multiple targets, you can
Area=One wooden staff or object [ Seal Enchantment ] recover the total mental power (points)
Duration=Permanent Base Mental Power Cost=30 you stole. However, you cannot make
Effect=Can create a magical catalyst Distance=Touch your mental power (points) higher than
Type=Non-removable Area=One object
your original score. Also, it has no effect
Expansion=- Duration=Permanent
Resist=None
at all if your opponent successfully resists.
Effect=Hides magical power applied to an
This is a spell that creates a mage's object This also has no effect on opponents that
staff, which is a magical catalyst Type=Target score, non-removable, lost do not have mental power (points), such
necessary for sorcerers to use ancient Countered (Overpowered) By: Analyze as golems and skeletons.
magic. All you need is a wooden staff of Enchantment
an appropriate length, and by casting this
Expansion=Final score [ Slow ]
Resist=None Base Mental Power Cost=24
spell on that staff, you'll create a mage's
This spell is used on objects imbued Distance=10 meters
staff. You can also use this spell to create
with magical power to hide the presence Area=One
a magical catalyst other than a mage's Duration=18 rounds
of that magical power. For this reason,
staff. Effect=Reduce the target's agility by half
Sense Magic or Sense Aura will no longer
Type=Target score, physical ability
be able to distinguish them. When
[ Create Buau Zombie ] discerning magic power with Analyze
Expansion=Final score, duration, distance,
Base Mental Power Cost=30 targets
Distance=Touch Enchantment, you'll need a final score Resist=Negated effect
Area=One corpse greater than or equal to the Seal This is a spell that reduces the target's
Duration=Permanent Enchantment that was cast on it. agility to half its original score. Targets
Effect=Turns a corpse into a buau zombie Sometimes there are items from the who fail to resist will have their action
Type=Non-removable, lost ancient kingdom period that have this

77
order and movement speed reduced by Duration=18 rounds kingdom period is very high, so you'll
half due to changes in their agility, and Effect=Binds the target with invisible rope need a final score of at least 30 or greater
their evasion speed (points) will also Type=Target score to cancel a golem's commands.
Expansion=Final score, duration, distance,
take a penalty. Regarding the evasion Once this spell fails, you cannot
targets
speed (points) penalty, the effect differs attempt it again until your magic power
Resist=Negated effect
depending on the target's original agility. increases.
This spell creates an invisible magical
Please refer to Table 5-3: Slow: Agility
rope, with the effect of binding the target.
and Evasion Penalties.
If the target fails to resist, they will be [ Telekinesis ]
Base Mental Power Cost=28
bound by this rope and become
Table 5-3: Slow: Agility and Evasion Distance=Within the caster's view
completely unable to move. The poor Area=One person or object up to 1 cubic
Penalties victim will be unable to take any actions. meter in volume
Target's Evasion Speed (Points) However, since they can still move their Duration=Until focus ends
Agility Penalty
mouth, they can speak and use holy Effect=Move the target without touching it
1-5 0
magic. Not even an ogre can break this Type=Focus
6-17 -1 Expansion=Final score, target volume
magical rope.
18-29 -2 Resist=Negated effect
Note that if the target succeeds on a
30-41 -3 Telekinesis is a spell that allows you to
resistance roll against this spell, it’ll have
42-53 -4 move things using only the power of
no effect. When making a check, you
may only make a resistance roll against your consciousness. The target can be an
[ Haste ] this spell once per round in which the individual or object up to 1 cubic meter
Base Mental Power Cost=24 in volume. Targets who attempt to resist
spell is cast. At this time, the result lasts
Distance=10 meters
for the duration of the spell. this spell and fail, or do not attempt to
Area=One
This spell works on targets slightly resist, will be moved at the caster's will.
Duration=18 rounds
Effect=Doubles the target's agility larger than a human (such as an ogre or Its movement speed is 10 meters per
Type=Target score, physical ability a manticore), but has no effect on targets round.
Expansion=Final score, duration, distance, of a larger size than that (such as a This spell cannot move only one part
targets dragon or a roc). of the target. One person, one rock, etc.
Resist=None all have to be moved in one piece, and it's
This is a spell that doubles the target's impossible to tear them apart.
agility from its original score. The 7th Level Ancient
target's action order and movement Magic List [ Teleport ]
speed will be doubled, and their evasion [ Dispel Order ] Base Mental Power Cost=35
Base Mental Power Cost=21 Distance=Touch
speed (points) will also receive a bonus.
Distance=Touch Area=One person or object up to 1 cubic
Regarding the evasion speed (points)
Area=One meter in volume
bonus, the effect differs depending on Duration=Instant Duration=Instant
the target's original agility. Please refer to Effect=Remove spells that enforce Effect=Teleports the target
Table 5-4: Haste: Agility and Evasion commands Type=-
Bonuses. Type=Counters (Negates): All puppet and Expansion=Final score, target score
golem-type magic, Geas, Command Golem, Resist=Negated effect
Table 5-4: Haste: Agility and Evasion Quest This is a spell that instantly moves a
Bonuses Expansion=Final score
target (individual or object) to another
Resist=None
Target's Evasion Speed (Points) location. The movement destination is
Agility Bonus
This spell nullifies the effects of the
limited to a location that's visible to the
1-2 0 types of spells that give commands, such
caster or a location that's familiar to the
3-8 +1 as Quest, Geas, etc. It also removes
caster. This spell will not work if there's
9-14 +2 puppet and golem-type magic.
an obstacle blocking the movement
15-20 +3 This spell can also cancel commands
destination. Only solids greater than a
21-26 +4 given to a golem. Once a golem has had
certain size can be obstacles. What
its commands canceled, it becomes
amounts to an obstacle depends on the
neutral and can be given new commands
[ Rune Rope ] situation, but objects such as desks,
Base Mental Power Cost=24 using the 9th level spell Command
chairs, large rocks, etc. can be obstacles.
Distance=10 meters Golem. However, the final score of
Area=One commands given during the ancient

78
[ Full Potential ] spell and attempts to act, they will suffer length to thickness ratio of 3 to 1 or
Base Mental Power Cost=28 a -4 penalty on all success rolls because greater.
Distance=10 meters the net coiled around their body will This magic’s effect cannot work on
Area=One hinder them. In addition, each thread things that have already had magic cast
Duration=18 rounds
that forms the magical net is razor sharp, on them or have life (or have undead life
Effect=Increase the three ability scores of
causing the target to suffer strike power force).
dexterity, agility, and strength by 6
Type=Target score, physical ability 20 damage each round in which they If you expand the effect by
Expansion=Final score, duration, distance, attempt to act. consuming extra mental power, you can
targets If the target successfully resists, when bend objects with a thicker bar (cross-
Resist=None they attempt to act, the penalty on sectional area).
Full Potential is a spell that enhances success rolls will only be -2, damage will
the effects of Physical Enchantment and only be calculated strike power 10, and [ Polymorph ]
raises potential capabilities of the human no criticals will occur. Base Mental Power Cost=35
body to maximum. The result is the same Movement and combat, as well as Distance=Touch
effect as casting the Sharpness, Quickness casting spells, all count as having taken Area=One
Duration=Permanent (caster's option)
and Strength spells of Physical an action (using holy magic also counts
Effect=Change the target into another
Enchantment all at the same time. In as having taken an action). If you do not
creature
other words, dexterity, agility, and take action, you will not suffer this Type=Target score
strength all increase by 6 at the same time. damage. Expansion=Final score
As a result, each ability bonus will be Please note that when making a Resist=Negated effect
increased by +1, so for the duration, the check, you may only make a resistance By casting this spell, the caster can
baseline score of the abilities of each skill roll against this spell once per round in turn any target that fails (or does not
related to the increased ability score will which the spell is cast. At this time, the attempt) to resist into an animal of their
also become +1. If you use it in combat, result lasts for the duration of the spell. choice. The targets of this spell can only
attack power, evasion speed, and bonus You can determine the damage by rolling be animals and plants created by the
damage will all increase, so action order the dice each round your character takes hands of the gods, including humans, fae,
and movement speed will also increase. an action. and youma, and do not include mythical
If the target is expressed as a monster, its This spell works on targets slightly beasts, magical beasts, titans, etc. Since
attack points, evasion points, and strike larger than a human (such as an ogre or they're not living things, undead and
points will increase by 1 point, and at the a manticore), but has no effect on targets magical creatures are also impossible.
same time its movement speed and of a larger size than that (such as a Creatures that have already been
action order will also increase by 6. dragon or a roc). transformed are also included in this
You cannot expand this spell's effect limitation. The target will be completely
(that is, increase ability scores by 12 [ Bend Bar ] transformed physically and will be able
points, 18 points, etc.). Base Mental Power Cost=21 to use all of the creature's physical
Distance=10 meters abilities after transformation (flying,
Area=A bar-shaped object
[ Blade Net ] breathing underwater, etc.). In addition,
Duration=Instant
Base Mental Power Cost=28 their memories, intelligence, and soul
Effect=Bend a bar-shaped object
Distance=10 meters from before the transformation will be
Type=-
Area=One passed on to the new body.
Expansion=Distance, targets, target’s cross-
Duration=18 rounds
section (see description)
Effect=Entangle the opponent in a magical
net, binding their movement. Targets that act
Resist=None [ Magic Reflection ]
This is a spell that bends bars. The Base Mental Power Cost=35
against the binding suffer strike power 20
target bar will bend in the direction Distance=Caster
damage
desired by the caster, regardless of the Area=Caster
Type=Target score, damage (Blade-type)
Duration=Until the caster falls asleep, or
Expansion=Final score, duration, distance, elasticity of the material. Since it only
until magic is cast on them
targets, damage certainty targets bar-shaped objects, shields and
Effect=Reflects magic cast on the caster back
Resist=Reduced effect armor cannot be bent. Most weapons onto the opponent
This spell entangles the target in a have a bar-like part that can be bent to Type=Target score, lost
shining silver magical net, binding their make them useless. A bar-shaped object Expansion=Final score
actions. At this time, the target can move is one that’s up to 10 cm thick and has a Resist=None
if they want to against the binding of the
net. If a target fails to resist against this

79
This spell reflects magic cast on the not must attempt and succeed on a Magic, they will regain their
caster directly back onto their opponent. success roll with the sage skill’s consciousness.
If magic is cast on the person who casts knowledge. Its target score is 16. However,
this spell, that magic will rebound back even if you cannot discover it, it's [ Force Field ]
to the opponent who cast it. At the same possible to determine that the target is Base Mental Power Cost=32
time, the effect of Magic Reflection will being attacked by an invisible monster, Distance=Caster
disappear. so although you cannot attack this Area=Caster
Duration=18 rounds
If your magic has been reflected, you monster directly, you can still support
Effect=Creates an invisible magical barrier
must resist against your own magic the target indirectly (casting an Enchant
around the caster, protecting them from
yourself. Weapon spell on the target's weapon, physical attacks
However, this can only reflect magic healing their wounds with a Healing spell, Type=Target score
which has an area of effect of one. In the etc.). Damage dealt by an illusionary Expansion=Final score, duration
case of magic that affects a space, Magic beast is not an illusion, but is actually Resist=None
Reflection has no effect. Also, since the treated as a reduction in life force. This spell is invisible around the
reflection is indiscriminate, even magic caster's body, moreover it creates a
that’s favorable towards the caster will be Illusionary Beast magical barrier that changes shape with
reflected. In addition, spells that nullify Monster Level=8 the caster's movement. This barrier
magic, such as Dispel Magic, cannot be Rarity=16 (However, a sorcerer always works to reduce damage from attacks
reflected. knows) such as weapons, etc. The damage it can
Agility=18 reduce is 30 points. The caster can also
If a caster using Magic Reflection
Movement=Never leaves the target's side
casts other magic on his or herself, the add their own damage reduction to this.
Attack Points=Claw:16 (9)/Claw:16 (9)
effect of Magic Reflection will be lost at As a result, most physical attacks should
Strike Points=15
the same time the new magic is cast. Evasion Points=17 (10) Defense Points=13 be nullified, but you will be wounded if
Life Points/Resistance=18/17 (10) your defense roll is double ones, or if you
8th Level Ancient Mental Points/Resistance=-/17 (10) receive more than 30 points of damage.
Special Abilities=Mental attack immunity Even if you fall from a very high place or
Magic List Not affected by poison and illness a huge piece of rubble falls on you, you
[ Illusionary Beast ]
Base Mental Power Cost=40
will still be wounded if the damage you
Distance=10 meters [ Stun Cloud ] receive exceeds 30 points. This spell also
Base Mental Power Cost=40 prevents attacks from magical weapons.
Area=One
Distance=30 meters However, it cannot prevent damage from
Duration=18 rounds
Area=A space with a 5 meter radius
Effect=Attacks with an illusionary beast that pure magic, such as Energy Bolt or
Duration=Instant (Paralysis effect lasts 1
can only be seen by the target Fireball, nor damage from fire, acid, etc.
hour)
Type=Illusion, target score
Effect=Paralyzes the target's body within the
Expansion=Final score, duration, distance,
targets
area of effect, causing them to lose [ Lightning Bind ]
consciousness Base Mental Power Cost=40
Resist=Negated effect
Type=Target score, lost Distance=10 meters
As the name suggests, this is a spell Area=One
Expansion=Final score, duration, distance,
that creates an illusionary beast to attack area Duration=18 rounds
the target. In the round in which the spell Resist=Negated effect Effect=Capture the target with a net of
is cast, an illusionary beast will appear in Stun Cloud turns the air within the electricity, which deals strike power 20
front of the target, and begin attacking area of effect into poison gas. All damage each round.
on the next round. This attack can only Type=Target score, damage (Electric-type)
creatures within the area of effect must
target the person targeted by the spell. Expansion=Final score, duration, distance,
attempt to resist this spell. If you fail,
targets, damage certainty
The attack will continue until the your body will become paralyzed and Resist=Reduced effect
illusionary beast itself is defeated, this you will lose consciousness at the same Lightning Bind is a spell that
spell is removed, the duration expires, or time. Those who successfully resist won't entangles the target in a net of electricity,
the target dies. This illusionary beast can receive these effects. Unlike Sleep Cloud, completely sealing their movement.
only be seen by the target. a creature who loses consciousness from Furthermore, you can deal electric shock
In order for anyone other than the this spell cannot be woken up by damage, damage to the target every round. Its
target to discover the illusion, they must kicking them or shaking them, they will strike power is 20. If the target
have knowledge of this spell. Sorcerers remain unconscious for one hour. successfully resists, the damage is
can always discover it, but those who do However, if you remove it with Dispel

80
reduced (following the rules for damage 9th Level Ancient by this spell will remain and cannot be

Magic List
magic) and the target can move. removed.
However, in this case, they will take a -4 Below is a brief description of the
[ Command Golem ]
penalty to the final score of all success Base Mental Power Cost=45 extent of the weather.
rolls, because they must fight against the Distance=Touch Sunny:The sky within the area of
pain and binding they receive from the Area=1 golem effect will be completely clear of clouds.
electric net. Duration=Permanent Depending on the angle of the sun, the
You may only make a resistance roll Effect=You can control and give commands
sun will shine during the day and the
against this spell once per round in to golems that have not received commands
ground will be warm. At night, you’ll be
which the spell is cast. At this time, the yet
Type=Target score, non-removable able to see the moon and stars.
result lasts for the duration of the spell.
Expansion=- Cloudy:The sky within the area of
You can determine the damage by rolling
Resist=None effect is covered by clouds, hiding the
the dice each round.
This spell is not a spell that creates sun. Since direct sunlight is blocked, the
This spell works on targets slightly
golems. It's only a spell that gives area becomes darker and the
larger than a human (such as an ogre or
commands to a golem. Moreover, the temperature on the ground decreases. At
a manticore), but has no effect on targets
target golem must be in a state where no night, the moon and stars will be hidden,
of a larger size than that (such as a
commands have been given. This spell is making it a dark night.
dragon or a roc).
ineffective on a golem that's already
Rainy:Rain clouds cover the sky,
following a command. Golems in a state
[ Wraith Form ] without commands are extremely rarely
the conditions will be the same as cloudy.
Base Mental Power Cost=40 In addition, rain will begin to fall at
found, but may be found in the ruins of
Distance=Caster about 10 mm per hour, wetting the
Area=Caster the ancient kingdom.
ground.
Duration=1 day
Foggy:Visibility within the area of
Effect=Can withdraw from the ethereal body [ Control Weather ]
and become a wraith Base Mental Power Cost=45 effect is 5 meters or less for fog.
Type=Non-removable, lost Distance=Caster Snowy:Snow clouds cover the sky,
Expansion=Duration Area=An area within a 10 kilometer radius of the conditions will be the same as cloudy.
Resist=None the caster
In addition, snow will begin to fall at
A caster who casts this spell will be Duration=Until focus ends
about 10 mm per hour. The surrounding
able to separate their spiritual body from Effect=Change the weather within the area of
effect temperature will drop to 0°celsius.
their physical body, allowing only their
Type=Focus, Target score, non-removable
ethereal body to move around freely.
Expansion=Final score, area
This ethereal body is called a wraith. Resist=None [ Disintegrate ]
Wraiths are a kind of undead, but they This is a spell that can change the Base Mental Power Cost=45
can resume their life activities once they weather within its area of effect. Weather Distance=Touch
return to their own bodies. If you do not changes begin on the round you cast the Area=One individual or object up to 1 cubic
(or cannot) return to your original body spell, and the spell is completed in 10 meter in volume
after the spell's duration has expired, you Duration=Instant
rounds. Even if someone is within the
will lose complete contact with your Effect=Break the target down into the
area of effect, they cannot resist this spell.
body, and must remain adrift for eternity smallest unit of matter, annihilating them
This spell is non-removable, but if two Type=-
as a wraith. The same applies if your Control Weather spells are cast within the Expansion=Final score, target volume
body is destroyed (your life force or life same area of effect, the one with the Resist=Negated effect
points become 0 or less) while you are a higher final score will take effect, and the Targets who have this spell cast on
wraith. If the wraith itself is destroyed, one with the lower final score will be them and fail to resist will, after a
the caster dies. In this case, the body negated. moment of brightness, be broken down
becomes nothing more than an empty Weather you can change to includes into the smallest unit of matter they were
husk without a soul, so it cannot be sunny, cloudy, rainy, foggy, or snowy. It composed of, literally disappearing. It's
brought back to life by any means. has nothing to do with the weather, impossible to regenerate a target that has
See p. 219 for wraith details. season, etc. before the spell was cast. As become like this. If it was a living thing,
the spell ends, the weather will return to it can never be revived again, and cannot
its natural state. However, effects caused be revived by Resurrection.

81
Usually it's limited to 1 cubic meter, attacks other than magic. During the creatures within range must attempt to
but by expanding the volume, it's duration of this spell, the caster can still resist this spell, and if they fail, they will
possible to cast it on a larger target. use other spells, but any spells that also die instantly. If successful, they will
affect the caster will be blocked by the suffer no effect.
[ Petrification ] Rune Shield and nullified just the same.
Base Mental Power Cost=36 Any spell effects that were applied to the [ Perfect Cancellation ]
Distance=10 meters caster will also be lost. Base Mental Power Cost=50
Area=One Distance=10 meters
Duration=Permanent Area=One, one object, or a space with a 5
Effect=Petrify your opponent 10th Level Ancient meter radius
Type=Target score Magic List Duration=Instant
Expansion=Final score, distance, targets [ Dimension Gate ] Effect=Removes the effects of all spells
Resist=Negated effect Base Mental Power Cost=50 Type=Lost, ritual
Those who fail to resist this spell, no Distance=10 meters Counters (Negates): All magic other than
matter what they're made of, will Area=A plane with a 25 meter radius Reborn Dragon
instantly be turned to stone. Only Duration=18 rounds Expansion=Final score, distance, targets or
creatures with natural life (humans, Effect=Create a dimension gate that connects area
distant places Resist=None
plants, animals, mythical beasts, magical
Type=Target score, lost This spell is a powerful version of
beasts, fae, youma, and daemons) can be
Expansion=Final score Dispel Magic, which removes the effects
targets of this spell, with the exception of Resist=None of all spells. Even spells of the non-
magical creatures such as spirits, undead, This spell creates a gate between two
and golems. A petrified target will cease removable or curse type, which cannot be
distant places, allowing you to instantly
all life activity until they're released, so removed by Dispel Magic, will be
move to a destination. The gate is a silver nullified. However, to remove a spell
they will not age. If it's removed with disc 5 meters in diameter, which appears
Dispel Magic, etc., they will be revived in with a target score, you’ll need a final
on the floor. A disc of the same shape will score accordingly. In addition, only the
the same state they were before being also appear above the destination. The
petrified. However, if a petrified statue is dragon roar magic Reborn Dragon
disc can be penetrated like water, and
destroyed in the meantime, it will be cannot be removed by this magic.
those who jump into it will jump out of
revived while broken apart at the time the other disc.
the spell is removed, so it will naturally [ Meteor Strike ]
There is no restriction on the travel Base Mental Power Cost=50
die instantly (or suffer wounds or distance, but the destination must be a Distance=30 meters
irreversible injury). place the caster knows. If the caster Area=A space with a 10 meter radius
knows about the underworld, it's also Duration=Instant
[ Rune Shield ] possible to open a gate to the underworld. Effect=A meteorite falls from the sky, causing
Base Mental Power Cost=36 a huge explosion
A normal Dimension Gate lasts for
Distance=Caster Type=Damage (Explosion-type)
only 3 minutes, but the sorcerers of the
Area=Caster Expansion=Final score, distance, area,
Duration=18 rounds
ancient kingdom knew the technique for
damage certainty
Effect=Create a barrier that completely fixing gates semi-permanently, and so
Resist=Reduced Effect
protects against magic used them as a way of moving between The fact that there are countless
Type=Target score distant places or within labyrinths.
unseen masses of rock floating in the sky
Counters (Overpowers): Curses cast on the
is considered a matter of course among
caster him or herself, all magic except non- [ Death Cloud ] sages. These rocks fall to the ground at a
removable Base Mental Power Cost=50
Expansion=Final score, duration rate of about once every hundred years.
Distance=30 meters
Resist=None Area=A space with a 5 meter radius
These rocks floating in the sky are called
This is a spell that creates a magical Duration=Instant meteorites. The spell Meteor Strike is a
barrier that glows white around the Effect=Makes the air within the area of effect spell that allows the caster to control a
caster. This barrier has the effect of into a lethal substance, killing living things meteorite (a very small one) at will, and
completely blocking magic from others. instantly make it fall to the ground. The meteorite
You can attempt to remove it with Dispel Type=- will fall the moment you finish the spell,
Expansion=Final score, distance, area causing a large explosion. Targets within
Magic, but all other possible spells will be
Resist=Negated effect
blocked by this barrier, and cannot have the area of effect will be hit by
Death Cloud turns the air within its shockwaves and fragments of the
any effect. However, it cannot stop
area of effect into a lethal poison gas. All meteorite, suffering strike power 50

82
damage. Of course, its destructive power fingers must be completely free. You can those that control the nature of the mind,
would be enough to destroy buildings use either your left or right arm to cast a and those that control fluctuation of
and ramparts. spell. You may hold a two-handed emotions. It's said that if one emotion
Please note that this spell cannot be weapon in only one hand while using the has too much of an outburst, it can cause
used unless you can see the sky (it has no remaining hand to use spirit magic, but if phenomena such as alienation or
effect if used inside a cave or dungeon). you're armed with a weapon in one hand complete loss of functions of other spirits,
and a shield in the other, then unless you which can lead to mental disorders.
drop the weapon or shield on the ground ⬤Plant Spirits
5.1.13 or put one away, you cannot use spirit Very strong power is at work in
Spirit Magic and the magic. forests, etc. but in places where plants
Shaman Skill #3 is ultimately decided by the game and trees grow, they're only at work in
5.1.13 Spirit M agic and the Shaman Skill
master, but below are some guidelines small amounts.
Silent spirit are runes used to for where spirit power can be found at ⬤Other Spirits
communicate with spirits and draw out work. These are the spirits that control light,
the power controlled by those spirits.
darkness, and life. Explanations of where
The skill for using spirit magic is called
⬤Wind Spirits these are at work can be found under
the shaman skill, and those who have this
It must be in a place where the wind each individual spell.
skill are called shamans. The shaman blows in its natural state. The spirit
skill allows you to use all basic abilities power of wind does not work inside
Basic Abilities of the
and spirit magic up to the caster's skill
buildings, deep caves, or even 5.1.13.2
level. Shaman Skill
underground passages.
Shamans have the following basic
⬤Earth Spirits abilities, which they can use without any
Restrictions on Using This is a power that’s at work in places
5.1.13.1 restrictions.
Spirit Magic where the ground is exposed or
The basic rules for casting magic are underground. Particularly strong spirit
the same, but the following conditions power is at work in the mountains. Since 《 Infravision 》
are required in order to use the shaman the power of water spirits is strong on the Salamander and frau control fire and
skill. ocean floor and the bottoms of lakes, the ice, as well as heat and cold. Infravision
spirit power of earth does not work there. is the ability to see things dimly even in
1. Must not wear metal armor Likewise, this spirit power does not work the dark and find places where the
2. Both hands must not be full on the floors of buildings (whether temperature is unusually different
3. The spirit power corresponding they're stone or wood). compared to the surrounding area, by
to the spell must be working sensing the workings of these spirits.
#1 is due to the spirits’ characteristic ⬤Water Spirits However, you cannot see colors at all.
disdain for metal. However, only silver The spirit power of water is at work
and mithril silver are excluded from this
subject. This is because silver is a metal
wherever there is water, such as the
《 Sense Aura 》
ocean or a lake. Even if you carry water
that also exists in the spirit world and has in a water bottle, etc., if you open the lid, This ability is used to know what kind
inherently magical power. In particular, the spirit power will work. of spirit power is at work in your
surroundings. You cannot use spells that
mithril silver is a metal that barely exists ⬤Fire Spirits
in the material world and has strong belong to a specific spirit in places where
This spirit power is at work wherever
magical powers. This is why silver that spirit power is not at work. When a
there’s fire burning. You can also use fire
weapons can be used against monsters player declares that they will use this
from a torch you're carrying with you.
ability, the game master must tell the
that are only harmed by magic weapons, ⬤Ice Spirits
but metals that are not silver or mithril player what spirit power is at work in that
This spirit power is at work wherever
silver will still inhibit spirit magic, even location.
there is snow or ice.
if they are endowed with magical power. Since there are spirits of life and
⬤Mind Spirits
#2 is because the procedure for spirits of undeath (which control
This spirit power is at work wherever
casting spells requires the use of one negative life force), the sense aura ability
there are living things with functioning
hand. Therefore, you must not wear can be used to distinguish between living
minds. Of course if the caster him or
clothing or armor that severely restricts things and undead. Ordinary corpses
herself is like that, there's no problem.
movement of your arms, and your and monsters created by magic (magical
Some of these types of spirits include

83
creatures) such as gargoyles do not emit There must always be a passage of [ Purification ]
either aura. wind between the target and the caster. (Undine/Water Spirit)
Sense aura is a subtle sensation, more Sound travels along that path (over the Base Mental Power Cost=3
like what we can smell than see. Even if shortest possible distance). Therefore, Distance=10 meters
Area=10 liters of water
you know that spirit power is at work, those in the path can hear the sounds
Duration=Instant
you won't be able to tell where that spirit carried by Wind Voice.
Effect=Removes impurities from water and
power is coming from unless you get creates perfectly fresh water
very close. Also, if there's extremely [ Snare ] Type=-
strong spirit power in your surroundings, (Gnome/Earth Spirit) Expansion=Final score, distance, target
you may not be able to sense weak spirit Base Mental Power Cost=3 volume
power at work. Distance=10 meters Resist=None
Area=One When you chant this spell, any kind
Duration=Instant
of muddy or poisonous water instantly
《 Silent Spirit 》 Effect=Knocks the target prone
turns back into pure water. You can also
Type=-
These are runes used to target magical potions (liquid medicine)
Expansion=Final score, distance, targets
communicate with spirits. Those who and poisons, but you must attempt a
Resist=Negated effect
can use these runes can communicate success roll to do so. Unless otherwise
Use this spell against a target during
with any spirit. Most spirits speak specified, the target score for this type of
movement or combat. If the target fails
directly to the mind without using words, potion is 15. In the case of poison, its
to resist, they will trip on the ground
but when a caster gives commands to a toxicity score is the target score.
raised by gnome and fall prone. A fallen
spirit, they must speak these runes out This spell cannot be used on a
target must suffer a -2 penalty to evasion
loud. Also, some fae are well versed in creature's bodily fluids as a way to deal
speed (points). The target must spend
silent spirit. damage to that creature.
one round in order to get back up.

[ Destruction ] [ Firebolt ]
5.1.14
(Leprechaun/Mind Spirit) (Salamander/Fire Spirit)
Spirit Magic List Base Mental Power Cost=3 Base Mental Power Cost=5
5.1.14 Spirit M agic Lis t

Distance=10 meters Distance=10 meters


1st Level Spirit Area=One Area=One
Magic List Duration=1 round Duration=Instant
[ Wind Voice ] Effect=Disturb the opponent's focus
(Sylph/Wind Spirit) Type=Mind
Base Mental Power Cost=3 Expansion=Final score, duration, distance,
Distance=500 meters targets
Area=A space with a 5 meter radius Resist=Negated effect
Duration=1 hour Destruction has the effect of evoking
Effect=Hears sounds occurring at the target distractions in the target's mind and
location disrupting their focus. As a result, the
Type=Detection target is subject to the following
Expansion=Duration, distance, area
constraints for the remainder of the
Resist=None
round and for the entire next round:
This spell has the effect of
commanding a sylph to deliver air
1. Magic cannot be used (if you're
vibrations (sounds) to the caster without
attempting to use magic at a later
weakening them. As a result, you can
action order during the round,
specify a point in space within 500
you must cancel your action)
meters and hear every conversation and
2. A -1 penalty to attack power
sound exchanged within a radius of 5
(points) and evasion speed
meters from that point. Conversely, you
(points)
can also transmit your voice to the
3. Spells that require focus cannot
location. Since it can be used to narrow
be maintained
the area of effect, it's also possible to
communicate with just a single target.

84
Effect=Deals strike power 10 fire damage to Expansion=Final score, duration, distance, [ Confusion ]
the target targets, damage certainty (Leprechaun/Mind Spirit)
Type=Damage (Fire-type) Resist=Reduced effect Base Mental Power Cost=6
Expansion=Final score, distance, targets, Will-o-wisp is a spirit of light, Distance=10 meters
damage certainty spherical in shape and emitting pale Area=One
Resist=Reduced effect blue-white light. The light can illuminate Duration=18 rounds
To use this spell, there must be a fire a space within a 5 meter radius. However, Effect=Confuses the target
(or a controlled salamander) large Type=Mind
in places affected by the ancient magic
enough to burn a torch within at least 10 Expansion=Final score, duration, distance,
Darkness, the light emitted by a will-o-
meters around the caster. A line of fire up targets
wisp will have no effect, and if it overlaps Resist=Negated effect
to 10 meters will reach out from that fire with the darkness created by a shade, If you have this spell cast on you and
and catch the target. This magical fire they will negate each other's effects. This you fail to resist, you'll be unable to
will always hit, and the target will suffer spirit flies around in the sky according to understand your current situation. You'll
strike power 10 damage (strike power 0 the caster's commands. However, if it also lose your ability to make accurate
and no criticals if they successfully resist). moves more than 20 meters away from judgments. As a result, you won't be able
the caster, they will no longer be able to to take any assertive action, and will be
[ Brownie ] control it. This spirit can be easily completely unable to attack or use magic
(Brownie/Building Spirit) destroyed by applying a small amount of
Base Mental Power Cost=3 on your opponents. However, you'll still
force, and when it does, it emits powerful be able to respond appropriately to
Distance=Inside a building
Area=Inside a building
energy. If the will-o-wisp hits an actions taken against you, so if someone
Duration=While the caster is asleep opponent, the target will receive damage attacks you, you can conclude that the
Effect=Do chores around the house from the energy generated when the opponent is your enemy. You can make
Type=- will-o-wisp disintegrates. Make this similar judgments about those who cast
Expansion=- damage check using the strike power 10 magic on you. At this time, even if an ally
Resist=None column. When used for this purpose, a casts magic on you in order to help you,
Brownies are spirits that live in old will-o-wisp disintegrates immediately, you will consider it a hostile act. Of
houses and castles that were built over 50 even during its duration. course, this is not the case if Confusion is
years ago. They may clean the house Furthermore, if someone destroys a removed by that magic's effect.
while the family members are sleeping. will-o-wisp with a weapon they're If you're caught by this spell, you can
This spell has the effect of giving a holding, the one who took that action still use magic to strengthen or protect
command to a brownie, specifying a will also suffer the same damage. yourself. You can also cast Dispel Magic,
chore the caster would like them to do If a will-o-wisp itself comes into Sanity, or other magic that belongs to
while they're asleep. However, the contact with a shade's body or enters the mind on yourself. Also, it doesn't mean
requested job must be a simple one. If area of effect of Darkness, it'll vanish you've become stupid, so you won't trust
you request something too complicated, without emitting any energy. an opponent just because they yell I'm
it's too much for them and you can't
your friend!.
expect a good result. [ Water Screen ]
(Undine/Water Spirit)
[ Shade ]
2nd Level Spirit Base Mental Power Cost=6
(Shade/Dark Spirit)
Magic List
Distance=10 meters
Base Mental Power Cost=6
Area=One
[ Will-O-Wisp ] Duration=18 rounds
Distance=20 meters
(Will-O-Wisp/Light Spirit) Effect=Reduce fire damage by 1 point
Area=A space with a 5 meter radius
Base Mental Power Cost=6 Duration=1 hour
Type=-
Distance=20 meters Effect=Negates natural light within the area
Expansion=Duration, distance, targets
Area=A space with a 5 meter radius of effect, closing it in darkness
Resist=None
Duration=1 hour Type=Damage (Mind-type)
This spell forms a thin film of water
Effect=Illuminates the space within the area Counters (Negates): Will-O-Wisp, Spirit Wall:
on the surface of the target's body, Wisp
of effect
Type=Damage (Pure energy-type) reducing fire damage by 1 point. It Countered (Negated) By: Will-O-Wisp, Spirit
Counters (Negates): Shade, Spirit Wall: Shade doesn't matter what kind of fire. Wall: Wisp
Countered (Negated) By: Shade, Spirit Wall: Whether it's magical fire or natural fire, Countered (Overpowered) By: Light, Holy
Shade it takes effect. The same applies for Light
Countered (Overpowered) By: Darkness attacks with weapons that have Fire Expansion=Final score, duration, distance,
Weapon cast on them. targets, damage certainty

85
Resist=Reduced effect Fanaticism heightens the courage of
Shade is the spirit of darkness that the target to the utmost limit, completely [ Hold ]
opposes will-o-wisp, and is also the spirit erasing fear. As a result, you can add a +2 (Gnome/Earth Spirit)
that controls fear. It is said to have a bonus to attack power (points) in Base Mental Power Cost=10
spherical shape like the will-o-wisp, but combat. However, as a recoil, you will Distance=10 meters
this is not certain (because like a crow in Area=One
suffer a -2 penalty to your evasion speed
Duration=18 rounds
the pitch-black night, it cannot be seen). (points). This can be cast on others, but
Effect=Stops an opponent’s movement
All natural light within a 5 meter radius the target can attempt to resist the spell. Type=-
of this spirit is negated, closing it in This spell cannot be cast by women. Expansion=Final score, duration, distance,
complete darkness. The darkness created targets
by a shade has no effect in a space where [ Forget ] Resist=Negated effect
the ancient magic Light is at work. In (Leprechaun/Mind Spirit) This spell causes a gnome to rise from
addition, if the light emitted by a will-o- Base Mental Power Cost=8 the earth and wrap itself around the
wisp and the darkness produced by a Distance=10 meters lower body of a target that fails to resist,
shade overlap, the powers of both will be Area=One
sealing their movement. As a result, the
Duration=18 rounds
negated. The shade will fly freely in the target will be unable to move and must
Effect=Target loses their memory
air according to the caster's commands, take a -2 penalty to attack power (points)
Type=Mind
but can no longer be controlled if it Expansion=Final score, duration, distance, and evasion speed (points).
moves more than 20 meters away from targets
the caster. The shade is also very fragile Resist=Negated effect 3rd Level Spirit
and will easily disintegrate with the
Magic List
This spell is used by borrowing the
slightest force. At this time, it emits an power of a leprechaun, but humans and
energy completely different from a will-
[ Invisibility ]
elves cannot use it. Only featherfolk (fae)
(Sprite/Mind Spirit)
o-wisp. This has no physical effect, but it and gremlins (youma) can use it. Among Base Mental Power Cost=12
impairs mental activity and has the effect sages, the reason for this is thought to be Distance=Caster
of reducing mental power (points). Make that the spell doesn't just require a hand, Area=Caster
a strike power 10 damage check, and but a wing. Duration=Until focus ends
subtract the result from mental power Those who have this spell cast on Effect=Makes the caster invisible
(points). The damage is only dealt to them will lose their memory, and be Type=Focus, Illusion
mental power (points), the rest of the Expansion=-
unable to make normal decisions. A
Resist=None
check is the same as for magic that deals gremlin casting this spell on a pegasus
By casting this spell, the caster can
normal damage. If mental power carrying the hero Grax, and flinging
turn invisible.
(points) becomes 0 or negative, the Grax off of it, is a very well-known tragic
If you cast Invisibility during combat
target loses consciousness. Furthermore, episode in Alecrast.
and then attempt to cancel it voluntarily
if an opponent destroys a shade with a You will no longer be able to
(in order to take another action), by the
weapon they're holding, the one who remember your name, where you were
definition of focus magic, at the
took that action will also suffer the same born and raised, or your friends and
beginning of that round, you must
damage. colleagues, but you will still be able to use
declare it when no one has yet made their
If a shade itself comes into contact language, etc. and specialized knowledge.
action announcements. Therefore, you
with a will-o-wisp's body or enters the Therefore, skill levels, etc. are not
cannot attack unopposed or use magic
area of effect of the ancient magic Light, affected.
it'll vanish without emitting any energy.

The Tragedy of the Hero Grax However, Grax's end was a pitiful one. After
[ Fanaticism ] Around 200 years ago, a kingdom by the emerging victorious from a battle, he was on his
(Valkyrie/Mind Spirit) name of Zanty flourished in western Alecrast. way back to report to the kingdom ahead of the
Base Mental Power Cost=6 In that kingdom, there was a knight named others, when he encountered a lone gremlin. Grax
Distance=10 meters Grax who was hailed as a hero by all for paid no heed to this little youma, but quite
Area=One protecting the kingdom from the invasion of the unexpectedly, the gremlin cast a "Forget" spell on
Duration=18 rounds "Land of Chaos". the pegasus he was riding and fled.
Legend has it that Grax, astride a pegasus, Caught off-guard, the pegasus was struck by
Effect=Raise the target's spirit
single-handedly defeated hundreds of enemy the spell, and without realizing what it was doing,
Type=Mind
soldiers. This is worthy of special mention even it flung its master off its back, and flew off. The
Expansion=Final score, duration, distance, hero Grax slammed into the ground far below,
among the many tales of bravery passed down in
targets Alecrast. and perished.
Resist=Negated effect Ever since, gremlins have come to be known
as "the Goblins of the Sky".

86
from a hidden state at the beginning of a commands, but cannot do much. It [ Stone Blast ]
round without being noticed by your cannot attack others directly. (Gnome/Earth Spirit)
opponent. The biggest advantage of controlling Base Mental Power Cost=12
spirits is that you can cast spirit magic Distance=30 meters
Area=One
[ Water Breathing ] that belongs to them, even in places
Duration=Instant
(Undine/Water Spirit) where spirit power would not normally
Effect=Deals strike power 20 stone damage to
Base Mental Power Cost=9 be at work. It’s always possible to release the target
Distance=10 meters a controlled spirit. A controlled spirit can Type=Damage (Stone-type)
Area=One
only be used by its controller. Expansion=Final score, distance, targets,
Duration=1 hour
The main spirits that can be damage certainty
Effect=Allows breathing underwater
controlled are gnome (earth spirits), Resist=Reduced effect
Type=Target score
Expansion=Final score, duration, distance, undine (water spirits), salamander (fire To cast this spell, there must be bare,
targets spirits), sylph (wind spirits), brownie natural ground directly under the
Resist=None (building spirits), leprechaun (mind target's feet. The spell has no effect if the
Targets who have had this spell cast spirits), sprite (mind spirits), etc. target is standing on a solid chunk of
on them will be able to breathe in water rock or on a cobblestone surface. When
without drowning. During this time, you [ Silence ] you cast this spell, countless chunks of
can breathe normally, so you don't have (Sylph/Wind Spirit) stone burst out from the ground and
to worry about suffocating to death on Base Mental Power Cost=15 attack the target. These stones always hit,
land. Distance=30 meters and the target will suffer strike power 20
Area=A space with a 5 meter radius damage. Please note that this stone
Duration=18 rounds
[ Control Spirit ] Effect=Muffle all sound within the area of
attack is magical, so the damage cannot
(Various lesser spirits) effect
be reduced by armor.
Base Mental Power Cost=15
Type=Counters (Overpowers): Replace
Distance=10 meters
Sound, Control Sound [ Binding ]
Area=One lesser spirit (Dryad/Plant Spirit)
Expansion=Final score, duration, distance,
Duration=Permanent Base Mental Power Cost=12
area
Effect=Summon and control one type of Distance=10 meters
Resist=Negated effect
spirit Area=One
This spell has the effect of stopping
Type=Target score Duration=18 rounds
Counter (Overpowers): Full Control Spirit
the movement of air and muffling all
Effect=Seal the target's movement
Countered (Overpowered) By: Full Control sounds within the area of effect. Those
Type=-
Spirit within the area of effect can attempt to Expansion=Final score, duration, distance,
Expansion=Final score, distance resist, and if they succeed, only the voices targets
Resist=None and sounds they make will be Resist=Negated effect
This is a spell that summons a spirit communicated to the outside, but other To cast this spell, you need enough
and lets you control it as your servant sounds will not be transmitted at all grass, tree branches, etc. to seal your
(you're free to call it your friend). The (those who succeed also cannot hear target's movement. Targets within the
only spirits you can summon are those sounds from outside). If you fail to resist, area of effect will become entangled in
that belong to the lesser spirits (monster you won't make a sound even if you cast those plants and be unable to move.
level 4 or lower). Of course, it can only a spell, so you won't be able to use magic. Those who fail to resist will be unable to
be summoned in a place where spirit Once you move out of the area of take any actions for 18 rounds and will
power is at work, and summoning also effect, you’ll be able to make sound again. suffer a -4 modifier to their evasion
requires a three-hour magical ritual. If someone who was outside the speed (points). Targets that successfully
Spirits that have been successfully spell's area of effect when it was cast later resist are not affected in any way. Also,
summoned and controlled can be sealed enters the area of effect, they must make even if you're caught by this spell once,
in items, etc. It is up to the game master's a resistance check at that point. If they you can attempt to escape each round by
discretion to decide what kind of item fail, they will no longer be able to making a success roll using adventurer
the spirit will be sealed in (for example, generate sounds or voices within the area level + strength bonus as the baseline
an undine in a water bag, etc.). A shaman of effect. score. The target score equals the magic
can only control one kind of spirit at a intensity or final score from when the
time. A controlled spirit can magic was cast.
communicate with its caster using silent
spirit, and will carry out simple

87
[ Healing ] Expansion=Final score, duration, distance, remain asleep forever unless it's removed
(The Unknown Spirit of Life) targets by Dispel Magic, another mind spell, etc.
Base Mental Power Cost=15 Resist=Negated effect but in the meantime, the target does not
Distance=Touch This spell allows you to walk on water. starve or grow. They remain asleep
Area=One Those who've had this spell cast on them forever in the same state they were in
Duration=Instant can walk on water as if they were walking when the spell was cast.
Effect=Completely heal the target's wounds on solid ground. Of course, it doesn't
Type=-
matter how heavy their equipment is.
Expansion=- [ Tunnel ]
However, when transporting someone
Resist=Negated effect (Gnome/Earth Spirit)
else, you must always carry that person Base Mental Power Cost=16
This is a spell that heals the body by
on your back. This spell is also a counter Distance=10 meters
borrowing the power of an unknown
spell to Sink, so if you cast this spell after Area=1 meter radius, 10 meter length
spirit of life. When you cast this spell, it
Sink has been cast, the effects of both will Duration=18 rounds
can completely heal any wound instantly, Effect=Drill a hole in the ground, a stone wall,
be negated, just as if they had been
but it cannot regenerate a severed arm or etc.
removed by a Dispel Magic spell.
leg. Also, although this spell can only be Type=Counters (Overpowers): Spirit Wall:
If you cast this spell on something
cast by women, you can choose a man as Gnome
underwater, it will immediately rise to Expansion=Final score, duration, target score
the target of the spell.
the surface. Resist=Special (see description)
This spell can deal damage to undead.
Undead that fail to resist this spell will This is a spell that creates a hole with
immediately have their life points [ Sink ] a 1 meter radius in walls and ground
become 0 and cease all activity. (Undine/Water Spirit) made of stone or earth, as well as the
Base Mental Power Cost=16
sides and ceilings of caves. This spell
Distance=10 meters
[ Mute ] Area=One, or a boat-sized object
allows you to create holes up to 10 meters
(Sylph/Wind Spirit) Duration=1 hour in length. However, if the wall is less than
Base Mental Power Cost=9 Effect=Eliminates the buoyancy of water, 10 meters thick, the spell's effect ends
Distance=10 meters causing floating people and objects to sink there. In other words, you can't open
Area=One Type=Counters (Negates): Water Walking holes in two walls with one spell. The
Duration=18 rounds Countered (Negated) By: Water Walking effect of this spell can be expanded
Effect=Negate sounds made by the target Countered (Overpowered) By: Create Ghost regarding the size of the hole being made
Type=- Ship (target volume).
Expansion=Final score, duration, distance, Expansion=Final score, duration, distance,
targets
Also, this spell has absolutely no
targets
Resist=Negated effect effect on walls made of wood.
Resist=Negated effect
This spell differs from Silence in that If this spell is used at the feet of a
Those who've had this spell cast on
it can be used on an individual to silence human, etc. those present can attempt to
them lose their liquid buoyancy and sink
only the voices and sounds they make. resist. If the resist is successful, the hole
completely to the bottom. This spell's
The target can hear sounds from outside. will open, but those on top will be able to
effect only works on objects up to the size
Those under the influence of this spell immediately jump out of the way and
of a small boat. If you cast this spell on
can act without making any sound at all. prevent themselves from falling into the
something under the influence of Water
However, they will no longer be able to hole (assuming they have a place to
Walking, their effects will negate each
use spells. escape, of course). If the resist fails, the
other, removing the effects of both spells.
hole will open slowly and they will not
suffer damage from the fall.
4th Level Spirit [ Sleep ] Once the duration has expired, the
Magic List (Sandman/Mind Spirit)
hole will slowly return to its original state.
Base Mental Power Cost=20
[ Water Walking ] At this time, those at the bottom of the
Distance=Touch
(Undine/Water Spirit) hole will not be buried alive. This is
Area=One
Base Mental Power Cost=12
Distance=10 meters
Duration=Permanent because the bottom of the hole will rise
Effect=Put an opponent into eternal sleep back up.
Area=One
Type=Mind, target score
Duration=1 hour
Expansion=Final score, distance
Effect=Become able to walk on water
Resist=Negated effect
Type=Counters (Negates): Sink
Countered (Negated) By: Sink This spell has the effect of putting the
target into eternal sleep. The target will

88
Table 5-5: Fears
2D Result
The target goes berserk from a state of panic. Attack points +2, evasion points -4. Even those with intelligence can no longer act rationally and
2
cannot use magic, etc.
3 Same as above
4 Target is struck by panic and is prevented from taking action. Take a -1 penalty on all success rolls
5 Same as above, but penalty is -2
6 Same as above, but penalty is -3
7 Target runs away. They go berserk if that’s not possible.
8 Target runs away. If that's not possible, they act with a -3 penalty
9 Target runs away. If that's not possible, they freeze in fear and become unable to act
10 Target freezes in fear. They become unable to act
11 Same as above
12 Target loses consciousness from fear. It takes 1 hour to regain consciousness naturally

[ Fear ] With this spell, the target will be attack points, evasion points, etc. will
(Shade/Dark Spirit) completely free from the effects of always be the following scores.
Base Mental Power Cost=12 poison and illness. You could say it's an
Distance=10 meters effect that combines the holy magic of Monster Level =5
Area=One Rarity=15 Agility=6
Cure Poison and Cure Disease. You can
Duration=18 rounds Movement Speed=6
heal multiple poisons and illnesses at the
Effect=Puts fear into an opponent Attack Points=12 (5) Evasion Points=12 (5)
Type=Mind same time.
Mental Points/Resistance=-/12(5)
Expansion=Final score, duration, distance, Special Abilities=Mental attack immunity,
targets, effect 5th Level Spirit Weak to fire
Resist=Negated effect
Magic List
This spell has the effect of instilling
[ Control Plant ] The scores for strike points, defense
fear in the target. An opponent who
(Ent/Greater Plant Spirit) points, and life points/resistance will
suffers the effect of this spell will feel an Base Mental Power Cost=20 depend on the size of the plant being
immeasurable fear towards the caster. Distance=10 meters controlled, but for a normal tree they will
For those affected, please determine the Area=1 plant be about as follows.
specific effect according to Table 5-5: Duration=Until focus ends
Fears. Effect=Can control plants as one
Strike Points=10 Defense Points=7
This spell's effect can be expanded. If Type=Focus, target score
Life Points/Resistance=30/15(8)
Expansion=Final score, distance
expanded, make an equivalent number
Resist=None
of checks on the Fears table, then apply The game master should modify
This is a spell that allows you to
which result the caster finds most these scores according to the size of the
control plants by borrowing the power of
desirable. plant being controlled. Additionally, if
ent, which is the greater spirit of plants.
the spell is removed by Dispel Magic, etc.
This allows you to control all plants at
[ Restore Health ] will. It is also effective against plant-type
the controlled plants will immediately
(The Unknown Spirit of Life) return to their original tree state.
monsters, but if the opponent has a
Base Mental Power Cost=20
Distance=Touch mental point resistance score, you must
Area=One make a success roll using magic power as [ Shoot Arrow ]
the baseline score and attain a final score (Sylph/Wind Spirit)
Duration=Instant
Base Mental Power Cost=20
Effect=Heals the target from poison or illness greater than or equal that resistance Distance=30 meters
Type=- score. This spell can also move plants Area=One
Expansion=Final score that normally wouldn't move, allowing Duration=Instant
Resist=None them to directly participate in attacks. In Effect=Automatically hit the target with a
This spell can only be used by women. this case, the ent will directly possess the strike power 20 arrow
Of course, it's okay if the target is a man. plant and exert physical power, so its Type=Counters (Negates): Missile Protection

89
Expansion=Distance, targets for any reason, the spell's effect will be 6th Level Spirit
Resist=None
Magic List
canceled immediately.
When you cast this spell, the caster's This spell cannot be used if there are
arrow will be carried by a sylph, ensuring [ Control Sound ]
no plants in your surroundings. Dryads
that it hits the target. The strike power of (Sylph/Wind Spirit)
are not spirits that are always present in Base Mental Power Cost=24
the arrow is a uniform 20, the magic the minds of humans (or other creatures). Distance=Caster
power of the caster is used as bonus Area=A space within a 30 meter radius from
damage. Also, if you roll 10 or greater on [ Valkyrie Javelin ] the caster
your damage check, a critical will occur. (Valkyrie/Mind Spirit) Duration=Until focus ends
The target cannot resist this spell. Base Mental Power Cost=25 Effect=Manipulate the echoes of sounds
However, armor protection is effective. Distance=20 meters within the area of effect
This magic is a counter spell to the Area=One Type=Focus
Duration=Instant Countered (Overpowered) By: Silence
spirit magic Missile Protection, so when
Effect=Create a strike power 30 energy Expansion=Final score, area
the target of the arrow is under the
javelin Resist=Negated effect
influence of Missile Protection, the wind When you cast this spell, you can
Type=Damage (Pure energy-type)
spirit powers of the same nature will Expansion=Final score, distance, targets, control the echoes of any sound that
interfere with each other, nullifying both. damage certainty occurs within a 30 meter radius around
It is possible to expand the effect of Resist=Reduced effect the caster, no matter what it may be. You
this spell to launch multiple arrows and By casting this spell, the caster can can make it so that only certain people
attack multiple targets at once. However, strike the target with a javelin of light. Its can hear specific sounds, or conversely,
you cannot launch multiple arrows at a strike power is 30. This javelin will you can make them inaudible. Any
single target at once. Note that this spell always hit the target as long as they're number of people can be targeted and
cannot deal damage to monsters that can within the caster's view, even if they're made to hear or not hear sounds, as long
only be wounded by silver or magical not in the line of fire. as they're within the area of effect.
weapons, such as werewolves, etc. Please note that this spell can only be Moreover, the targets can be chosen
(unless the arrow itself is magical or used by men. completely at the caster's discretion. For
silver). example, you can let your allies hear a
[ Missile Protection ] spellsong that raises their morale
[ Charm ] (Sylph/Wind Spirit) without giving the enemy an advantage,
(Dryad/Plant Spirit) Base Mental Power Cost=20
or you can have secret conversations in a
Base Mental Power Cost=25 Distance=20 meters
crowded place full of people while
Distance=20 meters Area=A space with a 5 meter radius
Area=One Duration=18 rounds
staying separate. However, the caster
Duration=1 week Effect=Protect yourself from projectile who is focusing the spell can only control
Effect=Charms the target attacks one type of sound source at a time. If the
Type=Mind, target score Type=Countered (Negated) By: Shoot Arrow caster desires, they can also switch the
Expansion=Final score, duration, distance, Expansion=Duration, distance, area sound source they control each round.
targets Resist=None Those within the area of effect can
Resist=Negated effect This spell specifies a point in space attempt to resist and, if successful, escape
Dryad is a plant spirit which at the and affects the space within a 5 meter the spell's influence.
same time has the nature of a mind spirit. radius from it. Its effect is to protect
This spell has the effect of using the those within range from projectile [ Spirit Wall ]
dryad's mind spirit power to charm the attacks. However, projectiles with a Base Mental Power Cost=30
target. At this time, if both your strike power that exceeds 30 are beyond Distance=30 meters
intentions are mutual, you can make the limits of sylph's abilities, and Area=10 x 3 x 0.5 meters
them follow your will in the form of a therefore cannot be the target of the Duration=1 hour
proposal, and if your intentions are not effect. Effect=Put up a wall using spirits
mutual, you will deprive them of hostility. It’s up to the caster to decide who to This spell has the effect of creating a
In either case, the target under the spell protect with this spell. The spell's power wall in a specified area using certain
will attempt to protect the caster from does not have to affect targets that the spirit power. Some walls may block your
danger. If the target successfully resists caster does not desire, even if they are gaze, preventing attacks from spells and
this spell, they will not suffer any effects. within the area of effect. projectiles. There are also walls that you
Additionally, if the caster loses their life cannot pass through, walls that deal
damage even if you force your way

90
through, etc. Walls can be negated by with the wall, a round hole about 50 cm Counters (Negates): Spirit Wall: Undine/Frau
Dispel Magic or Suppress Elemental, or in diameter will be created. At this time, Countered (Negated) By: Spirit Wall
countered by the opposing Spirit Wall. the shade will also vanish. If Spirit Wall: Undine/Frau
Countered (Overpowered) By: Heat
The wall is normally 0.5 meters thick, but Shade is used in the same place, their
Protective Circle
you can consume extra mental power to effects will negate each other, and both
Expansion=Final score, duration, distance,
expand the target size and make it walls will vanish. target volume, damage
thicker (as long as you do not change the A wall of light cannot be put up Resist=Reduced effect
length or height of the wall, the thickness within the area of effect of the ancient Create a wall of blazing fire by
will increase as the expansion rate magic Darkness. Also, if the magical borrowing the power of the fire spirit.
increases). darkness created by Darkness and the When you chant this spell, tongues of fire
You cannot build a wall where other wall of light overlap, the wall will end rush everywhere, swell up as if they're
materials such as rocks, trees, or living there. going to explode, then become a large
things already exist. Furthermore, once a mass of flames. A wall of fire cannot be
wall is put up, it cannot be moved or Spirit Wall: Undine seen through. It is possible to pass
removed by the caster's will. The types of (Undine/Water Spirit) through, but upon touching the wall or
spells are divided by the lesser spirits that Type=Target score trying to pass through it, you will be
control them, and the walls created by Counters (Negates): Spirit Wall: Salamander
rammed by the salamander and suffer
each spell each have different Countered (Negated) By: Spirit Wall:
strike power 10 damage.
characteristics depending on their spirit Salamander
A wall of fire cannot be destroyed by
Expansion=Final score, duration, distance,
power. physical means or magic that deals
target volume
Resist=Negated effect damage.
Spirit Wall: Wisp Create a wall of water by borrowing
(Will-O-Wisp/Light Spirit) the power of water spirits. When you Spirit Wall: Shade
Type=Target score, damage (Pure energy- (Shade/Dark Spirit)
chant this spell, a stream of water
type) Type=Target score, damage (Mind-type)
separates from a single point in the air
Counters (Negates): Shade, Spirit Wall: Shade Counters (Negates): Will-O-Wisp, Spirit Wall:
Countered (Negated) By: Shade, Spirit Wall: and radiates out in countless streaks,
Wisp
Shade which eventually hang down in a
Countered (Negated) By: Will-O-Wisp, Spirit
Countered (Overpowered) By: Darkness continuous curtain. Undine is waiting
Wall: Wisp
Expansion=Final score, duration, distance, inside the water wall. Water walls do not Countered (Overpowered) By: Light, Holy
target volume, damage certainty obstruct your gaze, but projectiles Light
Resist=Reduced effect cannot pass through them. Anything Expansion=Final score, duration, distance,
With the help of the spirit of light, that attempts to touch or pass through target score, damage certainty
you can build a dazzling wall of light. The the wall must attempt to resist. If you Resist=Reduced effect
wall of light is not a solid entity, but a succeed, you will only get a little wet and By borrowing the power of the dark
collection of will-o-wisps themselves. you will be able to pass through the wall, spirit, you can put up a wall of darkness.
Therefore, the space on either side of the but if you fail, you will be swallowed up A wall of darkness is a collection of
wall of light is illuminated with a by the wall. Those inside the wall will shades. The wall itself is pitch black, and
brightness like midday. The glow from automatically drown after a number of the space up to 5 meters on either side of
the wall is so intense that you can't look rounds equal to their life force (points) the wall will also be closed in darkness.
directly at it (so your gaze won't pass have elapsed, unless rescued from the Your gaze cannot pass through a wall of
through it). The wall of light has no way outside. You cannot escape on your own. darkness. However, it has no means of
to prevent objects from passing through Moreover, any rescuers must also be able preventing the passage of objects, so you
it, so you can pass through it without any to get inside the wall in order to save can pass through it without any
resistance. However, if you touch the those that have been swallowed up by it. resistance. However, if you touch or try
wall or try to pass through it, you will A wall made of water can't be destroyed to pass through the wall, you will destroy
destroy the will-o-wisps forming the wall. by physical means or even magic that the shades that form the wall, and you
At this time, make a resistance roll, and deals damage, as it quickly compensates will suffer strike power 10 damage to
if you fail, you will suffer strike power 10 for any damaged areas. your mental power (points).
damage. The wall of darkness cannot be
The wall of light cannot be destroyed Spirit Wall: Salamander destroyed by physical methods or
by physical methods or damage magic, (Salamander/Fire Spirit) damage magic, but when the spirit of
but when the dark spirit shade collides Type=Target score, damage (Fire-type) light will-o-wisp collides with the wall, a

91
round hole 50 cm in diameter will be for Destroying Structures (see p. 277). [ Decrease Water Pressure ]
created. At this time, the will-o-wisp will However, this wall regenerates by (Undine/Water Spirit)
also vanish. If Spirit Wall: Wisp is used in growing new trees one after the other. Base Mental Power Cost=24
the same place, their effects will negate Even if the wall is completely destroyed, Distance=10 meters
Area=One
each other, and both walls will vanish. it will continue to regenerate for the
Duration=1 hour
A wall of darkness cannot be put up duration of the spell.
Effect=Relieves water pressure when diving
within the area of effect of the ancient Type=Target score
magic Light. Also, if the magical light Spirit Wall: Gnome Expansion=Final score, duration, distance,
created by Light and the wall of darkness (Gnome/Earth Spirit) targets
overlap, the wall will end there. Type=Target score Resist=None
Countered (Overpowered) By: Tunnel Targets under this spell are saved
Spirit Wall: Sylph Expansion=Final score, duration, distance, from the effects of water pressure when
target volume
(Sylph/Wind Spirit) diving deep underwater. All water
Resist=None
Type=Target score pressure exerted on the body by the spell
Expansion=Final score, duration, distance,
By borrowing the power of the earth
will be alleviated regardless of its
target volume spirit, you can build a smooth wall made
strength, and reduced to a point where
Resist=Negated effect of solid rock. When you chant this spell,
normal actions are no longer a problem.
By borrowing the power of the wind a number of stone slabs break through
If you cast this spell, you can fight
spirit, you can create a wall of surging the ground and rise up in a flash, creating
underwater without any penalties at all.
storms. When you chant the spell, a wild a seamless wall. A rock wall blocks your
In addition, to actually dive, it is
gust of wind comes out of nowhere and gaze and cannot be passed through
essential to use Water Breathing in order
begins swirling in the same place. The without making a hole in the wall.
to be able to breathe underwater.
storm wall is transparent, so it won't For details on the destruction of this
block your gaze, but all projectile attacks, wall, please refer to 18.3: Rules for
Destroying Structures (see p. 277).
[ Preserve Sound ]
including those from Shoot Arrow, will
(Sylph/Wind Spirit)
be deflected in front of you by the sylphs Base Mental Power Cost=30
lurking in the wind. Those that touch the Spirit Wall: Frau Distance=10 meters
wall or try to pass through it must (Frau/Ice Spirit) Area=A space with a 5 meter radius
attempt to resist. If you succeed, you will Type=Target score, damage (Cold-type) Duration=Until sound is transmitted
be able to pass through the wall without Counters (Negates): Spirit Wall: Salamander Effect=Record and transmit sound to a
incident, but if you fail, you will be blown Countered (Negated) By: Spirit Wall: specific location
Salamander Type=-
away in the opposite direction from the
Countered (Overpowered) By: Cold Expansion=Distance, area
wall. The storm wall cannot be destroyed
Protective Circle Resist=None
by physical methods or magic that deals Expansion=Final score, duration, distance, This spell has the effect of recording
damage. target volume, damage certainty a sound and transmitting it to a specific
Resist=Reduced effect
location. It secures a sylph in place and
Spirit Wall: Dryad By borrowing the power of the ice
allows it to transmit recorded sounds to
(Dryad/Plant Spirit) spirits, you can build a freezing wall of
others. You can optionally determine the
Type=Target score ice. When you chant the spell, cold mist
person to whom the sound is
Expansion=Final score, duration, distance, gathers and becomes frost, then the frost
target volume transmitted to some extent, such as the
rises in bands of ice. Your gaze can see
Resist=None first person to step into that space.
through the ice wall, but you cannot pass
By borrowing the power of plant However, in order to specify a specific
through it. It's made of magical ice, so if
spirits, creates a wall of living vegetation person, the caster must be familiar with
you touch this wall, you will be exposed
consisting of vines and thorn bushes. the person's features and appearance.
to the cold air radiated from the ice and
When you chant the spell, vines will Also, at the same time you cast the spell,
take strike power 10 damage.
sprout from the ground and entangle you must also generate the sound you
This wall can be destroyed by
each other, filling the gaps with thorn want to transmit. It's also not possible to
weapons or magic. For more
bushes. You can't see through it, and you use this to record spells and activate
information, please refer to 18.3: Rules
can't pass through it. them. Even if Silence is cast later, this
for Destroying Structures (see p. 277).
This wall can be destroyed by spell still takes effect.
weapons or magic. For more Once the sound is transmitted, the
information, please refer to 18.3: Rules effect of this spell vanishes.

92
7th Level Spirit Effect=Trap the target between a crack in the runs out, any damage beyond that (such
ground, dealing strike power 30 damage
Magic List
as suffering 20 damage when the
Type=Damage (Earthquake-type) protection has only 10 remaining) will
[ Windstorm ] Expansion=Final score, distance, targets,
not reach the target. Any damage is first
(Djinn/Greater Wind Spirit) target volume, damage certainty
Base Mental Power Cost=35 absorbed by this protective light, so until
Resist=Negated effect
Distance=30 meters it vanishes, virtually no damage can be
This is a spell that creates deep cracks,
Area=A space with a 10 meter radius dealt directly to the body. When damage
causing the ground underfoot to cave in,
Duration=18 rounds is dealt to this protection, reductions due
and swallowing the target in a deep
Effect=Create a tornado, knocking targets to armor or adventurer level are not
prone within range and dealing strike power chasm created this way. If a target falls
taken into account.
10 damage. into the cracks, they will first be buried
Please note that this spell can only be
Type=Target score, damage (Wind cutter- in the ground up to their chest, and then
used by men.
type) be caught between the closing bedrock.
Expansion=Final score, duration, distance, Then, by being crushed between the
area, damage certainty bedrock, they will suffer strike power 30 [ Plant Shell ]
Resist=Reduced effect damage. The effect of the spell is (Ent/Greater Plant Spirit)
This spell creates a tornado in a 10 Base Mental Power Cost=28
momentary, but once something is Distance=Touch
meter radius around a point in space. swallowed up by the crack, it cannot Area=A space with a 5 meter radius and a 2
Anyone except the caster within the climb out of it on its own. It remains meter height
spell's area of effect, or who attempts to trapped in the crack until someone else Duration=1 day
enter the tornado during the spell's pulls it out, which takes one round. Effect=Create a shelter made of plants
duration must attempt to resist. Those When trapped in the ground, there is a - Type=Target score
who successfully resist will move at half 4 penalty to attack power (points) and Expansion=Final score, duration, area
their normal movement speed (there is evasion speed (points). If you Resist=None
no change in their action order) and can When you chant this spell, plants will
successfully resist the spell, you will
take actions with a -2 penalty on success grow along the perimeter of a 5 meter
avoid being swallowed by the crack and
rolls such as attack, evasion, etc. radius circle centered on the place the
will not be affected.
However, those who fail to resist are caster touches, creating a 2 meter tall
Note that this spell can also be used
slammed to the ground and can only dome of natural plants on the next round.
on targets larger than human size by
move 3 meters per round while crawling The dome serves as a tent that protects
expanding its effect.
on the ground for the duration of the from the elements and as a temporary
spell. When attacking, evading, etc. in shelter when a suitable campsite cannot
this state, all will suffer a -4 penalty. be found. The inside of the dome is
[ Valkyrie Blessing ]
Additionally, the tornado creates a covered with a carpet of soft fresh grass,
(Valkyrie/Mind Spirit)
vacuum that cuts the skin and flesh of Base Mental Power Cost=28 making it moderately warm and
those within its area of effect, dealing Distance=10 meters moderately cool. The outer walls of the
strike power 10 damage. The cutting Area=One dome are tough and densely intertwined
damage continues to have an effect until Duration=18 rounds with living plants, protecting those
the target leaves the area of effect. Effect=Gives pure energy protection to the inside from attacks by wild beasts and
target's armor, absorbing incoming damage less powerful monsters. When entering
Damage is determined by making a
Type=Target score
strike roll each round. Only the first or exiting the outer wall, the entrance
Expansion=Final score, duration, distance,
attempt to resist this spell counts. can be partially opened or closed with
targets
Objects weighing less than 10 kilograms Resist=None one command from the caster.
or equipment held in the hand or not When you chant this spell, a faint Additionally, the dome itself blends in
securely attached to the body will be glow of light inhabits the target's armor well with the terrain, especially in forests
blown out of the area of effect. or shield, covering the target's entire and jungles, making it extremely difficult
body in protective light. The protective to locate the dome itself.
[ Crack ] light absorbs all damage up to 50 points
(Behemoth/Greater Earth in total, whether it's caused by weapons [ Full Control Spirit ]
Spirit) or by magic. The protective light thus (Various lesser spirits)
Base Mental Power Cost=35 Base Mental Power Cost=35
fades each time you take damage, and
Distance=30 meters Distance=10 meters
Area=One disappears when it's dealt more than 50 Area=One lesser spirit
Duration=Instant points of damage. When the protection Duration=Permanent

93
Effect=Summon different types of spirits and Duration=Instant on a point in space. The ice storm deals
take complete control of them Effect=Trap the opponent in a pillar of ice cutting damage from countless ice
Type=Target score Type=- shards and frostbite damage from the
Counters (Overpowers): Control Spirit Expansion=Final score, distance, target
terrible cold air to everything within its
Countered (Overpowered) By: Control Spirit volume
range. Its strike power is 30.
Expansion=Final score, distance Resist=Negated effect
Resist=None This spell instantly condenses
This is a spell used to summon and moisture in the air, creating a pillar of ice [ Current ]
control lesser spirits, and is an advanced 1 meter wide and 2 meters high, which (Kraken/Greater Water Spirit)
Base Mental Power Cost=32 Distance=10
Control Spirit spell. By casting this spell, can trap your opponent. If the opponent meters
a caster can control the spirits according successfully resists, the ice pillar will Area=20 meter width
to their own will. Same as Control Spirit, vanish before it’s completed. Although it Duration=1 hour
spirits that have been successfully cannot be cast on opponents who are too Effect=Can control the direction of water
summoned and controlled can be sealed large to fit into the ice pillar, you can flow
in items, etc. It is the same as Control increase the size of the ice pillar by Type=Target score
Spirit in that it requires a three-hour expanding the effect. Countered (Overpowered) By: Maelstrom
ritual, only one type of spirit can be Expansion=Final score, duration, distance
If the target fails to resist, they
Resist=None
controlled at a time, and it is possible to become trapped in ice, unable to take
This spell can be cast on rivers, canals,
communicate in silent spirit. However, any action, will lose consciousness and
lakes, oceans, etc. to adjust the flow of
the biggest difference from Control Spirit enter a state of suspended animation.
water there. Casting this spell while on a
is that it can ignore the spirit's will and Once the ice pillar completely melts
ship makes it easier to go against the
force the caster's commands. Depending or breaks, the target will be free.
natural flow. Movement speed is limited
on the nature (intelligence and habits) of Although they're in a state of suspended
to 50 meters per round, and can be
the controlled spirit, it can be made to animation and their life force (points) is
adjusted by the caster, but the flow
carry out fairly complex and advanced 0, they're not dead. The time it takes for
cannot be changed in a very complicated
commands. For example, you can an ice pillar to naturally melt varies
way. Also, this spell cannot be used to
command a sylph to create a cloud of depending on temperature, etc. If the
dam the flow or divide the surface of the
dust to blind your enemies, or a temperature is below freezing, it will not
water to open a path.
salamander to set fire to the roofs of a melt permanently.
row of houses one by one. It is up to the Even if your friends are trapped in an
caster to decide what kind of command ice pillar, it is extremely dangerous to [ Suffocate ]
to give. You can also command others to (Djinn/Wind Spirit)
attempt to destroy it. This is because Base Mental Power Cost=40 Distance=10
attack, which is not possible with a lower there is a risk that your friends who are meters
level spell. However, if you command a packed in the ice will also be destroyed. Area=One
spirit to do something that is too Damage dealt to the ice by weapons etc. Duration=18 rounds or until the target dies
contrary to its true nature, the spirit may will also be applied to whatever's inside Effect=Suffocate the target
disappear after carrying out the the ice. For details on destruction, please Type=Target score
command. For detailed characteristics refer to 18.3: Rules for Destroying Expansion=Final score, duration
and details of the controlled spirits, Resist=Negated effect
Structures (see p. 277).
please refer to 13.2.4: Spirits (see p. 181) This spell suffocates the target and
ultimately results in death. Those who've
Please note that it is not possible to [ Ice Storm ]
had this spell cast on them and fail to
use both the Control Spirit and Full (Fenrir/Greater Ice Spirit)
Control Spirit spells to control different Base Mental Power Cost=40 resist will be unable to breathe. For this
spirits. In this case, the effect of the Distance=30 meters reason, spells cannot be used and all
previously cast spell will vanish. Area=A space with a 10 meter radius other actions also suffer a -4 penalty.
Duration=Instant Then, once life force (points) rounds have
Effect=Creates an ice storm, dealing strike elapsed, they will suffocate and die.
8th Level Spirit power 30 damage to targets within range However, if the spell's duration expires
Magic List Type=Damage (Cold-type)
before life force (points) rounds have
[ Ice Coffin ] Expansion=Final score, distance, area,
elapsed, the spell becomes meaningless.
damage certainty
(Fenrir/Greater Ice Spirit) This spell has no effect on plant
Base Mental Power Cost=32 Resist=Reduced effect
This spell creates a violent freezing monsters, undead, magical creatures, etc.
Distance=30 meters
Area=1 x 1 x 2 meters ice storm in a 10 meter radius centered

94
[ Nightmare ] [ Firestorm ] 9th Level Spirit
(Incubus, Succubus/Dream (Efreet/Greater Fire Spirit)
Magic List
Spirit) Base Mental Power Cost=40
Base Mental Power Cost=40 Distance=30 meters [ Earthquake ]
Distance=Infinite Area=A space with a 10 meter radius (Behemoth/Greater Earth
Area=One Duration=Instant Spirit)
Duration=As long as the ritual continues Effect=Creates a storm of flames that deals 30 Base Mental Power Cost=45
Effect=Make the target weak by giving them strike power damage Distance=30 meters
nightmares every night Type=Damage (Fire-type) Area=10 meter radius ground
Type=Target score, curse Expansion=Final score, distance, area, Duration=18 rounds
Expansion=Final score damage certainty Effect=Causes an earthquake, knocking
Resist=Reduced effect Resist=Reduced effect targets prone within range and dealing strike
power 20 damage
This is a spell that uses a dream spirit This spell creates a storm of
Type=Target score, damage (Earthquake-
to send nightmares into the target's sleep, scorching flame in a 10 meter radius
type)
cursing your opponent to death. This centered on a point in space. The Expansion=Final score, duration, distance,
spell has no distance restrictions, but the firestorm deals fire and heat damage to area, damage certainty
target must be someone the caster knows everything within its radius. Its strike Resist=Reduced effect
personally. The spell begins when the power is 30. This spell causes a localized
target goes to sleep, while the caster earthquake only within a 10 meter radius.
remains awake and focuses on [ Maze Woods ] With the exception of the caster, anyone
controlling the dream spirit. Thus, the (Ent/Greater Plant Spirit) within the spell's area of effect or who
dream spirit controlled in this way enters Base Mental Power Cost=40 attempts to enter the earthquake during
the opponent's dreams and causes them Distance=Caster
the spell's duration will be knocked off
Area=Area within a 500 meter radius from
to have nightmares. At this time, the their feet and fall prone, regardless of
the caster
contents of the nightmare the opponent whether or not they successfully resist.
Duration=1 day
sees can be chosen as desired by the Effect=Create a forest of bewilderment and For the duration of the spell, you can
caster. This ritual must be performed make it impossible to get out. only move 3 meters per round while
every night until the target becomes Type=Illusion, target score crawling on the ground, taking a -4
weak and dies. If the ritual is interrupted, Expansion=Final score, duration, area penalty on success rolls such as attacks,
even for one night, the spell's effect is Resist=Negated effect evasion, etc.
completely lost. Also, the ritual must be To chant this spell, you'll need a large Additionally, as long as you remain
continued overnight with undivided forest dense enough to confuse the target. within the area of effect, you will be
attention from sunset until dawn. Anyone within the area of effect when slammed to the ground by the
The target of the spell must attempt the spell is cast, or who enters within the earthquake every round, suffering strike
to resist daily. If they fail, their mental area of effect during the duration of the power 20 damage. However, those who
power (points) will decrease by 1 point. spell, must make a resistance roll. If you successfully resist will only suffer strike
Also, regardless of whether the resist fail, you will be fooled by the illusion power 10 and no criticals. This
succeeded or failed, they will no longer caused by the deep forest and the scenery earthquake causes all normal houses
be able to recover their mental power that looks the same everywhere, and you within the spell's area of effect to collapse
(points) by any means (it will only will unknowingly continue to circle (with the exception of strong buildings
recover once the spell's effect is around the forest within the area of effect. such as castles and forts, or those with
removed). If several are acting at the same time magical protection), and trees to fall
The spell's effect will never disappear and only some successfully resist, those down. Depending on the situation,
until the ritual is interrupted for some who resisted can see those who could not falling rocks and avalanches are quite
reason or it is negated with Remove resist, but those who could not resist will possible.
Curse, etc. If their mental power (points) quickly lose sight of their allies. Those Please note that you may only make a
reaches 0 due to the spell's reduction, the who resisted will become separated resistance roll check against this spell
person will fall into a coma, and die if the unless they take notice and lead the way. once per round in which the spell is cast.
ritual continues for one more week. The caster can move freely without At this time, the result lasts for the
being affected by the magic, and can also duration of the spell (damage is
choose to free any object (which they determined by a new dice roll each
must specifically identify) from the round)
spell's effects.

95
[ Freeze ] please refer to the section Ship Steering The greater spirits and spirit power
(Fenrir/Greater Ice Spirit) (see p. 128). If successful, the ship will be that can be neutralized are as follows.
Base Mental Power Cost=36 able to safely survive the whirlpool, but if Behemoth=Earth spirit power
Distance=30 meters you fail, it will be swallowed up by the Kraken=Water spirit power
Area=One
whirlpool and sink into the water. Efreet=Fire spirit power
Duration=Instant
If the ship is swallowed up by the Djinn=Wind spirit power
Effect=Instantly freezes the target, killing
them instantly
whirlpool, everyone on board will be Fenrir=Ice spirit power
Type=- thrown into the whirlpool. In that case, Ent=Plant spirit power
Expansion=Final score, distance, targets make a success roll using the swim ability
Resist=Negated effect to determine whether you drown.
This spell has the effect of completely 5.1.15
freezing the target instantly. If you 10th Level Spirit Holy Magic and the
successfully resist the spell, there will be
Magic List Priest Skill
no effect, but if you fail, all life activities
[ Neutralize Elemental ]
5.1.15 Holy Magic and the Pri est Ski ll

will cease and you will die immediately. Holy prayers are runes used to
(Various greater spirits) contact the great beings, the gods, and
This spell cannot exert its original effect Base Mental Power Cost=50
on things that do not have living bodies use that power as a source to perform
Distance=Caster
with blood flowing through them, such Area=A space within a 100 meter radius from
various miracles. There are many gods in
as undead, golems, etc. and can only the caster Sword World, each drawing worship
freeze the surface of their bodies and Duration=18 rounds from humans and other intelligent races.
render them unable to act. Effect=Appeal to the greater spirits to In order to use holy magic, you need
neutralize spirit power to have enough faith to be able to hear
Those killed by this spell will not
Type=Target score the voices of the gods. The gods' thought
come back to life even when thawed.
Counters (Overpowers): All magic that uses form is completely different from
related spirit power
humans, therefore humans cannot fully
[ Maelstrom ] Expansion=Final score, duration, area
(Kraken/Greater Water Spirit) understand it. This is because their
Resist=None
Base Mental Power Cost=45 This spell appeals to a greater spirit words enter the mind as highly complex
Distance=500 meters symbols. Runes called holy prayers were
and completely neutralizes one type of
Area=50 meter radius water surface created during the ancient kingdom
spirit power within its area of effect for a
Duration=18 rounds period as a means to give words to this
Effect=Creates a maelstrom that sinks limited time. However, only one type of
and cause miracles.
floating people and objects spirit power can be neutralized at a time.
The caster uses these holy prayers to
Type=Target score Even if you expand this spell and use it,
pray to the gods and activate the power
Counters (Overpowers): Current you cannot neutralize two or more types
Expansion=Final score, duration, distance, of the spells. In addition, each holy magic
of spirit power at the same time. This is
area has special spells that can only be used by
the same even if multiple casters attempt
Resist=None believers of a specific god. Those spells
it (only one type of spirit power can be
This is a spell that creates a large cannot be used by members of other
neutralized in one space).
whirlpool on the surface of the water, sects.
Within the area of effect, any spirit
dragging everything floating within its The skill for using holy magic is
magic that depends on the neutralized
range and sinking it. To cast this spell, a called the priest skill, and those who have
spirit power will no longer be able to be
sea or lake with a depth of at least 100 the priest skill are called priests.
used, and any magic that had an effect
meters is essential. The spell's effect can Among the many gods that exist in
will be canceled immediately. This spell's
work on anything that can fit inside the Forcelia, there are also those called
restrictions include the caster him or
whirlpool. herself who appealed to the greater spirit. wicked gods. The teachings of these
If a ship is caught in the whirlpool, It’s not that the spirit power ceases to wicked gods are extremely inconvenient
the person at the helm must make a exist; the lesser spirits still exist there, but for protecting human society, and many
success roll using the ship steering ability. of them threaten the lives and property
they temporarily become completely
The baseline score is sailor skill of others. Because of their anti-social
neutral and you won't be able to draw out
level/adventurer level + dexterity bonus nature, the followers of these wicked
their magical powers. This also applies to
for a small ship, and sailor skill level + gods tend to be abhorred, and the magic
spirits sealed with spells such as Control
intelligence bonus for a large ship. The used by the followers of these wicked
Spirit, etc.
target score is the final score from when gods is called dark magic and is
the spell was cast. For more information, distinguished from holy magic. The

96
Pharis
priests of the wicked gods are not called the concept of nature-worship, and her
《 》
priests, but dark priests. ideal is for humans to be in their natural
Game masters should not allow Pharis's teachings are for people to state. She approves of fighting for self-
characters to become priests of wicked act in an orderly manner and to achieve defense, but denies any other kind of
gods. If you role-play according to the unchanging justice in the world. It’s up to fighting. She particularly encourages
wicked gods' teachings, there is a high the game master to decide what is fair, farming and hunting, which are basic
possibility that it will soon lead to the but assault, murder, and for that matter, activities indispensable for human
destruction of not only that PC, but also theft for fun, etc. cannot be called good survival. It seems that she has many
the party. acts. Also, he especially dislikes undead, believers among the poor, farmers, and
monsters created by magic, or hunters.
summoned from other planes as they’re
Restrictions on Using
5.1.15.1 impure (this is a characteristic common
Holy Magic to most gods except wicked gods). His 《Phalaris (Wicked God)》
There are no restrictions on armor or ardent believers include members of the Phalaris is a wicked god. Game
weapons to use the priest skill, and ruling class such as kings, aristocrats, etc. masters should not allow player
priests can cast magic simply by chanting characters to worship this god.
holy prayers. However, this action must
《 Myrii 》
Followers of Phalaris recognize all
be in accordance with the will of the god desires inherent in the individual and
you believe in. If you try to use magic for He denies any acts of cowardice or affirm any means necessary to enhance
a purpose that is far removed from the cowardly behavior. He only supports one's own existence. He teaches that it is
god's will, it may not work at all. Also, a righteous conflict, so he will not lend his okay to do something, even if it means
priest who loses faith immediately loses strength to fights that are just for the sake destruction or murder, as long as it is for
their priest skill. of stealing or simply killing one another. your own benefit. What his followers aim
Also, one character cannot worship His believers are knights and for is complete freedom, and they dislike
multiple gods. Those with the priest skill mercenaries. succumbing to the constraints of law,
must choose only one god to worship. order, and morality. It is clear that those
《 Rahda 》 who follow these doctrines must
5.1.15.2 The Six Major Gods He doesn't have many restrictions, eventually become wicked. Although
Among the gods of Alecrast, the six but he tends to dislike barbaric behavior. there is no shortage of believers, it seems
most powerful gods (and those with the He teaches an intelligent way of life, and they often remain hidden in order to
greatest number of believers) are called his doctrine is that if all things are wise, protect their own position.
the six major gods. These six major gods the world will be well. It seems that he Temples of Phalaris often exist in
almost always have temples in most has many believers among sages and large towns, but because he is considered
towns. sorcerers. a wicked god, they are confined to
These six major gods are Pharis (the basements and secluded forests.
supreme god), the guardian of order and However, the kingdom of chaos Phandria,
《 Cha Za 》 located in the central plains region, has
law, Phalaris (the dark god), who rules
over destruction and chaos, Myrii (the He prohibits causing misfortune to Phalaris as its state religion, and the
others. He also denies closed-minded largest Phalaris temple in Alecrast is
god of war), the guardian of war and
thinking. He teaches that happiness can built there.
victory, Rahda (the god of knowledge),
be achieved through conversation and
who rules over wisdom and knowledge,
interaction between people, such as These teachings are not formal, but
Cha Za (the god of trade), who is the
through trade. Although he prohibits express inner thinking. Therefore,
god of luck and commerce, and Marfa
stealing, it's okay to claim something that players and game masters should use
(the earth mother), the goddess of
doesn't have an obvious owner (such as common sense when making judgments,
nature and agriculture, and the protector
lost property or treasure in ruins) as your rather than forcefully twisting the
of marriage.
own. His believers are the citizens living doctrine or interpreting it too rigidly.
Next, we will briefly illustrate the
in towns. The gods see everything, but they also
teachings of the six major gods, so game
see from a vast perspective at the same
masters should take this as a hint and use
Marfa
time, so unless it's a very extreme act,
them as a guideline for a priest's actions. 《 》
they will not abandon a priest. However,
Her doctrine is expressed in the this does not mean that everything is
words be natural. This is different from forgivable, so game masters should only

97
Braki 》 《Mirleaf (Wicked God)》
confiscate the priest skill when the

character repeatedly commits unjust acts
or shows no remorse. Also, if this He is known as the god of smiths. He is the god of the dead of the sea,
happens, don't forget to warn them first. However, he was originally the god of and teaches that life is pain and sin, and
volcanoes, and because he told people that death is the only way to be saved
that when you heat a stone, it melts like from it. Mirleaf believers believe that
5.1.15.3 Other Gods water, he was worshiped as the god of new challenges and efforts to survive (as
In addition to the six major gods, the smiths. He has many believers among exemplified by voyages) create and
following gods are also worshiped in those who work in the mines, and he prolong suffering, and that a prompt
Alecrast. Among these are wicked gods even has the personality of a chief god, death is the only mercy for those who do
whose teachings are to bring disaster to especially among the dwarves. As a result, such things.
the world. Player characters cannot most dwarven settlements have built He has almost no temples. Even if he
worship wicked gods. shrines to Braki. did, they would never appear publicly.
However, his temples are rarely seen
《 Fenes 》 in human cities. Game masters can also create
original gods and spells in addition to
Fenes is the younger brother of the
supreme god Pharis, and is said to The Nameless God of these. This is a good thing, but it would

Madness (Wicked God)


probably be safer not to delve into actual
govern things that repeat (cycles). During
religious issues.
the war of the gods, it is said that he did He is the god of madness, and
not join the forces of darkness nor the because of his madness, he is a deity
forces of light led by his older brother whose name cannot be identified. It is Basic Abilities of the
5.1.15.4
Pharis, choosing instead to take the said that he exists in the star world and Priest Skill
position of king of the neutral gods. causes people to go mad, and it is Priests can use the following abilities.
Belief in him is not popular in Alecrast, believed that those who come into
contact with the light emitted by this
and he has almost no temples. It is
mad god on a full moon's night will be
《 Divination 》
sometimes said that he is the true form
afflicted with madness. His followers are This is the ability to pray and
of the Nameless God of Madness (a
few and he has no temples either. The communicate with a god, asking
wicked god, explained later), and he is
priests of his cult teach that madness whether or not one's actions are right.
also said to be the god of beastmen such
frees its believers from bondage and Occasionally a god will give you a
as werewolves.
gives them freedom. It is said that he revelation (given at the game master's
gives sudden inspiration that is not based discretion). However, a god's words can
《 Wehner 》 in logic, and for this reason he is also only be understood abstractly by
He is the god of the arts and also the considered the god of art and invention, humans, and you cannot ask detailed
god of bards. He is also believed to write so there are sometimes believers in this questions to the gods.
history, and so is also characterized as a god among artists and sages. Revelations should not be used too
god of destiny. Although he does not conveniently for the characters (players).
have great power, he is widely believed in It must be done only when they
by the masses, and his temples can be 《Kardis (Wicked God)》 absolutely need a word from their god to
seen from time to time. Belief in him is She is feared as the goddess of protect their faith.
especially popular among artists. destruction and the goddess of the There is no need for a god (the game
undead, and is considered to be the master) to respond to nonsense such as,
goddess who controls the end. Believers If I die in a trap here, I won't be able to
《 Ganerd 》 consider destruction and slaughter to be believe properly, so let's ask if there is a
Although he is said to be the god of their mission anyway, as they believe that trap at this door.
thieves, he was originally the god of without destruction there can be no new
craftsmanship, and so has believers beginning. Due to the nature of her faith,
among craftsmen. He is also considered she has no temples, etc. but her doctrines
《 Vow 》
the god of gifts, as he brings unexpected have been continually passed down This is a voluntary vow. When a
wealth. Temples dedicated to Ganerd can throughout the past and present, so she priest wants to do something, they can
sometimes be seen in large towns, but his has believers. make a vow to their god. When a priest's
power is by no means great. actions contradict or move away from
their vows, their god will give them some

98
form of attention or assistance. If a priest multiple times and use the maximum
of Marfa and his wife make a vow to value.
never divorce at the time of their This has no effect on magical
marriage, but then the relationship creatures that do not have normal life,
between the two turns sour, the two of such as skeleton warriors, etc.
them may end up having a child together. [ Sanity ]
No vow can be made that violates your Base Mental Power Cost=3
faith in your god. For example, a priest of Distance=Touch
Myrii can make a vow to defeat the traitor Area=One
Duration=Instant
XX with my own hands, but a priest of
Effect=Restore the target's peace of mind
Marfa cannot.
Type=Mind
Expansion=Final score
Resist=Negated effect
5.1.16 This spell has the effect of returning
Basic Holy Magic List the target's mind to its normal state. As a
result, you can remove the effects of
5.1.16 Basic Holy M agi c Lis t

The spells listed here are available to


characters with the priest (dark priest) spells that affect the mind of a target. If
skill without exception. the spell you want to remove has a target
score, you must attempt a success roll
against it using magic power as the
1st Level Basic Holy baseline score. If this fails, the spell's
Magic List effect will not be removed. Emotional
[ Cure Wounds ] tensions caused by the target's personal
Base Mental Power Cost=5
reasons can also be removed, but unless
Distance=10 meters
the cause is eliminated, they will likely
Area=One
Duration=Instant
return to their original state.
Effect=Restore recovery power 10 life force
(points)
[ Turn Undead ]
Type=- Base Mental Power Cost=5
Expansion=Distance, targets, effect (damage) Distance=10 meters
certainty Area=A space with a 5 meter radius
Resist=Negated effect Duration=18 rounds
This spell has the effect of instantly Effect=Affects undead in various ways
healing any wound. Use the key number Type=-
10 column on the Rating Table to Expansion=Final score, duration, distance,
determine the base life force (points) to area, effect
be recovered, same way as for attack rolls Resist=Negated effect
and defense rolls. The caster can add This spell creates a space that acts as
their own magic power to this result. a negative force against undead, and has
When using the Rating Table, the critical the effects as shown on Table 5-6: Turn
process is not performed. Only one check Undead. However, a success roll check is
needs to be made. required, and if you fail, there will be no
This spell can also deal damage to effect. If successful, roll another 2D and
undead. If you use it on undead, and the an effect corresponding to the rolled
undead fail to resist, it deals strike power score will be applied. If you have multiple
10 damage. However, even in this case, targets, make success rolls to determine
no critical will occur, and if the undead the effects for each one.
successfully resist, it'll have no effect at This spell's effect can be expanded. If
all. expanded, make an equivalent number
Whether it's healing or dealing of checks on the Turn Undead table, then
damage to undead, by expanding the apply which result the caster finds most
effect, you can use the Rating Table desirable.

99
Table 5-6: Turn Undead
2D Result
The undead go berserk from a state of panic. Attack points +2, evasion points -4. Even those with intelligence can no longer act rationally and
2
cannot use magic, etc.
3 Same as above
4 Undead are struck by panic and are prevented from taking action. Suffer a -1 penalty to attack points, evasion points, and magic intensity.
5 Same as above, but penalty is -2
6 Same as above, but penalty is -3
7 Undead run away. They go berserk if that’s not possible.
8 Undead run away. If that's not possible, they act with a -3 penalty
9 Undead run away. If that's not possible, they freeze in fear and become unable to act
10 Undead freeze in fear. They become unable to act
11 Same as above
12 Undead crumble away

[ Transfer Mental Power ] 2nd Level Basic Holy Expansion=Final score, distance, targets,
Base Mental Power Cost=1 damage certainty
Distance=Touch Magic List Resist=Reduced effect
Area=One [ Cure Deafness ] When you chant this spell, an
Duration=Instant Base Mental Power Cost=6
invisible shockwave is emitted from the
Effect=Transfer the caster's mental power Distance=Touch
caster, dealing strike power 10 damage to
(points) to another person Area=One
Duration=Instant the target. If the target successfully
Type=-
Effect=Restore lost hearing resists, the strike power becomes 0 and
Expansion=Effect
Type=Counters (Negates): Deafness no criticals occur.
Resist=None
Expansion=-
This spell is a spell that transfers the
Resist=None
caster's mental power (points) to another
person as it is. For example, if the caster
This is a spell that restores hearing [ Holy Weapon ]
lost due to illness, injury, etc. It is also a Base Mental Power Cost=8
spends 10 points of mental power with
counter spell to the dark magic Deafness. Distance=10 meters
this spell, 9 points will be added to the Area=One weapon
target's mental power, excluding the base Duration=18 rounds
mental power cost of 1 point. Even those [ Cure Blindness ]
Base Mental Power Cost=6 Effect=+10 to a weapon's strike power against
who have lost their consciousness with 0 Distance=Touch undead
mental power can be recovered with this Area=One Type=Weapon enhancement
spell. Duration=Instant Expansion=Duration, distance, targets
The amount of mental power being Effect=Restore lost vision Resist=None
transferred cannot be divided by priest Type=Counters (Negates): Blindness This is a spell that applies a negative
skill level. Even if you are a 10th level Expansion=- force against undead to a weapon, rather
priest, if you want to give 10 points of Resist=None than to space like Turn Undead. As a
mental power (points) to a target, you This is a spell that restores vision lost result of this, you can add 10 to the strike
must spend 11 points of mental power due to illness, injury, etc. It is also a power of a normal weapon when making
(points). counter spell to the dark magic Blindness. a damage check against undead.
Please note that this spell cannot This additional strike power does not
transfer more mental power (points) [ Force ] apply to anything other than undead. It
Base Mental Power Cost=10 also has no effect on (non-undead)
than the target's starting mental power
Distance=10 meters enemies that can only be wounded by
(points).
Area=One magical weapons, such as werewolves,
Duration=Instant
etc. For undead that can only be
Effect=Deals strike power 10 shockwave
wounded by magic weapons, strike
damage to the target
Type=Damage (Explosion-type) power will be 10 regardless of the strike
power of the weapon itself.

100
loses their vision for one round due to This spell protects those within its
3rd Level Basic Holy the glare. Those who lose their vision area of effect from fire and heat. The

Magic List
suffer a penalty of -4 to attack power specific effect is that you can subtract 2
(points) and evasion speed (points). This points from damage from those attacks.
[ Cure Poison ]
Base Mental Power Cost=9 means that undead will suffer damage The same goes for attacks from weapons
Distance=Touch and lose vision for one round. that had Fire Weapon cast on them.
Area=One This spell cannot take effect within Salamanders, which are fire spirits, will
Duration=Instant the area of effect of Darkness. not attempt to enter within this range. If
Effect=Removes the effects of poisons and a fire spirit enters the area of effect, that
4th Level Basic Holy
drugs on the target spirit will immediately try to leave. If this
Type=Counters (Negates): Poison is not possible (for example, if it's being
Expansion=Final score Magic List
controlled by another person using a
Resist=None [ Cure Disease ]
Base Mental Power Cost=12 spell such as Control Spirit, if it's sealed
This spell is an antidote spell used on
Distance=Touch in an item, etc.), the spirit will return to
an individual. If the final score when
Area=One its own spirit world.
casting the spell is greater than or equal
Duration=Instant
to the toxicity score of each poison, that
Effect=Heal the target's illness Cold Protective Circle
poison can be neutralized. For details, Type=Ritual Type=Counters (Overpowers): Heat
see 12.2.1: Poisons (see p. 159). Even if Expansion=Final score Protective Circle, Spirit Wall: Frau
your body is infected by multiple poisons, Resist=None Countered (Overpowered) By: Heat
you can neutralize them all with a single This spell can be used on an Protective Circle, Spirit Wall: Frau
spell, as long as the final score is greater individual and has the effect of healing Expansion=Duration, Area
than or equal to each toxicity score. If them of any illness they may be suffering Resist=None
you have used magic potions, etc. you from. If the final score when casting this The effect of this spell is almost the
can also remove their effects. All spell is greater than or equal to double the same as Heat Protective Circle, but it
abnormal substances in the body are healing score of each disease, you can protects against damage from ice and
eliminated, and even if the proportion of heal that disease. For details, see 12.2.2: cold. Those within the area of effect can
a substance that normally exists is Illnesses (see p. 164). This spell can heal subtract 2 points from this kind of
abnormal, it will be returned to its multiple diseases at once and restore damage. Also, frau, an ice spirit, will not
original state. Therefore, any symptoms health. try to enter this range. If they are inside
of drunkenness, etc. will completely when the spell is cast, they will
vanish. [ Protective Circle ] immediately try to escape, and if for
Base Mental Power Cost=16 some reason that is not possible, they
[ Holy Light ] Distance=Caster will return to their own spirit world.
Base Mental Power Cost=12 Area=A space within a 5 meter radius from
the caster
Distance=Caster
Area=A space within a 10 meter radius from Duration=18 rounds
5th Level Basic Holy
the caster Effect=Protects those within range from Magic List
Duration=Instant abnormally high or low temperatures [ Quest ]
Effect=Emits holy light, dealing strike power This spell has the effect of protecting Base Mental Power Cost=25
20 damage to undead within range the caster and anyone within 5 meters Distance=Touch
Type=Damage (Special) from abnormally high or low Area=One
Counters (Overpowers): Shade, Spirit Wall: Duration=Until the mission is accomplished
temperatures. There are two types of this
Shade Effect=Force one mission on the target
spell: Heat Protective Circle and Cold Type=Curse, target score, ritual
Expansion=Final score, area, damage
Protective Circle. Expansion=Final score
certainty
Resist=Reduced effect Resist=Negated effect
This spell emits a light from your Heat Protective Circle This spell has the effect of allowing
Type=Counters (Overpowers): Cold the caster to set one mission for the
hands that is harmful to undead. As a
Protective Circle, Spirit Wall: Salamander target. For example, you might be asked
result, you can deal damage to undead
Countered (Overpowered) By: Cold
within 10 meters of the caster. Its strike to fetch a certain item or defeat a certain
Protective Circle, Spirit Wall: Salamander
power is 20. monster. If the target of the spell takes
Expansion=Duration, area
Also, anyone (undead or not) who Resist=None
any action that violates this mission, they
sees the spell's light and fails to resist will experience severe pain throughout

101
their entire body. The pain is so severe 6th Level Basic Holy counter spell to the dark magic Rot, and

Magic List
that if you continue to be exposed to it if cast within the duration of Rot, it can
for more than 10 minutes, you will restore things that have decayed back to
[ Exorcism ]
become mentally abnormal. This is not a Base Mental Power Cost=30 their original state. However, even if you
matter of action, but of the mind, and the Distance=10 meters cast it on something that has completely
spell does not cause pain unless the one Area=1 haunt decayed after the duration of Rot has
on whom it was cast forgets their mission. Duration=Instant expired, or something that has naturally
However, even if you do remember, you Effect=Makes a haunt vanish from the decayed, it will not return to its original
will still experience pain if you do not material world state.
actively try to fulfill it. Type=Ritual
If the effect of this spell is removed,
Expansion=Final score, distance, targets
This spell is canceled when the caster such as with Perfect Cancellation, etc. the
Resist=Negated effect
dies. The mission that can be forced on decay will begin to progress at normal
This spell is cast on a human
an opponent through a Quest must be rate from that moment on.
possessed by the undead monster called
specific and able to be identified, and a
the haunt, or on a location where a haunt
mission that is too great will nullify the
is bound. If you can attain a final score 7th Level Basic Holy
spell's coercive power. For example,
that's greater than or equal to the haunt's Magic List
asking someone to bring you the most
mental point resistance, you can make [ Force Explosion ]
beautiful woman in the world is an Base Mental Power Cost=35
that haunt vanish from the material
abstract command, and ruling the world Distance=Caster
world. However, if this magic fails, the
is a mission that goes beyond the Area=A space within a 10 meter radius from
haunt will attack and try to kill the caster.
compulsion of this spell. The target does the caster
It may attempt to possess the caster.
not have to comply with these missions if Duration=Instant
This magic's final score can be Effect=Causes an explosion centered on the
the caster requests them to be
increased through a ritual, but the haunt caster, dealing strike power 30 damage
accomplished.
must be in a disabled state in order to Type=Damage (Explosion-type)
You can attempt to resist this spell
begin the ritual. Once the ritual has Expansion=Final score, area, damage
when it's cast. However, the caster can
begun, the targeted haunt cannot be certainty
tell whether the spell has taken effect or Resist=Reduced effect
active during the ritual.
not, so it may be repeated two or three This spell is an indiscriminate
If a haunt is extinguished by this spell,
times. expansion of Force, which causes an
its soul will be completely annihilated, so
even if you use the spells Resurrection explosion centered around the caster.
[ Remove Curse ] and Save Soul, you will no longer be able The shockwave deals strike power 30
Base Mental Power Cost=20
to bring it back to how it was before it damage to everything within a 10 meter
Distance=Touch
became a haunt. radius. This spell deals no damage to the
Area=One
Duration=Instant caster him or herself, but it will deal
Effect=Remove all spells except non- [ Preservation ] damage to others in the area of effect,
removable Base Mental Power Cost=24 regardless of whether they're friend or
Type=Counters (Negates): Any magic other Distance=Touch foe.
than non-removable, ritual Area=One object
Expansion=Final score Duration=Permanent
[ Regeneration ]
Resist=None Effect=Protect objects from decay Base Mental Power Cost=35
This spell negates all magic except for Type=Target score, Non-removable Distance=Touch
non-removable. It's especially often used Counters (Overpowers): Rot Area=One
for spells with curse effects, such as Curse Countered (Overpowered) By: Rot Duration=1 week
Expansion=Final score Effect=Recover target's physical losses
and Geas. However, you can only attempt
Resist=None Type=Non-removable
to remove one spell's effect once. If the
This is a spell that protects objects Expansion=-
attempt fails, the caster cannot try again
that would normally rot from decay. Resist=None
until their magic power increases.
Objects that have this spell cast on them This is a spell that regenerates
will no longer decay naturally. It can be missing or non-functioning body tissues
used to preserve food, and it is also and restores their function. This spell is
effective in protecting corpses that are also effective in restoring vision and
planned to be brought back to life in the hearing. One week is required for
future with Resurrection. It is also a regeneration and functional recovery.

102
Table 5-7: Summon Servant
Pharis Dog, hawk, horse (they’re faithfully tamed by humans)
Myrii Eagle, hawk, tiger, wolf (they hunt)
Rahda Rat, fox, crow (they have a certain cleverness)
Cha Za Small bird, wolf (they chirp, howl, etc.), rabbit (their feet are a symbol of good luck), crows aren’t allowed (a symbol of bad luck)
Marfa Cow, horse, rabbit, chicken (they’re livestock)
Wehner Sheep, birds (they have distinct wool or feathers)
Ganerd Mouse, squirrel, monkey, bear (they use their forefeet skillfully)
Fenes Dog, wolf (why.....?.)
Braki Mole, woodpecker, squirrel, small bird (they have the characteristic of nest-building)

This spell does not help restore life The animals that are summoned vary points from the collection field. It's only
force (points) from wounds, nor can it be depending on the god the priest effective if you try to use your mental
cast on a corpse to bring it back to life. worships. Here are some representative power (points) voluntarily.
gods and the animals associated with If the priest's focus is interrupted or
8th Level Basic Holy them (Table 5-7: Summon Servant). the spell is canceled by Dispel Magic, etc.

Magic List
the mental power (points) accumulated

[ Summon Servant ] [ Power Link ] at that moment will be released and


Base Mental Power Cost=24 disappear. Those who agreed to the spell
Base Mental Power Cost=32
Distance=Caster cannot take back the mental power
Distance=Caster
Area=A space within a 10 meter radius from (points) poured into the collection field.
Area=An area within a 1 kilometer radius
the caster
from the caster Also, those who do not agree cannot
Duration=Until focus ends
Duration=1 hour be forced into this spell.
Effect=Create an accumulation field for
Effect=Summon animals that represent a god
mental power
Type=Target score
Type=Focus, target score [ Refresh ]
Expansion=Final score, duration, area
Expansion=Final score, area Base Mental Power Cost=40
Resist=None
Resist=None Distance=10 meters
By chanting this spell, the caster can Area=One
This spell has the effect of
summon animals (mammals, birds, Duration=Instant
accumulating the mental power (points)
reptiles, or amphibians) within a 1 Effect=Get the target back to perfect health
of those within the area of effect (can be
kilometer radius and give them simple Type=-
chosen by the caster at will) and creating Expansion=Final score, distance, targets
commands. It can be any number of
a sort of accumulation field. Those Resist=Negated effect
animals, and you can also summon just
within range must agree to the spell, and When a priest chants this spell, it
the one closest to you, or all within range.
if so, decide how many points of mental allows them to fully restore a target from
However, you cannot summon different
power (points) they want to pour into an unhealthy state. If you've lost life
types of animals at the same time.
the accumulation field. The caster him or points due to wounds, etc. you will fully
The commands you give the animal
herself can also pour their mental power recover them, in addition to also cure
should be very simple. For example,
(points) into the pool. Those who agree poison, illness, petrification, etc.
launching an attack on a specific target,
to the spell will have their mental power This spell cannot restore a lost life or
delivering a certain package somewhere,
(points) reduced by the amount they sent recover mental power (points). It also
heading to a certain location as a group,
to the accumulation field (at this time, if cannot regenerate missing body parts.
etc. You can also give commands to
their mental power/points are reduced to When used against undead, if the
encourage suicide, such as jumping into
0, they will lose consciousness), but they undead fails to resist, you can instantly
a fire to become food, but if you give such
can freely draw out the mental points reduce its life points 0.
commands unnecessarily, you may risk
stored in the accumulation field and use
losing your priest skill depending on the
them to cast magic, etc. However, when
god you worship. For example, a priest of
your mental power (points) suffer
Myrii should only use animals to buy
damage from certain monster attacks or
time while he escapes from an enemy,
spells such as Mental Attack, etc. you
unless the enemy is extremely
cannot substitute them with mental
unmanageable.

103
9th Level Basic Holy since you died, the less likely you are to spells such as Resurrection etc. you will

Magic List
come back to life. If you die within one not be able to bring them back to life
day, you can be resurrected with a final again.
[ Recall Spirit ]
Base Mental Power Cost=45 score of 20 or greater, but for each day
Distance=Caster that passes, the required final value score [ Save Soul ]
Area=Caster will increase by 1, such as 21, 22, 23...... Base Mental Power Cost=40
Duration=Instant etc. Once this spell fails, the caster cannot Distance=Touch
Effect=Give the caster's body to a soul of the attempt Resurrection on the same dead Area=One Soul
dead Duration=Instant
person (it will always fail) until their
Type=- Effect=Rescue an undead soul
magic power increases. Also, since it’s
Expansion=- Type=Ritual
not possible to reverse your age, those Expansion=Final score
Resist=None
who die due to old age cannot be saved. Resist=Negated effect
This is a precious spell of self-
You can add +6 to the final score of There are several cases in which a
sacrifice. If this spell is used, the priest's
the spell if you have a corpse. However, it normal life form becomes undead. Those
soul will be called to their god. However,
must not be in a state where it would die that have had their mental power
in return, they can use their body to
immediately even if it came back to life, (points) taken away by other undead
bring the dead back to life. Only those
such as a decapitated corpse, etc. The (wights, lesser vampires, etc.), those
that the caster knows well (or at least is
same goes for rotting corpses. These created by magic (skeleton, zombies,
acquainted with) can be resurrected.
corpses will only be treated as something etc.), those created by their own will
Also, those who have lost their souls and
connected to the dead person. If they died (haunts, undead kings, etc.), and there
are destroyed, or those who have become
due to poison, etc. or if their life force are also things such as ghouls whose
undead, cannot be resurrected.
was dealt damage by weapons or magic, causes are still unknown. In either case,
Priests who have given their bodies
you must cast Cure Poison or Cure if you become undead, your soul will
to others cannot be resurrected using
Wounds beforehand. become abnormal and you will not be
Resurrection, because they have lost their
Immediately after being resurrected, able to be resurrected even if
soul containers (although they can have
they have almost no ability to act. It takes Resurrection is used normally.
another priest cast Recall Spirit on
one week for the body to return to its This spell saves the souls of those
them...).
normal state and to be able to function who have become undead. If the undead
without hindrance. agrees, the spell is almost guaranteed to
[ Resurrection ]
Base Mental Power Cost=45 succeed (with the exception of double
Distance=Touch 10th Level Basic Holy ones), but otherwise you must attain a
Area=One Magic List final score greater than or equal to the
Duration=Instant undead's mental point resistance.
[ Call God ]
Effect=Bring the dead back to life Base Mental Power Cost=50 If the spell is successful, the undead
Type=Ritual will cease all activity at that point. If you
Distance=Caster
Expansion=Final score
Area=Caster then cast Resurrection, it is also possible
Resist=None
Duration=10 minutes to restore their life.
Resurrection is a spell that brings Effect=Temporarily summons the god the One priest can only attempt one Save
back lost life and resurrects the dead. In caster worships
Soul against a given undead. If you fail,
order to bring someone back to life, you Type=Target score
you cannot try again until your magic
need something that is strongly Expansion=Final score, duration
Resist=None power increases.
connected to the dead person who is the
target of the spell. If you have a corpse, When you chant this spell, you can
that's fine, but if you don't, you'll need summon a major god into your own
items that were loved by the deceased. body. Even gods who have lost contact
Also, if the soul is not in normal with the material world will be able to
condition, the spell has no effect. In use their full power if summoned with
other words, this spell is useless if the this spell. However, the effect of the spell
soul is destroyed, and those who have is temporary, and moreover, humans'
become undead must first save their soul frail bodies and minds cannot withstand
with the Save Soul spell. the great power of a god, so after the
The effect of this spell is not spell's duration has expired, the caster's
guaranteed. The more time has passed soul is destroyed, and even if you use

104
Table 5-8: Reincarnation Memory
5.1.17
Final Score Time to regain memories
Special Holy Magic
20 or less Memories cannot be regained naturally
List
21 30 years 5.1.17 Special Holy M agi c Lis t

22 The spells listed here can only be


20 years
used by those who believe in a specific
23 10 years
god among characters with the priest
24 or greater 5 years skill.

[ Reincarnation ] [ Rescue ] Pharis Special Holy


Base Mental Power Cost=50
Distance=Touch
Base Mental Power Cost=50
Distance=Caster
Magic List
Area=One Area=Up to 10 people within a 10 meter [ Sense Evil ]
Duration=Until reincarnated radius of the caster (Spell Level=1)
Effect=Reincarnate a soul into a new body Duration=Instant Base Mental Power Cost=4
Type=Ritual Effect=Help the party escape to a safe place Distance=10 meters
Expansion=Final score Type=- Area=One
Resist=None Expansion=Targets as well as area Duration=Instant
Resist=None Effect=Read the evil thoughts in an
This spell is cast immediately after an
opponent's mind
individual's death. The soul of the target When you cast this spell, the hand of
Type=Detection
of this spell will be reborn as a baby in the gods will help the caster and their
Expansion=Distance, targets
another location within one week. companions escape to a safe location Resist=None
Reborn babies have their ability scores (the caster's home, a temple, a familiar Sense Evil is a spell that allows you to
preserved (they have the same ability city, etc.). see through those who harbor (so-called
scores after becoming adults). As the By expanding the effect of this spell, evil) feelings that would destroy the
baby grows up, at a certain moment it’ll you can simultaneously increase the area justice and order taught by Pharis. Think
remember its former personality. At that of effect as well as the number of people of this spell not as constantly detecting
stage they will be able to use all their it targets. If you double the mental power people called villains, but only the
previous memories and skills. When consumed, it will target 20 people within moment when someone is thinking evil
they remember their previous a 14 meter radius, and if you triple it, it thoughts. In other words, this spell works
personality depends on the final score will target 30 people within a 17 meter on the evil intent of those that have
from when the spell was cast (see Table radius.
minds, but is not a spell that detects
5-8: Reincarnation Memory). The caster can remove anything from
people who commonly have evil intent
Even before a person regains their the target of this spell, even within the
(these kinds of people are usually called
personality, if someone who knew them area of effect. Conversely, you cannot villains).
well before reincarnation can identify force this spell to take effect on those
their body after reincarnation, they can who do not agree to it.
try to restore the person's old memories.
[ Banish ]
(Spell Level=8)
You can help them recover their memory Base Mental Power Cost=32
through constant supervision, so you Distance=30 meters
can roll 2D once every year, and if you Area=One individual
roll a 10 or greater, they will be able to Duration=Instant
regain their personality. Effect=Remove what isn't natural from the
material world
Type=Counters (Overpowers): Summon
magic
Expansion=Final score, distance, targets
Resist=Negated effect
This is a spell that erases unnatural
beings belonging to spirits, undead,
daemons, and magical creatures from
the material world. If a target who had
this spell cast on it fails to resist, it

105
instantly vanishes from the material Effect=+2 attack power to those who listen to When you cast this spell, a vaguely
world. the song glowing weapon-like force field appears
This spell has no effect on humans, Type=Mind, target score in the caster's hand. The shape depends
Expansion=Final score
fae, youma, titans, mythical beasts, on the caster's preference. There is no
Resist=None
magical beasts, animals, titan creatures, required strength, and its strike power is
As the god of war, Myrii is said to
plants, etc. However, creatures treated as 30 (if the caster uses it as a two-
lend his power to those who fight justly.
summoned by summon dragon roar handed weapon, its strike power is 35).
Priests of Myrii can receive Myrii's
magic can be targeted by this spell This spell has no effect if the caster
assistance by offering a song in holy
already has something else in their hand.
prayer to Myrii. Basically, this spell takes
[ Jihad ] effect on anything within the reach of the
Also, it's not possible to give this weapon
(Spell Level=10) to someone else. This weapon can also
Base Mental Power Cost=50
caster's singing voice, but the caster can
take effect against monsters that can only
Distance=Caster also exclude any target from being
be wounded by silver or magic weapons.
Area=All believers of Pharis within the targeted by the spell when casting the
When you create a bow, etc. with this
caster's view spell. Those under the influence of this
spell, arrows are automatically generated
Duration=1 week spell gain a +2 bonus to attack power.
Effect=Gives great fighting ability to believers as well.
Unlike focus magic, this spell will not be
of Pharis interrupted even if the caster suffers
Type=Ritual, mind, target score
damage, but the spell cannot be Rahda Special Holy
Expand=Final score, duration
Resist=None
maintained if the caster takes any other Magic List
This spell is used when a high priest
voluntary action. [ Inspiration ]
(Spell Level=3)
of Pharis discovers a great evil that Base Mental Power Cost=3
absolutely cannot be overlooked. Gather [ Divine Armor ]
Distance=Caster
as many Pharis believers as you can to a (Spell Level=7)
Base Mental Power Cost=21 Area=Caster
temple, and cast this in front of them. As Distance=Caster Duration=Until the caster falls asleep
a result, anyone who agrees to the spell, Area=Caster Effect=You can turn a failed success roll
including the person who cast it, will Duration=18 rounds related to knowledge into a success only once
experience the following effects. Effect=Create an armor-like force field with Type=Non-removable
defense power 30 Expansion=-
Type=Target score Resist=None
1. Temporarily increase fighter skill level
Expansion=Final score, duration If you cast this spell, you can turn a
by 2 (+2 bonus to attack power, evasion
Resist=None failure into a success only once on a
speed, and damage. Those with fighter
When you cast this spell, a force field success roll to see if you know something,
skill 0 will be temporarily given 2 levels)
surrounds the caster, acting as armor such as appraise treasure or monster
2. Absolute obedience to the caster's
with defense power 30. This armor check. If a knowledge-related success roll
commands (even if it is a suicidal act)
appears to glow vaguely. There is no fails, the player can optionally make it a
required strength, and it does not hinder success.
It has no impact at all on those who
the caster's movement at all. Even if the This spell cannot be recast until the
do not agree to the spell, but no devout
caster is already wearing armor, their caster falls asleep.
follower of Pharis would not agree to the
defense power does not stack (the
high priest's spell. The caster can also
defense power of the armor you were
exclude anyone from the spell, even if [ Weak Point ]
wearing will be nullified).
another person willingly agrees. (Spell Level=3)
Base Mental Power Cost=15

Myrii Special Holy [ Divine Weapon ] Distance=10 meters


(Spell Level=7) Area=One
Magic List Base Mental Power Cost=21 Duration=18 rounds
[ Battle Song ] Distance=Caster Effect=Find the target's weak point, reducing
(Spell Level=5) Area=Caster the critical target of anyone who attacks them
Base Mental Power Cost=20 Duration=18 rounds by -1
Distance=Caster Effect=Create a weapon-like force field with Type=Target score
Area=A range within which the caster's strike power 30 Expansion=Final score, duration, distance,
singing voice can be heard Type=Target score targets
Duration=As long as you keep singing Expansion=Final score, duration Resist=Negated effect
Resist=None

106
This spell shows you your target's Effect=You can turn a failed success roll into
Marfa Special Holy
a success only once
Magic List
weak point and guides your attack there.
This effect is expressed as a -1 to the Type=Non-removable
Expansion=- [ Peace ]
attacker's critical target. In other words,
Resist=None (Spell Level=3)
the normal critical target of 10 becomes Base Mental Power Cost=15
Cha Za's power as the god of luck is
9 (9 to 8 for a thief). Distance=Caster
said to bestow good fortune on the caster
Note that the critical target can only Area=A space within a 10 meter radius from
through the hand of an invisible god. If
be lowered for weapon attacks, while the the caster
you cast this spell, you can turn a failure Duration=1 hour
critical target of damage magic cannot be
into a success only once on a success roll. Effect=Takes away hostility from targets
lowered.
However, the effect of this spell is limited within the area of effect
If a character has this spell cast on
to the following: Type=Mind, target score
them and a monster with fixed strike
Expansion=Final score, duration, area
points attacks, the character's defense Resist=Negated effect
1. Evasion rolls against attacks
roll will be affected. In this case, even if Marfa, as the earth mother and the
2. Resistance rolls against magic,
the defense roll result is not only 2 goddess of affection, preaches strong
etc.
(double ones) but also 3, no damage warnings against unnecessary conflict.
3. Death checks when life force
reduction will be possible. Therefore, priests of Marfa can use this
becomes 0 or less
4. Other defensive success rolls spell to take away the feelings of hatred
[ Legend ] approved by the game master. that have arisen in each other's hearts
(Spell Level=7) and prevent them from fighting. Those
Base Mental Power Cost=28
A defensive success roll should be who fail to resist will lose their hostility
Distance=Touch
judged by whether it means you luckily and attempt to stop the fight. At this
Area=One
Duration=Permanent survived. If the game master is unsure, point, if the opponent attempts to take
Effect=Make the target memorize text treat it as something where it can't be hostile action again, this becomes a
Type=Non-removable used. In particular, it can never be used natural battle for Marfa, so you can
Expansion=Text amount (see explanation) on checks for hitting others with attacks counterattack. This spell has no effect on
Resist=None those without a mind, or when it is
or checks for casting magic.
This is a spell for passing down oral natural for them to attack another due to
This spell cannot be recast until the
instruction. The caster can make the hunger, etc.
caster falls asleep.
target of the spell memorize specific text
without error. [ Return Home ]
The text must be limited to 10 [ Guard Trading ] (Spell Level=6)
sentences. Also, it must be pronounced (Spell Level=5) Base Mental Power Cost=24
Base Mental Power Cost=25 Distance=Caster
and heard directly. This spell allows you
Distance=Caster Area=Caster
to increase the amount of text your target
Area=Within the caster's view Duration=Instant
memorizes by expanding its effect (for Duration=1 day Effect=Help the caster escape to a safe place
example, they can memorize up to 20 Effect=You can see who is trying to engage in Type=-
sentences of text if you consume double illegal business transactions with the caster Expansion=-
the mental power). Type=Detection, target score Resist=None
For reference, this spell's description, Expansion=Final score, duration
When you cast this spell, the hand of
including this last part, is 8 sentences Resist=None
the gods will help the caster escape to a
long. In other words, text of this amount This is a spell for protecting trade. If
safe location (the caster's home, a temple,
can be easily memorized. you try to engage in an illegal business
a familiar city, etc.).
transaction with the caster who cast this
spell (e.g. trying to sell for more than the
Cha Za Special Holy intended price, trying to buy for less than Braki Special Holy
Magic List the intended price, etc.), the caster will Magic List
[ Luck ] discover it immediately. Also, when [ Sense Metal ]
(Spell Level=1) someone tries to steal or take something (Spell Level=3)
Base Mental Power Cost=1 Base Mental Power Cost=9
Distance=Caster
from the caster, it will be discovered
Distance=Caster
Area=Caster because it means they're trying to buy it
Area=A space within a 30 meter radius from
Duration=Until the caster falls asleep for free = less than the intended price.
the caster

107
Duration=18 rounds Effect=Makes metal red hot so it can be Please note the magic's reach
Effect=Sense the type, purity, and amount of processed distance (30 centimeters). In the middle
surrounding metals and veins Type=Focus of combat, it can only be used on
Type=Detection Expansion=Final score, distance, target's
enemies that are engaged with you, and if
Expansion=Duration, area weight (See description)
you suffer damage from an enemy's
Resist=None Resist=None
counterattack, your focus will be broken
Sense Metal is a spell that allows you By casting this spell, a priest of Braki
and the magic's effect will be lost.
to sense metals or veins containing can make a mass of metal red-hot,
By expanding the effect of this spell,
metals in the surrounding area, as well as making it soft enough to be processed. If
you can increase the weight of the target
their type, purity, and amount. For the cast on (metal) armor, etc. the wearer
metal mass. You can increase the weight
duration of the spell, the priest of Braki will suffer severe burns. If Heat Metal is
of metal that can be affected by 20
will see their surroundings in a unique cast on armor worn, the wearer will
kilograms by consuming double the
color. You can determine the quality of a suffer strike power 10 damage to their
metal by its color, its purity by its life force (points) each round. This mental power, 40 kilograms by
strength, and the amount by what you damage can only be reduced by consuming quadruple the mental
can see in range. No material can block adventurer level or magic. Even if metal power...... etc.
the effects of this spell. parts are layered on a foundation such as
leather, the damage cannot be reduced
[ Heat Metal ] because the foundation will quickly
(Spell Level=5) become damaged.
Base Mental Power Cost=25 This heating of metal is magical, so if
Distance=30 centimeters the caster's focus is broken, the targeted
Area=One piece of metal up to 10 kilograms
metal mass instantly loses its heat.
Duration=Until focus ends

5.2 Common Runes


5.2 Common Runes
Common runes were invented by Theoretically, any ancient magic can from being damaged due to misuse of
Mana Rai, the great sage of Oran, and it be made into common runes, but the magic.
involves putting the power of ancient sorcerers' guild (academy of sages) limits The following are common runes
magic into items (mainly rings) and what gets put on the market, to prevent that characters can obtain. However,
activating it using a password in common. the reputation of magic and sorcerers Decrease Weight will not appear on the
Common runes, like other magic, market as a common rune if it's lost to
consume mental power when used. The
amount of mental power consumed is Table 5-9: Common Runes
determined by each common rune.
Enchant Weapon (Mental Power Consumed 3, 3000 Gamels)
Common runes can be used by
Counterspell (Mental Power Consumed 3, 3000 Gamels)
anyone who knows the password. Also,
Decrease Weight (Mental Power Consumed 3, 3000 Gamels)
even if you can't use your hands or are
Kindle (Mental Power Consumed 3, 3000 Gamels)
wearing metal armor, you can use them
Protection (Mental Power Consumed 3, 3000 Gamels)
as long as you can say the word. However,
Light (Mental Power Consumed 3, 3000 Gamels)
no matter how high your rune master
Lock (Mental Power Consumed 3, 3000 Gamels)
skill is, you cannot reduce the amount of
mental power consumed. When using
common runes, if magic power is
required for a game procedure, treat it as
0 regardless of the user. Common runes
can also be expanded by consuming
extra mental power. However, increasing
the final score is the one thing you cannot
do.

108
the world. It only appears on the market became common runes, it’s obvious that around mental power consumed x 1000
when a character discovers it, or has thieves would use them to commit evil gamels as a guideline.
already discovered it, through an deeds. In such cases, please make sure to
adventure (which means it is no longer a make a decision such as The sorcerers' Filling out the Character
lost spell).
Sheet
guild would never allow them on the
For detailed effects of these, please market because they'd bring down the Characters who obtain common
refer to the ancient magic of the same reputation of magic and sorcerers. runes by paying money, etc. must write
name (see Table 5-9: Common Runes). Also, when creating a new common the common runes they own in the
The game master may add other rune, its mental power consumption is designated field (Common Runes) on
common runes at their discretion. the same as the base mental power cost their character sheet.
However, if magic such as Unlock, etc. of ancient magic, and the price should be

5.3 Spellsongs
5.3 Spellsongs
A spellsong is a song with magical same way as magic. However, instead of belongs to mind explained under 5.1.9:
power that was created during the magic power, the baseline score is bard Magic Types (see p. 63). In other words,
ancient kingdom period. Those with the skill level + mental power bonus (not each one counters (overpowers): and
bard skill can use magic, although weak, intelligence bonus!). cannot take an effect at the same time as
by singing these spellsongs. Using spellsongs does not consume a magic or other spellsongs that also
However, bards are never called rune bard's mental power. Also, the effect of a belong to mind.
masters. This is because compared to the spellsong cannot be expanded.
runes used by rune masters, spellsongs A spellsong remains in effect as long Early Bird (Mind)
are only a superficial imitation. On the as the bard sings it. However, once the This spellsong has the effect of
other hand, even grassrunners who have song is interrupted, the effect disappears. waking up sleeping creatures. At the
no magical background can use As long as a bard is singing a spellsong, same time, as long as this song continues,
spellsongs, because they only need to they cannot take any other actions and listening creatures will not be able to
prepare the superficial form. cannot move more than 3 meters in one sleep.
To use a spellsong, you must play an round. However, unlike focus, it’s not
instrument. This instrument must be interrupted by damage dealt to life force Curiosity (Mind)
unique to each bard, and the spellsong or mental power (unless, of course, you This spellsong has the effect of
cannot be used when playing another fall unconscious as a result of the arousing the curiosity of those who hear
instrument. Furthermore, you must sing damage). Resistance rolls against it. The resistance roll is made on the
the lyrics in high ancient at the same spellsongs are generally made only once fourth round after the song begins
time. However, it doesn't matter if you at the beginning of the song (depending (count the beginning of the song as the
don't know the meaning, as long as you on the spellsong, they may be on the first round, and make the roll when the
know the lyrics by heart. Also, if you fourth round). Once you successfully bard's action order occurs on the fourth
choose a flute as your instrument, you resist, you do not need to make any round). Those who fail to resist will be
can use the spellsong without having to further resistance rolls and will not suffer tempted to catch a glimpse of the
sing the lyrics. from the effect, even if the spellsong performer. The result is that they'll come
Basically, the spellsong takes effect on continues. out of their hiding place and reveal
everyone who hears the bard's themselves to the performer. It has no
performance. In other words, it affects effect on those who can already see the
both friends and enemies. However, it 5.3.1 performer.
has no effect on those who are unable to Spellsong List
hear. You can learn one spellsong per
The types and effects of spellsongs are Summon Small Animals (Mind)
bard level. A bard chooses which This spell has the effect of
shown below.
spellsong they want to learn. Every time summoning specific small animals
On the list, spellsongs with the note
your level goes up, you have to learn a nearby. You can summon any hand-sized
that says mind are spellsongs that affect
new spellsong. mammals or birds (mice, squirrels, small
the mind of the listener. These can be
When a bard uses the ability of a cats, small birds, etc.). When this
considered in the same way as magic that
spellsong, you resolve the effect in the spellsong begins, all small animals

109
within earshot of the song will gather Table 5-10: Requiem
around the bard. It takes about 18 rounds
2D Result
to gather. If the summoned small
2 No effect.
animals are attacked, the effect of the
3-4 Movement slows down while the song continues. -1 to attack points and evasion points.
spellsong will be broken and they will all
run away. 5 Movement slows down while the song continues. -2 to attack points and evasion points.

6 Movement slows down while the song continues. -3 to attack points and evasion points.
Sing (Mind) 7-8 Run away. If this is not possible, -3 to attack points and evasion points while the song continues.
Anyone who hears this spellsong will 9 Run away. If this is not possible, cannot act while the song continues.
start singing the same lyrics along with 10-11 Cannot act while the song continues.
the bard's song. There’s no need to 12 Undead crumble away.
remember the lyrics. However, it has no
effect on creatures that do not sing. a resistance roll again If the resist is take part in the effect of this spellsong
Those affected will not be restricted in successful, not only does this save you must remain completely relaxed for the
their actions, but as long as the spellsong from having to take the action, but also duration of the performance.
continues, they will also be singing and breaks you free from the spellsong's The bard singing the spellsong
will not be able to cast magic. Of course, charm effect completely. cannot recover their own life force.
they can't even converse, and they If you are using a flute as your
cannot use spellsongs or common runes. instrument, you can use this spellsong, March (Mind)
but you cannot make anyone take any This spellsong has the effect of
Dance (Mind) actions. making the listener act in accordance
Those who hear this spellsong will with the rhythm. All those who fail to
begin to move their limbs and dance Nostalgia (Mind) resist will act simultaneously as long as
according to the melody on their own. This is a spellsong that evokes the song continues. Regardless of their
Those affected suffer a -4 penalty to feelings of nostalgia in the hearts of those original agility, everyone's action order
attack power and evasion speed. Ancient who hear it. The effect begins on the will be the same. You cannot
magic and spirit magic cannot be cast. fourth round after starting. Those who intentionally delay your action. The bard
Since you can't use your musical fail to resist will feel the urge to return to can freely decide the action order (in the
instrument, you can't use spellsongs their roost and leave. However, it has no range of 0-24). However, only the action
either. You will also be unable to use effect on those who do not have a roost. order changes, not the agility. Therefore,
most skills’ abilities. The same applies if the place where the evasion speed (points), etc. are not
person is listening to the spellsong is affected.
Charm (Mind) their roost.
This spellsong has the effect of The effect of this song lasts for one Morale (Mind)
charming those who hear it. Those who hour even after the spellsong is no longer Those who hear this spell will be able
are, are not charmed by the bard him or heard. However, if the person returns to to muster up the courage within their
herself, but rather charmed by their their roost within one hour, the effect own hearts and fight bravely against the
singing voice and performance. As long will vanish at that point. enemy. The resulting check score will be
as the spellsong continues, those who are attack power (points) plus 1.
charmed will listen to the song in ecstasy. Peace (Mind)
However, if you suffer physical or mental This spellsong has the opposite Lullaby (Mind)
damage, you can make another effect of Morale, causing those who hear This is a spellsong that puts the
resistance roll. it to lose their will to fight. Those affected listener to sleep. Once it starts, the effect
With this spellsong, a bard can make suffer a -1 penalty to attack power begins on the fourth round (resistance
those they charm take specific actions. (points). rolls are made at this point), and the spell
What you want them to do must be is complete after 12 rounds. If the
carefully woven into the lyrics. This Healing performance is interrupted before it is
weaving of lyrics must be in a language Every time you listen to this completed, the effect of the spellsong will
that is understandable to those who hear spellsong for one hour, you can recover 1 disappear at that point, but once the
it (conversely, it does not have to be in point of life force (points). If you spellsong is completed, you will enter a
high ancient). If forced to perform such interrupt the spellsong midway through, natural state of sleep, so there is no need
an action, the charmed one can attempt there will be no effect. Those who wish to to play it any further. Of course, if

110
someone wakes you up, such as by Filling out the Character
Sheet
shaking your body, etc. you will wake up
immediately. Characters with the bard skill
write the names of the spellsongs they
Requiem have learned in the designated field
With a song that mourns the souls of
(Spellsongs) on their character sheet.
the dead, it has the effect of weakening
the undead. The effect begins on the
fourth round after starting the spellsong.
For undead that fail to resist, roll 2D and
look at Table 5-10: Requiem to
determine the effect it has on them.
This song also works to prevent the
dead from becoming undead. If this
spellsong is sung to the deceased for over
an hour during their funeral, the
deceased will never become undead.
Create Undead, etc. will have no effect on
deceased who are mourned in this way,
and even those who died after their
mental power was stolen by a wight or an
undead knight, will never become a
wight.

Resistance
This spellsong activates the listener's
physical and mental functions, giving
them +1 to life force and mental power,
as well as the resistance rolls of each.

Restore Mental Power (Mind)


Every time you listen to this spell for
one hour, you can recover 1 point of
mental power. If you interrupt the
spellsong midway through, there will be
no effect. Those who wish to take part in
the effect of this spellsong must remain
completely relaxed for the duration of
the performance.
The bard singing the spellsong
cannot recover their own mental power.

Vibrato
This spell is effective on objects that
break due to vibrations, such as thin
glass, ceramics, etc. These objects will
shatter on the fourth round after the
spellsong begins.

111
Chapter 6: Than Combat
Adventurers’ And Magic
Skills Other

112
6.1 Precautions When Using Skills
6.1 Precautions When Using Skills
The abilities associated with these Scores and Difficulties (see p. 135), and attempts to pick a lock and fails, no
skills, including the thief skill, are mostly decide on the target score or difficulty of further attempts can be made to pick that
determined by success rolls. the action. lock (and any attempts will always fail).
If the rules for determining the target Some abilities say not retriable. Once These can be attempted again if the
score or difficulty are clearly indicated, you fail such an ability, you cannot baseline score for a success roll increases
the game master should follow those attempt it again on the same target. For (that is, if the skill level increases or the
rules, otherwise the game master must example, the thief skill's lockpicking ability bonus of the relevant ability score
follow the rules under 9.1: Setting Target ability cannot be retried. If a thief increases).

6.2 Thief Skill


6.2 Thief Skill
The owner of this skill is called a thief. armor) must only be up to half your [② Lockpicking [Dexterity]]
However, not all of them make their strength (rounded up). In particular, (No equipment restriction,
living by stealing from others. It is true armor must adhere to this restriction not retriable)
that the thief skill includes the abilities and must also be ring mail or non-metal. The ability to open locks on doors,
necessary for theft, such as Regarding abilities that are subject to this treasure chests, etc. The thieves' guild
pickpocketing and lockpicking, but if restriction, it’s written as equipment sells lockpicking tools (sold under the
anything, you can say they're specialized restriction. Otherwise, it’s written as no name thieves' tools) to guild members for
craftsmen who are familiar with the equipment restriction. 100 silver coins. Even if you don't have
techniques needed behind the scenes of these tools, you can try using wire, etc. if
society. For better or worse, society ① Tumble ⑩ Climb you have it. However, the probability of
cannot exist without their presence. They ② Lockpicking ⑪ Special Combat success will be lower (impose a -2
may be hired by the king for espionage, ③ Acrobatics ⑫ Long Jump/ modifier on success rolls). The game
High Jump
etc. and depending on the money they
④ Mnemonics ⑬ Follow
may undertake assassinations.
⑤ Listen ⑭ Disguise
The thief skill is taught at the thieves' ⑥ Stealthy Step ⑮ Treasure
guild. People who aren't in the guild Appraisal
usually can't learn it. Each year, guild ⑦ Pickpocket ⑯ Find/Sense
members must give 10% of their Trap
(annual) income or 500 silver coins ⑧ Hide ⑰ Remove/Set
(whichever is higher) to their guild. Even Trap
those who have not joined a guild can ⑨ Search
directly learn the thief skill from those
who have a higher thief skill level than
themselves, but if the guild finds out that
[ ① Tumble [Agility] ]
(Equipment restriction)
such outsider thieves (including those
Even if a thief falls from a high place,
who have not paid the prescribed
they can reduce the damage by being
amount) used this skill to do business,
skillful at taking a defensive tumble. For
they'll send an assassin.
more information, please refer to ④
Also, it is of course illegal to use this
Climb (see p. 121) under 6.6: Common
skill to commit theft, and if caught,
Adventurer Abilities.
punishment awaits.
The thief skill includes the following
abilities. Some of these abilities cannot
be used unless you're wearing light
equipment. If you want to make full use
of your thief skill, the required strength
of your equipment (weapons, shields,

113
master should set the lock's target score If you are wearing metal armor or it will definitely be exposed to the
depending on the difficulty. You can heavy armor, the noise it makes will opponent.
attempt to pick a lock normally even if interfere with your hearing. Also, a The game master may add modifiers
you are equipped with armor that helmet will clearly interfere with this depending on the surroundings and the
exceeds the restriction. However, this is ability. opponent's situation.
almost impossible when wearing metal
gauntlets, etc. (use common sense). [ ⑥ Stealthy Step [Agility] ] [ ⑧ Hide [Agility] ]
(Equipment restriction) (Equipment restriction)
[ ③ Acrobatics [Agility] ] This is the ability to move without This is the ability to hide in the
(Equipment restriction) making a sound. A success roll shadows. A success roll must be made
Thieves are skilled at activities that determines whether the sound of when the thief is hiding and someone
require physical balance and agility, such walking can be heard. attempts to search for them or
as tightrope walking and jumping from At this time, the thief makes a success approaches them. Please make the same
branch to branch. roll using thief skill + dexterity bonus as check as for stealthy steps.
Each time a character performs such the baseline score, and the person trying
an action, the game master must set a to hear the sound makes one using [ ⑨ Search [Intelligence] ]
target score and ask for a success roll adventurer level + intelligence bonus as (No equipment restriction,
check. the baseline score. If the thief's final score not retriable)
is greater, the sound will never be heard. This is the ability to search for hidden
[④ Mnemonics [Intelligence]] If there is a tie or the listener's final score things. This ability is used to find things
(No equipment restriction, is greater, the thief will be overheard. such as treasure chests with double
not retriable) In particular, if they're not paying bottoms, hidden doors in hallways, etc.
This is the ability to remember what attention to the sound, impose a -4 The game master should determine the
you witness. For example, even if a book penalty on the listener and make the difficulty depending on what is hidden.
is written in a language you don't know, same check.
by using this ability you can memorize If the person hearing the sound also [ ⑩ Climb [Agility] ]
the shape of each letter exactly as it is, has the thief skill, they may make a check (Equipment restriction)
even if you don't know the meaning, and using thief skill level + intelligence bonus This ability is used to climb walls and
can write it down later. Thieves do this (this is the listen ability from the cliffs. Detailed rules regarding climbing
habitually all the time. A success roll previous section). At this time, if you can and falling can be found under ④ Climb
should be made when recalling hear the sound, you will be able to (see p. 121) in 6.6: Common Adventurer
something, not when trying to memorize discern not only the presence of Abilities. Please refer to that section for
something. The game master should something sneaking around, but also its details on determining target scores, etc.
determine the target score based on the general appearance (walking speed, Of particular note here is that An
contents being recalled and the time stride length, number of people if there owner of the thief skill (as long as they
since you witnessed it. Add a +2 modifier is more than one, etc.). follow equipment restrictions) succeeds
to the success roll when you try to recall when climbing using a rope unless they
something you’ve already specifically [ ⑦ Pickpocket [Dexterity] ] roll double ones on a success roll.
tried to consciously memorize. (Equipment restriction)
This is the ability to see an opening [⑪ Special Combat
[ ⑤ Listen [Intelligence] ] on an opponent and pickpocket their [Dexterity, Agility, Strength]]
(Equipment restriction) wallet, small items, etc. The person (Equipment restriction)
This ability is used to hear certain trying to pickpocket must make a Even thieves have combat abilities
sounds from behind walls, doors, or success roll using thief skill level + and can fight using their thief skill level.
from a distance. You can also choose and dexterity bonus and the person being However, the way a thief fights is quite
listen to a specific sound from a mixture pickpocketed must make one using different from that of a fighter. For more
of various sounds. The game master adventurer level + intelligence bonus as information, please refer to Chapter 4:
should determine the difficulty the baseline score. It’s a success if the Weapon Combat. The major difference
according to the situation. If you fail, you final score on the thief 's side is greater, (other than equipment restrictions) is
may not be able to hear anything, or you but it is a failure if it's a tie or if the side the critical target. While a fighter fights
may not be able to choose a particular being pickpocketed's is greater. If you fail, in a linear style, trying to crush the
sound. enemy head-on, a thief tries to focus on
the opponent's vital points and

114
weaknesses. For this reason, a thief 's If you fail, your opponent will realize [⑯ Find/Sense Trap [Intelligence]]
attacks have a greater chance of dealing that they are being followed. What action (No equipment restriction,
intense damage in one hit. To reflect this, the person takes after that is up to them. not retriable)
when a thief 's attack hits, the critical This is the ability to sense and find
target is -1 (i.e. usually 9) during the [ ⑭ Disguise [Dexterity] ] traps set indoors, such as doors, hallways,
check. This critical target modifier is (No equipment restriction) boxes, drawers, etc.
always -1, regardless of your thief skill This is the ability to change one's face The find ability is used by the thief to
level. and appearance using special makeup. actively identify a location and
If one adventurer has acquired both It's easy to just act like a completely determine if a trap is set there. This check
the thief skill and the fighter skill, the different person, but it's difficult to (success roll) is based on difficulty. In the
player must choose which skill to fight disguise yourself as someone specific. case of a success, please accurately tell
with. If you want to use heavy weapons Things like height and physique can be them of the presence of the trap and the
and armor that are full of strength, you changed to a certain extent, but there are difficulty to disarm it, and in the case of
should use the fighter skill as your still limits. a failure, or if a trap is not present in the
standard for combat, and if you want to If the thief is disguised as a specific first place, make sure to tell them that it
deal a lot of damage with a single blow, person and they encounter an cannot be found. Never say no, even
you should use light weapons and the acquaintance of that person, they must when there are no traps.
thief skill in combat. You may change the make a success roll to determine success Sense is the ability to sense the
skill you use in combat each round, but or failure. The game master should add presence of a trap based on past
you may not use different skills for attack modifiers to success rolls to account for experience and knowledge without
and defense on the same round (such as the unnaturalness of the disguise (such actively taking any action. This is
defending with the fighter skill, then as disguising as the opposite sex, etc.). determined by making a success roll just
attacking with the thief skill, etc.). If you Especially when disguised as someone before the trap is about to go off. For
use weapons or armor that exceed the whose characteristics the thief doesn't sense, make the difficulty the same as find,
thief skill's restrictions, you will know in detail, it's best to add a difficult but impose a -4 modifier on the player
automatically have to fight with the modifier. side. If successful, the presence of a trap
fighter skill. will be sensed at a perilous point, and the
[ ⑮ Treasure Appraisal game master must inform the player of
[ ⑫ Long Jump/High [Intelligence] ] the type of trap. Traps that have been
Jump [Agility] ] (No equipment restriction, successfully sensed can always be found
(Equipment restriction) not retriable) by attempting to find them.
You can jump over obstacles using This is the ability to instantly judge
(pole) high jump or (pole) long jump. For whether something is valuable as a [ ⑰ Remove/Set Trap
treasure or not, and which one is likely to
more information, please refer to the [Dexterity] ]
rules for ⑤ Long Jump/High Jump (see be more valuable. This can also be used (Equipment restriction,
p. 122) under 6.6: Common Adventurer to judge whether someone is rich or not not retriable)
Abilities. The methods for determining based on their attire, demeanor, and how You can attempt to remove traps
target scores, etc. are included there. much their purse bulges. If you take your discovered through find. Removal also
time, you can determine specific prices involves attempting a success roll against
for items such as jewelry, gold and silver, the trap's difficulty.
[ ⑬ Follow [Agility] ]
as well as works of art. However, magical Unless the game master has
(Equipment restriction)
This is the ability to follow an items and books whose contents need to specifically set traps that are easy to find
opponent without them noticing. The be understood are completely excluded. but difficult to remove, or conversely,
side that's following must use thief skill The game master should set the target difficult to find but easy to remove, the
level + agility bonus as their baseline score each time. difficulty of finding and removing
score, while the side being followed must should be the same. If you fail, the trap
use adventurer level + intelligence bonus, will be activated if the dice roll was 6 or
and success or failure is determined by more beneath the target score. The effect
comparing the final scores of their of an activated trap depends on the type
success rolls. A tie is a failure to follow. of trap. Traps that you fail to find cannot
be removed.

115
For set, you can set traps up to a
difficulty equal to your thief skill level
without failing (you cannot set traps of a
higher level). If a third party attempts to
sense, find, or remove a trap set by a
player, the game master must attempt a
success roll on their behalf.

6.3 Ranger Skill


6.3 Ranger Skill
Owners of the ranger skill [ ② First-Aid [-] ] is about to occur, or you may feel an
demonstrate a variety of abilities in (No equipment restriction) arrow flying from the darkness. The
outdoor activities, as explained below. If an adventurer's life force falls to 0 target score is determined by the game
The ranger skill is also limited by or less due to wounds, it will not recover master depending on the situation, but
equipment, just like the thief skill, if you naturally and there is a risk of death if left in general it should be set high.
want to make full use of its abilities. The untreated. First-aid provided by a ranger
armor you wear must have a required will restore your life force to 1 point, [ ⑥ Stealthy Step [Agility] ]
strength of up to half your own strength, allowing you to regain consciousness. It (Equipment restriction)
and must be ring mail or non-metal cannot fail, but it will take about 30 Rangers can walk silently and
The ranger skill has some similar minutes of game time, and it cannot be unnoticed. This is handled the same way
abilities to the thief skill. However, while done while in a state where you can't as the thief skill's ability.
the thief skill can be used both outdoors focus, such as in the middle of combat,
and indoors, the ranger skill is mostly etc. [ ⑦ Survivalism [Life Force] ]
useful only outdoors. (No equipment restriction)
[ ③ Camouflage Rangers have acquired the ability to
① Footprint ⑨ Map Creation [Intelligence] ] endure difficult situations brought about
Tracking (Equipment restriction) by disaster, such as surviving with only a
② First Aid ⑩ Weather This is the ability to hide behind small amount of water or avoiding
Prediction freezing to death in winter mountains,
rocks, hide in bushes, or use such things
③ Camouflage ⑪ Plant and
to hide something. Since it's an ability and either survive until help arrives or
Animal Check
④ Listen ⑫ Projectile Use
that uses natural terrain, it cannot be
⑤ Sense Danger ⑬ Follow used indoors.
⑥ Stealthy Step ⑭ Surprise Attack Checks are made in the same way as
⑦ Survivalism ⑮ Find/Sense the thief skill's Hide (see p. 114).
Trap
⑧ Search ⑯ Remove/Set [ ④ Listen [Intelligence] ]
Trap
(Equipment restriction)
Rangers can listen to even the
smallest sounds and can choose the
[ ① Footprint Tracking sound they want to hear from a wide
[Intelligence] ] range of sounds. This is handed the same
(No equipment restriction, way as the thief 's ability.
not retriable)
This is the ability to track footprints
[⑤ Sense Danger [Intelligence]]
left on the ground. The game master
(No equipment restriction)
determines the difficulty by taking into
Rangers acquire a good intuition,
account factors such as the condition of which can be called a sixth sense. This
the ground and the amount of time that
ability is the ability used to sense when
has passed since the footprints were danger is approaching. For example,
made.
when you walk through a ravine and see
a pebble fall, you may feel like a landslide

116
escape from a predicament on their own. ranger succeeds on a success roll against use of or defense from melee weapons.
When an adventurer's survival is in a set target score using ranger skill level + Adventurers attack with the ranger skill
danger, the game master should set a intelligence bonus as the baseline score, and defend with the fighter or thief skill.
target score and have them make a the ranger can roughly predict the When using the thief skill for defense,
success roll to overcome the situation. weather (sunny, cloudy, rain, snow, you must be lightly armed (required
storm, strong wind...... etc.) The game strength of weapons and armor must be
[ ⑧ Search [Intelligence] ] master must decide whether to use a half your own strength or less).
(No equipment restriction, difficulty or a target score. Normally you
not retriable) would use a target score. This is because [ ⑬ Follow [Agility] ]
This is the ability to search for hidden failure means that the weather is (Equipment restriction)
things. The game master should unpredictable, and this is also very clear This handled the same way as the
determine the difficulty depending on to the characters as well. thief skill's ability of the same name.
what’s hidden. Since it's an ability that If you attempt to use this ability and However, it can only be used in nature. It
relies on feeling out of place in nature, it fail the success roll, you simply cannot cannot be used indoors or in a city.
can only be used outdoors. predict the weather; it does not predict
the opposite. [⑭ Surprise Attack [Intelligence]]
[⑨ Map Creation [Intelligence]] (No equipment restriction)
(No equipment restriction, [ ⑪ Plant and Animal The ranger skill is used for surprise
not retriable) Check [Intelligence] ] attacks. For details, see 10.3: Surprise
Rangers have a good sense of
(No equipment restriction, Attacks (see p. 138).
direction and can map out the places not retriable)
they've been. You can also determine Rangers can determine what animals [⑮ Find/Sense Trap [Intelligence]]
direction from the position of the sun or and plants they see. When an animal or (No equipment restriction,
stars. When creating a map, the game plant appears as a monster, you can make not retriable)
master determines a difficulty, and a a success roll using its rarity as the target This is basically the same ability as
success roll must be made to determine score, similar to the sage skill's monster that of the thief skill, but it only applies to
whether or not the map was drawn check ability (the sage skill's abilities are traps that use outdoor nature. This
correctly. explained later on page 118). includes those that are made by tying
In other cases (such as searching for grass into a ring, or are hung from a tree
[ ⑩ Weather Prediction herbs), the game master should using string, etc. Indoor mechanical
[Intelligence] ] determine a target score for the check. traps cannot be found/sensed with the
(No equipment restriction, ranger skill.
not retriable) [ ⑫ Projectile Use
Rangers have the ability to predict [⑯ Remove/Set Trap [Dexterity]]
[Dexterity, Strength] ]
the weather. Rangers can measure the (Equipment restriction,
(No equipment restriction)
humidity using their own senses, and The ranger skill is treated the same as not retriable)
they also use small knowledge such as the fighter skill (attack power, bonus This also follows the thief skill. It's the
birds that eat small insects such as flies fly damage modifiers) only when attacking ability to remove traps set outdoors and
close to the ground = no updraft = thick with projectiles. You can use any create traps using natural objects. Indoor
clouds = rain. From these combinations, projectile as long as your strength allows mechanical traps cannot be removed or
you can roughly predict the weather. If a it. The ranger skill is not relevant to the set.

117
6.4 Sage Skill
6.4 Sage Skill
The sage skill represents a can learn to speak or read one new in Forcelia, but when they do, they are
comprehensive understanding and language. always a harbinger of something to come
depth of knowledge in all academic fields. The player chooses which language
Academic fields in Sword World are to learn, along with whether they will [④ Knowledge [Intelligence]]
undifferentiated, and owners of this skill speak or read it. However, runes cannot (Not retriable)
are skilled in all disciplines. Many be chosen. Even in the same language, The scope of this ability is very wide.
sorcerers have this skill. There is no being able to read and speak is different, It's for checks regarding whether you
requirement that you have to have the so if you want to become proficient in know or don't know about things in all
sage skill and the sorcerer skill at the one language, you need 2 levels of fields, from trivia to politics to science.
same time, but if you do acquire the sage experience. You can also write in any There are two methods of making
skill and the sorcerer skill at the same language that you can read and speak. As checks. One is one where the game
time, you will receive a bonus on an optional rule, you can set a target master judges whether or not the player
experience points consumed. For more score or difficulty for text or knows based on their sage skill level and
information, please refer to Chapter 8: conversations so that it cannot be tells them, without providing a rarity.
Character Growth (see p. 129). understood if you fail a success roll. The other is to provide a rarity for each
The sage skill includes the following There are limitations to learning piece of knowledge, and ask for a check
abilities: languages through the sage skill. via success roll, similar to monster check.
Characters who cannot read common Please use whichever method the
① Monster Check must first learn how to read common game master deems appropriate for each
② Languages before learning other languages. Then, a situation.
③ Astrology character who cannot read low ancient
④ Knowledge (but has learned common) must learn to
⑤ Research read low ancient before learning any
⑥ Treasure Appraisal other language. If you can read both
⑦ Medicines common and low ancient, you are free to
learn subsequent languages.
[① Monster Check [Intelligence]] For detailed rules regarding
(Not retriable) languages, please refer to 12.1: Rules
Sages have a wide range of knowledge. Regarding Language (see p. 157).
This includes knowledge of the various
monsters that live in Alecrast. When a [ ③ Astrology [Intelligence] ]
sage sees a monster or hears its name, (Not retriable)
this ability may allow them to discover From the movement of celestial
its true identity. bodies, you can know the signs of events
Each monster has a score called rarity. that will occur in the near future. Signs
Using sage skill level + intelligence bonus should be given as rough information
as the baseline score, make a success roll about the incident. It's enough to let you
with this rarity as the target score, and if know that a king passes away or that a
you succeed, you know the monster. major war is about to happen (you can
If the check fails, the character has no think of it as just a headline in a
knowledge of the monster. Even if the newspaper, etc.). However, this ability
player knows, they must treat it as if they only allows you to know about events
had no prior knowledge. related to the country or the world, and
when no events occur, no signs appear. It
[② Languages [Intelligence]] is entirely up to the game master to
Sages can learn different languages decide what kind of sign there is. You can
depending on their skill level. Each time also set a difficulty and ask for a success
their sage skill level increases, a character roll. Solar and lunar eclipses rarely occur

118
[ ⑤ Research [Intelligence] ] [ ⑥ Treasure Appraisal [⑦ Medicines [Intelligence]]
(Not retriable) [Intelligence] ] ((Appraisal only) Not retriable)
When a sage fails a success roll on a
(Not retriable) This ability represents knowledge of
check such as monster check, treasure This ability is used to know the value poisons and medicines. Sages can
appraisal (described below), or and utility of treasure. The rarity of that appraise unknown medicines and
knowledge and is unable to figure it out, treasure becomes the target score for a poisons, and can mix magical potions
the sage can later find out by researching success roll. For standard ancient and poisons with various effects.
literature. kingdom treasure-- many of which are When appraising medicines or
Research basically takes about one magical items --the target score is poisons, a success roll must be made
week for each item (this may be around 15. Treat a failed treasure as using their rarity as the target score.
increased or decreased at the game being unable to determine the treasure's To create medicines or poisons, the
master's discretion). During this time, value, not as if you got the value wrong. If game master should set a target score
you cannot do much other than research. the true value is 100 gamels, you will not depending on the type, and ask for a
Also, if you don't have a place with a think that it's worth 10,000 gamels just success roll check. The target score for a
wealth of literature (the best place is the because you failed the check. However, if poison which is able to kill people even
academy of sages = sorcerers' guild in the difference from the target score is 6 in small amounts and be tasteless and
each city), research itself is impossible. or greater, there is a possibility of this odorless, is around 20. Regardless of the
If the research is successful, the sage kind of misunderstanding. result or dice roll, you will need materials
may make another success roll. When The price value determined by this and at least one week to attempt to create
something they didn't know (something ability is the price that a connoisseur (or a medicine. You can make up to 10 doses
that failed) becomes a success, the sage obsessor) would accept, i.e., the at most.
has found a description of it in the maximum price. Alternatively, if it is In Alecrast, the creation and use of
literature and has access to that something that can be used in combat, poison is considered shameful and
knowledge. such as weapons or armor, other inhumane. Therefore, game masters
adventurers may purchase it. Also, any should not allow PCs to create or use
item can be picked up by a specialty shop poisons.
for half the appraised value. Basically, For detailed rules regarding poison,
these connoisseurs and specialty shops please also refer to 12.2.1: Poisons (see p.
will only exist in large towns. 159).

6.5 Bard Skill


6.5 Bard Skill
Those with the bard skill are ② Play Instrument Bards can earn bard skill level x bard
knowledgeable about ancient folklore ③ Languages (Spoken) skill level x 2D silver coins by singing and
and poetry, and make a living by ④ Spellsongs playing an instrument for about an hour
performing them. Bards don't just play ⑤ Folklore Knowledge in a suitable location (such as a tavern,
instruments and sing songs, they also etc.).
know information about strange lands [ ① Sing [Mental Power] ]
and local legends and folklore. This is the art of singing songs. [ ③ Languages (Spoken)
Each bard carries their favorite Although they're called songs, unlike [Intelligence] ]
instrument in hand. Bards are free to modern pop songs, most of them are This ability is almost the same as the
choose any instrument, but only one type. melodies attached to legends and sage skill's ability of the same name, but
If you use other instruments, you won't folklore. Heroic tales and love poems are it only applies to speaking, not reading.
be able to use abilities that require an used as subjects. In other words, bards can converse in
instrument. Famous musical languages other than their native
instruments include the lyre and the lute [② Play Instrument [Dexterity]] language, but they cannot read (or write,
The bard skill includes the following This is the art of playing a musical of course) text. Unlike the sage skill,
abilities. instrument. The higher the bard's level, there is no restriction on the languages
the more skillful they will be at playing that can be learned. However, of course,
① Sing an instrument. you cannot learn runes.

119
For detailed rules regarding [ ⑤ Folklore Knowledge
languages, please refer to 12.1: Rules [Intelligence] ]
Regarding Language (see p. 157). (Not retriable)
By the nature of their business, a bard
[④ Spellsongs [Mental Power]] is familiar with myths and folklore
A spellsong is a magical song created passed down in various regions, as well
during the ancient kingdom period, and as ancient poetry. This is because telling
when played with a melody on an these stories is an important part of their
instrument or by singing a poem, it job. Also, some of these legends include
produces an effect similar to a spell. things that can serve as clues for your
Musical instruments are always adventures. For example, a saga that tells
required to sing spellsongs. Being able to of a battle between a monster and a hero
sing is also a necessary condition, but may contain information about the
there is an exception if you choose a flute monster's weakness. Legends about the
as your instrument. ancient kingdom can sometimes lead
A bard can learn one spellsong per adventurers to ancient ruins.
skill level. If the game master wants to provide
For detailed rules regarding the players with information in the form
spellsongs, please refer to 5.3: Spellsongs of ancient poems or folklore, please
(see p. 113). decide on a rarity and use it as the target
score when making a success roll check.

6.6 Common Adventurer Abilities


6.6 Common Adventurer Abilities
Adventurers naturally acquire If you try to control your horse without consider the penalty for not having reins,
various abilities due to their adventurous using the reins, you suffer a -4 penalty. If it's effectively 15.
lifestyle. These abilities that any you fail, you will fall off the horse. Falling
adventurer can acquire are called off a horse will be treated as if you had
common adventurer abilities. fallen from a height of 3 meters, so you
These common abilities use must make a damage check. For damage
adventurer level + related ability bonus as caused by falling, please refer to ④
the baseline score when making success Climb (see p. 121). Of course, the height
roll checks. of a horse itself is less than 3 meters, but
Common adventurer abilities this is taking into consideration the
include the following: speed of the horse and the impact of
being thrown off. Those with the thief
① Riding skill can reduce damage by using the
② Swim tumble ability. An average thief should be
③ Ship Steering able to avoid taking any damage.
④ Climb The riding rules here apply when
⑤ Long Jump/High Jump dealing with trained horses, such as
riding horses, war horses, etc. When
[ ① Riding [Agility] ] trying to ride a wild horse, you must first
If you are just riding normally, you succeed on a success roll while
do not need to make a success roll. attempting to mount it. At this time, the
However, when jumping over obstacles, target score is 9, but since the wild horse
engaging in combat or similar intense is not wearing a rein, a -4 penalty will be
movements, if necessary (every round imposed. You can think of it as actually
during combat), use adventurer level + 13. If you want to control a wild horse in
agility bonus as the baseline score and combat, etc. the target score is 11. If you
make a success roll against target score 7.

120
[ ② Swim [Agility] ] few more points to the target score), and using adventurer level as a baseline score
Basically all adventurers can swim. if you fail, you will sink. However, unlike calculation. Climbing with the thief skill
Therefore, you can swim across any pond armor, weapons can be easily discarded. does not require rope assistance, and if
that is about 25 meters in size. There is Even when carrying something other you do have a rope, you can almost
no need for a success roll (some players than a weapon, the game master should certainly climb. As a formality, a success
may choose to say my character is sinking consider its weight when determining roll should still be made, but a failure
like a stone, but that's up to them). the target score. only occurs on double ones. For details,
However, if you are trying to swim to When a drowning person loses please refer to Table 6-1: Climb by Skill.
an island many kilometers away, or consciousness, their life force When someone with the thief skill
trying to swim across rapids, you’ll need immediately falls to 0, so a death check climbs without a rope, or someone
a success roll. The game master must must be made. If you're alive, you’ll be without the thief skill climbs with a rope,
determine the target score by able to breathe again if you're rescued set the target score using Table 6-2:
considering the difficulty of the action. and treated within 30 minutes. If you’re Determining Climb Target Scores and
The player must make a success roll not rescued within 30 minutes, you will make a success roll check. Determining
using adventurer level + agility bonus as automatically die. the target score is almost the same in
the baseline score, and if they fail, they both cases. The baseline score is thief skill
drown. [③ Ship Steering [Dexterity]] level + agility bonus or adventurer level +
Also, in order to swim, you need to Adventurers can handle small boats agility bonus.
be as light as possible. You can only wear using oars or poles. However, sailing Note that when a thief climbs up
cloth or at most soft leather. If you’re ships require the full-fledged sailor skill, or down a wall or cliff without using a
wearing any other armor, you’ll sink and adventurer level cannot be used as a rope, the conditions marked * are not
immediately. substitute. possible.
Those who sink due to the weight of Any adventurer can operate a small
their armor can attempt to remove it vessel (boat, raft, etc.) that is operated Example:
underwater. To do so, you must succeed using oars or poles. If you're just going An adventurer with adventurer level
on a success roll using adventurer level + straight through calm water, you don't 4 and an agility bonus +2, attempts to
dexterity bonus as the baseline score. The need a success roll. In special cases such climb a vertical natural cliff using a rope.
target scores are 13 for ring mail, hard as avoiding collision with an approaching He's wearing chain mail armor. The
leather, and mithril chain mail, 15 for ship or surviving rapids, the adventurer baseline score is adventurer level + agility
chain mail, and 19 for lamellar armor, operating the ship must succeed on a bonus = 6. The target score is 10+2+4=16,
splint armor, and plate armor. If you success roll using adventurer level + taking into account the conditions of
succeed, you will be able to take it off and dexterity bonus as the baseline score. The vertical cliff with a foothold and chain
rise to the surface. difficulty is determined by the game mail. In other words, if he rolls 2D and
This attempt takes one minute, master. If you fail, the boat will capsize. gets a score of 10 or greater, he’ll succeed
regardless of success or failure. An at climbing.
adventurer can only hold their breath [ ④ Climb [Agility] ] If this adventurer is a thief, he can
underwater for a number of rounds Climbing is both a common remove and discard the heavy armor he
equal to their life force. Each round is 10 adventurer ability and a thief skill ability. is wearing, and he can use his thief skill
seconds long, so this success roll can The latter allows for more advanced to attempt the climb more safely. At this
only be made a number of times equal to climbing challenges.
your life force ÷ 6, or in other words, First of all, climbing, which is a
your life force bonus. If you can't take off common ability of adventurers, always
your armor in time, you'll drown. requires assistance such as rope. Without
Heavy weapons and luggage also such a thing, it’s not possible to climb
impede swimming. If you recklessly try
to swim with a sword, spear, or ax, then
Table 6-1: Climb by Skill
using adventurer level + agility bonus as
With Rope Without Rope
the baseline score, make a success roll
against target score 13 (this can be Almost always succeeds (only double Requires success
Climb with thief skill
increased or decreased depending on the ones fail) roll
weight of your belongings. Also, if the Climb with common adventurer
Requires success roll Not possible
distance is long or there are rapids, add a ability

121
time, only double ones will result in a Table 6-2: Determining Climb Target Scores
failure. Base Target Score = 10
Modifier due to wall and cliff foothold conditions:
A check must be made every 10
*No walls or cliffs, using a vertical rope= +4
meters. If you fail on the way, add 2D-2 Walls and cliffs are vertical, very slippery, not a good foothold= +4
meters to the height you climbed and Walls and cliffs are vertical, easy to put feet on= +2
height you descended up to that point to Walls and cliffs are somewhat slanted, but slippery (e.g., sloped rapids, etc.) +2
determine the final height you climbed Walls and cliffs are somewhat slanted, easy to put feet on= ±0
and descended. This is then treated as if Modifier due to armor worn:
you fell from the height you climbed or *Chainmail, lamellar, splint, plate= +4
the height remaining on the way up. If Ring mail, hard leather= +2
the result of adding 2D-2 meters is Cloth, soft leather, no armor= ±0
greater than or equal to the distance Other conditions set by game master:
required for the climb, consider the Have very little luggage -2
climb a success. If you fall, please refer to Have a lot of luggage, heavy +2
Falling Damage below to determine the Strong winds +2
Others, as appropriate depending on the situation
damage.
*This condition is not possible to climb with the thief skill (not using a rope)
Example 1:
An adventurer tries to climb a 22
The base damage minus this damage meters or greater, determine the base
meter cliff. In this case, a success roll is
reduction is the actual damage the damage by (fall height - 5) x 3.
attempted three times. The first and
adventurer suffers.
second attempts are successful, but the
third attempt fails. Now he rolls 2D and
[ ⑤ Long Jump/High Jump
gets a 5. 5 - 2 = 3 meters is added to the
Falling damage = fall height x 3 - [Agility] ]
(defense roll result + adventurer level) Long jump and high jump are
20 meters from the two attempts, which
common adventurer abilities, and are
means he has climbed 23 meters.
Base falling damage (fall height x 3) also abilities of the thief skill. The latter
Therefore, he climbs the cliff.
is for falling on normal ground. If you allows you to jump farther and higher.
fall on soft grass or on the water surface, The baseline score is thief skill level +
Example 2:
calculate by reducing factors, such as fall agility bonus or adventurer level + agility
If the result of the 2D rolled to check
height x 2, fall height x 1, etc. On the bonus (Table 6-3: Determining Long Jump
the distance the adventurer climbed was
other hand, if you have something like Target Scores).
double ones or 3, the adventurer would've
spikes sticking out, etc. increase the In addition, the thief skill allows you
fallen from a height of 20 or 21 meters.
factor to increase the damage. This to attempt pole long jumps and pole high
decision should be made by the game jumps using a long pole. In this case, the
Falling Damage
master. distance you can jump will be further
If an adventurer falls, damage will be
improved. However, to attempt a pole
determined as follows.
Owners of the thief skill can greatly long jump, you need a pole that is at least
First, fall height x 3 is the base
reduce this damage with their tumble half as long as the distance you are
damage. The adventurer will suffer this
ability. If an owner of the thief skill falls, attempting to jump. To attempt a pole
damage to their life force.
the height can be calculated by high jump, you will need a pole that is
However, an adventurer can reduce
subtracting thief skill level + agility bonus about the same length as the height you
this damage depending on their
meters from the height of the fall. If the are attempting to jump (Table 6-4:
adventurer level and armor. Just like
result of this subtraction is 0 or less, even Determining High Jump Target Scores).
when reducing damage in weapon
if the thief falls, they can land cleanly on
combat, make a defense roll using the
their feet or stand up in one motion. Example 1:
armor's defense power as the key number,
An adventurer with adventurer level
and add your adventurer level to the
Example: 4, agility bonus +2, wearing chain mail,
result to determine the damage reduced.
A thief with thief skill level 3 and is in a cave beneath a volcano. A narrow
If the defense roll comes up double ones,
dexterity bonus +2 can fall from a height rocky area continues, but eventually it is
all damage reduction is lost, including
of 5 meters or less without suffering any interrupted by a 7 meter long chasm. The
adventurer level.
damage. If you fall from a height of 6

122
adventurer tries to jump over it. Below is Table 6-3: Determining Long Jump Target Scores
boiling lava. At this time, considering the
Feature Used Base Target Score
following conditions: 7 meter width,
Thief Skill (Standing Long Jump) 5 for 3 meters, +1 for every 15 cm
chain mail, the rocky area is too narrow to
make a proper run-up, and death is Thief Skill (Normal Long Jump) 5 for 6 meters, +1 for every 30 cm
inevitable if you fall, the target score is Thief Skill (Pole Long Jump) 5 for 10 meters, +1 for every 50 cm
20+4+2+2= 28. The baseline score is 6, Adventurer Level Standing Long Jump) 5 for 2 meters, +1 for every 10 cm
so anything other than double sixes is a Adventurer Level (Normal Long Jump) 5 for 4 meters, +1 for every 20 cm
failure.
Adventurer Level (Pole Long Jump) Not possible

Example 2:
The adventurer has 1 level in the thief Conditions due to armor worn:
skill. Thinking it'd be impossible to jump *Chainmail, lamellar, splint, plate +4
Ringmail, hard leather +2
like this, he takes off his heavy chain mail.
Cloth, soft leather, no armor ±0
This will allow him to utilize his thief
skill. The adventurer throws away his Wind conditions:
Strong headwind +2
luggage and takes on a light outfit with
Strong crosswind +2
only a short sword strapped to his waist. Strong tailwind -2
The target score at this time is 9 + 0 - 2 +
Other conditions set by game master:
2 + 2 = 11, taking into account the
Have very little luggage -2
following conditions: 7 meters wide, no Have a lot of luggage, heavy +2
armor, no luggage, insufficient run-up, Insufficient run-up (except standing long jump) +2
and danger. The baseline score is 3, so it's Dangerous place where failure could be life-threatening +2
a success if he rolls 8 or greater on 2D. Others, as appropriate to the situation

Jumping over obstacles with a high Table 6-4: Determining High Jump Target Scores
jump does not guarantee a safe landing. Skill Used Base Target Score
Apply damage to an adventurer as if they
Thief Skill (Normal High Jump) 5 for 2 meters, +1 for every 5 cm
had fallen from the height he jumped. It
Thief Skill (Pole High Jump) 5 for 4 meters, +1 for every 20 cm
usually doesn't cause much damage, and
if you're a thief, you'll be able to land it Adventurer Level (Normal High Jump) 5 for 1 meter, +1 for every 5 cm
perfectly. However, this can be a problem Adventurer Level (Pole High Jump) Not possible
if the ground you jump over is
significantly lower than the ground you Conditions due to armor worn:
took off from. *Chain mail, lamellar, splint, plate +4
Ring mail, hard leather +2
Cloth, soft leather, no armor ±0
Wind conditions:
Strong wind +2
Other conditions set by the game master:
Have very little luggage -2
Have a lot of luggage, heavy +2
Insufficient run-up +2
Dangerous place where failure could be life-threatening +2
Others, as appropriate to the situation
*Not possible with the thief skill

123
Chapter 7:
General Skills

124
7.1 Notes on General Skills
7.1 Notes on General Skills
The Difference Between General higher your adventurer level, the more How to Create General
Skills and Adventurer Skills qualified you are to be called a hero. In
Skills
The hunter skill is very similar to the other words, adventurer level can even
There are many general skills. There
ranger skill. The details will be explained be called hero level.
are probably as many general skills as
later, but the abilities of the two actually Therefore, a good ranger has the
there are occupations, hobbies, etc.
overlap quite a bit, and a good ranger can potential to be called a hero by the There is no way we can create rules for
also become a good hunter. Of course, people, but a hunter, no matter how good
them one by one, etc. Therefore, we will
the opposite is also true. he is, has a hard time getting people to only introduce the necessary general
Many of you may be thinking, Then recognize him as a hero. Of course, being
skills, and leave everything beyond that
there's no need to separate the two, right? a hunter is also a respectable profession,
to each game master. If a game master
However, you can't do that. This is so you should never look down on it. deems it necessary, please make a general
because the hunter skill and the ranger People with higher levels in general skills
skill into a rule.
skill are completely different things. should also be given due respect. Here's how to do it:
How so? However, they are not called heroes.
The reason for this is that the hunter They don't even become the protagonist
1. Decide on the purpose of the
skill is a general skill, while the ranger of the story. They are unrelated to these
skill (e.g. we need a skill for
skill is, as precisely called, an adventurer adventures. fishermen)
skill. If you understand this mentality, 2. Decide on a name for the skill
Now, let's explain the difference then on the other hand, it would be (e.g., it's a fisherman, so we'll call
between general skills and adventurer acceptable to recognize adventurer skills it the fisher skill)
skills. General skills, so to speak, can be for skills that would be called heroes. For 3. Consider restrictions for using
said to be the skills necessary for daily example, the famous playwright William the skill (e.g. fishermen probably
life. Of course, adventurer skills are the Tell, who was just a hunter, was don't need any restrictions)
necessary skills to live as an adventurer. considered a hero for shooting an apple
4. Think about the abilities
However, the biggest difference between off his child's head. In such cases, it is required for the skill (e.g. A
the two is whether or not you can okay to grant adventurer skills to masters
skilled fisherman must be able to
become a protagonist-- called a hero -- of general skills. However, basically in
identify fish - fish check, be good
who appears in fantasy novels, etc. by Sword World RPG, only those who are
at swimming - swim, and be able
perfecting your skills. In Sword World masters of adventurer skills are worthy of
to operate a boat - small ship
RPG, adventurer level increases as an being called heroes.
steering)
adventurer's skill level increases, and the

7.2 Merchant Skill


7.2 Merchant Skill
This is a skill related to trade. person without this certificate cannot comes to items outside their specialty.
Merchants are a class with a lot of conduct transactions in public. However, However, the basics of trade are not that
freedom in Sword World, and often travel you are free to buy, sell, or transfer different, so it may be useful in some
for trade purposes. Among them are personal items. cases.
peddlers who are always traveling and Even though they're all called Holders of this skill have the
doing business. Merchants are usually merchants, there are many different following abilities:
issued a merchant's pass by the king as types of merchants
proof of their status. A person holding For example, some merchants may ① Value Check
this is given the right to open a shop in sell arts and crafts, while others might ② Negotiation
public. Therefore, if some of the sell fresh produce, etc. Therefore,
adventurers have this skill, they can also merchants are well versed in the art of
sell the items they obtain from their trading one type of item, and are no
adventures in shops or on the street. A different from ordinary people when it

125
[① Value Check [Intelligence]] is a market price for ordinary items, so if The price will increase or decrease by
(Not retriable) you get too greedy, you may end up about 3% for every 1 point of difference
This is almost the same ability as the ruining a precious negotiation. in the final score. Please round up any
thief and sage skills' treasure appraisal. To use this ability, you must know the fractions.
However, you can only make a check for correct price of the item you are dealing Example:
items that the merchant deals with. with. Then, each side makes a success Ducard II is trying to sell an ancient
Therefore, a merchant who sells art can roll using merchant level + mental kingdom vase (price: 100 gamels) that he
tell you the value of the art, and a strength bonus as the baseline score. This found on his adventure to an antique
merchant who sells weapons and armor ability is a common ability for merchants, dealer. Ducard II has no merchant skill,
can tell you the value of the weapons and so it can also be applied to products so his baseline score for a success roll is
armor. The result is a specific price outside of your specialty. 0. The antique dealer, on the other hand,
converted to silver coins. Negotiations will be concluded on has a merchant level of 5 and a mental
terms more favorable to the side with the power bonus of +2. Ducard II rolls 2D,
[② Negotiation [Mental Power]] higher final score on their success roll. and his final score is 8. On the other hand,
(Not retriable) Both sides can refuse this, but that is not the antique dealer's 2D roll is 9, and his
In Alecrast, merchants generally good business ethics. Of course, the final score is 9+5+2=16. Since the
purchase items at half the retail price. In game master and adventurer can difference between the two is 16-8=8, the
other words, if a product has a regular negotiate with each other without antique dealer can offer to take it for 38
price of 100 gamels, you'd purchase it making such a mechanical check. gamels, which is 8 x 3%, or 24% off, from
from a craftsman for 50 gamels. Of However, in this case, please conduct the normal taking price (i.e. 50 gamels,
course, if you take the stock at a lower negotiations with careful consideration half the list price). Ducard II thinks the
price or sell it at a higher price than the of your role. It would be better not to rely price is unreasonable, but he can't refute
regular price, your profit will increase, so on this check for negotiations between the antique dealer's argument and agrees
this ability is important. However, there player characters. to sell the vase at that price.

7.3 Craftsman Skill


7.3 Craftsman Skill
In Sword World, all production is ① Craft craftsmen and armor craftsmen to create
done by hand. Therefore, the quality of ② Value Check high quality weapons and armor. The
the item depends entirely on the skill of target score is 15 + the decrease in
the craftsman. [ ① Craft [Dexterity] ] required strength. However, you cannot
Products made by craftsmen are To put it simply, this is a technique create weapons or armor with a required
picked up by merchants and displayed in for creating items. If a craftsman devotes strength of 6 or lower.
their shops. Of course, items made by the appropriate amount of time to
skilled craftsmen will be more expensive, production (which varies depending on [② Value Check [Intelligence]]
and items that are not made by skilled the price and quality of the item they're (Not retriable)
craftsmen will be cheaper. Naturally, making), they will be able to create a Craftsmen know how high the
there are many different types of product that complies with their level. Of quality of the products they have made
craftsmen. There are craftsmen who course, depending on the item, you may are, so naturally they can determine the
make furniture, and there are also need tools and equipment. The finished value of items made by others. Treat this
blacksmiths who make weapons. These product will be picked up by a merchant the same way as a merchant's value check.
techniques are secretly taught from at half the price listed on the price list.
master to apprentice, and care is taken to Items made by high level craftsmen are
ensure that no secret techniques are naturally of high quality. Of course,
leaked. Also, a craftsman must belong to prices will also go up. It’s up to the game
a guild. It is illegal for anyone outside a master to decide what bonuses to give to
guild to make products handled by that these high-quality, expensive items.
guild. Success rolls are not required to
Owners of the craftsman skill have create items of normal quality, but
the following abilities: success rolls are required for weapon

126
7.4 Healer Skill
7.4 Healer Skill
Since there's magic in the world of [② Treatment [Intelligence]] Healers also know how to effectively
Sword World, medicine has not made This is the ability to appropriately treat illnesses. Detailed rules regarding
much progress. However, there are not treat illnesses and injuries and aid in illnesses can be found under 12.2.2:
that many rune masters, so in most cases their recovery. Healers can help a Illnesses (see p. 164). Please refer to it.
it is the job of doctors called healers to wounded person recover their life force
heal injuries and illnesses. Healers are naturally.
knowledgeable in basic medicine and Normally, natural damage recovery is [ ③ Herbs [Intelligence] ]
herbs, and are able to provide 1 point per day (see p. 54). However, (Not retriable)
appropriate treatment for injuries and having a healer increases it dramatically. This is the ability to discern herbs
illnesses. Healers are well versed in the When a healer is nursing, use the Rating and minerals that are effective in treating
following abilities: Table with healer skill level as the key illnesses and injuries. Please make a
number. The patient can recover life success roll using rarity as the target
① First Aid force equal to the result plus the healer's score.
② Treatment intelligence bonus. If the result when This ability is also used when creating
③ Herbs using the Rating Table is double ones, medicine by appropriately treating or
there will be no recovery at all (the mixing herbs, etc.
[ ① First-Aid [-] ] treatment method was poor, and the Please refer to 12.2.3: Herbs (see p.
This is the same as the ranger skill's result was not good). 167) for information on what kinds of
ability of the same name. Please refer to It takes at least one hour to use this herbs are present in Alecrast.
the ranger skill. ability.

7.5 Hunter Skill


7.5 Hunter Skill
The hunter skill is the skill needed to ⑨ Pre-processing skillfully smoking meat can be quite
hunt. People who own this skill are called ⑩ Value Check difficult.
hunters, and people called hunters own
this skill. Additionally, even those who Regarding the abilities from ① to ⑧, [⑩ Value Check [Intelligence]]
do not specialize in hunting but do it as ranger has an ability with the same name, (Not retriable)
a hobby or side job still possess this skill. and they are exactly the same. Unlike rangers, hunters hunt and
To use this skill, you are subject to the convert their prey into gold to earn their
same equipment restrictions as when [⑨ Pre-processing [Dexterity]] own income. Therefore, it's no good if
using the ranger skill. Also, as mentioned This is the ability to pre-process you cannot determine the price of the
above, the hunter skill is similar to the the prey obtained from hunting so that it game you've hunted.
ranger skill, so please refer to the ranger can be sold as a product. It’s needed to Hunters can see how much their prey
skill section for overlapping abilities. separate the antlers from the carcasses of and pre-processed products are worth.
animals such as deer, etc. and to strip and For prey and pre-processed items, set a
The abilities of the hunter skill are as tan the hides from prey. You can also use difficulty and have them make a success
follows. it to take apart and smoke meat. It roll.
① Footprint Tracking concerns all other similar acts. If this Game masters should not set a very
② Find/Sense Trap pre-processing fails, the value of the high difficulty level for using this ability
③ Remove/Set Trap product will decrease to half of its normal unless you're trying to catch an
④ Stealthy Step value. For each pre-processing attempt, extremely difficult animal.
⑤ Camouflage the game master should set a target score
⑥ Listen and have the player make a success roll.
⑦ Plant and Animal Check It may not be difficult to cut off the horns,
⑧ Projectile Use but tasks like skinning small animals and

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7.6 Sailor Skill
7.6 Sailor Skill
The sailor skill is the skill needed to [ ② Seamanship [ ⑥ Climb [Agility] ]
operate a ship. Owners of this skill are (Equipment restriction)
[Intelligence] ]
called sailors, and people called sailors Sailors have the ability to climb in
Sailors have the ability to know
own this skill. Also, even if you are not a order to perform actions such as
direction by looking at the stars on the
professional sailor, those who sail as a ascending masts or stretched nets. This is
sea at night, and to identify dangerous
hobby or a side job still possess this skill. handled in the same way as that of the
areas where reefs are likely to exist. The
The sailor skill is a skill that's useful thief skill.
game master should ask for a success roll
on a ship, that is, on the water. Therefore,
check for such actions using sailor skill
when you want to use some of your
level + intelligence bonus as the baseline [ ⑦ Ropework [Dexterity] ]
abilities, you may be required to wear Sailors have the ability to tie ropes at
score. The difficulty or target score is
very light equipment. At that time, you will so that they do not unravel or,
determined by the game master each
can only wear armor up to cloth or soft conversely, quickly unravel. A sailor can
time.
leather. untie a knot by succeeding on a success
The abilities of the sailor skill are as roll using sailor skill level + dexterity
follows. [ ③ Small Ship Steering bonus as the baseline score. At this time,
[Dexterity] ] the game master should decide the
① Large Ship Steering This is the ability to handle small difficulty or target score, taking into
② Seamanship boats that are moved by poles or oars, consideration the tightness of the knot
③ Small Ship Steering and move them as desired. If you're just and the time it'll take.
④ Swim going straight through calm water, you A rope that a sailor tied to keep it
⑤ Weather Prediction don't need a success roll. In special cases from coming undone should have a
⑥ Climb such as avoiding collision with an difficulty equal to the sailor's skill level if
⑦ Ropework approaching ship or surviving rapids, you someone attempts to untie it.
must succeed on a success roll using

[ ① Large Ship Steering


sailor skill level + dexterity bonus as the
baseline score. The difficulty is
[Intelligence] ] determined by the game master. If you
As a major premise, large ships
fail, the boat will capsize.
(fishing ships, trading ships, battleships,
etc.) cannot be operated by one person.
For these ships, at least half of the crew [ ④ Swim [Agility] ]
must have the sailor skill. (Equipment restriction)
Sailors have the ability to swim.
In order to perform delicate
Follow the rules for swim under common
maneuvers such as surviving a storm,
adventurer abilities-- replace adventurer
avoiding a reef, and ramming an enemy
level with sailor skill level --and make a
ship, the person at the helm must
check.
succeed on a success roll using their
sailor skill level + intelligence bonus as the
baseline score. At this time, the captain [ ⑤ Weather Prediction
can also give instructions to the [Intelligence] ]
helmsman. In this case, make a success (Not retriable)
roll using the captain's sailor skill level + Sailors are able to sensitively feel and
intelligence bonus as the baseline score. predict changes in the weather while out
Even if a large ship fails, it will not sink at sea. Please see the ranger ability of the
immediately, but it will likely suffer some same name.
damage.

128
Chapter 8:
Character
Growth

129
8.1 Experience Points
8.1 Experience Points
Experience points are points given
to characters as an indicator of how
much experience they have gained as a
result of their adventures. Character
growth is done using these experience
points.

8.2 How to Use Experience Points: Increasing Skill Levels


8.2 How to Use Experience Points: Increasing Skill Levels
At the end of an adventure, amount of experience points carried
characters gain experience points. By over for now. 8.2.1
spending these experience points, a Sorcerer Skill and
character can increase their skill level-- Example: Sage Skill
you pay experience points to buy skill Ducard II will keep 500 experience
There is a close connection between
levels. A character can advance in any points for future use. If he gains 5000
the sorcerer skill and the sage skill. The
number of skills and by any number of experience points again on his next
sorcerer skill is the mastery of ancient
levels at once. However, in any case, a adventure, he can now use his 5500
through study and the improvement of
character's skill level can only reach 10th experience points to advance.
magical ability, while the sage skill is
level.
knowledge gained primarily through the
The experience points required to Experience points cannot be negative.
study of ancient books.
increase each skill are shown on Table 8- This is because you can't grow from
These two skills have something in
1: Experience Points by Skill. For now, experiences you haven't had. You also
common in that their basics are the study
please ignore the rightmost column cannot sell your skill levels for
of ancient as well as ancient books. In
(reduction for acquiring sorcerer & sage experience points.
fact, many sorcerers are excellent sages,
at the same time).
and the sorcerers’ guild is also called the
academy of sages.
Example:
For this reason, a character can spend
The adventurer Ducard II gains 5000
fewer experience points only when
experience points as a result of his
acquiring both the sorcerer and sage
adventure. He would like to increase his
skills.
fighter skill level, which is currently 2, to
3rd level. At this time, the required Table 8-1: Experience Points by Skill
experience points are 2000 points. He Reduction for
still has 3000 experience points left. He Fighter
Ranger Acquiring
Shaman Thief
pursues his abilities as a ranger and raises Attained Level Sorcerer Sage Sorcerer &
Dragon Priest Priest
his ranger skill from 1st level to 3rd level Bard Sage at the
Dark Priest
in one go. The experience points Same Time
required for this are 1000 + 1500 = 2500 1 2000 1500 1000 500 -500
points. There are 500 experience points 2 3000 2000 1500 1000 -500
left. 3 4000 3000 2000 1500 -1000
4 5000 4000 3000 2000 -1000
Any remaining experience points can 5 7000 5000 4000 3000 -1500
be carried over and used in addition to 6 9000 7000 5000 4000 -2000
the experience points earned on the next 7 12000 9000 7000 5000 -3000
adventure. It may seem strange to carry 8 15000 12000 9000 7000 -4000
9 20000 15000 12000 9000 -5000
over experience, but think of it as cutting
10 25000 20000 15000 12000 -6000
off the adventurer's growth by the

130
When a character who already has required for sage skill level 2) - 500 be increased with 3000 - 500 = 2500 and
the sorcerer skill acquires the sage skill at points (reduction amount) = 500 points. 4000 - 1000 = 3000 points. However, this
the same level or lower, or when a This character can also reduce his perk is not available when increasing the
character who already has the sage skill required experience points when sorcerer skill to 4th level.
acquires the sorcerer skill at the same increasing his sage skill to 3rd level. The A character with a 3rd level sorcerer
level or lower, the amount of experience reduction on the 3 levels row is 1000 skill or a 3rd level sage skill will not
points spent can be reduced depending points. Therefore, the experience points receive any experience point reductions
on the skill level. required to acquire a 3rd level sage skill regardless of whether they reach 4th
Please see the rightmost column of are 1500 -1000 = 500 points. level.
Table 8-1: Experience Points by Skill. There is no reduction in experience
points when increasing the sage skill to Example 3:
Example 1: 4th level. This is because the sorcerer When a character who does not have
Suppose a character has a 3rd level skill is only 3rd level. either the sorcerer skill or the sage skill
sorcerer skill and a 1st level sage skill and newly acquires a 1st level sorcerer skill,
increases his sage skill to 2nd level. At Example 2: they can also acquire a 1st level sage skill
this time, the newly acquired sage skill Consider a character with a 1st level at the same time without spending
level 2 is lower than the already acquired sorcerer skill and a 3rd level sage skill experience points. If you acquire the 1st
sorcerer skill level 3, so he can acquire it who wants to advance his sorcerer skill. level sorcerer skill first, the experience
for fewer experience points. The In this case, as in the example above, points will be reduced when you acquire
reduction on the 2 levels row is 500 points, when increasing the sorcerer skill to 2nd the 1st level sage skill, and as a result, the
so the experience points spent are 1000 and 3rd level, there is a reduction in required experience points will be 500 -
points (experience points originally experience points for each, and they can 500 = 0 points.

8.3 How to Use Experience Points: Increasing Ability Scores


8.3 How to Use Experience Points: Increasing Ability Scores
Experience points can also be used to adventurers need 5000 experience points.
increase your character's ability scores. Life force and mental power are half of
To increase dexterity, agility, intelligence, that (1500 points, 2500 points). There is
or strength by 1 point, humans need 3000 no maximum.
experience points and non-human

8.4 Increasing General Skills


8.4 Increasing General Skills
General skills are not necessary for repeat customers (increase in bartender liked by people at a bar, and how to make
adventurer characters. However, skill). simple dishes that pair well with drinks.
providing general skills may lead to Therefore, general skills cannot be Of course, different people will pick up
individualization of a character and purchased with experience points like different jobs at different speeds, but
expand the range of role-playing. adventurer skills. anyone would have gained some
Now let's explain how to increase It's only acceptable to increase the experience in that time. So the game
your general skill levels. Make no level of a general skill if you've used that master then decides to give the character
mistake, general skills are skills that are specific general skill for a long period of 2 levels in the bartender skill.
not directly related to adventure. time. All decisions are made by the game If a character is suitable for this type
Therefore, no matter how much master. of job, you can give them 3 levels, and if
experience you might gain through For example, let's say a character is a character is unsuitable, you can give
adventuring, it would be silly for it to forced to work in a bar for two months as them only 1 level.
result in you being able to grow fine punishment for eating and drinking 5th level signifies being sufficient at a
eggplant (increase in farmer skill) or without paying. He has no choice but to general skill, so consider reaching levels
result in you being able to have lots of work as a shop clerk. As he works in this beyond that to take a large amount of
way, he will learn things like how to be effort. Doing something casually in your

131
free time would probably only let you get
to 3rd level.
Though they may be general skills,
you won't find many humans, etc. who
reach 10th level.

132
Part 2: Game Masters’ Section

133
Chapter 9:
Notes on
Success Rolls

134
9.1 Setting Target Scores and Difficulties
9.1 Setting Target Scores and Difficulties
To make a success roll, you must problem with things that are clearly This table is written in a somewhat
decide on the skill to be used, the relevant stipulated in the rules, such as climbing, abstract format to accommodate all
ability score, and the target score or hit checks in combat, etc. but things that success rolls. As a game master, don't
difficulty. Of these, skill and ability score are not will have to be set by the game think too much about it, trust your own
should be clear immediately as long as master each time they are needed. judgment and intuition when deciding
you understand the abilities included To determine a target score or on the target score or difficulty. It's not a
under each skill. The problem is the difficulty, please follow Table 9-1: good idea in an RPG to worry about
target score or difficulty. There is no Determining Target Scores or situations like this and stall the game.
Difficulties.

Table 9-1: Determining Target Scores or Difficulties


Target Score Difficulty Standard
5 -2 If you have the skill, it's almost a sure-fire task. Even amateurs can be successful.
6 -1 Almost guaranteed if you have the skill. Even amateurs have a greater chance of success.
7 0 If you have the skill, you can expect success. For amateurs, it's 50-50.
8 1 If you have the skill, there is a high probability of success. For amateurs, the risk of failure is greater.
9 2 If you have the skill, you’ll succeed 2 out of 3 times, but if you’re an amateur, you’ll fail 2 out of 3 times.
10 3 It's 50-50 if you have the skill. Success is not guaranteed to amateurs.
If you’re a pro in that field, you’ll most likely succeed, but if you only have the skill, there’s a greater risk of failure.
11 4
Amateurs should stay away from it.
12 5 If you’re a pro in that field, you can expect success, but you should expect to fail if you're just dabbling.
13 6 It's possible with a little luck if you're someone who's only dabbled. Even pros can fail due to a little bad luck.
14 7 A simple task for the world's greatest expert. At pro level, failure is quite possible.
15 8 If you’re a master, you’ll never fail, but if you’re a pro, success is 50-50.
16 9 Even if you’re a master, there is no guarantee that you’ll succeed.
17 10 Even the greatest master is subject to the possibility of failure. It is best not to expect success at pro level.
18 11 Even a master cannot guarantee success.
19 12 You can't blame a master even if they fail.
20 13 50-50 for masters. Otherwise, it's best not to touch it at all.
21 14 Even if you’re a master, the probability of failure is high.
22 15 This is a task that will go down in history if successful.

9.2 Should You Use a Target Score Check or a Difficulty Check?


9.2 Should You Use a Target Score Check or a Difficulty Check?
There are two types of success rolls: failure is clear. If you succeed, you can it. The same goes for when you're
those that use a target score for the check jump over it, and if you fail, you will fall. sneaking up on a sleeping monster. Even
and those that use a difficulty for the Checks for actions with clear successes though it looks like it's a success, the
check. The game master must decide or failures are made using target scores. monster may actually be pretending to
which of these should be used to make An example of something where be asleep.
the success roll. success or failure cannot be determined These actions result in a difficulty
The standard for deciding is whether is finding a trap. When a trap is not check. If you can fail on a success roll but
the character can tell if the action found, a character has no way of still have it appear to be a success, then
succeeded or failed. For example, if you knowing whether there really are no the success roll should be made as a
want to jump over a cliff, success or traps or if it's because they couldn't find difficulty check.

135
Should the Difficulty Be Clear? The time when you should not reveal them the difficulty. Players will probably
During a difficulty check, it is up to the difficulty is when revealing the think it's the same difficulty as before.
the game master to decide whether or difficulty itself would indicate that Then, after it becomes clear that their
not to reveal the difficulty. However, the something is wrong. For example, success roll was a failure, it'll turn out
difficulty should be made as clear as suppose one mansion has a difficulty 5 that the difficulty was actually high.
possible. When a player makes a success trap and a difficulty 6 trap. What if the Wouldn't that be cheating the
roll, they use the baseline score (skill level difficulty of finding traps has been 5 for players? Do you think so? That's exactly
+ ability bonus) and the final score a long time, but it suddenly increases to right. However, the fact that they
attained from the dice roll to infer the 6? purposefully set a different difficulty and
success or failure of the action. At this That alone will make players wary. In prepared a difficult trap means that they
time, if you don't know the difficulty, it’ll such cases, it is better to keep the wanted you to fall into that trap, right?
be difficult to guess. difficulty low. A technique for creating Haha.
For example, let's say a character tries scenarios is to keep the difficulty Of course, even if that's the case, stay
to find a trap. In this case, the final score consistent for success rolls that are likely true to the roll of your dice. In order for
of his success roll is 13. If the difficulty is to be made frequently in one scenario, the game to proceed smoothly, it is
clear, let's say it's 3, players can infer that such as finding traps. important for the game master to gain
they can only fail when the game master If you really want to include traps the trust of the players.
rolls an 11 or 12. with different difficulties, then when the
However, this is not possible without difficulty changes, just nonchalantly say
knowing the difficulty. Okay, make a success roll without telling

9.3 General Modifiers


9.3 General Modifiers
Success rolls may have modifiers In this case, instead of the game Modifiers are applied to the final
applied to them. For example, trying to master looking at the Determining Target score of a success roll. Therefore, the
find things in situations with little light Scores or Difficulties table for each, it's greater the negative number, the more
can be difficult. easier to deal with it by setting one target difficult it is.
This situation can be reflected in the score, assuming there is complete light, Of course, game masters may set
target score or difficulty, but there is also and applying -4 to the human because other modifiers (such as -3) at their
a way to deal with it by modifying the they can't see, -2 to the elf (shaman) discretion. If there are conditions that
final score of the success roll. The because they can use infravision, and no make the action easier (such as having
advantage of dealing with this through modifier to the dwarf because they have tools available to assist), you can also
modifiers is that it is simpler and easier full darkvision. Also, since the modifiers give it a positive modifier.
to maintain fairness. are reflected in the final score, the
For example, let's say you're advantage is that you can also see who Table 9-2: Success Roll Modifiers
searching for a document in a room with did the best search. Extremely difficult situation -4
little light. Suppose there are three In Sword World RPG, the only Tough but manageable situation -2
people: a human, an elf (shaman), and a guidelines for general success roll
Slightly disadvantageous situation -1
dwarf. modifiers are as follows (Table 9-2:
Success Roll Modifiers).

9.4 Automatic Success Restrictions


9.4 Automatic Success Restrictions
A success roll of double sixes is has a 1 in 36 chance of success. For farther, but 20 meters is still a ridiculous
defined as an automatic success. No example, is it really possible for a number. Game masters should not allow
matter how difficult an action is, there is character to jump over a cliff that’s 20 a success roll itself for such actions.
a 1 in 36 chance of success. This is a rule meters wide? Success rolls are only made when
for game-like fun. The world record for the long jump is there is a chance of success.
However, it would be unnatural if just under 9 meters. In Sword World RPG,
even something that seems so impossible those with a high thief skill can jump

136
Chapter 10:
Notes on
Combat

137
10.1 NPC and Monster Action Announcement
10.1 NPC and Monster Action Announcement
The game master must manage the However, that does not mean that They must not change things based on
actions of NPCs and monsters. In you can make loose announcements and the circumstances, such as attacking with
combat, the planned actions of NPCs change them depending on the situation. fangs if the character used the spell
and monsters must be announced at the For example, it’s correct to announce Counter Magic to increase their
beginning of the round. the planned action of a hellhound with resistance, or breathing fire if the
At this time, the game master does the ability to breathe fire by saying, I'm character used the spell Quickness to
not need to make a specific about to do something with my mouth raise their agility (evasion speed). This
announcement. All they have to do is tell wide open… The characters have no way can lead to a loss of game fairness and
you what you can understand from the of knowing if the hellhound is about to may also spoil player motivation.
character's perspective. bite them or breathe fire. However, the Strictly plan your actions, and when
game master should decide in advance telling the players, only tell them things
which actions they are going to take. that only the character knows.

10.2 Combat in Special Situations


10.2 Combat in Special Situations
Combat often occurs in unusual
locations, such as in the dark, on poor Table 10-1: Attack Power and Evasion Speed Modifiers
footing, etc. In such cases, a penalty Full movement (Evasion speed only) -4
(sometimes a bonus) is given to an Can’t see opponent (in the dark, invisible enemy, etc.) -4
adventurer's attack power or evasion However, if alternative senses (smell, hearing, etc.) are developed to some extent -2
speed, depending on the situation. If the If you don't have to rely on vision None
same conditions apply to monsters, the When footing is bad
-2
same penalty (bonus) will be given to the (Rocks and debris are everywhere, water is up to your waist, etc.)
monster's attack and evasion points. Fallen
This penalty will be considered in -2
(Same as when trying to stand up because you're in an unstable state)
accordance with 9.3: General Modifiers
(see p. 136).
An example is shown in Table 10-1:
Attack Power and Evasion Speed
Modifiers.

10.3 Surprise Attacks


10.3 Surprise Attacks
When encountering a monster, one highest final score. On the Surprise attack, and if it's greater than the one in
of you may notice the other without Attack Check table, if this score is lower the adventurer column, the adventurers
them noticing you, allowing you to than the one in the monster column, the have a chance for a surprise attack.
perform a surprise attack. This should monster has a chance for a surprise However, you should also take into
also be determined by the game master
depending on the situation, but we've Table 10-2: Surprise Attack Check
included Table 10-2: Surprise Attack
Intelligence Monster Adventurer
Check as a reference. The game master
None, almost none, obeys commands -6 +6
must roll 2D and add it to the monster
level (the highest one in the case of a Animal, low -5 +7
group). Next, all adventurers make a Human -4 +8
success roll using ranger skill level + High -3 +9
intelligence bonus as the baseline score.
Subtract the monster's score from the

138
consideration conditions such as the one round. The side that was surprised is attack will incur a -4 penalty to evasion
surrounding environment and whether unable to take any assertive action. It’s speed (points).
the adventurers are proceeding quietly. still possible to take actions such as
If a surprise attack occurs, the side trying to avoid enemy attacks or resisting
who surprised the other is free to act for magic cast on you. However, evading an

10.4 Water Combat


10.4 Water Combat
Depending on the situation, spellsongs will be unusable. However, if you cast Water Breathing, you will drown
adventurers may have to fight in water. you cast the spirit magic Water Breathing if you do not reach the surface within
If the water is chest-high, your beforehand, you can speak normally and this number of rounds.
freedom of movement is restricted and cast spells. If the opponent you're fighting is a
you suffer a -2 penalty on hit and evasion Also, if you cast the spell Decrease creature that lives on land, such as a
checks. There are no restrictions on the Water Pressure, which is also spirit magic, human, they will suffer the same penalty.
weapons or magic you can use. you can fight without suffering any of However, creatures that live underwater,
If you are head-deep in water, you these penalties. At this time, you can use such as mermen, do not suffer any
suffer a -4 penalty on hit and evasion any weapon except projectiles. However, penalties other than weapon restrictions.
checks. Additionally, the only weapons projectiles cannot be used. Conversely, these creatures become
you can use are daggers, short swords, As explained in the swim section slower on land and typically suffer a -4
one-handed spears, or something similar. under Common Adventurer Abilities, penalty to hit and evasion. Some
Other weapons and shields cannot be you can only hold your breath creatures, such as hydra and scylla, can
used. Also, since you cannot make sound underwater for a number of rounds act both in water and on land without
normally underwater, all spells and equal to your life force (points). Unless penalty.

10.5 Attacks Against the Sleeping


10.5 Attacks Against the Sleeping
Rules for Sleeping Monsters Silence or Mute magic, there will be no In the case of something sleeping due to
To get within 5 meters of a sleeping sound, so there is no need for a success the ancient magic Sleep Cloud or the
monster, you must successfully perform roll. spellsong Lullaby, a resistance check
the thief skill stealthy step. If you succeed Attacks against sleeping monsters are must be made every round to judge. If it's
on a success roll using thief skill level + always a success unless you roll 2D and natural sleep, there is no need to roll and
dexterity bonus as the baseline score, the get double ones on your hit check (even it'll always wake up.
monster will not wake up. If you fail, the when attacking a sleeping opponent, However, the spirit magic Sleep is an
monster will sense your presence and double ones is always a failure). exception. Unless the magic itself is
wake up immediately. Furthermore, when making a damage broken by Dispel Magic or other magic
The game master must set the check, you can reduce the weapon's belonging to mind, it will never wake up.
monster's monster level as the difficulty critical target by -1. If you are attacking
and add a 2D roll to it to determine the with the thief skill, your critical target Rules for Sleeping
target score. Depending on the situation will be -2. Adventurers
(for example, there are pebbles on the If you attack a sleeping monster but If a sleeping adventurer is
floor and they make a lot of noise, or the do not deal any damage, or if you deal approached by a monster, the baseline
monster happens to be wearing damage but are unable to reduce its life score is adventurer level + intelligence
earplugs), you can apply positive or points to 0, the monster will wake up bonus, and if you succeed on a resistance
negative modifiers to the final score (at immediately. It will probably become roll against target score 9, you can wake
this time, the reason you must use a angry and counterattack the adventurer up before being attacked. If the monster
difficulty instead of a target score is starting on the next round. has the ability to sneak up on you, the
because there is a possibility that the If there is combat, etc. going on in the target score will be even higher. If they
monster will continue to pretend to be surrounding area or a loud noise is made, approach using stealthy step, etc. their
asleep even though it's aware). If you use the monster will wake up immediately. final score will become the target score.

139
If you're put to sleep by magical When a monster, etc. attacks a The spirit magic Sleep is still an
means such as Sleep Cloud, you must sleeping adventurer, the attack will exception. Unless the magic itself is
make a check via mental power automatically hit. If the attack does not broken by Dispel Magic or other magic
resistance roll each round as long as reduce life to 0, the adventurer wakes up belonging to mind, they'll never wake up.
combat continues. immediately. Therefore, the quickest way
to wake up your friends is to kick them.

10.6 Combat Between Monsters


10.6 Combat Between Monsters
《 Hit Checks 》 《 Damage 》
Sometimes there will have to be
combat between monsters. In that case,
do the following: Add a 2D roll to the attacking If the attack hits, roll 2D. If it's double
monster's attack points - 7 (marked in ones, the damage will be equal to the
brackets). If it’s equal to or greater than strike points of the attacking monster.
the evasion points of the defending Otherwise, the damage equals the
monster, it's a hit. attacking monster's strike points minus
the defending monster's defense points.
If the difference is 0 or less, only 1 point
of damage will be dealt.

140
Chapter 11: Notes on Magic

141
11.1 Rune Masters’ Status
11.1 Rune Masters’ Status
In Alecrast, there aren't that many masters, and all other people were used their presence, they are also viewed with
beings called rune masters. Rune as slaves. Therefore, there is a great sense fear and disgust by the general public.
masters are respected in a sense by the of crisis regarding the power of rune Countries that are negative towards
general public because they have special masters (especially sorcerers). Some magic sometimes have policies that exile
powers called magic. However, public believe that once their numbers become rune masters from the country.
sentiment towards magic is far from sufficient and they regain the power they Of course, these people also rely on
good. This is because, in the days of the had during the ancient kingdom, the age magical power when they themselves
ancient kingdom, citizenship was not of darkness may come again. need it.
recognized for anyone except rune Although rune masters are not
openly persecuted due to the necessity of

11.2 Dark Magic


11.2 Dark Magic
Expansion=Final score, distance, targets,
Divination
As mentioned earlier, these runes,
《 》 damage certainty
like holy magic, use the gods as its source
of power. However, it is derived from the Like the priest skill, this is the ability Resist=Negated effect
power of the gods of evil (wicked gods) to pray and communicate with a god. This spell has the opposite effect of
such as Phalaris, who are believed to Cure Wounds, cutting into the target's
cause harm to us humans. For this 《 Vow 》 body and causing wounds. This damage
reason, the rune masters of these runes check is made with strike power 10
Similar to the priest skill, this is the (criticals can also occur). No damage is
are both hated and feared by the general ability to make a voluntary vow and have
public. A rune master who uses dark dealt to a target that attempts and
a god protect you. Wicked gods often successfully resists.
magic is called a dark priest. In a narrow impose harsh punishments on actions
sense, only the priests of Phalaris are This spell also has no effect on
that violate their vows. anything that does not have normal life,
sometimes called dark priests. This is
because believers in wicked gods other such as undead or magical creatures.
than Phalaris are rarely seen. 11.2.2
[ Mental Attack ]
Dark magic basically has the same Basic Dark Magic List Base Mental Power Cost=1~
origin as holy magic, and dark priests
Here is a list of common dark magic Distance=Touch
can use most of the basic holy magic. In
that any priest of the wicked gods can use. Area=One
addition, dark priests can use wicked Duration=Instant
magic that the gods of light do not allow In addition to these, priests of the wicked
Effect=Reduces the target's mental power
(do not give power to). Furthermore, just gods can also use most of the basic holy (points) by double the mental power
as there is special holy magic that is magic. However, if an identical type of consumed by the caster.
unique to each god among holy magic, spell or a spell with an identical name is Type=-
there is also special dark magic. listed under dark magic, they can only Expansion=Final score, effect (see
use that version of it. description)
Resist=Negated effect
11.2.1 1st Level Basic Dark
This is a very special spell. Before

Basic Abilities of the


using this spell, you must declare in
Magic List advance how many points of mental
Dark Priest Skill [ Wounds ] power (points) you will use. You can
Base Mental Power Cost=5
Dark priests can use the following reduce the target's mental power (points)
Distance=10 meters
abilities: Area=One by twice the mental power (points)
Duration=Instant consumed. The caster can use any
Effect=Cut up the opponent's body, dealing number of points up to the amount of
strike power 10 damage mental power they have. As a result, if
Type=Damage (Special) the target's mental power (points)

142
reaches 0, the opponent will lose 3rd Level Basic Dark if the poison is removed by a spell such

Magic List
consciousness. However, mental power as Cure Poison, etc. midway, the damage
(points) will not fall below 0. will stop accumulating at that point.
[ Poison ]
Note that this spell does not allow the This is a spell that creates a poison However, the damage suffered up to that
target to reduce damage using within the target's body, and its effect point will not be recovered.
adventurer level. Also, the caster cannot depends on the type of poison produced.
add their magic power to the damage There are two types of poison that can be 4th Level Basic Dark
dealt, and cannot divide the mental created by this spell. The target can also Magic List
power consumed by the spell by their attempt a resistance roll, and targets that [ Control Imp ]
level (for both a caster with a 1st level succeed will not suffer any effect. Base Mental Power Cost=20
dark priest skill and a caster with a 3rd Although it is a poison, the resistance Distance=1 kilometer
level dark priest skill, the mental power roll is made as a mental power resistance Area=One imp
consumed is the same). roll, not life force. Please be careful.
Duration=Permanent
Effect=You can make an imp into your

2nd Level Basic Dark


familiar
Paralysis Poison Type=Non-removable
Magic List Base Mental Power Cost=15 Expansion=-
[ Deafness ] Distance=Touch Resist=None
Base Mental Power Cost=8 Area=One
This spell is very similar to the
Distance=Touch Duration=12 hours
ancient magic Familiar. The difference,
Area=One Effect=Creates a paralyzing poison in the
target's body
however, is that the thing you can
Duration=18 rounds
Type=Target score summon to become your familiar is an
Effect=Take away the target's hearing
Type=Countered (Negated) By: Cure Countered (Negated) By: Cure Poison imp, not a small animal. One caster
Deafness Expansion=Final score cannot summon a second one. See p. 178
Expansion=Final score, duration Resist=Negated effect for information on imp abilities.
Resist=Negated effect A poison carried by ghouls that has An imp that’s become a familiar can
This spell has the effect of taking the effect of paralyzing the opponent's be controlled freely from a distance, and
away the target's hearing. The target can nerves. At the end of the next round after the caster can see and hear through the
attempt to resist, but a target who fails this spell is cast on you, you will be imp's eyes and ears. When casting magic,
will no longer be able to hear any sounds. paralyzed and unable to move. you can also borrow the imp's mental
If they're successful, they won't be points to cast spells.
affected at all. The penalty that’ll be Damage Poison f the imp loses life points or mental
imposed depends on the situation, so the Base Mental Power Cost=15 points due to an attack from another, the
game master should act on the Distance=Touch caster will also suffer the same pain as
Area=One the imp, and will lose the same amount
assumption that the target cannot hear.
Duration=Special
in life force or mental power.
Effect=Creates a damage poison into the
[ Blindness ] target's body
Base Mental Power Cost=8 Type=Target score, damage (Poison-type) [ Steal Life ]
Distance=Touch Countered (Negated) By: Cure Poison Base Mental Power Cost=20
Area=One Expansion=Final score, damage certainty Distance=30 meters
Duration=18 Rounds Resist=Negated effect Area=One
Effect=Take away the target's vision Duration=Instant
Deals damage to the opponent's life
Type=Countered (Negated) By: Cure Effect=Take strike power 10 life force (points)
force (points). First, make a strike roll
Blindness from the target and give it to the caster.
Expansion=Final score, duration with a strike power of 20. Magic power
Type=Damage (Special, see explanation)
Resist=Negated effect should be added to damage as usual. Expansion=Final score, distance, targets,
This spell has the effect of taking Also, your opponent cannot reduce this damage certainty
away the target's vision. If the target damage using adventurer level. This Resist=Negated effect
successfully resists, it’ll have no effect. If poison's damage is not applied This spell combines the effects of
a human or monster in this state (only immediately, but in the form of 1 point at both Wounds and Cure Wounds,
those that rely on vision) attempts to the end of each round, starting on the allowing the caster to absorb life force
attack, they suffer a -4 modifier to attack round in which the spell is used. The (points) from the target to recover when
and evasion. poison then lasts until the final the caster is wounded. First, make a
determined damage is dealt. In this case, strike power 10 check for damage dealt

143
to the target, and the caster's life force impose. However, the higher the caster's according to the caster's commands, but
(points) will be restored by the same level, or if some kind of price is paid at due to their low intellect, they can only
number of points. If you expand the the same time as the spell, the more understand simple commands such as
effect and steal life force (points) from terrifying the effect will be. For example, kill anyone who enters this room or dig a
multiple people, you can recover the if the caster sacrifices their own life, it is hole. See p. 215 for zombie details.
total amount of life force (points) you acceptable to apply a fairly powerful If you wish, you can turn non-human
stole. However, you cannot increase your curse. An example of a curse is making a animals, fae, youma, titans, mythical
life (points) higher than your original beautiful face ugly or changing the color beasts, magical beasts, etc. into zombies,
score. Also, like Wounds, it has no effect of one's skin. Game masters should limit but if you want to cast it on something
at all if the opponent successfully resists, the effects of curses so that they do not larger than human size, you will need to
and it has no effect on opponents that immediately kill the individual. Curses consume extra mental power (points) to
don't have normal life, such as undead, can be removed by Remove Curse or expand the effect. The required mental
skeleton warriors, etc. This spell also Perfect Cancellation, but there are also power (points) increases in proportion
cannot be used if the dark priest him or always items or actions that are the key to the volume of the target. On the other
herself is undead. to lifting the curse. The curse will be hand, if you turn a small animal into a
lifted when you obtain the item or zombie, it does not mean that you’ll need
5th Level Basic Dark complete the action. This key is usually to consume less mental power.

Magic List
unknown to the target of the curse. Each game master is responsible for
determining the details for non-human
[ Curse ]
Base Mental Power Cost=25 [ Create Zombie ] zombies.
Distance=Touch Base Mental Power Cost=25
Area=One Distance=10 meters
Duration=Permanent Area=One corpse
Effect=Put a curse on the target Duration=Permanent
Type=Curse, target score Effect=Resurrect the deceased as a zombie
Expansion=Final score Type=Non-removable, ritual
Resist=Negated effect Expansion=Distance, targets, target volume
Resist=None
This spell is used on an individual to
To cast this spell, you need a corpse
impose penalties that are not directly
that is within a few days of death. The
life-threatening. It’s up to the game
corpse can be resurrected as a zombie
master to decide what kind of penalty to
and used as a slave. Zombies move

Curse The man's eyes were sunken in, his skin dry and Eventually a shaky hand rose up and
The man who sat down at the table bluntly flaky. His lips were so chapped they looked as if they grabbed the cup. The cup was slowly raised
ordered dried meat and hard bread from the were about to bleed. in front of the waiter. The man brought it
waiter. The waiter placed the order on the plate, “Thunk.” to his mouth, and he took a sip.
though with some hesitation. “We have fresh meat A cup was placed in front of the man. Water "Blaaagh"
in the kitchen, so why wouldn't he order freshly- poured in. The man violently spat the mouthful
cooked meat instead?” "It's on the house, don't worry about paying" out onto the table.
“Why didn't he ask for soft white bread to go The waiter told the man. "Sir!"
with it?” "Are you ill?" The waiter instinctively exclaimed. As
The man brought the dried meat to his mouth The waiter looked into the man's face as he he was about to put his hand on his
and began to chew it very slowly. He chewed asked. He was shook by the intensity in his eyes. shoulder, the waiter noticed a strong,
countless times, until finally he swallowed. Then, The man was staring intently into the glass of suffocating smell of alcohol.
he moved on to the hard bread. This too, he chewed water. Hostility? Hatred? The man glared at the cup, The waiter looked around. He
for so long that it was vexing to watch, and then, with his eyes arched wide. wondered if perhaps someone tipped over
with much effort, sent it down his throat and into “If I were betrayed by a woman I'd always loved, their drink, but there didn't seem to be any
his stomach. then ran into her, that’s the look I might give her.” sign of that anywhere.
That thought came to the waiter's mind. He lifted the cup he brought and held
it up to his lips. Sure enough, it was just
water, but.......

fafa

144
As he wiped up the mess the man had Since then, all the water he's drank has turned "You want to do this?"
made, the waiter noticed that it was giving into alcohol. But it’s not just any alcohol. It's the With a wry smile on his face, the man in the
off a strong odor of alcohol. strong kind that violently burns one's throat as black robe placed a bottle of liquor on the table
"Please take it away" soon as they take a sip. It's even stronger than the with a thud. One of the finest in the bar.
With a trembling finger, the man hard liquor that the dwarves are said to treasure. “Crash!”
pointed to the glass of water. The waiter It isn't just water. The juices that drip from The bottle that had been knocked aside fell off
nodded and carried it away. cooked meat and fresh juice from fruit were all the table and shattered with a loud crash.
"Dammit" turned into alcohol. "Piss off."
The man held his head in his hands. It He tried to dilute liquor with water, but the The man suffering from the curse replied, in a
was that man in the black robe. While he result was the same. As soon as it entered his hoarse voice.
was drunk and acting rowdy, he swung his mouth, the supposedly diluted liquor burned his "Well, this is most unfortunate"
arm around and hit him in the head. throat. The man in the black robe turned and
"If you like alcohol this much......" “I want...... water.” walked away, with a cold, triumphant smile
The man in the black robe looked back As the man cleared his throat, he was annoyed hidden beneath his hood.
with a cold smile and a dark gaze. by the noise around him. Only the man in the black robe knew. The key
"I'll turn every mouthful of water you “Why me…?” to breaking the curse was to "drink from a bottle
drink into alcohol" Full of resentment and hatred, the man looked of alcohol served by another"...
around the bar. ...but the man tormented by the curse of alcohol
His eyes stopped. On one man. A man with a would never find out.
black hood completely covering his face.
The man in the black robe slowly stood up. He
then walked up to the black table.

145
6th Level Basic Dark that had this spell cast on them will will be unable to see, hear, speak, or smell.

Magic List
decay very quickly. Decay, which As a result, it’ll be difficult to willingly
normally takes two to three days, will be take action.
[ Mesmerize ]
Base Mental Power Cost=24 reduced to half an hour. As long as an
Distance=30 meters object is perishable, it will decay, even if [ Summon Servant ]
Area=One under conditions where decay would Base Mental Power Cost=32
Duration=18 rounds normally not progress, such as the Distance=Caster
Effect=Hypnotize the target and make them environment being below freezing, or Area=An area within a 1 kilometer radius
move at will from the caster
being soaked in a saturated brine.
Type=Mind Duration=1 hour
However, this has no effect on metals or
Expansion=Final score, duration, distance, Effect=Summon animals that represent a god
rocks, and it has no effect on living Type=Target score
targets
creatures at all. Targets are limited to Expansion=Final score, duration, area
Resist=Negated effect
This spell hypnotizes the opponent, non-living meat, plants, fibers, etc. Resist=None
rendering them unable to actively think. This spell can reduce the time it takes This spell is the same as the holy
The caster can control the hypnotized for decay to complete by consuming magic of the same name. Please refer p.
subject at will. However, this cannot be extra mental power. If double the normal 103. The creatures summoned vary
used to make them do intense amount of mental power is consumed, depending on the wicked god. Please
movements such as combat, or casting the target will decay in 15 minutes, and if refer to the following list.
magic. It can only be as much as making triple, the target will decay in 10 minutes.
them walk slowly in the direction you Even if the spell is removed with Phalaris: Crow, rat, wolf, bat
want or bring you something in their Perfect Cancellation, etc. the target will Kardis: Crow, vulture
hands. You also cannot give complex not return to the state it was in before it The Nameless God of Madness:
commands that require the person to decayed (it will return with the counter Lemming
judge the situation and have them carry magic Preservation. See p. 102). Mirleaf: Octopus, squid (only in the
them out. For example, if you were to sea)
command someone to go to a certain 7th Level Basic Dark
house and steal some jewels, it wouldn’t Magic List 9th Level Basic Dark
be possible because those under the There is no 7th level basic dark magic. Magic List
spell's influence wouldn't be able to think [ Plague ]
of a way to break into that house. 8th Level Basic Dark Basic Mental Power Cost=45
Furthermore, you cannot command Distance=Touch
actions that directly encourage suicide.
Magic List Area=One
[ Cripple ] Duration=Instant
However, it is possible to make someone Base Mental Power Cost=40 Effect=Infect your opponent with a highly
walk off a cliff and fall to their death. Distance=30 meters contagious plague
If you expand the effect and apply it Area=One body part Type=-
to multiple targets at once, you can only Duration=Permanent Expansion=Final score
give the same command to all targets. Effect=Take away an opponent's bodily Resist=Negated effect
freedom
This is a spell that inflicts a plague on
Type=Curse, target score
[ Rot ] the target. There are various types of this
Base Mental Power Cost=24 Expansion=Final score, distance, targets
Resist=Negated effect
plague. Each game master should specify
Distance=Touch the symptoms.
Area=One object This spell has the effect of taking
away freedom of a part of the target's Regardless of the symptoms specified
Duration=30 minutes
Effect=Decays the target body, such as a limb, etc. Those who’ve by the game master, the plague's rarity is
Type=Target score, Non-removable had this spell cast on them will suffer 16. Also, the progression
Counters (Overpowers): Preservation various penalties depending on the body speed/progression Intensity/ Healing score
Countered (Overpowered) By: Preservation part. If you lose freedom of your arms, is 3 days/8/11 (22). It has a lethal depth of
Expansion=Final score, time reduction (see 3 and is very highly contagious. Note that
you won't be able to hold anything in
description) the caster of the spell also becomes a
those arms, and if you lose freedom of
Resist=None target of the contagion immediately after
your legs, you will have difficulty moving,
This spell has the effect of the target contracts the illness. Also, if
so you will suffer a -2 penalty on attack
accelerating the rate of decay and the target successfully resists the spell,
and evasion in combat, respectively. If
causing the target to rot faster. Objects they’ll suffer no effect.
freedom of your head is taken away, you

146
For detailed rules regarding illnesses, spell. However, humans' frail bodies and This spell has the effect of amplifying
please refer to 12.2.2: Illnesses (see p. minds cannot withstand the great power the evil spirit that lies dormant in a
164). of a god, so the sacrifice to the spell is person's heart. Targets that fail to resist
destroyed, and you will not be able to will impulsively act in evil ways. What
[ Recall Spirit ] bring them back to life again. the target does depends on the situation
Base Mental Power Cost=45 This spell requires a final score of 30 at the moment and their desires. For
Distance=Touch or greater while also defeating the example, if you think deep down I want
Area=One sacrifice sacrifice's resist for it to be fully effective. money, you’ll be tempted to steal it
Duration=Instant
Even if you defeat the sacrifice's resist, if immediately.
Effect=Give a sacrificial body to a soul of the
you do not attain a final score of 30 or This spell has no effect on beings
dead
Type=Ritual greater, the dark god's summoning will without intelligence or beasts who
Expansion=Final score only last for 1 minute. always act on impulse.
Resist=Negated effect This spell has a bonus added to the
This spell is almost the same as the final score depending on the person The Nameless God of
being sacrificed. If the person being
divine magic of the same name, except
Madness Special Dark
that it uses the body of a sacrifice instead sacrificed is close to a god (regardless of
of the caster to bring the dead back to life. whether it's a god of light or a god of Magic List
Only those that the caster knows well (or darkness), you can add +1 to +6 to the [ Insanity ]
final score. Their priest skill level is a (Spell Level=1)
at least is acquainted with) can be Base Mental Power Cost=3
resurrected. Also, those who have lost reference for how close the sacrifice is to Distance=10 meters
their souls and are destroyed, or those a god, but there are some humans who Area=One
who have become undead, cannot be are close to a god regardless of their skill Duration=18 rounds
resurrected. The person who was level. For example, it is for this reason Effect=Take away the target's sanity
sacrificed loses their soul container and that innocent girls are preferred as Type=Mind
cannot be resurrected. sacrifices. Each game master is Expansion=Final score, duration, distance,
responsible for determining the targets
This spell requires a final score of 20
Resist=Negated effect
or greater while also defeating the suitability of sacrifices, etc.
This spell has the effect of giving a
sacrifice's resist for it to be fully effective.
strong shock to the opponent's mind,
Even if you defeat the sacrifice's resist, if
you do not attain a final score of 20 or 11.2.3 with the power to ruin their peace of

greater, the dead who was resurrected Special Dark Magic mind and cause them to lose their sanity.
Targets who lose their sanity due to this
will lose their memories. List spell go into bizarre states such as staring
Here is a list of special dark magic vacantly in bewilderment, yelling
that can be used uniquely by each wicked nonsense, or curling up and sobbing, and
10th Level Basic Dark god. Priests of wicked gods can use basic become completely unable to take logical
Magic List holy magic, basic dark magic, and special actions.
[ Call God ] dark magic created by their god. Most of the time, they will only be
Base Mental Power Cost=50 rendered useless, but only when they roll
Distance=Touch
Area=One sacrifice Phalaris Special Dark 2D again and the result is double ones,
they will go berserk with madness and
Duration=Permanent Magic List
engage in destructive acts. In this case,
Effect=Summon a dark god [ Evil Impulse ]
they will be in the same state as when
Type=Target score, ritual (Spell Level=4)
Expansion=Final score Base Mental Power Cost=20 Berserk is cast, described below. Please
Resist=Negated effect Distance=30 meters refer to Berserk for handling.
This spell is almost the same as the Area=One
holy magic of the same name, except for Duration=18 rounds [ Berserk ]
its duration and the fact that it summons Effect=Cause the target to impulsively (Spell Level=3)
commit evil acts Base Mental Power Cost=15
a god (wicked god) into the body of a
Type=Mind Distance=Touch
sacrifice rather than the caster. Even
Expansion=Final score, duration, distance, Area=One
wicked gods who have lost contact with targets Duration=18 rounds
the material world will be able to use Resist=Negated effect Effect=Make the target go berserk
their full power if summoned with this Type=Mind

147
Expansion=Final score, duration [ Lunatic Dance ] Mirleaf Special Dark
Resist=Negated effect (Spell Level=5)
Those who have this spell cast on Base Mental Power Cost=25
Magic List
them and fail to resist will go berserk and Distance=Caster [ Create Ghost Ship ]
feel an urge to destroy everything nearby. Area=Anyone within the caster's view (Spell Level=6)
Duration=12 hours + until focus and dancing Base Mental Power Cost=30
Even the caster is not safe from the target.
ends Distance=Touch
As a result, they will destroy property
Effect=Causes 12 hours of madness to anyone Area=One ship
within sight and blindly attack creatures, Duration=Permanent
who watches the dance
regardless of friend or foe. At this time, Type=Focus, mind Effect=Makes a ship into a ghost ship
their attack power and bonus damage Expansion=Final score, effect time (see Type=Non-removable
will be +2, and their evasion speed will description) Counters (Overpowers): Sink
be -4. They also become indifferent to Resist=Negated effect Expansion=-
wounds and pain and ignore the risks of This magic does not require the spell Resist=None
injury or life. Also, if no one is around, to be chanted. Instead, you must dance When this spell is cast on a ship, it
they will wound themselves. with complex gestures. will never sink, no matter how much it
While under the influence of this Those who see this dance and fail a rots, as long as it only carries as much
spell, you will not fall unconscious even resistance roll will go insane and begin weight as the original ship could support.
if your life force (points) drops to 0 or dancing in response to the caster's dance. However, this does not stop the ship itself
less. However, a death check must be Even if you go insane, you won't go from decaying, so over many years it will
made. The first time it becomes 0 or less, berserk, but you will no longer be able to rot to pieces. This spell is effective even
and each time you receive a new wound, act rationally. This madness lasts for an on ships that have already sunk or are
you must make a death check, and if you additional 12 hours even if the caster shipwrecked and partially destroyed.
fail, you will die. stops dancing. The priests of Mirleaf often load
This magic can extend the amount of zombie and skeleton sailors onto the
[ Lunatic Seed ] time the target remains insane after the ships they create, and use them as ghost
(Spell Level=4) dance ends, if the caster consumes extra ships to wreak havoc on the seas.
Base Mental Power Cost=20 mental power to expand the effect.
Distance=Touch
Area=One
Duration=Permanent Kardis Special Dark
Effect=Plant the seeds of madness in the Magic List
opponent's mind [ Death ]
Type=Mind, curse (Spell Level=9)
Expansion=Final score Base Mental Power Cost=45
Resist=Negated effect Distance=10 meters
This is a spell that plants the seeds of Area=One
madness deep within the target's mind. Duration=Instant
Those who've had this spell cast on them Effect=Instantly kill the target
will be unable to disobey the caster's Type=-
Expansion=Final score, targets
commands. However, the caster's
Resist=Negated effect
commands must be something erratic, so
A terrifying death spell created by the
to speak. Rational commands will be
power of the goddess of death, Kardis. A
ignored. They have to be irrational,
target who has this spell cast on them
based on insanity. Those under the spell's
and fails a resistance roll will die instantly.
influence will be unable to act
It has no effect on things that do not have
intelligently, even without the caster's
normal life, such as undead, magical
commands. This spell's effect lasts until it
creatures etc.
is negated (as it is a curse, it cannot be
removed by other magic belonging to
mind) or until the caster renounces it.

148
11.3 Dragon Roar Magic
11.3 Dragon Roar Magic
《 Summon 》
Dragon roar magic are runes used There are no restrictions when using
by those who worship dragons as dragon roar magic spells. If your
guardians rather than gods. In modern- consciousness is clear, you can receive Spells of this type are spells that
day Alecrast, there is no custom of the effects of a spell just by remembering summon and employ the race specified
worshiping dragons in civilized it in your mind. Even if Silence or Mute by each spell. When using these spells,
countries, so no one uses this type of spirit magic is cast on you, you can still the caster must determine the final score
magic. use dragon roar magic! of the spell. Then, compare this final
The skill for using this magic is the No action is required. score with the mental resistance score of
Dragon priests worship dragons, so the creature you're trying to summon.
dragon priest skill, and its owners are
the dragon priest skill cannot be The result will determine when it will be
called dragon priests.
acquired at the same time as the priest summoned (Table 11-1: Summon).
It is said that there are users of
skill (and dark priest skill). Summoning takes place across space.
dragon roar magic among uncivilized
Therefore, it's possible to instantly
savage tribes and among the greater
summon creatures no matter where they
species of lizardmen, an intelligent race
born from the scales of primordial titans 11.3.1 are. However, the closer the target
such as dragons. However, even among Basic Abilities of the creature is, the easier it will be to
summon it. When using the Summon
the great sages, the actual situation is not Dragon Priest Skill table, the game master can apply any
well known.
Owners of the dragon priest skill gain modifiers as desired. If you can basically
Those who believe in dragons have
the following basic abilities. infer that they'll be in the surrounding
only one goal, to be reborn as a dragon.
10km, please add +2. If you know for
For this reason, they train their bodies
and minds and strive to be strong and Reptile Check sure they're there, +4. The caster can also
free. Due to the nature of their faith, [Intelligence] increase the final score through spell
Dragon priests have knowledge of expansion or rituals.
dragon priests do not form a cult or
dragons, their subspecies such as wyrms, However, no matter what modifiers
gather believers. Through repeated
wyverns, etc. and reptiles. For these are applied, if the 2D roll when
training, users of dragon roar magic can
monsters only, they can identify them calculating the final score is double ones,
master the physical, mental, and magical
with a success roll using dragon priest the summoned creature will
transcendental abilities of dragons.
skill + intelligence bonus as the baseline immediately appear and attack the caster
Since their lifestyle, such as eating
score, just like the sage skill’s monster him or herself.
only raw food, worshiping fire, regarding
check. All summons are non-removable
poison as sacred, etc. is not compatible
For the summon magic described magic. Therefore, Dispel Magic has no
with civilized humans, they are
below, the dragon priest must know the effect. However, by using Pharis's special
sometimes considered to be heretical
creature they're trying to summon. holy magic Banish, it's possible to drive
and may be subject to persecution. It is a
the summoned creatures back to where
famous story that the evil dragon that
they came from.
destroyed the kingdom of Moraana,
which had flourished in the central part 11.3.2
of Alecrast, was the reincarnation of Dragon Roar Magic 1st Level Dragon Roar
Krish, a user of dragon roar magic. Spell List Magic List
However, the original cause of this
Here is a list of dragon roar magic
[ Iron Stomach ]
incident was that the savage tribes on the Base Mental Power Cost=3
that dragon priests can use. Among the Distance=Caster
shores of Lake Air, where Krish was born
types of spells, there is one called Area=Caster
and raised, were all exterminated
summon. For this, please follow the Duration=1 day
because they were evil believers who
summon rules below. Effect=Digest everything that can fit in the
worshiped dragons.
stomach and use it as nourishment
Dragon priests will not join an Type=-
adventurer's party due to their religious Expansion=-
beliefs. It can be said that this skill is not Resist=None
suitable for a player character.

149
The caster of this spell will be able to Table 11-1: Summon
digest anything that enters their stomach
Final score - mental
and use it as nourishment. For example, Result
resistance
whether it's a pebble or mud, once it Appears immediately. However, the summoned creature becomes enraged and
(double ones)
enters the stomach, it gives the same attacks the caster!
feeling of fullness as when eating the -7 or less 10 days later
same amount of average food, and at the -6 1 day later
same time provides energy for life
-5 18 rounds later
activities. It takes effect on anything that
-4 6 rounds later
enters the stomach within the effect
period, and your stomach will not feel -3 3 rounds later

upset even after the effect period has -2 2 rounds later


expired. Also, even if you put poison that -1 1 round later
belongs to dose into your stomach 0 or more Immediately.
during the effect period of this spell, the
poison's effect will not appear. However, resulting in +5 defense power. A noble it can also deal bonus damage equal to
this spell cannot protect you from other lizardman whose entire body is already dragon priest skill level + strength bonus.
types of poison. covered in scales cannot use this magic Claw attacks allow you to attack with
(even if they do not use it, their defense both hands at the same time without
[ Communicate Reptile ] power will be +5 from their armor). penalty. However, while these claws are
Base Mental Power Cost=3 grown out, you cannot grasp or hold
Distance=Caster
Area=Caster
2nd Level Dragon Roar anything.

Duration=1 hour Magic List


Effect=Enables communication with reptiles [ Summon Reptile ] [ Poison Proof ]
Base Mental Power Cost=8
Type=- Base Mental Power Cost=10
Distance=Caster
Expansion=Duration Distance=Infinite
Area=Caster
Resist=None Area=One reptile
Duration=18 rounds
You will be able to communicate with Duration=18 rounds
Effect=Nullifies all types of poison
reptiles such as snakes and lizards, as Effect=Summon one reptile
Type=-
well as lizardmen. This spell cannot give Type=Summon, ritual, non-removable
Expansion=Duration
Expansion=Final score, duration
any binding commands to the opponent. Resist=None
Resist=None
If the opponent's intelligence is high While the effect of this spell lasts, the
When you chant this spell, you can
enough, you can negotiate, but if the caster can neutralize all poisons within
summon one reptile, such as a snake or
opponent's intelligence is not sufficient, their body, regardless of their type,
lizard. The caster must specify the type of
you can only know about the opponent's amount, or toxicity score. However, the
reptile to be summoned.
emotions and degree of hunger. However, effect of poison received before the spell
the risk of being attacked by the is cast will merely stop, and if the
opponent is reduced. Your opponent will
[ Swordclaw ]
Base Mental Power Cost=8 duration of the poison's effect is longer
no longer attack you unless they're Distance=Caster than the duration of the spell, it will
enraged or extremely hungry. Area=Caster begin to take effect again as soon as the
Duration=18 Rounds spell's duration has elapsed.
[ Heavy Scale ] Effect=Claws sprout from both hands

3rd Level Dragon Roar


Base Mental Power Cost=4 Type=Target score
Distance=Caster Expansion=Final score, duration
Area=Caster Resist=None Magic List
Duration=18 rounds Sharp claws grow on both hands of [Communicate Dragon Race]
Effect=Wrap your entire body in scales, the caster. These claws have strike power Base Mental Power Cost=9
increasing defense power by +5 Distance=Caster
15 and critical target 10, and are
Type=Target score Area=Caster
furthermore treated the same as a
Expansion=Final score, duration Duration=1 hour
weapon imbued with magical power. The Effect=Enables communication with dragons
Resist=None
attack power is the caster's dragon priest Type=-
When this spell is chanted, the
skill level + dexterity bonus, and if it hits, Expansion=Duration
caster's entire body is covered with scales,
in addition to the damage from the claws, Resist=None

150
Enables communication with dragon 4th Level Dragon Roar Resist=Effect negate
A spell that raises a magical roar
Magic List
creatures such as wyverns, wyrms, and
dragons (elder, lesser, ancient). If the emitted by a dragon. Due to the nature of
[ Counter Spirit ] the spell, this spell cannot be used in
opponent is intelligent enough, you can Base Mental Power Cost=16
also negotiate. When the opponent's Distance=Caster situations where you cannot make sound
intelligence is low, you can only know Area=Caster (even if you use it, it’ll be useless as the
their emotions and degree of hunger. The Duration=18 rounds opponent will not be able to hear you).
caster will no longer be attacked unless Effect=Protects against one type of spirit Those affected by this magical roar will
the opponent is enraged or extremely power that controls nature tremble in fear. Those within the area of
hungry. Type=- effect who fail to resist must roll 2D and
Expansion=Duration receive an effect according to Table 5-5:
Resist=None
[ Fire Proof ] When casting this spell, the caster
Fears (see p. 89). If you expand the effect,
Base Mental Power Cost=12 those who fail to resist must roll 2D a
Distance=Caster
must specify one type of spirit that
number of times equal to the expansion.
Area=Caster controls nature. The spirits that control
The caster may choose the most
Duration=18 rounds nature are gnome, undine, salamander,
desirable result.
Effect=No longer take damage from fire and sylph, frau, will-o-wisp, and shade.
There is only one roar per spell cast.
heat While this spell's effect lasts, the caster
The effect lasts for 18 rounds (the roar
Type=- nullifies all attacks from the specified
Expansion=Duration does not continue for 18 rounds). Also,
spirit. In addition, spirit magic that uses
Resist=None the roar affects everything within its area
the specified spirit as its source of power
The caster suffers no damage from of effect indiscriminately.
will be similarly nullified.
heat or fire as long as the effect of this
This spell cannot cause more than
spell lasts. Even if it's heat or fire caused [ Partial Dragon ]
one effect at the same time. Only one Base Mental Power Cost=25
by magic, you can protect yourself in the
spirit power can be nullified at a time. Distance=Caster
same way.
Area=Caster
[ Fire Breath ] Duration=18 Rounds
[ Dragon’s Wings ] Base Mental Power Cost=20 Effect=Transform into half-dragon, half-
Base Mental Power Cost=12 Distance=Caster human
Distance=Caster Area=Semicircle with a 10 meter forward Type=Target score
Area=Caster radius Expansion=Final score, duration
Duration=1 hour Duration=Instant Resist=None
Effect=Grow wings and gain the ability to fly Effect=Breathe fire from the mouth When this spell is cast, the caster
Type=Target score Type=Damage (Fire-type) takes on a form somewhere between a
Expansion=Final score, duration Expansion=Final score, area, damage
Resist=None dragon and a human. Specifically, it
certainty
Wings shaped like dragon wings looks like an upright lizard with wings.
Resist=Reduced effect
grow on your back. The size depends on As long as this spell lasts, the caster will
The caster breathes fire from their
the caster's body. Using these wings, the receive the effects of all spells of 3rd level
mouth like a dragon. The fire's area of
caster can fly freely in the sky. Movement or lower on the dragon roar magic list,
effect is a semicircle with a 10 meter
speed during flight is 30, and during full except for Summon Reptile. You cannot
forward radius. The fire's strike power is
movement, 30 km per hour. The caster's stack more than one of these spells. Also,
20, and the caster's magic power equals
agility does not change. if you are wearing armor, you will not be
bonus damage.
If you are wearing armor, you will not able to grow your wings (unless you take
some measure like having a hole in the
5th Level Dragon Roar
be able to grow your wings (unless you
take some measure like having a hole in back, etc.).
the back, etc.). Magic List
[ Dragon’s Roar ]
Base Mental Power Cost=25
Distance=Caster
Area=10 meter radius
Duration=18 rounds
Effect=Let out a roar of terror
Type=Mind
Expansion=Final score, duration, effect

151
6th Level Dragon Roar the same time to provide 2 points of transformed into a dragon, the damage

Magic List
defense effect. The same applies when reduction will be 10 points, which is the
expanding the target score. If you wanted lesser dragon's monster level, not the
[ Summon Wyvern ]
Base Mental Power Cost=30 to give 2 points of defense effect to three caster's adventurer level.
Distance=Infinite people each, a 6th level caster's mental Please refer to p. 197 for lesser
Area=One wyvern power consumed would be 24 points and dragon details.
Duration=18 rounds their life force consumed would be 6 While transformed into a lesser
Effect=Summon one wyvern points. Life force consumed cannot be dragon, your intelligence also decreases,
Type=Summon, ritual, non-removable reduced by increasing dragon priest skill making you unable to act rationally or
Expansion=Final score, duration level. If an 8th level caster were to do the use magic.
Resist=None
same thing, the mental power consumed
Summon and control a wyvern, a
lesser species of dragon. However, a
would only be 18 points, but the life force 8th Level Dragon Roar
Magic List
consumed would still be 6 points. There
wyvern's intellect is not very high, so you
is no need to consume extra life force
can only have it do things like attack [ Egg Shelter ]
when expanding the final score. Base Mental Power Cost=40
enemies, or carry you while you hold
Please note that this spell cannot be Distance=Caster
onto its legs.
cast on the caster him or herself. Area=Caster
Duration=10 days to 1 year (see description)
[ Blood Protection ]
Base Mental Power Cost=24 7th Level Dragon Roar Effect=By wrapping your entire body in a
dragon egg and sleeping inside, you will fully
Distance=10 meters Magic List recover.
Area=One [ Summon Wyrm ] Type=Target score, ritual
Duration=Permanent Base Mental Power Cost=35 Expansion=Final score
Effect=Gives magical protection in exchange Distance=Infinite Resist=None
for life force Area=One wyrm Wrap yourself in a dragon egg shell.
Type=Target score, curse Duration=18 rounds
The caster will fall into a magical sleep
Expansion=Final score, targets, effect (see Effect=Summon one wyrm
description) inside this egg. During this time, all
Type=Summon, ritual, non-removable
Resist=None Expansion=Final score, duration undesirable conditions such as wounds,
When using this spell, the caster Resist=None exhaustion, poison, illness, and curses
must pour their own blood on another Summon and control a wyrm, a vanish, and the caster awakens fully
person. That blood allows you to protect lesser species of dragon. Wyrms have recovered. The period of sleep is at least
others from all attacks. Specifically, the human-like intellect, so they can be 10 days, and the more severe the
caster must consume their life force at made to perform complex actions. condition, the longer the period. If it's a
the same time as their mental power. However, keep in mind that wyrms are poison or illness, it's usually one month,
Losing 1 point of life force can give you 1 huge and have no limbs. and if it's a curse, it's about one year. The
point of defense effect. This defense If you want to carry people, the limit shell disappears as soon as you wake up.
effect reduces all damage from weapons, is one person. This shell cannot be broken by any means.
magic, etc. At this point, the target is no However, you can be carried around in
longer able to remove the blood by [ Shape Change ] the shell, and it can also be removed by
normal means such as wiping or washing. Base Mental Power Cost=35 Dispel Magic. If it’s forcibly removed,
A spell such as Remove Curse, etc. must Distance=Caster there will be no recovery effect at all, no
be used, or the caster must be killed. Area=Caster matter how long you remain in the egg.
Duration=18 rounds
While the spell is in effect, the caster
Effect=Transform into a lesser dragon
cannot regain the life force they've
Type=Target score
consumed (think of it as their starting Expansion=Final score, duration
life force being lowered). Resist=None
The caster can expand the effect to Transform into a lesser dragon. Life
provide a greater defense effect. However, force and mental power will be taken
in order to do this, you must consume an from the caster's current scores (not their
extra amount of your life force as well as maximum scores), but other details such
your mental power. For example, a 6th as attack power and defense power will
level caster can consume 8 points of be the same as a lesser dragon. Even if
mental power and 2 points of life force at you suffer damage from magic while

152
9th Level Dragon Roar (they can carry many more people if you does not reach 20, the caster will die as

Magic List
use a basket, etc.). they are. They cannot be revived by any
means.
[ Summon Lesser Dragon ]
Base Mental Power Cost=45 10th Level Dragon Roar If a final score of 20 or greater is
Distance=Infinite Magic List attained, then after the caster's death,
Area=One lesser dragon their corpse will be wrapped in a dragon
[ Reborn Dragon ]
Duration=18 rounds Base Mental Power Cost=30 egg, and a few years later, will be reborn
Effect=Summon one lesser dragon Distance=Caster as a lesser dragon. The egg cannot be
Type=Summon, ritual, non-removable Area=Caster destroyed by any means. Even Perfect
Expansion=Final score, duration Duration=Instant Cancellation is ineffective.
Resist=None Effect=Be reborn as a dragon When you’re reborn, your memories
Summon and control a lesser dragon. Type=Non-removable, ritual of your previous life will be lost, but your
Although greater than a wyvern, a lesser Expansion=Final score
potential as a dragon is high, and after
dragon's intellect is also not very high, so Resist=None
several decades you will shed your skin
it can only be used to fight enemies or to The ultimate dragon roar magic spell.
and transform into an elder dragon. At
carry you on its back. Up to two adult It is no exaggeration to say that dragon
this time, along with the memories from
humans can ride on the back of a lesser priests undergo rigorous training for this
when you became a dragon, the
dragon. Lesser dragons have super spell. Upon using this spell, death will
memories and skills you had during your
strength, so this restriction is not a come to the dragon priest. At this time,
lifetime will be resurrected.
matter of weight, but of space for riding the caster must make a success roll to
determine a final score. If this final score

11.4 Acquiring Rune Master Skills and Increasing Levels


11.4 Acquiring Rune Master Skills and Increasing Levels
Here is a summary of how to acquire sorcerer's spellbook has spells that they awaken to faith and recognize the
and increase the level of each rune cannot handle written down in advance. existence of the gods, you can acquire the
master skill. 1st level priest skill. Therefore, there may

Shaman Skill
be no particular need for a master,
《 》
Sorcerer Skill
teacher, or period of training. It is
《 》 To acquire the shaman skill, you possible to suddenly feel Myrii's power
There are two ways to acquire the must be taught how to communicate while fighting and become a priest, or to
sorcerer skill. One is to join the sorcerers' with spirits by a shaman with a shaman feel heartbroken by the chaotic mayhem
guild. The other is to become an skill of 1st level or higher. The art of and, worried about what to do, become
apprentice to a sorcerer with a sorcerer communicating with spirits is not based an apostle of Pharis.
skill of 6th level or greater. on theory, but must be learned through However, the surest way to awaken to
Then, you'll be given basic experience, by watching and imitating faith is to work in a temple, constantly
knowledge as a sorcerer, such as other shamans. Although there are no see other priests, and receive their
speaking and reading in high and low specific restrictions in the rules, training teachings. This is because it is the best
ancient, thus a sorcerer who can use 1st for one year or more is usually required. way to experience the nature of faith
level spells is born. In this case, the rules The shaman skill is increased by firsthand.
require 2000 experience points (1500 spending experience points. As your The priest skill is increased by
points if you've acquired the sage skill). shaman skill increases, your magic spending experience points. As your
Also, although there are no specific power increases and at the same time priest skill increases, your magic power
restrictions in the rules, a training period you also immediately gain access to increases and at the same time you also
of about 3 to 5 years is required. The higher level spells. This is because your immediately gain access to higher level
sorcerer skill is increased by spending relationship with the spirits becomes spells. This is because your relationship
experience points. As your sorcerer skill stronger. with your god becomes stronger.
increases, your magic power increases In rare cases, if a character who had
Priest Skill
and at the same time you also
《 》 the priest skill believes that their
immediately gain access to higher level previous teachings are wrong and
spells. Please interpret this as because the To acquire the priest skill, it is
awakens to the teachings of another god,
necessary to awaken to faith. When you
they may lose any previous priest skill

153
《 Dragon Priest Skill 》
levels they had and acquire 1st level in a believe in have no temples, and most
new god's priest skill level instead. From dark priests will be those who have
there, you will have to increase your awakened to faith by some occurrence. Dragon priests are based on a unique
priest skill again. If the game master Many such awakenings could be things belief in dragons. This is only possible if
wishes, on the basis that you rebelled like a longtime believer of a god of light you're part of a group of people who
greatly against your old faith, they may being betrayed by their god. There are believe in dragons (mostly considered
require only half the normal experience also cases such as a friend who was a savages).
points to increase your level until you priest of Faris who, in order to maintain The dragon priest skill is increased by
reach your previous priest skill level. order, turned in his own brother, who spending experience points. By
was plotting a rebellion, and after grief increasing their level, they can have
deeper connections to dragons, and they
《 Dark Priest Skill 》
about his actions, awoke to the teachings
of The Nameless God of Madness (though can gain access to new powers (spells)
The method of acquiring and usually you'd just say they went mad immediately.
increasing the dark priest skill is almost about things like this...)
the same as the priest skill. However,
many of the dark gods that dark priests

11.5 Asking NPCs to Use Magic


11.5 Asking NPCs to Use Magic
In some cases, adventurers may need
Table 11-2: NPC Presence by Level
to rely on NPCs to save them from
10th level Royal capital level of a large country
situations that are beyond their control.
You may want to have a Remove Curse 7th level Large city in a large country, royal capital level of a small country
cast on you when you're cursed, a 5th level Moderate city
Resurrection cast when someone dies, or 3rd level Town of around 1000 people
have a magical item appraised using
1st level All but the most remote village
Analyze Enchantment.
Of course, these services are not Priests are relatively easy to meet, but magic use fails, you do not have to pay
always available, and when they are, they shamans and sorcerers are by no means the remainder.
are not free. easy to meet. All such decisions are made
First, the game master must decide by the game master. Of course, it would Example:
whether there are enough rune masters be difficult to ask a single rune master to Think about when you use
to do this. High ranking (high level) rune do all sorts of things again and again, and Resurrection to bring back a friend who
masters are not easy to come by. Even in if the adventurers conclusively incur an lost their life on an adventure. Let's say
a large country, there may or may not be NPC's displeasure, no amount of money you have a corpse that's been dead for 5
at least one rune master who has reached will make them say yes. days, but has been preserved via
10th level. And of course, a certain price is Preservation. At this time, the final score
As a rough standard, here we've listed required in order to have the magic cast. required for resurrection is 19.
Table 11-2: NPC Presence by Level.
The market price is NPC's rune master You successfully find a 10th level
Once you have found such a rune
skill level x base mental power cost for priest and the negotiations are settled. If
master, you must next determine
magic x 20. If you have the magic you want to cast Resurrection normally,
whether or not your request will be
expanded, the price will increase by the required money is 10 (priest's level) x
granted. The higher-ranking rune
double, triple...... etc. depending on the 45 (base mental power cost for
masters are, the busier they are. They
expansion rate. The same goes for having Resurrection) x 20 = 9000 (gamels).
surely won't hear your requests too easily,
a ritual performed. If you want to However, assuming the priest's
and it's questionable whether they'd even
increase the final score by +1, +2...... etc. intelligence bonus is +2 , a 2D roll of 7 or
allow you to meet them in the first place.
through a ritual, you have to double, greater is required for a successful
Basically, you can expect to meet any
triple...... etc. the price you pay. resurrection.
rune master up to 2 levels higher than
For such requests, you usually give Thinking that this is not enough, the
the adventurers' adventurer level. If you
10% to 30% as advance payment. If the adventurers ask the priest if they can
want to meet someone at a higher level,
expand the magic and increase the final
you'll need some connections on the side.

154
score. The priest's mental power is 14, so the resurrection will be successful unless These are the going rates when an
it can be expanded by double (final score you roll double ones. However, in order adventurer makes a request to an NPC.
+1). The money required at this time is to do so, you must donate 9000 x 5 Adventurers themselves cannot go
18,000 gamels. If you roll 6 or greater on (because the eventual final score is +4) = around charging these same rates. If you
a success roll, it'll be a success. 45,000 gamels to the priest (temple). In don't have clients, you won't get paid.
To be even more certain, the this case, the average advance payment is Trying to force people to pay is, of course,
adventurers request an additional +3 to between 4,500 and 13,500 Gamels. a criminal act.
their final score via ritual. If you do this,

155
Chapter 12: Various Checks

156
12.1 Rules Regarding Language
12.1 Rules Regarding Language
The characters and intelligent Silent spirit is an exception among language. These are regional. These
monsters of Forcelia each have a means runes and can be used for languages are widespread not only
of communicating, that is, a language. In communication. among humans, but also among demi-
Forcelia (as in our world), there are humans and intelligent monsters living
multiple language systems. They vary in the regions. Strictly speaking, each
depending on region and on race. 12.1.2 kingdom should have its own regional
Language includes spoken words and Normal Languages of language, but we don't want to place too
written words. In Alecrast, there are not Forcelia many restrictions on language, so the
many written languages, and there are rules only allow for two broad categories:
Forcelia currently has the following
quite a few languages that only have mārdan and gundar. If the game master
known normal languages.
spoken words. There are not many races desires, more regional languages may be
other than humans that have the habit of created.
writing and reading. If you have a 《 Common 》
written language, you can not only have Common is the language most [ Mārdan ]
conversations with it, but also read it, but widely used in the world of Sword World. Mārdan (eastern) is mainly used by
with a language that only has spoken This language was first used during the the people of Oran, the kingdom of sages
words, you cannot read it, and can only early new kingdom period, replacing low and adventurers in the east, and its
have conversations with it. ancient which had been the normal surrounding kingdoms. Its western
language of the ancient kingdom. border is the kingdom of Eremire, but
Common was frequently used as a with the exception of a small village to
12.1.1 normal language in the great empire that the west called Palmer, mārdan is also
Normal Languages was formed in the early new kingdom spoken.
and Runes period. However, as the great empire fell

Language can be broadly divided into


and many small kingdoms were born in [ Gundar ]
various regions, each region began to Gundar (western) is mainly used in
two types: normal language and runes.
develop its own language, and its role as the region west of the kingdom of Saine.
a normal language was lost. However, The two countries in the north central
《 Normal Languages 》 from that time on, there had been no plains (Orphan and Ramliearth) also
Normal languages are words used for small number of people who moved back have gundar as their mother tongue.
communication, such as conversation and forth across the kingdom. Language
and writing. You usually can't cast any was a major barrier for peddlers without 《 Low Ancient 》
magic with these words. Normal borders, traveling bards, mercenaries
Low ancient is the normal language
language has common runes, but this is and adventurers. Therefore, these people
used in the ancient kingdom of Kastuul,
because they indirectly use the power of and those who often had contact with
which once flourished throughout
high ancient, and the words themselves them (merchants, innkeepers, kings,
Aleclast. Although it is now a dead
have no magical power at all. nobles, etc.) began to use common as a
language, its words are still passed down
means of communicating with each
among people and monsters connected
《 Runes 》 other. This custom has continued to this
to the ancient kingdom. Also, those
day. Common is the language used by
Runes have magical power, and by called sages and sorcerers study low
the most people in the world of Forcelia.
chanting them, a rune master can use ancient, considering it an almost
various types of magic. High ancient, essential language. This is because you
silent spirit, holy prayers, daemon 《 Regional 》 cannot begin to understand the great
scream, dragon roar, etc. fall under runes. Alecrast is divided into several civilization of the ancient kingdom
The languages called runes are all quite regions. For example, there is the unless you know low ancient.
excellent, but they lack practical northeast region, where three kingdoms
application because they have too many are at war, and the central plains, which
rules and restrictions. Therefore, it is is crowded with major powers such as
almost impossible to communicate with Orphan and Ramliearth. Each region, or
each other using these languages. even smaller kingdom, has its own

157
《 Racial 》 [ Harpy ] regional language of the region where the
This is the language used by harpies. adventurer was born and raised. If the
A racial language is a language used
Some intelligent flying races can speak adventurer is an elf, dwarf, or half-elf
by a race different from humans. Fae
this language. raised in an elven society, mother tongue
such as elves and dwarves, as well as
is the racial language of the race in which
youma such as goblins and imps, each
have their own unique language that has [ Fairy ] the adventurer was born and raised
This is the language used by small- (elven or dwarven).
remained unchanged from ancient times
bodied fae such as fairies and pookas.
to the present day, and is used to
communicate among their own kind.
[ Merman ] 12.1.4
This is the language used by mermen. Learning Unknown
[ Elven ]
This is the language used by elves.
Other intelligent races that make their Languages
home in the sea also use this language.
This language is also used by mythical Adventurers can study and learn
beasts and magical beasts that live in the common and normal languages other
forest. The dark elves, who are wicked [ Minotaur ]
than their mother tongue. The way to do
This is the language spoken by
elves, also use this language as their this is by acquiring (and increasing) bard
minotaurs.
normal language. or sage skill levels. You can only learn to
speak with the bard skill. With the sage
[ Lizardman ]
[ Dwarven ] This is the language used by skill, you can learn both to speak and to
This is the language used by dwarves. read. Adventurers who have learned
lizardmen. It is also said to be a lesser
There are also other mythical beasts and both to speak and to read can write
language of dragon roar, which are the
magical beasts that live in mountains or meaningful sentences using that
runes of dragon roar magic. Lizardmen,
underground that use this language. language. Of course, it's impossible to
wyrms, and elder dragons use this
language as their normal language. learn how to read a language that doesn't
[ Impish ] have written characters.
This is the language used by youma Also, you cannot learn runes with
such as imps, gremlins, etc.. 12.1.3 these skills.
Adventurer Languages When it comes to languages learned
[ Centaurian ] through the sage skill, priority is given to
This is the language used by centaurs. Of course, adventurers also use reading common and reading low
Other intelligent races that make their language in their lives. Here we will ancient. An owner of the sorcerer skill
home in the meadow region also use this explain which languages adventurers can can read low ancient, so acquiring the
language. It is said that in the past, this speak. sage skill will quickly allow you to learn
had a high language used as runes, but in new languages (if you can read common).
modern times it’s almost completely lost. Starting Adventurer If an adventurer who has learned low
Languages ancient through the sage skill acquires
[ Goblin ] Immediately after creation, an the sorcerer skill, they will not be able to
The language spoken among goblins. adventurer has the following language learn another language because it would
Kobolds and hobgoblins also use this abilities. just be low ancient again. When
language. It is also said to have the same acquiring these two skills, it is better to
etymology as dwarven. 1. All adventurers can speak acquire them in the order of sorcerer →
common and racial. sage, which gives you a one language
[ Giant ] 2. Those with an intelligence of 6 or advantage.
This is the language used by titans greater can also read their mother The languages that adventurers
such as giants, cyclops, ogres, etc. It is tongue. can learn are shown on Table 12-1:
said that the high language of giant are 3. Those with an intelligence of 12 Languages.
runes comparable to high ancient for or above can additionally read
humans, but when we usually refer to common.
giant, it's the language that titans use on
a normal basis. In the case of humans, grassrunners,
and half-elves raised in human society,
the mother tongue referred to here is the

158
Table 12-1: Languages table below lists the languages used by [ Elven ]
Written monsters. Monster details also have an Dark elf (all)
Characters entry called Language.
Runes [ Dwarven ]
High ancient Yes
[ Common ] Not among the monsters in this book
Silent spirit No
Soldier (knight, knight leader)
Holy prayer/daemon scream* Yes
Dragon roar No [ Imp ]
High giant** No [ Regional ] Imp, gremlin, marshman
High centaurian** No Pooka, featherfolk, goblin (shaman,
Normal languages
Common Yes
lord), marshman, dark elf (all), spriggan, [ Centaurian ]
Mārdan Yes satyr, harpy (deela, deela king), medusa, Centaur
Gundar Yes androscorpio, scylla, twintail cat, lamia,
Low ancient Yes sphinx, fungus, jack-o-lantern, dullahan, [ Goblin ]
Elven Yes
Dwarven Yes
undead knight, imitator (thing), mutant Kobold, hobgoblin, goblin (all)
Impish No monster, normal man, bandit (all),
Centaurian No soldier (all), dark priest warrior (all), [ Giant ]
Goblin No lycanthrope (all), redcap Yeti, ogre, spriggan, troll,
Giant No
Harpy No
hecatoncheir, giant (all), cyclops
Fairy No [ Low Ancient ]
Merman No Twintail cat, telchines, head displacer, [ Harpy ]
Minotaur No lamia, manticore, sphinx, buckbaird, Featherfolk, harpy (all)
Lizardman No
humbaba, dragon (elder), wraith,
*Holy prayer and daemon scream are basically the
same thing. However, there are slight differences
mummy (master), vampire (undead [ Fairy ]
depending on the god (wicked god) you believe in. king), homunculus (homunculus), shi, Pixie, fairy, pooka, twintail cat
**Now (believed to be) lost. lesser daemon (all), doppelganger
[ Merman ]
[ Silent Spirit ] Merman (all), telchines
12.1.5 Pixie, fairy, pooka, Featherfolk,
Monster Language merman (mermaid shaman), gremlin, [ Minotaur ]
Ability goblin (shaman), dark elf (all), brownie, Minotaur
undine, salamander, sandman, sylph,
Some intelligent monsters have the
ability to speak and read using a certain
sprite, gnome, frau, leprechaun, dryad, [ Lizardman ]
the spirit of life, valkyrie, giant (fire, Lizardman (all), wyrm, dragon (all)
language. Of course, there are monsters
frost), androscorpio, scylla, twintail cat,
with multiple language abilities. The
unicorn, mandrake, alraune

12.2 Rules for Poison, Illness and Infection


12.2 Rules for Poison, Illness and Infection
In Sword World RPG, illness is the symptoms disappear, the balance of infection occurs when spirits transmit
defined as a state in which the balance of spirit power will be disrupted and the information about the incorrect
spirit power within the body is disrupted. symptoms will appear again. However, if equilibrium state to spirits in other
The concept of bacterial or viral the poison itself is cleared away, the spirit human bodies. The unknown spirit of
contagion does not exist. There are two power within the body will naturally life heals illness by showing other spirits
types of symptoms that can appear. One return to a balanced state and restore in the body how to achieve balance.
is due to poison and the other is due to health. In Sword World RPG, the
illness. In addition, a wound may On the other hand, illness is a state phenomenon of a wound becoming
become infected, which is treated as an where the spirit power within the body infected means that the container was
illness. remains unbalanced and in a fixed state. broken and deformed, causing the
Poisons force an imbalance in the Think of it as the spirits inside your body contents to become unbalanced. The logic
spirit power within the body. As long as that are under the illusion that a false goes that the greater the wound, the
the poison remains in the body, even if equilibrium is the correct one. Illness greater the risk of infection.

159
immune to poison. Some poison effects points of life force when you are hurt by
12.2.1 may or may not affect specific monsters. a poisoned blade. Even if the blade hits,
Poisons Monsters that use poison as weapons if it doesn't cause a wound, it has no
are immune to their own poisons (but effect.
This section explains the rules
are still affected by other poisons). Inhaled poisons are in gas or powder
regarding poison.
form and take effect when inhaled
through the respiratory tract. This is also
How to Read Poison
Poison Treatment 12.2.1.3
12.2.1.1 Details often used as a trap, but another method
and Detox Methods is to store it in a breakable bottle and use
Poison details are expressed as
Just like in our world, in Alecrast, it by slamming it into your opponent. In
follows.
using poison as a weapon is an immoral rare cases, some creatures use poison gas
act. If a player character uses poison to as a weapon.
defeat an enemy, they are sure to be [ Ale (Dose) ] If you’re trapped in a room filled with
treated as a coward and looked down Effect=Euphoria, drunkenness, in rare cases
poison gas, you must make a resistance
headache and vomiting, very rarely death
upon by the public. Therefore, a proud roll every round. If you hold your breath,
Toxicity Score =10
warrior does not want to use poison. On you will not be affected by the gas, but of
Rarity=5
the other hand, assassins, evil rune Effect Start Time=30 minutes later course you will not be able to speak or
masters, dark priests, etc. do like to use Effect Duration=2 days cast spells while holding your breath. An
poison. This is an alcoholic beverage made by adventurer can only hold their breath for
Poisons that have entered the body fermenting barley. Drinking a little can a number of rounds equal to their life
can be cleared using specific antidotes (if help lighten your mood and relieve stress, force.
any), the holy magic Cure Poison or but drinking too much can leave you Dose poison is used by mixing it into
Refresh, or the spirit magic Restore drunk (in this state, you suffer a -4 food or drink and comes in powder or
Health. penalty on all success rolls). You may liquid form. It is mainly used for
To remove a poison with magic, the also experience headaches and nausea assassinations, so adventurers will barely
caster's final score (magic power + 2D after a certain period of time. Some use it.
roll) must be greater than or equal to the adventurers, other than dwarves, have Touch poison comes in liquid or
poison's toxicity score. Once a detox extremely low tolerance for alcohol, and powder form and can penetrate through
fails, the same caster cannot attempt such characters cannot resist this poison the skin. There are not many types of
detox magic until their magic power (?) no matter how high their adventurer them, and as expected they are often
increases (and even if they try, they will level. It is up to the player to decide used as traps.
always fail). whether or not to set their character this
Even if you detoxify someone after way. 《 Types of Poison 》
they die from poison, they will not come
Poisons are sometimes labeled as
back to life. Some poisons have
《 Usage 》 magic, mind, or damage, depending on
symptoms similar to illnesses, but they
The usage of the poison is written in how they affect you.
are not natural illnesses and cannot be
parentheses after the name. These are Those that say magic are poisons that
cured with Cure Disease.
divided into injected, inhaled, dose, and have magical effects. These are basically
The spirit magic Purification can
touch. Injected poisons are poisons that magical items, so they respond to the
make liquid poison harmless if the final
need to be delivered directly into the ancient magic called Sense Magic.
score when casting the magic is greater
bloodstream, usually in liquid form. It's Magical poisons and their effects can be
than or equal to than the toxicity score.
applied to small daggers and needles and removed with Dispel Magic as well as
However, it’s not possible to drive off a
used as traps on doors and treasure Purification, Cure Poison, etc.
poison that’s already entered the body.
chests. It can be applied to knives and Those that say mind are poisons that
arrows to increase their killing power, affect the target's mind. The holy magic
12.2.1.2 Resistance to Poison but the poison usually wears off after Sanity is effective. The poison's effect also
Poisons are not effective against about three uses and loses its effect, so it vanishes when another effect appears
everything. It has no effect on monsters must be reapplied frequently. Many due to magic that belongs to mind.
that have no life such as undead, golems, creatures, such as giant scorpions, Poisons that are both magic and mind are
etc. Some mythical and magical beasts poisonous snakes, etc. use injected equivalent to magic that has a target score.
have strong life force that makes them poison as a weapon. This type of poison The target score of a poison is the same as
only takes effect if you lose 1 or more its toxicity score (described later).

160
Those that say damage are poisons 《 Rarity 》 [ Iocane (Dose) ]
that damage life force (points), but there Effect=Fatal
This represents how famous the
are common rules for these types of Toxicity Score=15
poison is. The higher this score, the rarer
poisons. Each poison has its own unique Rarity=12
the poison. An adventurer must make a
strike power and bonus damage. If this Effect Start Time= 1 round later
success roll using sage skill level + Effect Duration=Instant
type of poison enters your body, you will
intelligence bonus as the baseline score, This is the most terrifying poison
suffer this damage. Make a strike roll as
and if they succeed, they will know about used for assassination. This is because
you would for any magic that deals
the poison. You can also guess the name this poison is completely transparent,
damage. If you roll 10 or greater, it
of the poison when you see the tasteless, and odorless, so it’ll never be
becomes a critical.
symptoms of the poisoned person. If noticed if it's mixed into alcohol or food.
Those affected by the poison can
your success roll is 4 or more above the If you fail to resist, you will die, but if you
reduce this damage. For characters, the
rarity, you can also know how to make succeed, there’ll be no harm at all.
score is adventurer level, and for
the poison and its antidote (if it has one).
monsters, it’s monster level. After
However, even if you know how to
deducting this score, if 1 or more damage [ Eternal Child (Dose) ]
make it, whether or not you can make it
remains, your life force (points) will be Effect=Make the person who took it
is another matter. Some poisons require
subtracted by the amount of damage that into a child
very rare ingredients. If a player declares
remains. Toxicity Score=14
that they want to make a poison (or
Those affected by the poison can Rarity=16
antidote), the game master is responsible
attempt a life force resistance roll. If you Effect Start Time=1 hour later
for deciding which materials are needed.
successfully resist, the damage will be Effect Duration=Permanent
The time it takes to mix a poison (or
reduced (in this case, strike power will be This is a sweet-smelling liquid that is
antidote) varies from one hour to one
-10 and no criticals will occur) or you mixed into sweets, etc. Those who fail to
week. Also, poisons with magical effects
will not suffer any damage at all. resist become young children. Their
can only be mixed by sorcerers.
ability scores are all divided by 6
(rounded up). If you are detoxed, you
《 Effect 》
《 Effect Start Time 》 will recover (grow) within a few days, but
A brief summary of the effects of the
This is the time it takes from when unless you are detoxed, you will have to
poison.
the poison enters the body until it begins act with the same physique and
to take effect. Some poisons have an mentality as a child. This poison does not
《 Toxicity Score 》 immediate effect, while others take many have the effect of reversing a character’s
Each poison has a toxicity score. hours to take effect. age, and may cause them to die of old age
When the poison enters the body, make while remaining a child.
a life force resistance roll (for monsters, 《 Effect Duration 》
a life point resistance roll) using the
It represents the time from when the [Kaleidoscope (Injected or Dose)]
toxicity score as the target score. If you Effect=Causes illusions
poison's effect appears until it disappears.
fail, the effect will appear, but if you Toxicity Score=11
succeed, the effect will only appear Rarity=14
incomplete or won't appear at all. The 《 Description 》 Effect Start Time=1 round later
Effect Duration=1 hour
toxicity scores listed here are just After basic data is presented, a
This is a hallucinogenic poison.
examples; by diluting the substance, the detailed description is provided.
Those who fail to resist will be attacked
toxicity score can be made as low as
by hallucinations starting on the next
desired, and by concentrating it, it can be 12.2.1.4 Poison List round. Enemies may appear to have
made somewhat greater. When you cast Typical poisons include the following. multiple parts, allies may appear to be
the holy magic Cure Poison on someone There are many other types of poisons as monsters, or the surrounding scenery
who has been poisoned, compare the well. may appear to have changed. The victim
final score when casting the magic to this
suffers a -4 penalty on all checks while
toxicity score. If the final score is equal to
this condition lasts.
or greater than the toxicity score, the
poison can be removed by the magic.

161
[Gremlin's Grin (Injected/Magic)] [Sandman's Sand (Inhaled/Mind)] [Dark Blade (Injected/Damage)]
Effect=Cause memory loss Effect=Put to sleep Effect=Become disabled, and suffer strike
Toxicity Score=13 Toxicity Score=10 power 20 damage plus bonus damage 6 every
Rarity=13 Rarity=14 10 minutes. Resist negates effect
Effect Start Time=1 round later Effect Start Time=1 round later Toxicity Score=15
Effect Duration=Permanent Effect Duration=1 hour Rarity=10
This is so named because its effect is It has this name because its effect is Effect Start Time= 1 round later
similar to the Forget magic used by Effect Duration=Permanent
similar to the spirit magic Sleep, but it’s
gremlins. Those who fail to resist will A poison often used by assassins, it is
also called black lotus because it's made
have no memory of their past, and will a pitch-black viscous liquid. If you are
from black lotus seeds. The strong
be unable to use any abilities related to wounded by a knife coated with this
flower-scented gas will put anyone who
intelligence (those that use intelligence poison, you will suffer damage every 10
fails to resist into a state of sleep.
bonus to calculate a baseline score). minutes thereafter. The victim continues
to suffer damage until the poison wears
[Stone Tongue (Injected)] off or they die. During this time, you will
[Centauri Blood (Touch/Damage)] Effect=Become unable to speak
be in terrible pain and unable to take any
Effect=Deals strike power 30 damage Toxicity Score=12
Rarity=14 action. If treatment is delayed, you may
plus 12 bonus damage every hour. Resist
Effect Start Time= 1 round later remain in a coma for several days after
reduces effect
Effect Duration=24 hours the poison wears off. If you succeed on a
Toxicity Score=14
A neurogenic poison that paralyzes resistance roll, you will not suffer any
Rarity=14
the speech center, rendering those who damage.
Effect Start Time=1 hour later
Effect Duration=Permanent fail to resist unable to speak or cast spells
A poison said to have been invented for 24 hours. [Deathlike Sleep (Dose)]
Effect=Put into suspended animation
by a wise centaur. There is a myth that it’s
Toxicity Score=14
made from the blood of centaurs, but it’s [Zombie Maker Rarity=14
actually made from the fruit of certain (Dose/Mind)] Effect Start Time= 1 round later
plants. It’s used in assassinations by Effect=Paralyze the mind, making it into a Effect Duration=12 hours
soaking it into items that are close to the robot This is a liquid poison. Those who fail
body, such as underwear, etc. It's Toxicity Score=11 to resist will stop breathing and their
naturally a red liquid, but if you soak it Rarity=14
heart will stop, making them appear
Effect Start Time=1 round later
in a cloth and then wash it, it becomes completely dead. However, they’re
Effect Duration=24 hours
colorless. Even if you wash it, only the actually in a state of suspended
This is a black liquid poison and is a
color will come off, and the poisonous animation and will return to normal
type of narcotic. Those who fail to resist
ingredients will remain on the cloth. after 12 hours.
will lose all will and emotion and
What's more, this poison is
become like a doll. If someone pulls their
completely harmless at room
arm, they will stagger, and if someone [Deadly Dust (Inhaled/Damage)]
temperature, and only becomes toxic Effect=Deals strike power 10 damage plus
calls them, they will respond in an
when warmed by body heat. Those bonus damage 1. Resist negates effect.
emotionless voice, but they cannot do
wearing cloth soaked with centauri Toxicity Score=10
anything of their own will. Rarity=9
blood will experience intense pain and
Around one additional hour of Effect Start Time=Immediately
heat after one hour. Once that happens,
suggestions can transform the victim Effect Duration=Instant
you can no longer strip it from your body
into a robot that follows commands. A fine powdered poison that requires
or wash it off, and it will continue to deal
Victims turned into robots faithfully a resistance roll each time you inhale,
damage every hour from then on. The
follow the commands of the person who resulting in damage if you fail.
damage is a terrifying strike power 30
gave them the suggestions, and will
plus bonus damage 12. A successful
casually kill even their family and friends
resistance roll will reduce the damage.
(they cannot use magic). However, if you
This poison is said to have killed a
suffer a very strong physical or mental
famous hero.
shock, you may recover from the
paralysis even before the duration
expires.

162
[ Dream Runner (Inhaled) ] contact with the skin. It will continue to [Medusa Eyes (Dose/Magic)]
Effect=Gives happy dreams deal damage every hour thereafter. Effect=Petrification
Toxicity Score=10 Toxicity Score=16
Rarity=10
[ Blue Nail (Injected) ] Rarity=13
Effect Start Time= 6 rounds later Effect=Full body paralysis Effect Start Time=6 rounds later
Effect Duration=1 hour Toxicity Score=10 Effect Duration=Permanent
This is smoke produced when the Rarity=10 This is a clear liquid poison that has a
leaves of certain plants are burned. Those Effect Start Time=1 round later slight odor, so it's used by mixing with
who fail to resist will fall asleep and have Effect Duration=12 hours alcohol, etc. Those who fail to resist will
happy dreams. If you use it too many This is similar to the poison have their bodies petrified and become
times, you may harm your health or go contained in ghoul claws, and those who stone statues.
crazy. fail to resist will be paralyzed all over,
unable to move or speak. [ Love Passion (Inhaled,
[ Bad Joke (Inhaled) ] Dose/Magic, Mind) ]
Effect=Make you laugh [White Marble (Inhaled/Magic)] Effect=Fall in love with the first person you
Toxicity Score=11 Effect=Stiffens the whole body see
Rarity=10 Toxicity Score=11 Toxicity Score=13
Effect Start Time= 1 round later Rarity=13 Rarity=11
Effect Duration=1 round Effect Start Time= 2 rounds later Effect Start Time=1 round later
This is a gas that smells good. Those Effect Duration=Permanent Effect Duration=Permanent
who fail to resist will end up laughing, It's a white gas. Those who inhale this This is what's called a love potion. It
unable to cast spells that round, and will and fail to resist will have their entire tastes and smells like alcohol, and takes
suffer a -2 penalty on all checks. body stiffen and become like a statue. effect not only by drinking it but also by
Victims retain their will and senses, but smelling it (if it's only inhaled, its toxicity
[Beast Maker (Dose/Magic)] are unable to move a single finger. score is 9). Those who fail to resist will
Effect=Turn into an animal fall passionately in love with the first
Toxicity Score=13 [Midnight Scream (Touch/Mind)] thing they see (regardless of gender or
Rarity=15 Effect=Cause intense fear race). The only people you can fall in love
Effect Start Time= 12 rounds later Toxicity Score=13 with are fae, youma, titans, and mythical
Effect Duration=Permanent Rarity=14 beasts that have human body parts
This is a liquid with a slight odor, Effect Start Time=6 rounds later (centaurs, etc.); you cannot fall in love
used by mixing into cooking, etc. It has Effect Duration=1 hour
with undead, animals, etc.
an effect similar to the ancient magic This is a viscous poison and is used
The recipe for love passion has now
Shape Change, and those who drink it by smearing it on doorknobs, etc. Those
been completely lost, so it's no longer
and fail to resist will be transformed into who touch this poison and fail to resist
possible to make it. There are only a few
an animal. There are several types of will be struck with intense fear.
left from the ancient kingdom period,
Beast Maker, including ones that turn Determine its effect using Table 5-5:
and they are traded at high prices.
you into a pig, ones that turn you into a Fears (see p. 89).
dog and ones that turn you into a horse.
[Living Doll (Injected/Magic)]
Particularly powerful ones can turn you [Moonlight Drone (Dose/Magic)] Effect=Turns women into little people and
into a mythical beast such as a scylla, etc. Effect=Change gender men into monsters
Toxicity Score=14 Toxicity Score=13
[Black Death (Touch, Injected, Rarity=15 Rarity=17
Effect Start Time=1 round later
or Inhaled/Magic, Damage)] Effect Duration=Permanent
Effect Start Time=1 round left
Effect=Turns skin black and deals strike Effect Duration=Permanent
This is a small granular poison, and if This is a very rare type of poison, and
power 20 damage plus 6 bonus damage every
someone drinks it and fails to resist, they only a few know the recipe. If a woman
hour. Resist reduces effect
Toxicity Score=13 will become a woman if they're a man, is wounded by a knife poisoned with this
Rarity=12 and a man if they're a woman. There are and fails to resist, her body will shrink
Effect Start Time=1 hour later no other penalties. Additionally, there and become a little person, about 30 cm
Effect Duration=24 hours are no changes to the magic that tall, and will enter a state of suspended
This is a special black viscous poison shamans can use. If you drink it again, animation. The victims look like dolls,
that enters the body when it comes in you can return to normal. hence the name.

163
This poison has its normal effect only knowing the name of the disease, but the baseline score. The target score is
on women. When a man is affected by also its characteristics and how to deal double the healing score (added in
this poison and fails to resist, his body with it. If a disease can be identified, parentheses). If you succeed, the depth of
undergoes abnormal mutations as a side owners of the healer skill can provide the illness is reduced by 1 and you can
effect, turning him into a mutant appropriate treatment. make an additional success roll. You can
monster. continue to make this check until you fail
For mutant monster details, refer to 《Progression Speed/Progression or until the illness is completely cured. If
page 226. this does not completely cure the illness,
Intensity/ Healing Score》 it’ll be useless to cast these spells on the
After a certain period of time has same patient until the caster's magic
12.2.2 elapsed after becoming ill, the illness power increases.
Illnesses either progresses further or gets better. If a healer who knows the true nature
The degree of progression of an illness is of an illness cares for the patient for more
This section summarizes the rules
indicated by a score called depth. than one hour per day, they can make a
regarding illnesses.
Immediately after contracting an illness, similar check using that healer's healer
the depth is 1. After the time indicated by skill level + intelligence bonus as the
How to Read Illness progression speed has elapsed since you
12.2.2.1 baseline score. However, this must be at
Details contracted the illness, roll two dice and each progression speed of the illness (i.e.
Illness details are expressed as look at the result. If the roll is less than immediately after the illness's
follows. the progression intensity, the disease progression check), and you can only
gets worse and the depth increases by 1. make one success roll. However, even if
[ Common Cold ] If the roll is greater than or equal to the they fail, the same healer can continue to
Symptoms=Fever, cough, sneezing, runny progression intensity but less than the care for the patient. If after some time
nose, diarrhea, arthritis healing score, the illness neither has passed, an illness progression check
Rarity=5
worsens nor improves, and the depth occurs, the healer can also make a
Progression Speed/Progression Intensity/
remains the same. If the result is greater healing check.
Healing Score=1 day/5/7 (14)
Fatal Depth=5 than or equal to the healing score, the
Infection Power=Moderate illness will be cured and the depth will be 《 Fatal Depth 》
This is what they call a cold. It’s reduced by 1. When the depth becomes 0,
If, as an illness progresses, its depth
accompanied by a slight fever, cough, you are completely recovered. The
reaches the fatal depth, the character
sneezing, runny nose, etc. Some people patient's adventurer level and life force
will die from the illness.
may experience diarrhea symptoms or bonus have no influence on this check.
joint pain. You suffer a -1 penalty on all Adventurer level may also be hero level,
success rolls while you have a cold. As but even if you're a hero, you cannot win 《 Infection Power 》
the cold progresses, you may develop a against illness. Indicates the infectiousness of the
high fever and also have difficulty Even if a shaman cannot use the spell illness. If it’s very strong, it has the
breathing. Restore Health, they can still work with infection power of a plague. Strong is
one type of spirit to alleviate symptoms. about the same level as influenza. As in
For example, by working with the example, moderate means it's just a
《 Symptoms 》
salamander, fever, which is the main cold, and weak means it's not very
This briefly describes the conditions
symptom of a cold, can be alleviated. infectious. When it's very weak, it's not
that appear in the illness.
When a shaman performs such a infectious and is unlikely to spread to
treatment, they gain a +1 bonus on other people. When an illness is very
《 Rarity 》 progression/healing checks. strong or strong, there is a high possibility
This score is used when making a In addition to these, depending on that the infection will spread to the
check to see if you know the illness. If an the illness, there are herbs and special healer, etc. who is caring for the patient.
owner of the sage skill or healer skill medicines that can provide bonuses to If the game master determines that there
succeeds on a success roll using skill level progression/healing checks. is a possibility of contracting the illness,
+ intelligence bonus as the baseline score When the holy magic Cure Disease or have the character make a progression
and rarity as the target score, they can Refresh, or the spirit magic Restore check for the illness (compare a 2D roll
look at a sick patient and identify which Health are cast, the caster must make a with progression intensity). If they fail,
illness they have. This means not only success roll using their magic power as

164
the character has contracted the illness at very small wound on the fingertip, etc. manifestation of the power of leprechaun,
depth 1. When infected with this illness, the which is a mind spirit. While suffering
wound will not close at all, but moreover, from this illness, you’ll suffer a -4 penalty
《 Description 》 something that looks like cotton will to your attack power and evasion speed,
start to bulge out of the wound. At depth and you will not be able to cast ancient
A detailed description and data on
1, the character's actions are not affected magic or spirit magic. As the depth of the
the illness is included at the end.
at all. If you pluck a little bit of the cotton, illness increases, the dancing becomes
it will instantly disappear, but at 2, the more intense.
12.2.2.1 Illness Samples character will fall into a coma and the
Here are some examples of illnesses cotton will come out no matter how [ Deep Sleep ]
seen in Sword World. Most of the much you pluck. Although the Symptoms=Excessive sleep, extreme fatigue
illnesses listed here are incurable progression speed is not that fast, it is an Rarity=11
diseases that are difficult to heal and have incurable disease that is difficult to treat Progression Speed/Progression Intensity/
a high mortality rate. The game master once contracted. Healing Score=3 days/6/9 (18)
may also create any other illnesses they Fatal Depth=5
Infection Power=Weak
desire.
[ Stone Skin ] It’s believed that this illness is caused
Symptoms=The surface of the body gradually
by the power of the mind spirit sandman
[ Green Slime Rot ] becomes hard like stone
becoming too strong. As the illness
Symptoms=Green spots appear on the body, Rarity=14
which eventually rots away from there Progression Speed/Progression Intensity/ progresses, the patient will begin to
Rarity=15 Healing Score=2 weeks/7/11 (22) complain of extreme fatigue with even
Progression Speed/Progression Intensity/ Fatal Depth=4 the slightest amount of exercise, and the
Healing Score=3 days/6/9 (18) Infection Power=Weak amount of time spent sleeping each day
Fatal Depth=3 This is a terrifying illness in which will increase (use depth x 3 + 9 as a
Infection Power=Moderate the power of gnome becomes so strong standard). The patient will then die when
This is said to be an illness that that the surface of the body turns to it reaches the fatal depth of 5. The reason
occurs when the power of gnome in the stone beginning with the feet. At depth 1, for the outbreak of the disease is
body weakens and the power of undine your ankles will become stiff and you unknown, but there are many known
becomes stronger. Immediately after won't be able to walk. At depth 2, your cases where excessive use of the spirit
infection, itchy green spots about 3 cm in knees become stiff. At depth 3, your body magic Sleep has brought the disease to
diameter appear all over the body, but at will become stiff up to the waist, and at shamans. It may also be triggered by an
depth 2, the spots emit a putrid odor and depth 4, your chest will become stiff, at unnatural sleep caused by the ancient
a dirty pus begins to flow out. In this which point your character will be magic Sleep Cloud.
state, it’s almost impossible to take action. unable to breathe and will die of
When the lethal depth of 3 is reached, suffocation. However, the disease will
the entire body rots, dissolves and continue to progress, and eventually
washes away. The chance of being your entire body will become a stone
infected by a character before death is statue.
not particularly high, but if you touch
the green goo left behind by a character
[ Dance Macabre ]
after death, there's a very high chance of Symptoms=The body keeps dancing separate
being infected. from the person's will
Rarity=13
[ Cotton Weaver ] Progression Speed/Progression Intensity/
Symptoms=Cotton-like tissue peels off from Healing Score=Half day/6/9 (18)
the wound Fatal Depth=4
Rarity=14 Infection Power=Strong
Progression Speed/Progression Intensity/ When a person contracts this illness,
Healing Score=1 week/5/10 (20) their body begins to dance on its own,
Fatal Depth=3 regardless of their consciousness. Since
Infection Power=Weak the person him or herself feels festive
This is a strange disease that occurs while suffering from the illness, it’s
due to a significant decrease in the power believed that this is an abnormal
of undine within the body. The cause is a

165
[ Bat Fever ] and most success rolls suffer a -2 penalty. Before becoming a full
Symptoms=Fever At depth 3 you lose your vision, and at lycanthrope, it can be cured with a spell
Rarity=10 depth 4 you fall into a coma. such as the holy magic Cure Disease, etc.
Progression Speed/Progression Intensity/ (the target score is 16), but once you
Healing Score=3 hours/6/8 (16)
Fatal Depth=6
[ Humbaba Curse ] become a beast, you cannot be cured
Symptoms=Extreme fever, vomiting, again.
Infection Power=Weak
diarrhea, shortness of breath
This is an illness caused by bat bites. Rarity=16
While you have this illness, you suffer a - [ Rat Disease ]
Progression Speed/Progression Intensity/ Symptoms=Fever, swelling of joints
1 penalty on all success rolls due to fever. Healing Score=2 days/7/10 (20) Rarity=7
Infections are not often caused except by Fatal Depth=4 Progression Speed/Progression Intensity/
bat bites. Infection Power=Very strong Healing Score=1 day/5/7 (14)
Characters affected by this illness Fatal Depth=5
[ Balloon Burst ] brought on by the fire of the magical Infection Power=Weak
Symptoms=Shortness of breath, body beast humbaba will suffer from severe Those with this illness experience
swelling, inability to move, pain throughout fever and vomiting, making almost no swelling in their joints and suffer from
the body activity possible. This disease is high fevers. If the depth reaches 2 or
Rarity=12 extremely contagious, classed as a plague. greater, you will be unable to walk or
Progression Speed/Progression Intensity/ stand. Infection occurs when bitten by a
Healing Score=3 days/7/9 (18)
[ Lycanthropy ] rat, but it's rarely transmitted from
Fatal Depth=3 Symptoms=Become a lycanthrope person to person.
Infection Power=Weak Rarity=8
This illness causes difficulty Progression Speed/Progression Intensity/
breathing, along with body swelling, Healing Score=Special/7/- (16) [ Red Cap ]
then you become unable to move, and Fatal Depth=None Symptoms=Going berserk, change in body
Infection Power=Very weak shape
eventually your body ruptures and you
Rarity=12
die. This illness, which turns humans into
Progression Speed/Progression Intensity/
At depth 1, you suffer from severe lycanthropes, is thought to be different
Healing Score=1 week/5/10 (20)
breathing difficulties and will be unable from normal illnesses caused by Fatal Depth=5
to speak or cast spells. At depth 2, your abnormalities in spirit power. Some Infection Power=Very strong (Infection
body becomes abnormally swollen and sages claim that this is a type of curse through gaze)
round, and you'll be in severe pain and (although these sages' claim is not When you're exposed to extremely
unable to move. If you reach the fatal accepted, as it cannot be removed with a strong fear, such as due to combat, etc.
depth of 3, your body will rupture and Remove Curse spell). leprechaun, the mind spirit, manifests
you will die. Anyone wounded by a lycanthrope abnormally and causes this illness. When
This illness is not seen in cold regions. must roll 2D. If the roll is a 6 or less, you'll the illness is at depth 1, symptoms
Due to this, some argue that the spirit be infected with lycanthropy (the game include being unable to move due to
power of fire may also be involved in the master must secretly roll the dice if the being seized by fear and having
onset of the illness. adventurer does not know that nightmares every night. When the depth
lycanthropy is an infectious disease). is at 2 or greater, changes will appear in
[ Vampire Skin ] The progression of lycanthropy your body shape. You'll become hunched
Symptoms=Become extremely weak against differs from the rules of normal illnesses. over, your hands abnormally long, your
sunlight Those infected with lycanthropy will face contorted, and your eyes blazing red.
Rarity=15 have swollen wounds and a high fever. This illness was given its name because
Progression Speed/Progression Intensity/ This fever continues endlessly. Every the entire body turns red and hair falls
Healing Score=1 hour/6/9 (18)
night from that day onwards, compare out. Patients in this state go berserk and
Fatal Depth=5
2D + 3 with the number of days since the begin to attack things around them at
Infection Power=Weak
This is an illness in which the power new moon (if it's 16 days or more, then random. Use the details p. 233 when
of dark spirits becomes unnecessarily 30 - the number of days). Once the score fighting with these patients.
strong, causing a hypersensitivity to light. is equal to or less than the number of This illness is transmitted when eye
At depth 1, painful blisters resembling days, the character becomes a full contact is made with someone who's
burns accompany areas exposed to lycanthrope and transforms into a beast been infected. If you make eye contact
sunlight. At depth 2, vision is weakened form. This cannot heal naturally. with someone who has the illness, a
progression check must be made

166
immediately. In other words, roll two [ Dulcamara ]
dice, and if the roll does not total 5 or 12.2.3 Rarity=13
greater, you’ll be infected. Herbs Base Trade Value=320 gamels
This is a vine-like shrub that can be
Below is a list of herbs known in found in highlands. Its seeds are ground
[ Lockjaw ] Forcelia. Each has a provided rarity.
Symptoms=Extreme fever, shortness of and mixed with oil to make an ointment
Those with the sage, ranger, or healer that's used to treat skin diseases. When
breath
skill can discern herbs by looking at used on illnesses that cause severe
Rarity=7
Progression Speed/Progression Intensity/
them if they succeed on a success roll inflammation of the skin, such as green
Healing Score=2 days/8/9 (18) using rarity as the target score and skill slime rot, it provides a +2 bonus on
Fatal Depth=4 level + intelligence bonus as the baseline progression/healing checks. Dozens of
Infection Power=Very weak score. seeds can be harvested from one plant,
A wound can greatly disturb the Each herb has a base trade value. If and 2 to 3 seeds are enough for one adult
balance of spirit power within the body, adventurers are in a large city, they can per day. Seeds can be stored for long
and the power of salamander in purchase them at the prices provided periods of time as long as they're in good
particular may become stronger. This here. If an adventurer is lucky enough to condition.
results in lockjaw, a disease that causes a obtain these items and sell them, a
severe fever. A character will be unable merchant will buy them for half the
[ Henruda ]
to do much while suffering from lockjaw prices provided here. The prices are for Rarity=15
due to a high fever. It's not very one day's worth for one adult. You Base Trade Value=9800 gamels
contagious, but if you leave a wound with basically have to take them every day to This is an herb that grows in the
mud, etc. the chance of infection is fairly receive a bonus on illness wilderness and is the staple food of the
high. It is said that this is because undine progression/healing checks. cockatrice, a magical beast. This herb is
and gnome create illusions due to the useful as a preventative against monsters
mud. [ Arnica ] with the ability to petrify and
Rarity=10 Petrification magic, but it's also a wonder
Base Trade Value=600 gamels drug for the dreaded stone skin. If you
This is a perennial plant that’s often take this herb daily, you'll receive a +4
found in high mountains. Each plant has bonus to progression/healing checks
2 to 3 flowers. The flowers can alleviate against stone skin. One henruda plant is
fever, and when used on a patient enough for one adult for one day. This
suffering from a fever, they'll receive a +2 herb cannot be stored and if it’s not used
bonus on progression/healing checks. within three days of being collected, it
One flower is enough for one day for an will have no effect at all. For this reason,
adult. The flowers can only be stored for it’s rarely sold in town apothecaries.
2 to 3 days.

[ Mandrake ]
[ Upas ] Rarity=16
Rarity=11 Base Trade Value=9000 gamels
Base Trade Value=360 gamels The roots of young mandrake are
This is a tall tree that has strong fire prized as an ingredient in sedatives. If
spirit power and can be found in areas used against an illness that stimulates
with high average temperatures. The going berserk, you’ll receive a +2 bonus
bark of this tree is a type of poison that on illness progression/healing checks.
causes feelings of vomiting. It's not One mandrake is enough for one adult to
useful for treating illness, but is effective take for one week.
when accidentally taking other poisons, Depending on the refining process,
giving you a +2 bonus to resistance rolls. mandrake can also be used as an
However, it can be dangerous if used too ingredient for aphrodisiacs, poisons, etc.
much. A large amount of bark can be
removed from one tree and can also be
stored.

167
[ Lignia Stone ] If you crush, brew, and drink this stone, from one Lynx can provide three days
Rarity=12 you will receive a +4 bonus on worth of medicine for one adult, and the
Base Trade Value=12,000 gamels progression/healing checks for illnesses stone as well as the powder crushed from
This is an amber stone that comes that affect the mind (such as dance it can be stored semi-permanently.
from the body of the mythical beast lynx. macabre). One lignia stone harvested

12.3 Work Requests to NPCs


12.3 Work Requests to NPCs
You want a high-level sage to available to do this for you, there is of it’s unlikely that you’ll ask such people
appraise the treasure you found during course no point in paying any amount of for anything).
your adventure. You found a beautiful money. For requests for such work, you'd
gemstone and would like to have it If the task you're requesting from an usually give 10% to 30% as an advance
forged into a ring. As you progress NPC is something that will completely payment. If the work fails, you do not
through your adventures, such things restrain that NPC, you will need to hire have to pay the remainder. If the
will happen. an NPC. In this case, higher contractor willfully abandons the job, it
In these cases, adventurers can compensation is required. The average is customary to return double the
request NPCs to do this kind of work. If price per day is about NPC's skill level advance payment to the client.
it’s a very simple task like those above, multiplied by 50 to 200 gamels. This is the price an adventurer
you can have it done for NPC skill level x Please follow the standards on must pay when making a request to an
skill level x 30 gamels. For example, if you Table 11-2: NPC Presence by Level (see NPC. Adventurers themselves cannot go
request an appraisal from a 5th level sage, p. 154) to find out which skill level NPCs around charging these same rates. If you
you will have to pay 5 x 5 x 30 = 750 are in which locations. Of course, this don't have clients, you won't get paid (so
gamels. If the task becomes a little more depends on the type of skill. Even in just patiently wait for work at the
complex, use numbers such as x 40 or x villages, there are likely to be people with adventurer shop, okay?).
50 instead of x 30. Also, if there’s no one a fairly high farmer skill level (although

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Chapter 13:
Monsters!

169
13.1 Types of Monsters
13.1 Types of Monsters
There are 12 types of monsters in certain that spirits are involved in the not to deal with them unless you're a
Alecrast: fae, youma, spirits, titans, activities of life itself. Poisons, illnesses, very experienced adventurer.
mythical beasts, magical beasts, and mental attacks are all meaningless
animals, plants, undead, magical against spirits. Also, they will not be 《 Mythical Beasts and
creatures, daemons, humans, and wounded even if attacked by the spirit
others. This is based on the types set by power they control. Magical Beasts 》
Laverna, the famous witch of Orphan, Spirits that appear in the material Mythical beast and magical beast are
who compiled the Natural History of world in response to a shaman's general terms for monsters that have
Alecrast. The meaning of each type are as summoning usually return to the spirit living bodies, unlike spirits or undead.
follows. world after fulfilling their role (when you These include three types: things that
use spirit magic). However, sometimes have existed long before humans, such as
spirits present themselves in the material dragons, things that live like humans,
《 Fae 》 and artificial creatures created through
world as mad spirits. These mad spirits
Fae are a demi-human race that the experiments of ancient sorcerers that
are extremely dangerous. They cannot
originally lived in the fairy world, but for have turned wild. Many have a mixture
adapt to the material world and will act
various reasons they came to live in this of features from multiple animals.
destructively towards everything in it. A
world and were unable to return to their Dragons, wyrms, wyverns, unicorns,
mad spirit will return to the spirit world
original world. However, some races, lynx, etc. have been around since ancient
as soon as its life points or spirit points
such as high elves and fairies, still have times. They have a near-infinite lifespan,
reach 0.
the ability to travel between the two but leave behind very few offspring, and
Spirits can use an unlimited amount
worlds. They are relatively friendly so are doomed to gradual decline and
of spirit magic depending on their power.
towards humans, but do not actively try extinction. Some of them have high
No matter how much they use it, it will
to connect with them. intellect, while others have become wild
not consume their mental points.
Elves, dwarves, and grassrunners are and have lost most of their intellect.
However, they cannot expand the power
also fae, and these three races can also be Many of them have special abilities, like
of their spells.
player characters. using ancient magic, or having
Regardless of a spirit's rarity (a score
related to how well-known the monster undifferentiated spirit power (fire, ice,
《 Youma 》 is, which will be explained later), a life, mind, etc.) in their bodies (in these
Youma are a race of fae that have evil shaman knows all spirits. When cases, attacks involving that spirit power
personalities. They may also use spirit encountering a spirit, a shaman can have no effect on them). They are also
magic or dark magic. They have a very recognize a spirit without the need for a not affected by illness or poison, and do
strong hostile relationship with the fae, success roll. not sleep in the normal sense of the word.
and of course they are not friendly with Typical spirits include sylph, Harpies, minotaurs, centaurs, etc.
humans either. If you encounter them, undine, and will-o-wisp. were created by the gods to live in the
there’s a high probability that you'll get material world around the same time as
into a fight. humans. These creatures have an
《 Titans 》
Typical examples of youma include intellect close to that of humans, and
The origin of the titans is unclear.
goblins and gremlins. create societies and live their lives in the
Some are said to be titan species of fae or
same way as humans. Many of them are
youma, but others are clearly not. Some
unable to reproduce on their own and
《 Spirits 》 sages claim that, like the gods, they were
can only produce offspring with the help
Spirits have a will, but they can be born directly from the primordial titans,
of humans.
called energy rather than living beings. and that the gods were the greatest titans
Medusa, chimera, griffon, etc. are
They are closely related to the natural among them (though of course priests
creatures created by sorcerers during the
elements of earth, water, fire, wind and and theologians strongly deny this).
ancient kingdom period. They look like
light, as well as darkness, and emotions Their bodies are much larger than
a combination of animals (as well as)
and the nature of the heart, which are the that of a human. Among the titans, some
humans, and are endowed with very
functions of the mind. In addition, races are relatively gentle, while others
special abilities. These mythical beasts
spirits may reside in natural creatures are frenetic and hostile. Their strong
and magical beasts created by such
and objects, and above all, it seems bodies hold terrifying power, so it is best

170
magic have almost no reproductive 《 Undead 》 《 Daemons/Underworld
ability. However, on the other hand, they
can survive on very little food. To protect
Undead are monsters that exist and Creatures 》
move around through forces that are the
themselves or to show off their power, Daemons are underworld monsters
exact opposite of those of us humans and
sorcerers of the ancient kingdom period that live in a material world different
normal animals.
often gave them various offensive from ours. In the age of the gods, they
If the source of our life is called
abilities and frenetic personalities, and were known as terrifying slaughterers
positive life force, then the undead's
many of these kinds of mythical and who followed the dark god Phalaris, and
source can be called negative life force.
magical beasts are dangerous. Sleep is in the age of the ancient kingdom, they
This negative life force is sometimes
necessary for the maintenance of normal were summoned to this material world
called the undeath force. There are many
animals and humans both as individuals by sorcerers who were skilled in
mysteries surrounding the origin of
and a race, but some mythical beasts and summoning magic, offering their wicked
these undead, but it's completely
magical beasts are created such that they power to the sorcerers. They have a
different from how normal animals give
do not need to sleep. Magic that causes number of special abilities and wicked
birth. They may be created by magical
sleep (such as "Sleep Cloud" or "Sleep") personalities, making them extremely
power, reborn, or infected and
has no effect on such things. Similarly, dangerous. They are said to have a deep
transformed like an illness.
most poisons, etc. have no effect. connection with the dark gods, and
They despise creatures with positive
Creatures that have a beautiful many are also well-versed in dark magic.
life force and also target them both as
appearance and are neutral or friendly Although they rarely make their
prey and for the expansion of their
towards humans are called mythical presence felt in this world, those
species. If you meet them, there is a high
beasts, while those that have an ugly or summoned during the days of the
probability that you'll fight.
unpleasant appearance and are harmful ancient kingdom still dwell in
Undead are not affected by poison or
to humans are called magical beasts. underground labyrinths and remote
illness. Many spells with mental effects
However, this is rather a result of selfish ruins.
are also meaningless. They do not
value judgment by humans, and even if Many of them seem to have a
require rest in the normal sense and can
they are called mythical beasts, they do humanoid appearance, but there are
never be magically put to sleep.
not seem to like interacting with humans. many different types, such as those with
There are also things such as dragons horns, tails, wings, etc. Some sages claim
that are called both mythical and magical 《 Magical Creatures 》 that just as there are different races in our
beasts. Pseudo-life forms created (or created world, there are also different subspecies
Examples of mythical beasts include in the past) using ancient magic. They of daemon. Furthermore, in the original
griffons, unicorns, etc. and magical are given temporary bodies made of world in which daemons live - the
beasts include chimeras, manticores etc. various materials and run on magical underworld - it's said that they form
power. society just like humans.
During the ancient kingdom period, There are different ranks of daemons.
《 Animals 》
various magical creatures were created as The highest rank ones, called daemon
There are animals in Forcelia too.
a challenge to the gods. The sorcerers lords and archdaemons, are said to have
Of course, they are basically the same powers comparable to that of ancient
sought to gain power as creators. The
animals that live in our world, but they
magical creatures that were created in titans or dragons. Below them are types
also include those of unusual size and
this way basically continue to live called greater daemons and lesser
animals that are already extinct in our
indefinitely without needing to eat or daemons, and even the lowest rank
world.
breathe, and many of them are still Lesser Daemons have powers that far
around today. exceed those of humans.
《 Plants 》 There were also many failures in the With the discovery of two similar
Plants are basically the same as those production of magical creatures. Among daemons (lesser daemons and greater
that live in our world, but there are also the failures that were carelessly daemons) called doubleburg and
abnormal creatures that move around discarded, there are some that are still doppelgänger, it's become an established
under the influence of magic, etc. and alive due to their strong life force. These theory among sages that daemons are
prey on animals and humans. are also of the magical creature type. born as lower rank daemons and grow to
become higher rank.
In the underworld where daemons
live, there are also animal-like creatures
with low intellect. Sages say that they are

171
comparable to the animals in our world, 《 Humans 》 《 Other 》
and claim that this is proof that there are
Even among humans, there are those There are also monsters in Alecrast
multiple material worlds. These
who are called villains. There are bandits that do not belong to any of the 11 types.
underworld creatures are far more
who build strongholds in the mountains Examples of this include lycanthropes
dangerous than the animals of the
and fields and attack nearby villages and and red caps, where humans become
material world, just as daemons are far
roads, and dark priests who believe in monsters due to infectious diseases.
more dangerous than humans.
wicked gods and do evil according to
their teachings.

13.2 Monster Catalog


13.2 Monster Catalog
decrease the scores listed here by 1 or 2 damage can be reduced by this monster
13.2.1 points. level score.
How to Read the Dogs have a habit of following their
Monster Catalog leaders, and humans have taken 《 Rarity 》
advantage of this habit to use dogs for
13.2.1 How to R ead the Mons ter Catalog

This is a score that indicates whether


Monster data is written in the various purposes. Dogs react to humans
the monster is famous or not. The lower
following format. in a variety of ways. If they are
this score, the more well-known the
domesticated, they will not attack
monster is. When using the sage skill's
[ Dog ] humans because they consider humans
Monster Level=1
monster check ability (see p. 118), this
to be their masters. However, special
Rarity=3 rarity is the target score for a success roll.
guard dogs, military dogs, etc. that have
Agility=15 Movement Speed=20
been trained to treat all but specific
Number=One to around ten
people as enemies will attack even 《 Agility 》
Frequency=Frequent
humans larger than themselves. Dogs are Similar to agility, which is a character
Intellect=Animal
Reaction=Neutral to friendly especially aggressive towards intruders-- ability score, this represents the
Attack Points=Fangs: 8 (1) Strike Points=4 they also have a strong sense of territory. quickness of a monster. It's used to
Evasion Points=9 (2) Defense Points=4 If it's a wild dog that's not owned by determine the order of actions in a
Life Points/Resistance=12/7 (0) humans, it will act according to its own combat round.
Mental Points/Resistance=5/7 (0) instincts. If they're hungry and think
Special Abilities=None in particular their opponent is weak, they may attack. 《 Movement Speed 》
Habitat=Forests, meadows, human villages
Perception=Five senses Indicates the speed at which the
A few lines of game data are shown monster moves. Similar to a character's
Languages=None
Dogs are animals that have a very first, followed by a detailed explanation. agility, monsters can move up to
close relationship with humans. They The meaning of each game detail is as movement speed meters per round
have fur and fangs in their mouths. Dogs follows. during normal movement, or movement
have been domesticated and used for a speed x 3 meters per round during full
variety of purposes, such as hunting dogs, 《 Monster Level 》 movement.
guard dogs, or simply as pet dogs. New This is a score that corresponds to a It's also used to determine whether a
breeds have been artificially created by character's adventurer level, and character can escape from the monster. If
the hands of humans, and there are many represents the general strength of that the monster's movement speed is greater
subspecies, ranging from small dogs that monster. If it's 1, it's an extremely weak than the character's agility, the character
are no taller than a person's shins to large monster. If it's 10, even a seasoned will not be able to escape from the
dogs that are taller than a human's waist. adventurer will have a hard time crossing monster unless they think of something.
The data presented here is for the most swords with it. Some monsters fly in the sky, and
commonly seen medium-sized dog, and Monster level, similar to a character's some travel in water or underground.
its body height is roughly from the knee adventurer level, indicates how difficult For such monsters, two types of
to the thigh of a human. If you want to it is for a monster to die. When a monster movement speed are written. The
include small or large dogs in your game, suffers damage from magic, etc. the number before the slash (/) is movement
the game master should increase or speed on the ground, and the number

172
after the slash is movement speed when If it says almost none, then it has activities. However, they're not good
performing special movements. In rare almost no intellect. They have no enough to fight using advanced tactics,
cases, there are monsters that do not advanced thinking and have almost no and are easily fooled by simple words
move on the ground (such as those that means of communicating their and tricks. If you were to convert it to
are always floating in the air), so in these intentions. They only act on instinct. intelligence, it would be around 6 to 8.
cases, the movement method is written This is the intellectual standard of lower If it says human, it means an intellect
in parentheses immediately after the animals such as insects. If you were to that's almost the same as that of a human.
movement speed. convert it to intelligence, it would be 1-2. They can handle tools, words, text, etc.
Of course, spells that affect the mind freely. If you were to convert it to
《 Number 》 cannot be expected to have any effect. intelligence, it would be 10 to 15.
If it says obeys commands, it's If it says high, it means that it has a
This is the most common number
common among magical creatures greater intellect than the average human.
appearing when encountering that
created by magic, the undead, etc. If For a human, you could even use the
monster. Monsters that act in groups are
given a command-- the only ones who adjective wise. If you were to convert it to
usually encountered in large numbers,
can give commands are those who intelligence, it would be 18 to 20.
while monsters that have a strong sense
directly created the monster or those If it says very high, it means their
of territory and really only exist alone in
who used magic to give the command -- intellect is beyond the reach of normal
a certain area are unlikely to be
they will faithfully carry it out, but they humans. A human with this much
encountered in numbers greater than
cannot make their own decisions. intellect would probably go down in
one.
However, they have a memory history as a great genius. If you were to
This data is not exact, and the game
comparable to that of humans, and can convert it to intelligence, it would be 24
master may change the number
answer questions accurately if asked (if or greater.
appearing depending on the
commanded to answer the question). If
circumstances of the scenario. However,
you were to convert it to intelligence, it 《 Reaction 》
in order to do so, you will need a reason
would be 1 for judgment ability, but
that the players can understand. This represents the monster's general
around 10 for memory if they’re able to
reaction when it encounters adventurers.
remember. Since they do not act on their
《 Frequency 》 own judgment, spells that affect the
It can be violent, adversarial, neutral,
This is the frequency at which the friendly, hunger-based or command-
minds are ineffective.
monster appears. The types in based.
If it says animal, it means literally the
descending order of frequency are If it says violent, that means it will
same degree as an animal. They can
frequent, moderate, rare, and very rare. attack immediately. Examples include
distinguish their master and will follow
It's a bit unnatural to have rare or very undead who have hatred for the living,
their commands (if they're trained). Also,
rare monsters repeatedly appear in a and plants that act solely on reflex. Many
they have enough judgment ability to
scenario. In such cases, it would be best have no concept of running away.
quickly run away if their life is in danger.
to provide a reason that the players can If it says adversarial, it means they
If you were to convert it to intelligence, it
understand. consider adventurers (human or fae) to
would be around 3 to 5. However, they
be their enemies. The specific actions
can sometimes display surprising
they'll take will vary depending on the
《 Intellect 》 judgment, although this is something
power dynamic (difference in number)
Indicates the monster's degree of that has been learned as an instinct.
between the adventurers and monsters,
intellect. There are eight types: none, There are known stories of parent birds
as well as the intelligence of the monsters.
almost none, obeys commands, animal, feigning injury to keep predators away
Even if the monster is adversarial, if the
low, human, high, and very high. from their nests, and predators using
adventurers have the superior numbers,
If it says none, that means it doesn’t intimidation to lure prey to ambush
it will not attack immediately and may
have intelligence, so to speak. It does not spots for their mates.
try to use trickery.
think, nor does it even have instincts. It If it says low, it means that while the
If it says neutral, it means the
acts only on reflex. It's similar to how a intellect is not as high as that of humans,
monster holds no special feelings of
mimosa closes its leaves when touched. it is still quite high. They can also use
hostility nor allyship towards the
Spells that affect the mind have no effect primitive tools, words, and a very limited
adventurers. Depending on the situation,
on these monsters. If you were to convert number of written characters. Although
they can be your enemy or your ally.
it to an intelligence score, it would be 0. they're somewhat slow, they're able to
Sometimes they simply avoid interaction
make accurate judgments in normal
and disappear.

173
If it says friendly, it means the If there are multiple attack methods, reduction due to armor (defense rolls)
monster has friendly feelings towards but they are written on two (or more) and adventurer level.
adventurers (humans and fae). If you lines, the monster may have multiple Defense points are only effective
don't feel like they're a nuisance to you, attack methods, but can only use one of against attacks such as weapons, etc.
they might provide some assistance. them during a round. When struck by magic or similar attacks,
However, if an adventurer takes hostile The numbers in parentheses next to defense points cannot reduce damage,
action, they will naturally consider each attack point score are used in the monster level reduces damage instead.
retaliation. In addition, out in the world optional rule 16.1: Combat in Which Whether or not a character can reduce
are also monsters that get carried away, Monsters Roll Dice. (see p. 261). damage through armor is the standard
who do things that end up causing for deciding whether to use defense
annoyance even though they mean no 《 Strike Points 》 points or monster level.
harm. Monster level, like adventurer level,
This represents the amount of
If it says hunger-based, it means prevents all damage, but a monster's
damage dealt by the monster. If a
they're basically neutral. However, for defense points already include damage
character fails to evade their attack, these
carnivorous (omnivorous) animals, it reduction due to monster level.
strike points become damage and reduce
can be very dangerous when they're Therefore, only defense points should be
the character's life force. A character can
hungry. This is because they may attack applied when reducing damage from
reduce this damage through armor
adventurers, seeing them as food. weapon attacks. Monster level may not
(defense rolls) and adventurer level.
Command-based is often seen in be further subtracted from it.
Monsters that have multiple attack
magical creatures and lower grade
methods also have multiple strike points
undead that move according to the
written next to them. The arrangement 《 Life Points/Resistance 》
commands of others. They follow the
of attack points also carries over to strike There are two numbers written. The
instructions of their commander.
points. number before the slash (/) is life points,
Whether they consider adventurers to be
If Attack Points=Horn:12 (5)/Hoof:12 and the number after is life point
enemies or not depends on the
(5) is written as Strike Points=17/16, then resistance.
commands given to them.
if the horn attack hits, it'll deal 17 points Life points represents the monster's
There are several other reactions as
of damage, and the hoof attack hits, it'll life force. When a monster suffers
well, but you can understand their
deal 16 points. damage, it will lose life points. As with a
meaning by looking at the explanation
character, when a monster's life points
text after the data.
《 Evasion Points 》 fall to 0 or less, they become disabled and,
in some cases, die.
This represents the degree to which
《 Attack Points 》 (Life point) resistance is a substitute
the monster can evade attacks. In order
This represents the monster's attack for a character's life force resistance roll.
for a character to hit a monster with an
method and its accuracy. The higher this When a character is poisoned, etc. a life
attack, they must succeed on a success
score, the more likely the monster will be force resistance roll determines whether
roll using these evasion points as the
able to hit you with an attack. A they can avoid or reduce the effects of the
target score and their attack power as the
character must make a success roll using poison. In the case of monsters, life point
baseline score. If you fail, your
their evasion speed as the baseline score resistance is used instead. When a
character's attack will miss.
and these attack points as the target score. monster is poisoned, etc. compare its
If you fail, you will suffer damage (refer resistance score with the strength of the
to Chapter 4: Weapon Combat). 《 Defense Points 》 poison (toxicity score). If the life point
Some monsters have multiple attack Just as characters can reduce damage resistance is greater, the monster will be
methods. Multiple attack points are also through armor, monsters also have thick safe from the effects of the poison.
listed for these cases. In this case, if skin, shells, scales, etc. to reduce damage Where a character would make a life
they're written on one line separated by a (some fae and youma may wear armor force resistance roll, a monster would use
slash (/), it means that they can attack just like humans). This is represented by their life point resistance. For characters,
that number of times in one round. For defense points. When a monster suffers the resistance roll is successful if the final
damage from a character's (weapon)
example, Horn:12 (5)/Hoof:12 (5) score of the resistance roll is equal to the
attack, they can reduce the damage by toxicity score, etc., but for monsters, the
means that two attacks can be made with
the amount of defense points. This is life point resistance must be greater than
horn and hoof. Each targeted character
exactly the same as a character's damage the toxicity score, etc.
must make a success roll to determine
whether they're able to avoid the attack.

174
The baseline score when making a 《 Habitat 》 their empty eye sockets for pseudo vision.
judgment by rolling the dice, just like a Therefore, if they're blindfolded, they
This is where the monster commonly
character, is written in parenthesis next won't be able to see, and they won't be
lives. If you want to have the monster
to the life point resistance. able to see anything approaching from
appear in a place other than what's
behind. Monsters whose perception is
shown here, you’ll need a reason that the
《Mental Points/Resistance》 players can understand.
pseudo can experience illusions.
Those whose sensory abilities are
Mental points have the same
magic perceive their surroundings with
meaning as a character's mental power. 《 Perception 》 magical senses. These senses cannot be
When a monster uses magic, it consumes
This represents the monster's sensory blocked or deceived by any means.
mental points, just like a character.
abilities. There are three types: five Illusions are ineffective on monsters
Monsters whose mental points are
senses, pseudo, and magic. whose perception is magic.
reduced to 0 (or less) by Shade magic, etc.
Five senses refer to the same five
will fall unconscious. Mental point
senses that humans use to perceive the
resistance is a score that's a substitute for 《 Languages 》
outside world: vision, hearing, smell,
a character's mental power resistance roll, This indicates whether the monster
taste, and touch. In some cases, some of
so when a character casts magic on a speaks, and if so, what kind of language
these senses may be missing. Illusions
monster, this mental point resistance it uses. Only normal languages are
that deceive monsters which lack these
becomes the target score. described, and runes (except for silent
senses will be ineffective. It may also
When a character casts a spell on a spirit) are omitted. If it says none, then
include specialized features such as
monster, they must make a success roll the monster does not use language
darkvision, infravision, illumination,
using their magic power as the baseline (those with obeys commands intellect
sonar, and vibration sense.
score. If the final score is equal to or may not speak themselves, but may
(Darkvision) means the monster can
greater than the monster's mental point understand what others are saying). For
see completely in the dark. Dwarf player
resistance, the magic will successfully be more information on language, please
characters have this ability.
cast. Please refer to 5.1.4.4: Procedure refer to 12.1: Rules Regarding Language
(Infravision) indicates that the
When an Adventurer Casts Resistible (see p. 157).
monster can see the heat of the target,
Magic on a Monster (see p. 57).
similar to a shaman's infravision, and can
Conversely, for a monster to resist magic,
perceive it even in places where there is
its mental point resistance must be
no normal light.
greater than the magic's final score. A tie
(Illumination) means the monster
means the magic will successfully be cast.
can see as clearly as daytime even under
Please be careful about this. This is done
very weak light, such as only starlight.
purely for consistency, so that from the
(Sonar) means the monster can use
character's perspective, tied success
sound waves or ultrasonic echoes to
rolls are always successful.
perceive the outside world. Therefore,
they have almost no restrictions on
《 Special Abilities 》 action even in the dark.
Monsters may have various special (Vibration sense) means the monster
abilities. Some breathe fire, and others can sense vibrations in the ground and
are not affected by mental attacks. There perceive things moving around it. They
are some that cannot be hurt by normal cannot perceive things that are flying in
weapons, and require magic or magical the air or that are not moving.
weapons to defeat them. Those whose sensory abilities are
When a monster has such special pseudo have five pseudo-senses through
abilities, they are briefly expressed here. magical means. After all, one part may be
Since the amount of text would be missing, or they may have special senses.
enormous, we will avoid explaining each In such cases, there is an organ that
one individually here. When necessary, captures the sensation in a pseudo
refer to the main text of the monster manner. If those organs are destroyed,
catalog and 13.6: Dealing with Monster the pseudo-senses will no longer be
Special Abilities (see p. 235). usable. For example, skeletons can use

175
Combat is unlikely to occur, but [ Pooka ]
13.2.2 when it does, pixies can use up to 2nd Monster Level=3
Fae level spirit magic. Rarity=12
13.2.2 Fae Agility=18 Movement Speed=18
[ Pixie ] Number=One to several Frequency=Rare
Monster Level=1 [ Fairy ] Intellect=Human Reaction=Friendly
Monster Level=1
Rarity=12 Attack Points=Fist: 11 (4)
Rarity=11
Agility=14 Movement Speed=4/7 (air) Strike Points=4
Agility=18 Movement Speed=9/10 (air)
Number=One Frequency=Rare Evasion Points=13 (6) Defense Points=5
Number=Several Frequency=Rare
Intellect=Human Reaction=Friendly Life Points/Resistance=10/10 (3)
Intellect=Human
Attack Points=Weapon: 8 (1) Mental Points/Resistance=8/12 (5)
Reaction=Friendly to neutral
Strike Points=2 Special Abilities=3rd level spirit magic
Attack Points=Weapon: 8 (1)
Evasion Points=10 (3) Defense Points=3 (Magic Intensity/Magic Power=12/5)
Strike Points=3
Life Points/Resistance=7/8 (1) Shapeshift (Animal)
Evasion Points=10 (3) Defense Points=3
Mental Points/Resistance=15/9 (2) Habitat=Forests
Life Points/Resistance=10/8 (1)
Special Abilities=2nd level spirit magic Languages=Fairy, silent spirit, regional
Mental Points/Resistance=18/10 (3)
(Magic Intensity/Magic Power=11/4) Perception=Five senses (infravision)
Special Abilities=3rd level spirit magic
Invisibility The Pooka is a member of the fairy
(Magic Intensity/Magic Power=12/5)
Habitat=Forests, meadows family that lives in the forest, and looks
Habitat=Uncertain
Languages=Fairy, silent spirit
Languages=Fairy, silent spirit similar to a grassrunner, but is a little
Perception=Five senses (infravision)
Perception=Five senses (infravision) smarter. They're not in the habit of
Pixies look similar to elves, but are
Fairies are a representative race of fae, wearing clothes. However, they don't
only about 30 cm tall. They have wings
and many of them still live in the fairy always wander around naked; they have
on their backs reminiscent of insects.
world, and rarely come to the material the ability to transform into forest
Most of them have the appearance of
world, the world we live in. However, animals, and most of the time they live as
women, but there are also individuals
there are some places in the material animals. While transformed, they can
that have the appearance of men. Also,
world that have contact with the fairy use all of the animal's physical abilities
for some reason, they seem to be wearing
world. Stories are often told of humans and can also speak. However, they
something that looks like clothes.
who inadvertently wandered into the cannot transform into very large animals
Although they are relatively friendly
fairy world from these places. such as bears, wolves, etc. They mostly
towards humans, they do not actively
Fairies are sometimes seen where turn into foxes, fawns, rabbits, squirrels
interact with humans and rarely appear
these two worlds meet. Just as humans etc. This transformation cannot be
in public. Moreover, they seem to have a
wander into the fairy world, there are detected even by using Sense Magic or
very close relationship with the small
also fairies who wander from the fairy Sense Aura.
spirits called sprites, and have as a basic
world into the material world. Fairies They are friendly to characters they
ability the power of the Invisibility spell
take the form of beautiful elf women, meet in the forest, and will contact them
that the sprites provide to shamans,
often mostly naked or clad in thin silk in an attempt to befriend them. However,
which makes them all the more difficult
garments. They are about the same they like mischief, and in order to
to witness. They can use this ability
height as elves, but the most prominent surprise you, they will sometimes call
without any restrictions, and they do not
difference between them and elves is the out to you while disguised as an animal,
consume mental points by using this
beautiful wings that grow from their hiding their appearance, etc. However,
ability. However, in order to remain
backs. These wings are very thin but once you get in touch with them, they
invisible, they need focus, and if they
strong, allowing them to fly, albeit at a will help you in many ways. They will
cannot do this, you will not be able to use
slow speed. They may carry items such as guide you through the forest and tell you
Invisibility, and even if they do use it, if
silver daggers, etc. for self-defense, but where dangerous places are. In addition,
they lose their concentration (such as
they rarely wield them. If they really get they will show lifelong loyalty to a
when attacking or using other magic,
into trouble, they will choose to use their character who saves them from danger,
etc.) they will appear instantly.
power of spirit magic rather than and will act together with them. They
They sometimes play pranks on
weapons. As they are residents of the can use spirit magic. Their shaman skill
humans. They’ll whisper in your ear
fairy world, they have a deep connection level is 3.
while remaining hidden from view, and
with spirits, and use spirit magic up to
thrust a weapon in their hand (it appears
3rd level.
to be a needle-thin dagger) into your
butt.

176
[ Featherfolk ] mermen are called mermaids. They have group or flee. When this is not possible,
Monster Level=4 an extreme fear and hatred of humans the mermen will fight to the death.
Rarity=9 and will never try to negotiate with them.
Agility=16 This is because over a hundred years ago, Merman Leader
Movement Speed=10/30 (air) Monster Level=4
a rumor spread that eating merman flesh
Number=One to several Frequency=Rare Rarity=13
will give long life, so humans fought and
Intellect=Human Reaction=Neutral Agility=16 Movement Speed=3/20 (water)
Attack Points=Weapon: 11 (4) overhunted mermen. Since then,
Number=One to several Frequency=Rare
Strike Points=8 mermen have lived at the bottom of the
Intellect=Human Reaction=Neutral
Evasion Points=18 (5) Defense Points=7 deep sea, avoiding humans, and their
Attack Points=Weapon: 10 (3)
Life Points/Resistance=12/12 (5) social system and customs are shrouded Strike Points=8
Mental Points/Resistance=18/13 (6) in mystery. Evasion Points=12 (5) Defense Points=6
Special Abilities=4th level spirit magic Mermen are a species that breathes Life Points/Resistance=15/12 (5)
(Magic Intensity/Magic Power=13/6) underwater and cannot breathe on land. Mental Points/Resistance=17/12 (5)
Habitat=Mountains Special Abilities=Water adaptation
They can only act on land for up to their
Languages=Harpy, silent spirit, regional Habitat=Seas
life points rounds (14 rounds), after
Perception=Five senses (infravision) Languages=Merman
Featherfolk resemble humans, but which they will suffocate. They usually
Perception=Five senses (illumination)
have bird wings growing from their live in groups of about a few dozen. The
Merman tribes select physically
shoulders, allowing them to fly. Both group has a leader and a shaman who
superior boys from an early age and give
their men and women look beautiful. govern the tribe.
them special training. Those who receive
They live in rugged mountainous areas, They use a trident as a weapon.
training and grow up will become
have gentle personalities and do not like merman leaders, the head of a combat
fighting, but they despise harpies (furia- Mermaid Shaman
Monster Level=4
group of 10 mermen, and command
species). Their language and customs are those mermen in battle. Also, a
Rarity=18
similar to humans, although their level of particularly chosen one among them
Agility=16 Movement Speed=3/20 (water)
culture is somewhat lower. However, Number=One to several Frequency=Rare becomes the chieftain who leads the
they’re not interested in gold or jewelry. Intellect=Human Reaction=Neutral tribe.
Featherfolk use swords, bows and Attack Points=Weapon: 10 (3)
arrows, and spears as weapons. They Strike Points=7
cannot wear heavy armor, only soft Evasion Points=12 (5) Defense Points=6
leather at most. They use spirit magic Life Points/Resistance=12/12 (5)
and their shaman skill level is 4. Mental Points/Resistance=18/12 (6)
Special Abilities=4th level spirit magic
Sometimes they keep eagles and griffons
(Magic Intensity/Magic Power=13/6, water
for reconnaissance and self-defense
spirits only)
purposes. Water adaptation
Habitat=Seas
[ Merman ] Languages=Merman, silent spirit
Monster Level=2 Perception=Five senses (infravision,
Rarity=11 illumination)
Agility=16 Movement Speed=3/20 (water) Merman tribes select girls with
Number=Several to dozens outstanding intelligence and mental
Frequency=Rare power and train them as shamans from
Intellect=Human Reaction=Neutral
an early age. The result is a mermaid
Attack Points=Weapon: 9 (2)
shaman. Mermaid shamans can use
Strike Points=5
Evasion Points=10 Defense Points=4 spirit magic up to 4th level, which is
Life Points/Resistance=14/10 (3) powered by water spirits (undine). There
Mental Points/Resistance=16/10 (3) is one mermaid shaman per combat
Special Abilities=Water adaptation group, and her role is to assist the
Habitat=Seas merman leader. Also, if the merman
Languages=Merman leader is defeated, she will take
Perception=Five senses (illumination) command of the battle in his place. A
Mermen are a race that lives under combat group whose leader and shaman
the sea, with the upper body of a human are both defeated will either join another
and the lower body of fish. Female

177
Reaction=Adversarial malicious pranks. The tragedy of the
13.2.3 Attack Points=Weapon or fangs: 8 (1) hero Grax riding Pegasus and dying in a
Youma Strike Points=5 crash due to a gremlin's prank is widely
Evasion Points=10 (3)
13.2.3 Youma

known in Alecrast. (See p. 86)


[ Imp ] Defense Points=3
Monster Level=1 Life Points/Resistance=8/8 (1)
Rarity=12 Mental Points/Resistance=8/8 (1) [ Hobgoblin ]
Agility=14 Movement Speed=7/7 (air) Special Abilities=Silver corrosion? Monster Level=3
Number=One Frequency=Rare Habitat=Mountains near human villages, Rarity=8
Intellect=Human Reaction=Adversarial forests, caves Agility=12 Movement Speed=8
Attack Points=Tail: 8 (1) Languages=Goblin Number=Several Frequency=Normal
Strike Points=4+poison Perception=Five senses (darkvision) Intellect=Low
Evasion Points=9 (2) Defense Points=3 Reaction=Adversarial
Kobolds are small youma with dog-
Life Points/Resistance=8/8 (1) Attack Points=Weapon or fangs: 10 (3)
like faces and tails. They have no body
Mental Points/Resistance=14/9 (2) Strike Points=10
hair at all. They live in forests, hills, and Evasion Points=11 (4) Defense Points=7
Special Abilities=1st level dark magic (Magic
mountains near human villages, but they Life Points/Resistance=15/11 (4)
Intensity/Magic Power=10/3)
are timid and rarely cause harm to Mental Points/Resistance=12/11 (4)
Poison (Toxicity Score 10, Paralysis,
Duration=1 Hour)
human homes. However, kobolds are Special Abilities=None in particular
Habitat=Unknown also known to be sneaky and will attack Habitat=Mountains relatively far from
Languages=Impish opponents who are outnumbered, human villages, forests, caves
Perception=Five senses (darkvision) wounded, or unable to fight, such as Languages=Goblin
Perception=Five senses (darkvision)
Imps are small youma with brown to women and children. They usually attack
Hobgoblins are a race of youma that
dark brown skin, no body hair, and a tail. with their fangs, but they may also use a
are closely related to goblins, described
Its tip is sharp like the tip of a spear, and piece of wood as a club (in terms of data,
later. They have reddish-brown skin and
the imp uses this tail to attack. The tail they are the same).
very little hair on their heads, but they do
contains a paralyzing poison. Anyone Legend has it that kobolds can
have thick hair all over their bodies. They
who suffers damage from an imp's attack corrode silver, so they are fiercely
are a feared monster with a physique
must attempt a life force resistance roll. If regarded as enemies by miners and
comparable to that of a human, strong
you fail, you’ve been poisoned and will dwarves.
and powerful. When fighting, they use
be paralyzed and unable to move at the
either a crude club or the fangs that
end of the next round. [ Gremlin ]
Monster Level=2 protrude from their jaws. Although they
The ecology of imps, such as where
Rarity=9 have a belligerent personality, they are
they live, etc. is not well understood.
Agility=17 Movement Speed=6/8 (air) also surprisingly cowardly, and will run
They are sometimes seen in large cities,
Number=One to several Frequency=Rare away as soon as they see that the
and sometimes live in abandoned houses
Intellect=Human Reaction=Adversarial situation is not going well.
in the suburbs. They may use 1st level
Attack Points=Fangs: 9 (2) Although they may live in a goblin
dark magic, and may also be the Strike Points=3 village, they usually live alone or in
familiars of evil sorcerers (many of Evasion Points=11 (4) Defense Points=4
groups of several, frequently changing
whom also have the dark priest skill). Life Points/Resistance=8/9 (2)
locations and living relatively far from
The imp looks very similar to the Mental Points/Resistance=14/10 (3)
Special Abilities=2nd level spirit magic human villages.
gargoyle (see p. 225) and its model, the
zalbard (see p. 228). For this reason, (Magic Intensity/Magic Power=11/4)
some sages argue that imps are not Habitat=Mountains, highlands [ Goblin ]
Languages=Impish, silent spirit Monster Level=2
youma at all, but were originally
Perception=Five senses (infravision) Rarity=5
underworld creatures. Agility=13 Movement Speed=8
A small winged youma also known as
the "sky imp". Its body is dark brown and Number=Several to dozens
[ Kobold ] it has black wings on its back resembling
Frequency=Frequent
Monster Level=1 Intellect=Low Reaction=Adversarial
Rarity=6
those of a bat. These wings allow them to
Attack Points=Weapon or fangs: 9 (2)
Agility=14 fly, but their speed is not that great. They Strike Points=7
Movement Speed=8 have the power to use spirit magic up to Evasion Points=10 (3) Defense Points=5
Number=Several to dozens 2nd level. Life Points/Resistance=12/10 (3)
Frequency=Frequent Gremlins are not aggressive, but they Mental Points/Resistance=10/9 (2)
Intellect=Low are treacherous and enjoy playing Special Abilities=None in particular

178
Habitat=Mountains near human villages, Goblin Shaman smart and moreover, have mastered
forests, caves Monster Level=3 silent spirit. This is not surprising,
Languages=Goblin Rarity=10 considering that goblins are originally
Perception=Five senses (darkvision) Agility=13 Movement Speed=8 from the fairy world. Some goblin
Goblins are a type of youma that live Number=One Frequency=Rare
shamans are also dark priests who can
near human villages, and are extremely Intellect=Human Reaction=Adversarial
use dark magic. Goblins served the dark
common monsters in Alecrast. Their Attack Points=Weapon or fang: 10 (3)
Strike Points=8
gods in mythical times. A goblin shaman
height is slightly smaller than that of a
Evasion Points=11 (4) Defense Points=6 has either a 3rd level shaman skill
human, and their skin is reddish-brown.
Life Points/Resistance=12/11 (4) (magical intensity 12/magic power 5), a
They usually live in groups of several to
Mental Points/Resistance=15/11 (4) 1st level dark priest skill (magical
several dozen in forests and hills, but Special Abilities=3rd level spirit magic intensity 10/magic power 3), or both.
they sometimes appear at people's (Magic Intensity/Magic Power=12/5)
homes and attack livestock or steal. They 1st level dark magic (Magic Goblin Lord
often use weapons (mostly small ones Intensity/Magic Power=10/3) Monster Level=4
such as shortswords, daggers etc.) stolen Habitat=Mountains, forests, caves Rarity=10
from humans. In their villages, they may Languages=Goblin, silent spirit, regional Agility=12 Movement Speed=10
use kobolds and human children as Perception=Five senses (darkvision, Number=One Frequency=Rare
infravision)
slaves. They may also live with a Intellect=Human Reaction=Adversarial
Among the goblin tribe, this refers to Attack Points=Weapon or fangs: 11 (4)
hobgoblin who acts as their bodyguard.
those who are skilled in the power of Strike Points=11
spirit magic. Their physical Evasion Points=12 (5) Defense Points=7
characteristics are not much different Life Points/Resistance=18/13 (6)
from ordinary goblins, but they are Mental Points/Resistance=15/12 (5)
Special Abilities=None in particular
Habitat=Mountains, forests, caves
Languages=Goblin, regional
Perception=Five senses (darkvision)
The goblin lord, as the name suggests,
is the king of the goblins. However, not
all tribes have this type of lord-species, if
anything they’re rare. They are a greater
species of goblin, so to speak, who retain
a limited amount of power from the time
when goblins lived in the fairy world.
Although they lack magical abilities,
they have bodies that are about the same
size or even larger than humans and
hobgoblins. It is said that there are quite
a few of this goblin lord species in the
Youma Forest to the east of Alecrast.

[ Marshman ]
Monster Level=4
Rarity=15 Agility=13
Movement Speed=6/18 (water)
Number=One to several
Frequency=Very rare
Intellect=Human
Reaction=Adversarial
Attack Points=Claw: 12 (5) /Claw: 12 (5)
Strike Points=11/11
Evasion Points=12 (5) Defense Points=9
Life Points/Resistance=18 (13/6)
Mental Points/Resistance=15 (12/5)

179
Special Abilities=4th level spirit magic Evasion Points=12 (5) Defense Points=6 Dark Elf Leader
(Magic Intensity/Magic Power=13/6) Life Points/Resistance=10/10 (3) Monster Level=6
Weak to fire Mental Points/Resistance=17/15 (8) Rarity=11
Weak to dehydration Special Abilities=3rd level spirit magic Agility=19 Movement Speed=19
Habitat=Swamps (Magic Intensity/Magic Power=13/6) Number=One Frequency=Very Rare
Languages=Impish, regional 1st level dark magic (Magic Intellect=High Reaction=Adversarial
Perception=Five senses (infravision) Intensity/Magic Power=11/4) Attack Points=Weapon: 12 (5)
Marshmen, also known as water Poison (Toxicity Score 10, Strike Points=9+poison
imps, are youma that live in swamps. Strike Power 10, Bonus Damage 3) Evasion Points=15 (8) Defense Points=9
Their bodies are covered with green skin, Habitat=Forests far from human villages Life Points/Resistance=10/13 (6)
Languages=Elven, silent spirit, regional Mental Points/Resistance=17/18 (11)
and their backs are hard and shell-
Perception=Five senses (darkvision, Special Abilities=6th level spirit magic
shaped. They have high intelligence
infravision) (Magic Intensity/Magic Power=16/9
comparable to humans, and also have a
In the ancient battle of the gods, the 5th level dark magic (Magic
rudimentary social life. They are Intensity/Magic Power=15/8)
elves fought on the side of the gods of
exclusionary toward other races and Poison (Toxicity score 13,
light. However, there were some who
react aggressively to anything that enters paralysis, lasts 12 hours)
sided with the dark gods. These elves
their habitat. They seem to have a deep Habitat=Forests far from human villages
with jet-black skin are called dark elves.
connection with water spirits, and use Languages=Elven, silent spirit, regional
They are apostles of the dark gods,
undine-type spirit magic up to 4th level. Perception=Five senses (darkvision,
and love to be despicable. Assassination infravision)
They're weak against fire and heat, so
using Invisibility is said to be their most Dark Elves vary widely in their
when attacking a marshman with fire-
special technique. The weapons they use individual abilities, just like adventurers.
based magic, add +10 to strike power
are often coated with poison. A character The data listed here is based on the
when making the check. In addition,
who is attacked by a poisoned weapon strength needed to lead a group of 5 to 6
they are susceptible to dehydration and
and suffers damage must immediately people. Those who lead larger groups can
are nearly unable to leave the swamps
make a life force resistance roll against be even stronger.
where they live. If they're forced to leave
target score 10. If you fail, you will suffer Leaders also often apply and use
and their body becomes dehydrated,
damage resulting from a strike power 10 poison on their weapons. The poison
they'll lose life points at the rate of 1
strike roll plus +3 bonus damage. This they use has a higher toxicity score than
point every hour.
damage is separate from the damage of the usual kind, and its effect is paralysis.
the weapon itself and can be reduced by If a character is poisoned and also fails a
[ Dark Elf ] adventurer level. If you successfully resist,
Monster Level=3 life force resistance roll (target score 13),
you will not suffer any poison damage. the character will be paralyzed at the end
Rarity=11
Agility=19 Movement Speed=19 Dark elves often conspire with of the next round.
Number=One to several Frequency=Rare stronger beings (such as dark priests) to
Intellect=High Reaction=Adversarial plan great acts of evil. Humans also
Attack Points=Weapon: 9 (2) harbor strong hostility toward dark elves.
Strike Points=6+poison

180
damage 2. Armor is ineffective against Shade is the counterpart to the
13.2.4 this attack, and only adventurer level can aforementioned will-o-wisp, and when it
Spirits reduce the damage. comes into contact with a will-o-wisp, it
13.2.4 Spirits

If you strike a will-o-wisp with a disappears without emitting any energy.


[ Will-O-Wisp ] melee weapon (it doesn't have to be
Monster Level=2
Rarity=12 (However, a shaman always
silver or magical), you can destroy it, but [ Brownie ]
knows) the attacker will also suffer damage as if Monster Level=3
Agility=18 Movement Speed=20 (air) they were hit by the will-o-wisp. Rarity=14 (However, a shaman always
Number=Solo to several Frequency=Rare Will-o-wisp is the counterpart to the knows)
Intellect=Almost none Agility=14 Movement Speed=Special
shade, which is described below, and
Reaction=Neutral to violent Number=Solo to several
when it comes into contact with a shade,
Attack Points=Disintegrate: Always hits Frequency=Very Rare
it disappears without emitting any Intellect=Human
Strike Points=Strike power 10,
energy. Reaction=Neutral to violent
bonus damage 2
Evasion Points=12 (5) Defense Points=0 Attack Points=Furniture:10 (3)
Life Points/Resistance=1/8 (1) [ Shade ] Strike Points=5 to 9
Mental Points/Resistance=-/10 (3) Monster Level=2 Evasion Points=- Defense Points=-
Special Abilities=Releases energy and Rarity=12 (However, a shaman always Life Points/Resistance=-/-
disintegrates knows) Mental Points/Resistance=18/12 (5)
Mental attack immunity Agility=18 Movement Speed=20 (air) Special Abilities=Physical attack immunity
Not affected by poison and illness Number=One to several Frequency=Rare Mental attack immunity
Habitat=Near forests and swamps, or Intellect=Almost none Not affected by poison and illness
anywhere Reaction=Violent Teleport (Limited)
Languages=None Attack Points=Disintegrate: Always hits Illusion
Perception=Magic Strike Points=Strike power 10, bonus damage Habitat=Old mansions
2, to mental power Languages=Silent spirit, mansion residents’
Will-O-Wisp is a spirit of light. Its
Evasion Points=12 (5) Defense Points=0 language
main body is a blue-white ball of light
Special Abilities=Energy disintegration that Perception=Magic
about 50 cm in diameter, and its light deals damage to mind
illuminates a space with a 5-meter radius. Brownie is a spirit that appears in old
Mental attack immunity
They are among the most unstable of mansions where people have lived for
Not affected by poison and illness
spirits and have little to no semblance of over 50 years. If the humans living in the
Habitat=Anywhere
intellect. When they appear as mad Languages=None mansion disappear or die, the brownie
spirits, there are two actions they can Perception=Magic may turn into a mad spirit.
take. First, one will float gently in front Life Points/Resistance=1/8 (1) Mad brownies have the ability to
of someone and lead them deep into an
Mental Points/Resistance=-/10 (3) create illusions. Some illusions are visual,
Shade is a spirit of darkness, and also while others are auditory, making their
endless swamp or forest. This type of
a mind spirit that controls fear. All presence known through visions or
will-o-wisp will not attack you directly.
natural light within 5 meters of its body strange noises.
The other type is one that collides
is canceled out, leaving you in total They also have a small amount of
directly with anything that comes into
darkness. Its body seems to be dark and telekinesis, and will attack unwanted
view. Will-o-wisps only target things that
spherical, but it’s impossible to identify intruders by hitting them with things
have a functioning mind. They will not
its shape because it’s in the dark. inside the mansion. The strike points
target plants, minerals, vessels, etc. that
Therefore, attacks against shades always when this attack hits vary depending on
do not have intelligence. They also will
suffer a -4 penalty. Since the shade itself what is used for the attack. A small dish
not attack low grade undead that do not
has 12 evasion points, it’s unlikely that would be 5 points, a knife, etc. would be
have a mind. However, sleeping humans
your attacks will hit it (it’ll definitely 7, and a large chest of drawers would be
are subject to attack. Please make your
disintegrate if they do). They will always 9.
judgment based on whether it has a score
attack by ramming any being with a will Mad brownies also have the ability to
called mental power (points). Will-o-wisp
that comes into their view. Its effect is teleport, allowing them to appear
attacks are always successful. When a
exactly like a will-o-wisp attack, except anywhere in the mansion. Also, they are
Will-O-Wisp hits its target, it'll simply
that the damage is dealt to mental power fully aware of everything happening
shatter. However, at the same time, the
instead of life force. Strike power is 10, inside the mansion with their magic
will-o-wisp emits a powerful shockwave.
bonus damage is 2, and only adventurer senses.
This shockwave’s damage results from a
level can reduce it.
strike power 10 strike roll plus bonus

181
However, these abilities can only be to take away their buoyancy or fly [ Salamander ]
manifested within the mansion, and the directly into their lungs. Monster Level=4
brownie cannot leave the mansion. Undine can cast magic sourced from Rarity=12 (However, a shaman always
Mad Brownies are often influenced the power of undine without consuming knows)
Agility=10 Movement Speed=6
by the actions of those who lived there, its own mental points (the spells cannot
Number=Solo to several Frequency=Rare
and in some cases continue to faithfully be expanded). Undine's shaman skill
Intellect=Low Reaction=Violent
reproduce those actions through level should be 4. Attack Points=- Strike Points=-
illusions (and telekinesis) after the If a target drinks even a little of an Evasion Points=11 (4) Defense Points=6
residents have left. undine's body, this water spirit will enter Life Points/Resistance=10/11 (4)
Brownies have no substance, and directly into their lungs. A check for Mental Points/Resistance=20/13 (6)
physical attacks have no effect on them at whether or not you’ve taken a drink is Special Abilities=Fire (Strike power 10,
all. However, if their mental points are made via success roll using "adventurer bonus damage 5, Magic Intensity/Magic
reduced to 0 or if the mansion they live level + agility bonus" as the baseline score. Power=12/5)
Normal weapon immunity
in is destroyed, they will vanish. The target score in this case is 12. This
Mental attack immunity
check must be made every round until
Fire immunity
[ Undine ] you escape from the spring or river Not affected by poison and illness
Monster Level=4 containing the undine. However, in this Weak to water
Rarity=12 (However, a shaman always case, you can obviously hold your breath. Habitat=Anywhere, provided there’s fire
knows) As long as you hold your breath, you Languages=Silent spirit
Agility=10 Perception=Magic
don't have to worry about drinking the
Movement Speed=6/10 (water)
water. However, the undine's first attack Salamanders, which are spirits of fire,
Number=Solo to several Frequency=Rare
will always be a surprise attack, so in the look like quadrupedal beasts with a body
Intellect=Human Reaction=Violent
Attack Points=- Strike Points=- first round, please make a check to see length of about 1 meter, as they are called
Evasion Points=12 (5) Defense Points=6 whether you’ve swallowed the undine or by the name fire lizard. However, its
Life Points/Resistance=10/11 (4) not. entire body is not covered in animal skin
Mental Points/Resistance=20/13 (6) If a character fails the check, that but in flames, making it extremely
Special Abilities=4th level spirit magic Level means they've swallowed the undine. dangerous as it ignites flammable
4 (Magic Intensity/Magic Power=13/6, However, the victim can attempt to spit materials around it. A mad salamander,
undine only) as befitting of a spirit of fire, a symbol of
the undine out once swallowed. To do so,
Enter lungs (Target score for evade and
you must make a successful life force destruction, acts with the sole purpose of
resist=12)
resistance roll. The target score is still 12. burning everything to ash. Salamanders
Mental attack immunity
Normal weapon immunity This check may be attempted once per shower you in a breath of fire, which has
Not affected by poison and illness round, but you cannot take any other the same effect as the 1st level spirit
Habitat=Water actions while swallowing the undine. magic spell Fire Bolt. This fire always hits,
Languages=Silent spirit Also, you cannot spit out the undine but an adventurer can attempt to resist
Perception=Magic while underwater. just the same way they would against
Undine is a Water Spirit. Its body is The number of rounds in which you magic. A Salamander's fire breath ability
just about 10 liters of liquid. It often takes can hold your breath, or in which you should be treated as shaman skill level 4,
the form of a small girl, but it can take can survive while swallowing an undine, magic intensity 12 (magic power 5).
any form as long as its weight and is equal to your life force. Also, please Even when the Salamander breathes out
volume remain the same. Undine has no refer to 10.4: Water Combat (see p. 139) this fiery breath, it does not consume a
direct means of attack. They can stick to for detailed rules. single mental point.
their opponent and make them Undines do not leave their habitat, so Salamanders are spirits, so their
uncomfortable, or they can wrap around they are not a threat as long as you can temporary bodies are, so to speak, a
their face and make them feel pain for a escape from the water. Of course, this modified form of their spirit power, so
while, but if the opponent has the will to attack has no meaning against things they cannot be attacked by normal
resist, they can easily escape. However, if that don't breathe air (fish, undead, etc.). weapons. Iron can obstruct the workings
anyone bathes or swims in a spring or The same goes for characters who’ve had of a spirit, but it cannot be used as a
river where this spirit resides, without Water Breathing cast on them. means to extinguish it. To damage a
realizing its presence, the mad undine To harm an undine, as with most Salamander, you need a magic or
will do everything it can to drown its other spirits, magical or silver weapons magically-imbued weapon, or a silver
opponent, including casting a Sink spell are required. weapon. Also, when a person using the

182
spirit magic Water Screen is attacked by a Number=One to several Frequency=Rare Perception=Magic
salamander, after the normal effect, 2 Intellect=Human Reaction=Violent Sprites are said to be the spirits that
points of damage will be dealt to the Attack Points=- Strike Points=- control the emotion of shame (the
Evasion Points=11 (4) Defense Points=6 function of the mind). A mad sprite
salamander (the salamander cannot
Life Points/Resistance=10/11 (4)
reduce this damage), then the magic’s remains invisible and attacks nearby
Mental Points/Resistance=20/13 (6)
effect will vanish. You can also deal creatures with its fangs. Because it's
Special Abilities=Wind cutter (Strike power
damage to a Salamander by pouring 10, bonus damage 6, Magic Intensity/Magic invisible, its appearance cannot be
water on it. The damage is 1 point per Power=13/6) identified, but it is said to resemble a
liter of water. A salamander cannot 4th level spirit magic (Magic leprechaun, etc. When attacking a mad
reduce this damage either. Conversely, Intensity/Magic Power=13/6, sylph only) sprite, a -4 modifier will be imposed.
fire attacks have no effect on Normal weapon immunity Also, you cannot cast magic on mad
salamanders. Mental attack immunity sprites.
Not affected by poison and illness Mad sprites have the ability to make
Habitat=Anywhere
[ Sandman ] Languages=Silent spirit
others invisible. When a mad sprite
Monster Level=4 performs this attack, the target must
Perception=Magic
Rarity=12 (However, a shaman always make a mental power resistance roll
Sylph is a spirit of wind. It appears as
knows) (target score 13). If you fail, you will
Agility=18
a naked elf woman. Its pale upper body
become invisible. Those who have
Movement Speed=16/6 (air) is translucent, but from the waist down it
become invisible cannot see themselves
Number=One Frequency=Rare is completely invisible and nothing can
either. For this reason, a -2 modifier will
Intellect=Human Reaction=Violent be seen. Sylph does not have normal
Attack Points=Arm:12 (5) Strike Points=5
be imposed on all physical action checks.
methods of attack, but by entangling
Evasion Points=14 (7) Defense Points=6 This invisibility cannot be removed
itself with its target, it can cause a
Special Abilities=4th level spirit magic unless you use Dispel Magic, etc. or
powerful wind cutter attack. This attack
(Magic Intensity/Magic Power=13/6, defeat the mad sprite.
cannot be evaded. Wind cutter is treated
sandman only) To harm a sprite, it must be a silver or
as strike power 10 damage magic. Its
Normal weapon immunity magic weapon.
Mental attack immunity magic intensity is 13 (magic power 6).
Not affected by poison and illness Sylphs also use spirit magic that is
Teleport sourced from the power of the wind. [ Gnome ]
Monster Level=4
Habitat=Anywhere Their shaman skill level is 4. However,
Rarity=12 (However, a shaman always
Languages=Silent spirit spirit points are not consumed even if knows)
Perception=Magic they use wind cutter attacks or spirit Agility=10
Life Points/Resistance=10/11 (4) magic. To harm a sylph, you need a Movement Speed=6 (ground)/
Mental Points/Resistance=20/13 (6)
magical or silver weapon. 10 (underground)
Sandman is a mind spirit that Number=One to several Frequency=Rare
controls sleep. Its figure is that of a small,
[ Sprite ] Intellect=Low Reaction=Violent
completely naked child, with no features Monster Level=4 Attack Points=- Strike Points=-
that would indicate gender. Rarity=12 (However, a shaman always Evasion Points=11 (4) Defense Points=6
A mad sandman indiscriminately knows) Life Points/Resistance=10/11 (4)
uses Sleep spells to try to put others to Agility=18 Movement Speed=16 Mental Points/Resistance=20/13 (6)
sleep. No matter how much Sleep it uses, Number=One Frequency=Rare Special Abilities=Stone (Strike power 20,
Intellect=Human Reaction=Violent bonus damage 5, Magic Intensity/Magic
a sandman does not consume any mental
Attack Points=Fangs: 11 (4) Power=12/5)
points. A sandman can instantly appear
Strike Points=7 4th level spirit magic (Magic
wherever there's a working mind, and Intensity/Magic Power=12/5, gnome only)
Evasion Points=14 (7) Defense Points=6
during combat, it can perform actions Normal weapon immunity
Life Points/Resistance=10/11 (4)
while teleporting. Mental Points/Resistance=20/13 (6) Mental attack immunity
To wound a sandman, you need Special Abilities=Transparent Not affected by poison and illness
magic or a silver weapon. Make others transparent (resist Habitat=Anywhere
target score=13) Languages=Silent spirit
Perception=Magic
[ Sylph ] Normal weapon immunity
Monster Level=4 Mental attack immunity Gnome is the spirit of earth. Its
Rarity=12 (However, a shaman always Not affected by poison and illness appearance resembles that of a dwarf,
knows) Habitat=Anywhere but its skin is gray and at first glance
Agility=10 Movement Speed=18 (air) Languages=Silent spirit looks like a rock. They can move 10

183
meters per round underground. Then, completely meaningless. Also, when Mental Points/Resistance=20/14 (7)
they suddenly appear above ground and attacking with a weapon, you will only be Special Abilities=Charm (Resist target
attack by throwing stones at you. A able to deal damage if it’s a magical or a score=14)
5th level spirit magic (Magic
gnome can disappear into the ground, silver weapon.
Intensity/Magic Power=14/7, dryad only)
move underground, and reappear above
Normal weapon immunity
ground all in one round. However, the [ Leprechaun ] Mental attack immunity
gnome cannot take any other actions Monster Level=4 Not affected by poison and illness
during the round in which this action Rarity=12 (However, a shaman always Habitat=Woods
was chosen. A gnome's stones will always knows) Languages=Silent spirit
Agility=18 Movement Speed=16/6 (air) Perception=Magic
hit their target. Treat it as strike power 20
Number=One Frequency=Rare
damage magic (magic intensity/magic Dryads are plant spirits. They usually
Intellect=Human Reaction=Violent
power=12/5). They also use spirit magic reside in trees, but a shaman can
Attack Points=Fangs: 11 (4)
that is sourced from the power of the Strike Points=7 summon them anywhere there are plants.
earth. Its shaman skill level is 4. They do Evasion Points=14 (7) Defense Points=6 Their figure is that of a completely naked
not consume mental points even when Life Points/Resistance=10/11 (4) elf woman, with long green hair wrapped
they throw stones or use spirit magic. Mental Points/Resistance=20/13 (6) around her entire body. Their skin is also
To harm a gnome, you need a Special Abilities=4th level spirit magic green.
magical or a silver weapon. (Magic Intensity/Magic Power=13/6, A mad dryad uses the spirit magic
leprechaun only) "Charm" to cause division among allies,
Normal weapon immunity
[ Frau ] Mental attack immunity
and tries to block their opponent's
Monster Level=4 movements with "Binding". Using these
Not affected by poison and illness
Rarity=12 (However, a shaman always spells does not consume any of the
Teleport
knows) dryad’s mental points.
Habitat=Anywhere
Agility=10 Movement Speed=18 (air) If magic cannot be cast on the target,
Languages=Silent spirit
Number=One to several Frequency=Rare
Perception=Magic the dryad will attack barehanded.
Intellect=Human Reaction=Violent
Leprechauns are mind spirits who To harm a dryad, it must be a magical
Attack Points=- Strike Points=-
Evasion Points=12 (5) Defense Points=6 control chaos. Its appearance is that of a or silver weapon.
Life Points/Resistance=10/11 (4) completely naked imp, with no features
Mental Points/Resistance=20/13 (6) that indicate its gender. In addition to [ Mad Spirit of Life ]
Special Abilities=Cold (Strike power 10, normal movement, they can also Monster Level=6
bonus damage 6, Magic Intensity/Magic perform teleportation. They cannot take Rarity=12 (However, a shaman always
Power=13/6) any other actions during the round in knows)
4th level spirit magic (Magic Agility=16 Movement Speed=16
which this action was chosen The
Intensity/Magic Power=13/6, frau only) Number=One Frequency=Rare
teleportation destination is within the
Normal weapon immunity Intellect=Human Reaction=Violent
leprechaun's view. Leprechauns are Attack Points=- Strike Points=-
Mental attack immunity
Cold immunity spirits, but in this world they have a Evasion Points=13 (6) Defense Points=8
Not affected by poison and illness complete form, and will attack by biting. Life Points/Resistance=15/14 (7)
Habitat=Cold regions Other than that, they also attack Mental Points/Resistance=25/16 (9)
Languages=Silent spirit (confuse) you with spells such as Special Abilities=Age shift (Resist target
Perception=Magic Confusion and Forget. Their shaman skill score=15)
Frau is a spirit of ice and looks very level is 4. To harm a leprechaun, you Normal weapon immunity
similar to a sylph. Its whole body is pure Mental attack immunity
need a magical or silver weapon.
Not affected by poison and illness
white, as if covered in frost, becoming
Habitat=Anywhere
more transparent towards the lower half [ Dryad ] Languages=Silent spirit
of the body. Therefore, its legs are not Monster Level=5 Perception=Magic
visible at all. Its eyes are also pure white. Rarity=12 (However, a shaman always
The mad spirit of life appears in the
Frau only appear in areas with snow and knows)
form of a shining white horse. The sages
ice. Agility=19 Movement Speed=19
Number=One Frequency=Very Rare believe this suggests a connection with
A mad frau attacks by blowing cold unicorns. The mad spirit of life does not
Intellect=Human Reaction=Violent
air while it flies through the air. Treat this attack physically. However, its reckless
Attack Points=Barehanded: 12 (5)
cold air as strike power 10 damage magic Strike Points=6 power has a major impact on the lives
(magic intensity/magic power=13/6). Evasion Points=14 (7) Defense Points=7 around it.
Against a frau itself, cold-based magic is Life Points/Resistance=10/12 (5)

184
Each round, the mad spirit of life points. To harm a valkyrie, you need [ Ogre ]
attempts to pour excessive life spirit magical or silver weapons. Monster Level=5
power into a single target. Those affected Rarity=10
by it suffer the effects of (physical) age Agility=10 Movement Speed=15
shifting. The target must make a mental 13.2.5 Number=One to several Frequency=Rare

Titans
Intellect=Low Reaction=Adversarial
power resistance roll (target score 15). If
Attack Points=Weapon or arm: 13 (6)
you fail, roll 2D. If the roll is 8 or greater, 13.2.5 Titans

you will age by roll-7 years. If the roll is 6 [ Yeti ] Strike Points=12
Monster Level=5 Evasion Points=11 (4) Defense Points=8
or less, you will become younger by 7-roll Rarity=14 Agility=10 Life Points/Resistance=21/14 (7)
years. If the roll is exactly 7, no age Movement Speed=15 Mental Points/Resistance=10/12 (5)
change will occur. Regarding the results Number=One to several Special Abilities=None in particular
of aging and de-aging, please refer to Frequency=Very Rare Habitat=Forests and hills near human
18.2: Guidelines for Adventurer Age and Intellect=Low Reaction=Hunger-based villages
Attack Points=Claw: 13 (6)/Claw:13 (6) Languages=Giant
Ability Score Changes (see p. 276) and use
Strike Points=13/13 Perception=Five senses (darkvision)
the game master's discretion.
Evasion Points=11 (4) Defense Points=8 Ogres, also known as jikininki, are
To harm a mad spirit of life, it must
Life Points/Resistance=21/14 (7) ferocious, carnivorous titans who, as
be a magical or silver weapon.
Mental Points/Resistance=14/13 (6) their name suggests, particularly enjoy
Special Abilities=Strong to cold human flesh. Their body color is
[ Valkyrie ] Snow adaptation reddish-brown, and their face is
Monster Level=6 Weak to fire
Rarity=12 (However, a shaman always
reminiscent of primitive humans (of our
Habitat=Cold regions, high mountains (snow
knows) world). They have sharp canine teeth
never melts)
Agility=14 Languages=Giant
that allow them to tear and eat raw meat.
Movement Speed=14/30 (air) Perception=Five senses Although they are on the smaller side of
Number=One The yeti is a titan, about two and a the titans, their height is well over 2
Frequency=Very Rare meters, and they have strong bodies to
half meters tall, that is rarely seen in cold,
Intellect=Human match. Of course, their strength is also
snowy regions, and its body is covered in
Reaction=Adversarial
thick white fur. Its ecology is not very considerable. They mainly fight with
Attack Points=-
clear. They are not very ferocious and do huge clubs made from thick tree
Strike Points=-
Evasion Points=14 (7) not actively attack humans, but they do branches, but even without using such a
Defense Points=8 seem to attack when they're hungry-- in thing, their thick arms alone are enough
Life Points/Resistance=15/14 (7) cold areas with deep snow, it's not to pose a threat. Numerically, there is no
Mental Points/Resistance=25/16 (9) uncommon for them to be hungry and difference in the strength of an ogre even
Special Abilities=6th level spirit magic unable to find prey. if it does not have a weapon.
(Magic Intensity/Magic Power=15/8, valkyrie They usually live alone, or sometimes
Characters cannot move freely in
only) in groups of several, in forests and hills
deep snow areas such as those where the
Normal weapon immunity
yeti lives. When fighting in these near human villages, and attack their
Mental attack immunity
locations, your attack and evasion will favorite food: humans. If targeted by
Not affected by poison and illness
Habitat=Anywhere suffer a -2 penalty, and your movement them, a small village, etc. would surely be
Languages=Silent spirit speed will be halved. However, the yeti no match for them. In some cases, all the
Perception=Magic itself is adapted to snow and does not residents of one village have to abandon
Valkyrie is a mind spirit. It governs suffer this penalty. their homes and land and migrate.
the courage of men who fight. Her The yeti is strong against cold, and
appearance is that of a human woman cold-based attacks must be made with a [ Spriggan ]
clad in shining white armor, and her -10 reduction to strike power during the Monster Level=5
noble appearance is said to fascinate all Rarity=12
check. Conversely, it is weak against fire,
Agility=18 Movement Speed=20
men. However, a mad valkyrie is so if it's a fire-based attack, the check can
Number=One Frequency=Very Rare
extremely cruel and terrifying. They be made with +10 to strike power. Intellect=Human Reaction=Adversarial
attack from above, casting the spell Attack Points (Giant)=Fangs: 12 (5)/Claw: 13
Valkyrie Javelin where sword attacks (6)/Claw: 13 (6) Strike Points=14/13/13
can't reach. They will also cast a Attack Points (Child)=Fist: 12 (5)
Fanaticism spell to provoke you. Casting Strike Points=7
these spells does not consume spirit Evasion Points=13 (6) Defense Points=8

185
Life Points/Resistance=22/14 (7) Spriggans are apostles of the dark single blow has terrifying destructive
Mental Points/Resistance=18/14 (7) gods and can use up to 2nd level dark power that can kill a person in an instant.
Special Abilities=Shapeshift (Human Child) magic.
2nd level dark magic (Magic
Intensity/Magic Power=11/4)
[ Hecatoncheir ]
Habitat=Mountains near human villages, [ Troll ] Monster Level=7
Monster Level=6 Rarity=15
hills, forests, human villages
Rarity=11 Agility=7 Movement Speed=15
Languages=Giant, regional
Agility=12 Movement Speed=24 Number=One Frequency=Very Rare
Perception=Five senses
Number=One to several Frequency=Rare Intellect=Human Reaction=Neutral
Spriggans are evil titans who enjoy Attack Points=Weapon or arms (6 times): 15
Intellect=Low Reaction=Adversarial
eating raw meat. They usually live in Attack Points=Arm:14 (7) (8) Strike Points=15 x 6
mountains, hills, forests, etc. but Strike Points=13 Evasion Points=13 (6) Defense Points=11
sometimes they come to human villages Evasion Points=13 (6) Defense Points=11 Life Points/Resistance=28/17 (10)
in search of their favorite food, human Life Points/Resistance=21/15 (8) Mental Points/Resistance=14/15 (8)
flesh. When entering a human village, Mental Points/Resistance=14/14 (7) Special Abilities=4th level holy magic (Magic
spriggan transforms into a human child Special Abilities=Camouflage (Sense target Intensity/Magic Power=13/6) rarely
score=13) Habitat=Underground ruins
between the ages of 4 and 10. The
Habitat=Caves, hills Languages=Giant
transformation is so ingenious that
Languages=Giant Perception=Five senses (darkvision)
there's nothing that hints at the
Perception=Five senses (darkvision) Hecatoncheir are a subspecies of
spriggan's true identity, nor can it be
Trolls are titans with rock-like skin. titans, reaching nearly 4 meters tall.
detected by Sense Magic or Sense Aura.
They have very low intellect and rarely Although they're called the hundred-
The form that a Spriggan can take after
use tools. They live in caves and hills, and handed titan, they actually have only 12
transforming is fixed for each individual
do not appear in forests or meadows. arms. Six of these are used in combat.
(its apparent age cannot be changed
Due to this and their rugged, rock-like They can aim at different targets in one
either). Therefore, a spriggan cannot take
appearance, some sages believe that they round, or focus on hitting one target.
the form of a specific child. Once their
may have some kind of connection with Some of them carry weapons, but even
true identity is discovered, they won’t be
earth spirits, but it’s not clear whether without such things, their thick arms are
able to fool the same opponent again.
this is true. In any case, it’s certain that enough to pose a threat to humans (and
If given the chance (such as when
they're terrifying monsters with fae).
they're alone with a human who believes
enormous strength. Hecatoncheir protect the treasure
they're a normal child), a spriggan will
Although they're about 3 meters long, and secrets of the ancient kingdom in
revert to their true form (an ugly, 3-
they walk with their backs bent, probably deep underground labyrinths, and rarely
meter-tall titan with fangs bared and
because they live in caves. They also have appear above ground. Their intellect is
claws out) to attack their target. The
arms so long that their fingertips just on par with humans, and they’re not
transformation is instantaneous. If the
barely touch the ground. Their body necessarily evil. There are also
target is unaware of the spriggan's true
color is the same as a rock surface, and if hecatoncheir who serve the gods. They
identity, this is a surprise attack. The
you are careless, you may mistake one for possess the 4th level priest skill.
target may not take any actions for one
a huge rock. To notice their presence,
round and will suffer a -4 penalty to
you must succeed on a success roll [ Giant ]
evasion. Spriggans quickly devour the
against target score 13 using ranger skill Among the giants, the race called
flesh of those they kill. If they are not
level + intelligence bonus as the baseline Giants in particular, unlike those that are
hungry, they will not attack people
score. If you fail, the troll can make a merely large fae and youma (such as
unless they have a specific reason to do
surprise attack. A character caught by trolls, etc.), are one of the ancient races
so (such as because they suspect their
surprise cannot take any actions for one like dragons and gods, who are claimed
true identity, etc.).
round, and suffers a -4 penalty to evasion to have originated from the primordial
A spriggan can use its considerable
for that round. titan. Their appearance is similar to that
strength even in its child form. However,
A troll's skin is not only similar in of a human, but their physique is twice
if they attempt to attack others while still
color, but also has a hardness comparable that of a human, at least 5 meters tall, and
in their child form, their attack ability
to that of rock. It will not be affected by some over 10 meters. Giants are divided
will be significantly reduced. Please use
just any half-hearted attack, etc. They into several subspecies depending on
the (child) section of the data.
have the physical strength to match their where they live. There are differences in
body size, and when they attack, they skin color and hair color, and each has a
strike with their rock-like arms. That different personality. Some of them live

186
alone, but they also live in groups of a Fire Giant Habitat=Cold regions
few to about ten, and female giants and Monster Level=11 Languages=Giant, silent spirit
baby giants can sometimes be seen. Rarity=12 Perception=Five senses (infravision)
Agility=9 Movement Speed=20 Frost giants are giants that live in cold
Hill Giant Number=One to several Frequency=Rare regions and are covered in white hair all
Intellect=Human Reaction=Adversarial over their bodies. They are among the
Monster Level=8
Attack Points=Arm:19 (12) largest of the giants, reaching over 10
Rarity=12
Strike Points=21
Agility=8 Movement Speed=16 meters tall. Yet, they have relatively
Evasion Points=16 (9) Defense Points=15
Number=One to several gentle personalities and will not attack
Life Points/Resistance=45/24 (17)
Frequency=Very Rare humans unless they do something
Mental Points/Resistance=15/19 (12)
Intellect=Low Reaction=Neutral particularly unjust. However, they live a
Special Abilities=7th level spirit magic
Attack Points=Arm: 16 (9)
(Magic Intensity/Magic Power=16/9, fire closed life and do not like when their
Strike Points=17
spirits only) territory is invaded. If you’re open to
Evasion Points=13 (6) Defense Points=12
Fire immunity communication, they'll simply give you a
Life Points/Resistance=35/19 (12)
Habitat=Mountains near human villages, warning and ask you to leave their
Mental Points/Resistance=16/16 (9)
hills territory. If you can't communicate, they
Special Abilities=None in particular
Languages=Giant, silent spirit
Habitat=Hills, mountains may threaten you.
Perception=Five senses (infravision)
Languages=Giant Frost giants have a deep connection
Perception=Five senses A fire giant is a giant about 7 meters
with the spirit power of ice, and can use
These giants, about 5 meters tall, live tall, with reddish-brown skin. They have
spirit magic sourced from the power of
in hills and mountains, and have golden rich heads of hair, the color of which
ice spirits (frau, fenrir) up to 8th level.
or light brown hair on their heads and ranges from jet black to deep crimson,
Also, they will not suffer any damage at
bodies. They have a gentle personality, so depending on the individual. They also
all from cold-type attacks..
even if you meet them, they will not have body hair of the same color as the
hair on their heads, but it's not all over
attack you unless there’s some reason to
their bodies.
[ Cyclops ]
do so. Monster Level=15
Fire giants are ferocious creatures Rarity=10
Forest Giant that will attack anything that enters their Agility=6 Movement Speed=18
Monster Level=10 territory without mercy. Since they often Number=One to several
Rarity=12 live near human villages, they are greatly Frequency=Very Rare
Agility=10 Movement Speed=20 feared by humans. Intellect=Human Reaction=Adversarial
Number=One to several Fire giants have a deep connection Attack Points=Arm:23 (16)
Frequency=Very Rare with the spirit power of fire, and can use Strike Points=26
Intellect=Low Reaction=Adversarial Evasion Points=20 (13) Defense Points=19
spirit magic sourced from the power of
Attack Points=Arm:18 (11) Life Points/Resistance=60/31 (24)
fire spirits (salamander, etc.) up to 7th
Strike Points=19 Mental Points/Resistance=20/24 (17)
level. Also, they will not suffer any Special Abilities=None in particular
Evasion Points=15 (8) Defense Points=14
Life Points/Resistance=40/22 (15)
damage at all from fire. Habitat=Secluded seasides
Mental Points/Resistance=14/18 (11) Languages=Giant
Special Abilities=None in particular Frost Giant Perception=Five senses
Habitat=Forest Monster Level=13 Cyclops are the largest of all titans,
Languages=Giant Rarity=13 reaching over 10 meters in height. They
Perception=Five senses Agility=8 Movement Speed=19 have only one eye and no hair on their
This giant makes the forest its home, Number=One to several heads. The top of their heads are hard
and has darker hair on its head and body Frequency=Very Rare
and pointed like a horn. They’re almost
Intellect=Human Reaction=Neutral
than a hill giant. It’s about 5 meters tall. naked, but they do wear a loincloth. They
Attack Points=Arm:21 (14)
They have a very ferocious personality have brownish skin and brown bristles
Strike Points=23
and will attack any animal that comes Evasion Points=18 (11) Defense Points=17 on their chest and limbs. They live on
into view, in an attempt to eat them. Of Life Points/Resistance=50/27 (20) secluded seashores. Sometimes they live
course, humans are no exception. Mental Points/Resistance=16/21 (14) alone, but sometimes they live in groups
Special Abilities=8th level spirit magic of several. They never leave their homes,
(Magic Intensity/Magic Power=17/10, ice and there are usually no humans living
spirits only) nearby. They will attack anyone who
Cold immunity
invades their territory without mercy.
Snow adaptation

187
Sleepless damage or armor, once character's life
13.2.6 Habitat=Underground labyrinths force rounds have elapsed, the character
Mythical Beasts and Languages=None will suffocate and fall unconscious (life
Perception=Five senses
Magical Beasts A ceiling hanger is a magical beast
force 0). From then on, in each round, a
13.2.6 Mythical B eas ts and Magi cal Beas ts
death check must be made when
[ Satyr ] with arms of different sizes on its left and
applying damage (even if it's 0).
Monster Level=3 right sides. Its lower body is made of a
Ceiling hangers with prey suspended
Rarity=14 Agility=15 glue-like substance that expands and
from the ceiling cannot be reached by
Movement Speed=15 contracts, and it's usually about 1 meter
Number=One to several Frequency=Rare melee weapons, so it’ll be extremely
long. By sticking with this lower body, a
Intellect=Human Reaction=Neutral difficult to provide support to a
ceiling hanger can also move along walls
Attack Points=Horns: 9 (2) suspended character.
and ceilings. When attacking prey, this
Strike Points=9
lower body stretches, reaching a length
Evasion Points=11 (4) Defense Points=5 [ Harpy ]
Life Points/Resistance=12/11 (4) of 6 meters. Its body color is gray, but like
Harpies are carnivorous creatures
Mental Points/Resistance=18/12 (5) a chameleon, it has the ability to
with the head and chest of a human
Special Abilities=Manipulate emotions with a assimilate into the color of its
female, and the rest of its body is that of
flute (Resist target score=10) surroundings.
a bird. Harpies have two races, deela and
Habitat=Forests Ceiling hangers primarily attack
Languages=Regional furia.
sleeping prey, but when hungry they may
Perception=Five senses
attack active prey as well. In addition to
Satyrs are a forest-dwelling race with Deela
its protective color, it also stretches its
the upper body of a hairy human, Monster Level=3
body out from the ceiling in an instant to Rarity=13
pointed ears, short horns sprouting from
attack, so it has a high potential for Agility=16 Movement Speed=6/30 (air)
their heads, and the lower body of a goat.
surprise attacks. Rangers have a chance Number=Several Frequency=Moderate
Their staple food is nuts and berries, they
to notice this surprise attack with their Intellect=Human Reaction=Neutral
have gentle personalities, they're fond of Attack Points=Talons: 11 (4)
sense danger ability. To do so, you must
alcohol, music, and women, and they Strike Points=6
succeed on a success toll against target
love festivities. They don't like fighting Evasion Points=11 (4) Defense Points=6
score 12 using ranger skill level +
and will run away if danger approaches. Life Points/Resistance=9/10 (3)
intelligence bonus as the baseline score.
Female satyrs are called she-satyrs. Mental Points/Resistance=12/11 (4)
Failure will result in a surprise attack and Special Abilities=Charm by singing (Resist
They always carry a flute and can
the targeted character will suffer a -4 target score=10)
manipulate human emotions with their
penalty to evasion. Habitat=Coasts
melodies. Humans who hear the satyr's
A ceiling hanger's right hand has an Languages=Harpy, regional
flute may suddenly become frightened
extremely enlarged thumb, while Perception=Five senses
and run away, get excited and start Deelas live on the coast, are beautiful,
conversely, the other four fingers are
dancing, or become lewd and start and can speak. They are neutral toward
integrated into a scissor shape, allowing
taking off their clothes. To resist this, you humans. Deelas mate with human males
it to strangle its prey. When a ceiling
must succeed on a mental power and lay eggs. At this time, deelas use the
hanger catches its prey, it will pull them
resistance roll against target score 10. ability to charm by singing. Anyone who
up to the ceiling on the next round and
attempt to choke the opponent to death. hears a deela's song must make a mental
[ Ceiling Hanger ] At the same time, the left arm makes a power resistance roll against target score
Monster Level=3
normal attack (strike) on the prey. A 10. If you fail, you will be charmed and
Rarity=14
hanging character cannot breathe, nor must do what the deela tells you to do.
Agility=12 Movement Speed=6
Frequency=Rare Number=One even cast spells. Also, evading the left
Intellect=Low Reaction=Adversarial arm’s attack incurs a -2 penalty. Deela King
Attack Points=Right arm:11 (4)/Left arm:10 Strangling has strike power 0 and Monster Level=3
(3) bonus damage 6 when making a damage Rarity=18
Strike Points=Special/5 check. Non-metal armor and ring mail Agility=16 Movement Speed=6/30 (air)
Evasion Points=0 (3) Defense Points=5 Number=One Frequency=Very Rare
have no effect against this damage, and
Life Points/Resistance=14 (11/4) Intellect=Human Reaction=Neutral
points can only be reduced by
Mental Points/Resistance=11 (10/3) Attack Points=Talons:11 (4)
adventurer level. Characters wearing Strike Points=9
Special Abilities=Surprise attack (Sense
target score=12) metal armor (other than ring mail) will Evasion Points=11 (4) Defense Points=6
Strangle not suffer any damage. Regardless of Life Points/Resistance=15/11 (4)

188
Mental Points/Resistance=12/11 (4) Habitat=Seas case, the penalty to attack power and
Special Abilities=None in particular Languages=None evasion speed is only -2. Conversely,
Habitat=Coasts Perception=Five senses (illumination) holding a mirror up to a medusa is
Languages=Harpy, regional It's a horse that lives in the sea, the completely ineffective.
Perception=Five senses lower half of its body is that of a fish. Its A medusa uses the snakes on her
Usually, only female individuals are front legs have fins instead of hooves, head to attack. A medusa has countless
born among harpies. However, very and it has no hind legs. They can move snakes (hair), and anyone who engages
rarely a male is born. A flock blessed around quickly underwater, but once on with a medusa in melee is exposed to
with a male can produce offspring land they suffer a -4 penalty to attack and these snakes' attacks. The snakes are
without the use of a human male, so that evasion. poisonous, and anyone dealt damage by
male is made their king. In such groups, Mermen have tamed the the snakes' attacks must immediately
they do not try to charm humans and hippocampus and use them as riding make a life force resistance roll against
avoid interaction as much as possible, horses. target score 10. If you fail, you
because they do not need to use humans
immediately suffer damage resulting
and do not want their king's existence to [ Medusa ] from a strike power 10 strike roll plus
be known. Monster Level=3
bonus damage 3. This damage can be
Male harpies, which are rare, are Rarity=12
reduced by adventurer level. If the
slightly larger than the usual females. Agility=14 Movement Speed=14
Number=One Frequency=Rare resistance roll is successful, no poison
They also do not have the ability to
Intellect=Human Reaction=Adversarial damage is sustained.
charm by singing.
Attack Points=Snakes (all engaged): 10 (3) Even if a medusa is killed, the
Strike Points=7+poison magical power remains in her head for a
Furia
Evasion Points=11 (4) Defense Points=5 while. It is possible to put the severed
Monster Level=3
Life Points/Resistance=14/11 (4) head of a Medusa in a bag, then show it
Rarity=13
Mental Points/Resistance=18/12 (5) to an enemy in combat to turn them to
Agility=16 Movement Speed=6/30 (air)
Special Abilities=Petrify (Resist target
Number=Several Frequency=Moderate stone, but it must be used carefully, as
score=10)
Intellect=Low Reaction=Adversarial there is a risk of it turning your allies to
Poison (Toxicity score 10, strike
Attack Points=Talons: 11 (4)
power 10, bonus damage 3) stone as well. The magical power in the
Strike Points=7 head will disappear in about one week.
Not affected by poison and illness
Evasion Points=11 (4) Defense Points=6
Sleepless
Life Points/Resistance=10/10 (3)
Habitat=Ruins, underground labyrinths [ Androscorpio ]
Mental Points/Resistance=8/10 (3)
Languages=Regional Monster Level=4
Special Abilities=None in particular
Perception=Five senses (darkvision) Rarity=14
Habitat=Mountains
Medusa is a magical beast that takes Agility=17 Movement Speed=17
Languages=Harpy
the form of a human woman, with Number=One to several Frequency=Rare
Perception=Five senses
dozens of snakes growing out of her Intellect=Human Reaction=Adversarial
Furia live in mountainous areas, are Attack Points=Weapon:11 (4)/Tail:11 (4)
ugly, have low intellect, and are always head instead of hair, and a face with the
Strike Points=10/12+poison
aggressive. Furia mate with male eagles magical power to petrify humans. They
Evasion Points=11 (4) Defense Points=8
and may be encountered along with dwell mainly in ruins and underground Life Points/Resistance=17/12 (5)
them. They have no special abilities. labyrinths, and find wicked pleasure in Mental Points/Resistance=18/13 (6)
turning visitors into stone statues. Special Abilities=3rd level spirit magic
Anyone who encounters a medusa must (Magic Intensity/Magic Power=12/5)
[ Hippocampus ]
Monster Level=3 succeed on a mental power resistance Poison (Toxicity score 11,
roll against target score 10 or they will illusion, lasts 1 hour)
Rarity=12
instantly be turned into a stone statue. Habitat=Deserts
Agility=14 Movement Speed=8/20
Languages=Regional, silent spirit
(water) You can avoid being petrified by fighting
Perception=Five senses (infravision)
Number=One to dozens with your eyes closed or your face turned
Frequency=Rare Intellect=Animal Androscorpio is a mythical beast that
away, but in such a state you will suffer a
Reaction=Neutral lives in the desert, with the upper body
-4 penalty to your attack power and
Attack Points=Leg: 11 (4) of a handsome young man and the lower
evasion speed. Also, you cannot cast
Strike Points=9 body of a brightly colored scorpion. Like
Evasion Points=10 (3) Defense Points=6
magic on the medusa in these states.
humans, there are good androscorpios,
Life Points/Resistance=20/12 (5) Mirrors do not reflect a medusa's magic.
and there are evil androscorpios. They
Mental Points/Resistance=10/10 (3) Therefore, you can fight while looking at
Special Abilities=Water adaptation a medusa's reflection in a mirror. In this

189
can use spirit magic, and their shaman can attack a single target with the Strike Points=12
skill level is 3. weapon in its hand and its heel at the Evasion Points=11 (4) Defense Points=7
In combat, an androscorpio uses a same time. Life Points/Resistance=18/13 (6)
Mental Points/Resistance=15/12 (5)
sword in his hand, but he can also attack It is said that there are very rare
Special Abilities=4th level spirit magic
with his tail at the same time. The stinger centaurs who have very advanced
(Magic Intensity/Magic Power=13/6)
at the tip of his tail contains a knowledge and can use magic. Not affected by poison and illness
hallucinogenic poison (toxicity score 11). Sleepless
Those wounded by a tail attack and fail a [ Cockatrice ] Habitat=Water
life force resistance roll will experience Monster Level=4 Languages=Regional, silent spirit
hallucinations starting on the next round. Rarity=15 Perception=Five senses (infravision)
The enemy's appearance can change, or it Agility=11 Movement Speed=10 Scylla is a beautiful woman from the
Number=One Frequency=Rare waist up, but six serpent heads and 12
can appear as multiple . This symptom
Intellect=Animal Reaction=Neutral
lasts for one hour, during which time the octopus tentacles grow from her lower
Attack Points=Beak:11 (4)
victim suffers a -4 penalty on all success body. They are amphibious and can
Strike Points=9+petrify
rolls. Evasion Points=11 (4) Defense Points=7
move freely on land, but mainly prefer to
Life Points/Resistance=16/12 (5) live in water. Their personality is
[ Centaur ] Mental Points/Resistance=8/11 (4) extremely wicked, often luring men with
Monster Level=4 Special Abilities=Petrify (Resist target only their upper bodies above the water,
Rarity=9 score=11) then dragging them underwater to kill
Agility=14 Movement Speed=30 Not affected by poison them.
Number=Several to around ten and illness When in combat, a scylla can attack
Frequency=Moderate Sleepless
different targets at the same time with its
Intellect=Human Reaction=Neutral Habitat=Wilderness
six heads. However, she can only attack a
Attack Points=Spear:10 (3)/Heel:10 (3) Languages=None
Strike Points=12/12 Perception=Five senses single target three times in one round.
Attack Points=Bow:11 (4) A cockatrice is a flightless bird about Scylla can also use spirit magic. Her
Strike Points=12 the size of a human with the legs and tail shaman skill level is 4 and her magic
Evasion Points=11 (4) Defense Points=7 of a lizard. Its beak has the ability to intensity is 13 (magic power 6).
Life Points/Resistance=19/13 (6)
petrify living creatures, and anyone hit
Mental Points/Resistance=13/12 (5)
by a cockatrice (regardless of whether [ Chimera ]
Special Abilities=4th level ancient magic Monster Level=5
(Magic Intensity/Magic Power=13/6) rarely they're dealt damage or not) must make
Rarity=13
Habitat=Meadows a life force resistance roll against target
Agility=12 Movement Speed=12
Languages=Centaurian score 11. If you fail, you will instantly Number=One Frequency=Rare
Perception=Five senses turn to stone. Intellect=Human Reaction=Adversarial
Centaurs are a meadow-dwelling Cockatrices mainly live in the Attack Points=Fangs:12 (5)/Snake's fangs:12
race that are human from the waist up wilderness and feed on an herb called (5)
and horse from the waist down.. They do henruda. It’s the only plant that does not Strike Points=15/13+poison
not have permanent homes, but live as turn to stone when touched by a Evasion Points=12 (5) Defense Points=9
hunters while traveling in groups, and cockatrice's beak. If you find and eat Life Points/Resistance=24/15 (8)
Mental Points/Resistance=18/14 (7)
their language and lifestyle are similar to henruda in advance, you can neutralize
Special Abilities=5th level dark magic (Magic
those of humans, though their culture is the cockatrice's magical power and
Intensity/Magic Power=14/7)
somewhat less advanced. prevent being petrified. This herb is also Poison (Toxicity score 12, speech
They do not have a permanent place effective against medusa and basilisk, but impediment, lasts 1 day)
of residence and live a hunting lifestyle its drawback is that it cannot be stored Not affected by poison and illness
while traveling in groups, and although and its effect only lasts for one day. Sleepless
their level of culture is somewhat low, Habitat=Mountain recesses
their language and lifestyle are similar to [ Scylla ] Languages=None
those of humans. They are not interested Monster Level=4 Perception=Five senses (darkvision)
in money, but aside from that, if you Rarity=13 A chimera has a black lion for the
bring them a suitable gift, you may be Agility=12 front half of its body and a demonic
Movement Speed=12/12 (water) black goat for the rear half. Its tail is a
able to form a friendship.
Number=One Frequency=Rare snake and a goat's head grows out of its
They use bows and arrows or spears
Intellect=Human Reaction=Adversarial back. Known to be extremely ferocious,
as weapons. In melee combat, a centaur Attack Points=Fangs (6 times):11 (4)
they are impossible to defeat except by

190
the very bravest. Fortunately, they live may form between humans and twintail form, it uses a trident in its hand along
deep in the mountains, their fertility is cats. If this happens, they will never with its two tails.
weak due to their unnatural composition, betray their friends.
and their numbers are small, so they’re They can use ancient magic and spirit [ Hippogriff ]
rarely encountered. magic, but they are especially fond of Monster Level=5
In combat, a Chimera can attack two illusions and magic that affects the mind. Rarity=13
targets at the same time, using its lion Twintail Cats may have rare magical Agility=15
Movement Speed=10/40 (air)
fangs and the snake fangs at the tip of its items related to these kinds of magic.
Number=One Frequency=Rare
tail. It cannot attack the same target Twintail cats are the rulers and
Intellect=Low Reaction=Neutral
twice in one turn. The snake's fangs protectors of the cats of Kaios Island (the Attack Points=Talon:13 (6)/Talon:13
contain a neurotoxin that paralyzes the Islands of Azarn). All cats follow their (6)/Beak:12 (5) Strike Points=13/13/12
speech center, rendering those affected commands. However, they rarely give Evasion Points=12 (5) Defense Points=8
unable to speak or cast spells for one day. commands, as they value the spirit of Life Points/Resistance=22/14 (7)
The black goat head on its back can also self-reliance that is characteristic of the Mental Points/Resistance=10/12 (5)
cast dark magic up to 5th level. cat family. When a situation beyond Special Abilities=None in particular
their control arises, they skillfully guide Habitat=Meadows
Languages=None
[ Twintail Cat ] and encourage other races to act
Perception=Five senses
Monster Level=5 voluntarily in accordance with their
Rarity=13 Agility=18 The hippogriff is said to have been
goals. Also, magical beasts do not follow
Movement Speed=15 born after a griffon (see p. 193) attacked
their orders.
Number=One a mare. A flying mythical beast, the front
Frequency=Rare (Kaios Island)/Very Rare half of its body is an eagle and the back
(Other) [ Telchines ] half is a horse. They live in grasslands
Monster Level=5
Intellect=High Reaction=Neutral and feed on small herbivores. Despite
Rarity=14
Attack Points=Fangs: 12 (5)/Claw: 13(6)/ their appearance, they’re not very
Agility=12
Claw: 13 (6) Strike Points=8/7/7
Movement Speed=10/10 (water) ferocious and will not attack humans
Evasion Points=15 (8) Defense Points=8
Number=One Frequency=Very Rare unless they are very hungry. If you catch
Life Points/Resistance=12/13 (6)
Intellect=High Reaction=Neutral one as a child and tame it, you can even
Mental Points/Resistance=20/14 (7)
Attack Points=Weapon:11 (4)/Tail:12 (5) use it as a riding horse.
Special Abilities=5th level ancient magic
Strike Points=12/11
(Magic Intensity/Magic Power=15/8)
Evasion Points=12 (5) Defense Points=8
5th level spirit magic (Magic
Life Points/Resistance=16/13 (6)
[ Pegasus ]
Intensity/Magic Power=15/8) Monster Level=5
Mental Points/Resistance=20/14 (7)
Mental attack immunity Rarity=10
Special Abilities=5th level ancient magic
Not affected by poison and illness Agility=12
(Magic Intensity/Magic Power=15/8)
Habitat=Meadows, provided it’s Kaios Island Movement Speed=30/40 (air)
Water adaptation
(Islands of Azarn) mostly Number=One to several Frequency=Rare
Habitat=Secluded coasts
Languages=Regional, fairy, low ancient, Intellect=Human Reaction=Neutral
Languages=Merman, low ancient
silent spirit Attack Points=Heel:11 (4)
Perception=Five senses (illumination)
Perception=Five senses (illumination, Strike Points=13
infravision) Telchines has the upper body of a Evasion Points=12 (5) Defense Points=8
Twintailed cats look like normal human male, but his lower body has two Life Points/Resistance=20/14 (7)
black cats, except for the fact that they large snake tails instead of legs. They live Mental Points/Resistance=15/13 (6)
have two tails. However, it is a true quietly on the coast, far from human Special Abilities=Not affected by poison and
villages, and their ecology is shrouded in illness
mythical beast that has an intellect
mystery. Just like humans, there are good Habitat=Steep mountains, meadows
greater than humans and can also use
telchines and there are evil telchines. All Languages=None
magic. They will occasionally meddle Perception=Five senses
with humans on a whim, but rarely of them have deep knowledge of ancient
Pegasus is a winged white horse that
engage beyond light teasing. They magic and poisons, and can also cast
can fly. In the wild, Pegasus live on steep
believe that straightforward thinking is ancient magic.
mountains and come down to the
extremely dangerous. Therefore, when When in danger, telchines will use a
meadows at the foot of the mountains to
they communicate something, they say it Shape Change spell to take on the form of
feed on grass. Although it’s difficult to
in a mysterious way, as if they are trying a titan or an ugly beast to intimidate their
capture a pegasus alive, it’s even more
to bewilder the person they're talking to. opponents. When fighting in its true
difficult to tame. This is because pegasus
Although extremely rare, friendships are proud animals, even more so than

191
humans, and would rather die than be will begin to decompose and a putrid blood in the middle of the night.
enslaved. However, if a human is odor will linger in the air. Whenever they suck blood, they must
recognized as a true hero, a pegasus will If a character is in danger of a return to their original form. A lamia
willingly let them ride on its back. surprise attack by a head displacer, a that does not suck blood at least once per
character with the ranger skill may be day will lose 1 life point, and if she does
[ Head Displacer ] able to notice it due to their sense danger not suck blood for 20 days, she will
Monster Level=5 ability. Make a success roll against target starve to death. Those who have their
Rarity=15 score 15 using ranger skill level + blood sucked will lose life points, and the
Agility=18 Movement Speed=18 (air) intelligence bonus as the baseline score, lamia will recover that same amount of
Frequency=Very Rare Number=One
and if you succeed, you’ll be able to sense life points. Usually only 1 point worth of
Intellect=Human Reaction=Adversarial
it, but if you fail, you’ll be hit by the blood is needed per day. With this
Attack Points=Tentacles (strangle) x 4:12
(5)/Fangs:12 (5) surprise attack. If the tentacles are not amount of damage, a healthy young
Strike Points=8 x 3/10 clear, those with the sage skill cannot use person will only feel mild fatigue and
Evasion Points=15 (8) Defense Points=7 the monster check ability. should recover quickly. There are some
Life Points/Resistance=18 (14/7) If the head displacer's tentacles have who have been living with lamia for
Mental Points/Resistance=15 (13/6) entangled your character, refer to the years without even realizing it.
Special Abilities=5th level dark magic (Magic rules for grappling (see p. 265) to attack Lamia are not necessarily wicked,
Intensity/Magic Power=14/7) rarely them. and some of them seem to be kind-
Strangling
A head displacer may use dark magic hearted. Since they cannot survive
Not affected by poison and illness
on very rare occasions. Its magic without depending on humans, they
Sleepless
Habitat=Underground labyrinths, ruins intensity is 14 (magic power 7). usually live quietly in villages and towns,
Languages=Low ancient and you’re unlikely to encounter them
Perception=Five senses (darkvision) [ Lamia ] outdoors or in labyrinths.
Head displacers have the ability to Monster Level=5
devour large numbers of humans Rarity=15 [ Lizardman ]
without being noticed. It is said among Agility=9 Movement Speed=12 Lizardmen are broadly sorted into
Number=One Frequency=Rare two types: noble and slave.
the sages that they may have been
Intellect=Human Reaction=Neutral
created primarily for attacking castles The overwhelming majority are
Attack Points=Strangle:13 (6)
during war. slaves. Slaves have low intellect and
Strike Points=11
The head displacer looks like a Evasion Points=11 (4) Defense Points=8 cannot use magic. Most lizardman
severed human head with four Life Points/Resistance=20/14 (7) villages consist of only slaves, with
vermillion tentacles growing out of its Mental Points/Resistance=16/13 (6) populations ranging from about 20 to 50.
neck. When it remains alone, it moves by Special Abilities=4th level ancient magic These communities do not have a very
floating in the air. When it finds prey (Magic Intensity/Magic Power=13/6) complex social life and are unproductive,
(humans), it'll first attack with its Needs bloodsucking to simply catching and eating fish from
maintain life points nearby lakes and rivers. The only reason
tentacles. The tentacles are usually about
Habitat=Human villages
15 cm long, but can extend up to 4 they form groups is for protection from
Languages=Regional, low ancient
meters. If a tentacle attack hits, resolve it foreign enemies and for ease of
Perception=Five senses
as strangling (see p. 236). If all 4 tentacles A lamia is a large snake with the reproduction.
entangle its opponent, it'll also attack upper body of a beautiful woman and a Nobles are far superior to saves in
with its fangs. If the opponent becomes rainbow-colored lower body, 7 to 8 both physique and intellect, and they can
disabled, it'll devour their head and place meters long. Although she is well versed also use magic (dragon roar magic). The
itself in the head's position. It'll then in ancient magic, she doesn't really like mixed community of noble lizardmen is
embed its tentacles inside its prey's body to use spells that attack her enemies rarely seen by humans, so the exact facts
and begin to act as if it were a living directly, mainly using illusions and are unknown, but it is said to be several
person. Then it’ll aim to catch new prey transformations to bewitch them. times the size of the slave-only
by surprise and attack it. A head Lamia cannot survive without community and have a great difference
displacer itself has the ability to speak sucking fresh blood from young humans, in function.
low ancient, but cannot use any of its so they often use a Shape Change spell to The magic used by noble lizardmen is
host's (?) skills. Its movements are disguise themselves as human girls, said to be dragon roar magic. Although
awkward, and naturally, after several deceive young people into becoming the Witch of Orphan Laverna assumed
days since its prey was slain, the body their lovers, and then secretly suck their that the lizardman family was closely

192
related to dragons and avoided [ Griffon ] sphinx (see p. 194) is the guardian of true
premature classification, it was precisely Monster Level=6 knowledge, the manticore is said to be
because of this reason that later sages Rarity=18 the guardian of wicked knowledge.
classified them as a type of mythical or Agility=14 Many are followers of phalaris, and their
Movement Speed=6/40 (air)
magical beast. dark priest skill is 5th level.
Number=One to several Frequency=Rare
In combat, a manticore can attack
Intellect=Animal Reaction=Neutral
Slave Attack Points=Talon:14 (7)/Talon:14 (7)/
separate targets at the same time with its
Monster Level=8 Beak:13 (6) lion fangs and scorpion tail (it can also
Rarity=10 Strike Points=15/15/15 attack the same target twice). The stinger
Agility=18 Evasion Points=3 (6) at the tip of its tail is highly poisonous.
Movement Speed=10/10 (water) Defense Points=10 Those dealt damage by the tail attack
Number=Several to dozens Life Points/Resistance=26/16 (9) must make a life force resistance roll
Frequency=Rare Mental Points/Resistance=14/14 (7)
Intellect=Low Reaction=Neutral
against target score 13. Those who fail
Special Abilities=None in particular
Attack Points=Weapon: 10 (3) will become paralyzed and draw their
Habitat=Steep mountains
Strike Points=7 last breath after one hour.
Languages=None
Evasion Points=10 (3) Defense Points=6 Perception=Five senses
Life Points/Resistance=16/10 (3)
The griffon is a magical beast with the [ Minotaur ]
Mental Points/Resistance=10/9 (2) Monster Level=6
body of a lion, the head of an eagle, and
Special Abilities=Water adaptation Rarity=12
Habitat=Lakes, river coasts
the wings of an eagle, and it can fly. They
Agility=10 Movement Speed=15
Languages=Lizardman have a strange habit of collecting shiny Number=One Frequency=Moderate
Perception=Five senses (illumination) things, and a large amount of gold, silver, Intellect=Low Reaction=Adversarial
and jewels are stored in a griffon's cave Attack Points=Two-handed ax: 13 (6)
Noble on the cliff. They mainly feed on small Strike Points=16
Monster Level=5 animals and do not attack humans Attack Points=Strangle:15 (8)
Rarity=15 unnecessarily, but if an adventurer is Strike Points=14
Agility=14 ostentatiously wearing jewelry, they may Evasion Points=12 (5) Defense Points=10
Movement Speed=10/10 (water) Life Points/Resistance=25/16 (9)
attack in order to steal it.
Number=One to several Mental Points/Resistance=10/13 (6)
Frequency=Very Rare Special Abilities=Strangling
Intellect=Human Reaction=Neutral [ Manticore ] Habitat=Caves, underground labyrinths
Monster Level=6 Languages=Minotaur
Attack Points=Weapon: 13 (6)
Rarity=12 Perception=Five senses (darkvision)
Strike Points=10
Agility=10 Movement Speed=21
Evasion Points=14 (7) Defense Points=10 The minotaur, with a strong human
Number=One Frequency=Rare
Life Points/Resistance=20/14 (7) body and the head of a bull, is an
Intellect=High Reaction=Hostile
Mental Points/Resistance=14/13 (6) extremely brutal creature. They are
Attack Points=Fangs:13 (6)/Needle:13 (6)
Special Abilities=5th level dragon roar magic carnivorous, especially fond of human
Strike Points=15/17+poison
(Magic Intensity/Magic Power=14/7) flesh, and when they are hungry, they
Evasion Points=12 (5) Defense
Water adaptation
Points=10 will sometimes come out and attack
Habitat=Swamps
Life Points/Resistance=23/15 (8) nearby villages. To prevent such
Languages=Lizardman
Mental Points/Resistance=18/15 (8) calamities, rural villages will often hold
Perception=Five senses (darkvision)
Special Abilities=5th level dark magic (Magic rituals in which young girls are sacrificed
The noble lizardman is a far superior
Intensity/Magic Power=15/8)
species to the slave lizardman. The data to the minotaur. If the minotaur is
Poison (Toxicity score 13, death in
given here is for what’s said to be average, hungry, it’ll eat the sacrifice immediately,
1 hour)
but there are great individual differences, Not affected by poison and illness but if it has other food, it’ll keep her alive
and some are said to have dragon roar Sleepless for a while and use her for other
magic ability of nearly 10th level. Habitat=Deserts, Underground labyrinths pleasures. With that being said, all
Languages=Low ancient minotaurs are male, so they must use
Perception=Five senses (darkvision) human women to produce offspring.
A manticore has the body of a lion, Minotaurs primarily use a giant ax as
the tail of a scorpion, the wings of a bat, a weapon, but when fighting barehanded,
and the face of an old man. They have an they will attempt to strangle their
extremely long life span and accumulate opponent to death with both arms. For
a great deal of knowledge. While the more information, please refer to

193
strangling under 13.6: Handling the spirit of life. For this reason, unicorn animals and will not attack human-sized
Monster Special Abilities (see p. 235). horns are sometimes traded as magical creatures unless they are extremely
items. The user does not have to be a hungry.
[ Unicorn ] shaman or a woman, and may also wear Rather, it is humans who hunt the
Monster Level=6 metal armor. A horn has a reserve of lynx. This is because the lynx has a small
Rarity=10 mental points equal to the unicorn's amber stone called lignia stone in its body,
Agility=15 Movement Speed=30 mental points when cut off x 10, and when and this stone is a cure-all for illnesses
Number=One to several
you use magic, the base mental power that affect the mind.
Frequency=Very Rare
cost of each is directly subtracted from However, the lynx has a sharp
Intellect=High Reaction=Neutral to
friendly this mental point reserve. If magic power clairvoyance ability, and if something
Attack Points=Horn:12 (5)/Heel:12 (5) is required, calculate it as 10. The reserve approaches within a 100 meter radius, it
Strike Points=17/16 mental points cannot be recovered, and can quickly spot it, even if it’s lurking in
Evasion Points=13 (6) Defense Points=9 once they are used up, the horn will wear the shadows. Therefore, it's very difficult
Life Points/Resistance=25/16 (9) out and crumble away. to approach a lynx without being noticed.
Mental Points/Resistance=20/15 (8) If a unicorn loses its horn due to
Special Abilities=6th level spirit magic overuse of magic or it being cut off, it will [ Sphinx ]
(Magic Intensity/Magic Power=16/9) Monster Level=7
never grow back again. They will no
10th level healing-type spirit magic Rarity=12
longer be able to use magic at all, and will
(Magic Intensity/Magic Power=20/13) Agility=14
Not affected by poison and illness be affected by illness, poison, etc.
Movement Speed=18/30 (air)
Habitat=Deep in the woods, rarely seen Eventually they will reach the end of
Number=One Frequency=Very Rare
outside Unicorn Woods their life span and die.
Intellect=High Reaction=Neutral
Languages=Silent spirit Currently, unicorns are known to live Attack Points=Claw:15 (8)/Claw:15 (8)
Perception=Five senses (infravision) in large numbers in the Unicorn Woods Strike Points=16/16
A unicorn looks like a white horse of Ramliearth, but they are almost Evasion Points=14 (7) Defense Points=11
with a long spiral horn growing from its extinct outside of that area. Ramliearth Life Points/Resistance=24/17 (10)
head. has deployed a forest guard regiment and Mental Points/Resistance=20/16 (9)
Unicorns have high intellect and can is working as an entire nation to protect Special Abilities=5th level ancient magic
communicate in silent spirit, but will these mythical beasts. In addition, the (Magic Intensity/Magic Power=15/8)
only trust human (or elf or half-elf) Tell riddles
group of druids who protect the forest
Not affected by poison and illness
virgin girls. Even in the unfortunate case also have great power, keeping it out of
Sleepless
of a fight, a unicorn will not do anything reach of potential poachers. Habitat=Ruins, underground labyrinths
that would harm a human maiden. Languages=Regional, low ancient
However, if anyone other than the [ Lynx ] Perception=Five senses (darkvision)
maiden tries to touch it, the unicorn will Monster Level=6 The sphinx has the body of a lion
issue a warning, and if you still do not Rarity=12 with the wings of an eagle and a beautiful
listen, it’ll get angry and attack. Agility=19 Movement Speed=20
human-like face. They have an extremely
Unicorns are said to be deeply Number=One Frequency=Very Rare
long lifespan and have accumulated a
Intellect=Animal Reaction=Hunger-based
connected to the unknown spirit of life. great deal of knowledge. Although they
Attack Points=Fangs:13 (6)/Claw:14 (7)/
They have an unlimited life span and are can cast ancient magic, they will not use
Claw:14 (7) Strike Points=15/14/14
never affected by illness or poison. Evasion Points=14 (7) Defense Points=10 magic recklessly or challenge you to a
A unicorn's horn has great healing Life Points/Resistance=22/15 (8) fight unless something really bad
abilities, allowing them to use magic Mental Points/Resistance=16/14 (7) happens.
related to the spirit of life, such as Special Abilities=Clairvoyance (within 100 The sphinx is said to be a mythical
Healing and Restore Health. At this time, meters) beast created by the sorcerers of the
their shaman skill is 10th level. Unicorns Not affected by poison and illness
ancient kingdom to protect true
can also use spirit magic unrelated to the Habitat=Countryside, woods
knowledge, and to prevent lost ancient
Languages=None
spirit of life, but at this time their shaman magic spell books and valuable magical
Perception=Five senses (illumination)
skill is only 6th level. If a unicorn runs items from falling into the hands of fools.
A lynx is a large cat-like creature
out of mental points, its horn will wear If approached in a friendly manner, the
about 3 meters long that lives in
out and crumble away, leaving not a trace sphinx may play a game of riddles to
mountains and forests. Its body fur
behind. determine the intelligence of their
shines yellow to gold in color. Although
A unicorn's horn can be cut off, opponent. The sphinx will only reveal its
carnivorous, they mainly feed on small
allowing others to use magic related to

194
secrets to those it deems to be truly wise Poison blood (Toxicity score 15, Life Points/Resistance=19/14 (7)
and right-minded. strike power 10, bonus damage 8) Mental Points/Resistance=9/12 (5)
Not affected by poison and illness Special Ability=Gaze (Resist target score=15,
Sleepless petrifying, once every 2 rounds)
[ Wyvern ] Habitat=Deserts Poison blood (Toxicity score 15,
Monster Level=7
Languages=None strike power 10, bonus damage 8)
Rarity=10
Perception=Five senses Not affected by poison and illness
Agility=18
A basilisk is a large lizard, about 10 Sleepless
Movement Speed=8/35 (air)
meters long, with a chicken's comb on its Habitat=Deserts
Number=One Frequency=Rare
head and eight legs. In normal combat, Languages=None
Intellect=Animal Reaction=Neutral
Perception=Five senses
Attack Points=Fangs:14 (7)/Talon:15 (8)/ it’ll try to bite its enemy to death with its
Talon:15 (8)/Tail:14 (7) This is a small species of basilisk.
fangs, but if it realizes that it’s at a
Strike Points=17/16/16/16+poison Although they’re small, their petrifying
disadvantage, it’ll attack with its
Evasion Points=13 (6) Defense Points=11 gaze and poisonous blood are just as
petrifying gaze.
Life Points/Resistance=25/17 (10) powerful as those of the larger species.
Its gaze can only be used once every
Special Abilities=Poison (Toxicity score 14,
two rounds, cannot be used at the same
strike power 20, bonus damage 7)
time as its fangs, and can only aim at one [ Sea Dragon ]
Habitat=Deserts, forests, mountains, etc. Monster Level=8
Languages=None target. Those gazed at by the basilisk
Rarity=18
Perception=Five senses (illumination) must succeed on a mental power Agility=13 Movement Speed=8/14 (air)
Wyverns are said to be one of the resistance roll against target score 15, or Number=One Frequency=Very Rare
subspecies of dragons. They are over 10 they will instantly turn to stone. Intellect=Animal Reaction=Hunger-based
meters long and use their large wings to You can attempt to use a large mirror Attack Points=Fangs:15 (8)/Tail:15 (8)/
fly, but they have no front legs. Since they (at least the size of a small shield) to Strangle:17 (10) Strike Points=19/18/17
don't choose where they live, they are catch the basilisk's gaze and reflect it Evasion Points=14 (7) Defense Points=12
back to turn the basilisk into stone. In Life Points/Resistance=35/19 (12)
feared throughout Alecrast. Unlike
Mental Points/Resistance=12/16 (9)
dragons, they have low intellect, so they that case, if a character attains a final
Special Abilities=Strangling
cannot cast spells, nor can they breathe score of 19 or greater on a resistance roll
Water adaptation
fire. against petrification, they will be able to Habitat=Seas
Wyverns have highly poisonous reflect it back at the basilisk. If this Languages=None
stingers at the tips of their tails. Anyone happens, the basilisk will automatically Perception=Five senses (darkvision)
dealt damage by a wyvern's tail attack be petrified. It is said that the sea monster, the sea
must immediately make a life force Basilisks also have a powerful poison dragon, is a creature that evolved from a
resistance roll against target score 14. If in their blood. Weapons that deal dragon to adapt to living in the water, but
you fail, the poison deals damage damage to a basilisk will be soaked with this is not known for sure. Its face looks
resulting from a strike power 20 strike the blood and become highly poisonous. like that of a dragon, but its body is long
roll plus bonus damage 7. If you succeed, Anyone holding a weapon with basilisk and slender and has no wings, making it
the strike power will only be 10. This blood on it must make a life force more like a snake. At a total of 30 meters
damage can be reduced by adventurer resistance roll against target score 15 long, it is feared by sailors along with the
level. each round, and if they fail, they will giant octopus (see p. 212).
suffer damage resulting from a strike A sea dragon can attack with its
[ Basilisk ] power 10 strike roll plus bonus damage 8. fangs and tail, and at the same time, it
Monster Level=8 If the resistance roll is successful, the can also wrap its long body around its
Rarity=9 strike force becomes 0. This damage can opponent and perform a strangling
Agility=12 Movement Speed=10 only be reduced by adventurer level. attack (see p. 236). Even a large ship can
Number=Solo Frequency=Very Rare
sink within minutes if it's ensnared by a
Intellect=Animal Reaction=Adversarial
Small Basilisk sea dragon.
Attack Points=Fangs:15 (8)
Monster Level=5
Strike Points=18
Rarity=10
Evasion Points=14 (7) Defense Points=12
Agility=12 Movement Speed=7
Life Points/Resistance=25/18 (11)
Number=One Frequency=Very Rare
Mental Points/Resistance=12/16 (9)
Intellect=Animal Reaction=Adversarial
Special Abilities=Gaze (Resist target
Attack Points=Fangs:12 (5)
score=15, petrifying, once every 2 rounds)
Strike Points=13
Evasion Points=13 (6) Defense Points=9

195
[ Wyrm ] seem to be several subspecies, and some Life Points/Resistance=54/25 (18)
Monster Level=8 have been seen with antennae and short Mental Points/Resistance=10/17 (10)
Rarity=18 limbs. They are only found in Special Abilities=Head regenerate
Agility=12 Movement Speed=35 (air) Water adaptation
underground labyrinths, but what they
Number=One Frequency=Very Rare Habitat=Lakes, rivers
eat and how they reproduce is a complete
Intellect=Human Reaction=Neutral Languages=None
mystery. Perception=Five senses (illumination)
Attack Points=Fangs:15 (8)/Tail:15 (8)
Strike Points=18/17
In combat, a buckbaird uses five The hydra is a terrifying serpent with
Evasion Points=14 (7) Defense Points=11 different types of rays. The game master nine heads and a total length of 10
Life Points/Resistance=25/18 (11) should roll 1D to determine which ray meters. They mainly live in lakes and
Mental Points/Resistance=16/16 (9) the buckbaird fires (or if it attempts to rivers, but can also act on land without
Special Abilities=None in particular ram). The ray can only affect one target. penalty. In combat, a hydra attacks with
Habitat=Steep mountains that humans can't Those targeted by the ray will be its nine heads. At this time, it can attack
pass through unaffected if they succeed on a mental
Languages=Lizardman a single target 9 times, or aim at different
power resistance roll against target score targets.
Perception=Five senses (illumination)
16, but will be seriously affected if they If you attack a hydra with a bladed
A wyrm has the appearance of a large
fail. This ray cannot affect the buckbaird weapon and deal 6 or more points of
snake, with a body over 15 meters long,
itself, even if it's reflected using a mirror, damage (20 or more if defense points are
and bat-like wings. Its head resembles
etc. taken into account) in one blow, you will
that of a dragon or wyvern, but it has no
legs at all. They have human-like intellect have cut off one head, and the hydra's
1. Paralysis Ray number of attacks will be reduced by 1.
and can speak lizardman, but they do not
You will be paralyzed for 6 rounds. A severed head will grow back after 5
have the ability to use magic.
2. Hypnosis Ray rounds, restoring the number of attacks,
Wyrms are highly territorial, and
You will fall asleep. This is and also recovering 6 life points.
when other wyrms or giant creatures
considered natural sleep. However, if a head is dealt fire or electric
enter their territory, which is a radius of
3. Freeze Ray damage immediately after it falls off, that
about 20 kilometers, they will
You will freeze instantly and enter head will not regenerate. Once its life
immediately try to drive them out or
a state of suspended animation. Treat points reach 0, its heads will no longer
they may approach them to eat them as
this the same way as the spirit regenerate.
food.
magic Ice Coffin (see p. 95).

[ Buckbaird ]
4. Brainwashing Ray [ Humbaba ]
Monster Level=9 You will think the buckbaird is Monster Level=10
Rarity=15 your ally and attack your allies. This Rarity=15
Agility=11 Movement Speed=15 (air) effect lasts 18 rounds. Treat this the Agility=10 Movement Speed=10
Number=One Frequency=Very Rare same way as magic that belongs to Number=One Frequency=Very Rare
Intellect=Human Reaction=Neutral mind. Intellect=High Reaction=Adversarial
Attack Points=Ram:17 (10) Attack Points=Arm:18 (11)
5. Metal Destruction Ray
Strike Points=18 Strike Points=17
Destroys metal weapons and
Evasion Points=16 (9) Defense Points=12 Evasion Points=16 (9) Defense Points=18
armor you are wearing. Magical Life Points/Resistance=21/19 (12)
Life Points/Resistance=27/19 (12)
weapons and armor are not affected. Mental Points/Resistance=21/19 (12)
Mental Points/Resistance=17/17 (10)
Special Abilities=Ray (Resist target This ray cannot be resisted. Special Abilities=Gaze (Resist target
score=16, one of paralysis/hypnosis/freeze/ 6. No firing score=17, petrifying, once every 3 rounds)
brainwashing/metal destruction) It will attack without firing a ray. Fire breath that covers one person
Not affected by poison and illness (Resist target score=17, strike power 20,
bonus damage 10 as well as illness/Intensity 7,
Sleepless [ Hydra ]
Habitat=Underground labyrinths, ruins once every 3 rounds)
Monster Level=10
Languages=Low ancient Fire immunity
Rarity=13
Perception=Pseudo Not affected by poison and illness
Agility=9
Among the Magical Beasts created by Sleepless
Movement Speed=12/20 (air)
Habitat=Forests
the sorcerers of the ancient kingdom, Number=One Frequency=Rare
Languages=Low ancient
buckbairds are especially bizarre. It’s a Intellect=Animal Reaction=Adversarial
Perception=Five senses
giant eyeball about one and a half meters Attack Points=Fangs: 17 (10) x 9
Strike Points=20 x 9 The humbaba is a strange bizarre
in diameter, covered in long black hair,
Evasion Points=15 (8) Defense Points=14 created by the sorcerers of the ancient
and it somehow floats in the air. There

196
kingdom, along with the buckbaird. It Habitat=Rarely seen on the distant southern They have a snake-like head and tail,
looks like a titan with one eye and one leg, islands of Alecrast with horns and spikes growing along
and is over 2 meters tall. Its body color Languages=None their spine. Their legs are thick and
Perception=Five senses
ranges from green to yellow, with a head sturdy, for bipedal walking on the
The most feared beast second only to
of long hair of the same color growing in ground. By contrast, their hands are
the dragon, the roc is a gigantic bird
all directions like a lion's mane. slender, but they can move them
resembling an eagle, with a wingspan of
A humbaba will fire a terrifying dexterously. They have bat-like wings on
20 meters. Once every few years, they
petrification ray from its one eye, once their backs. These wings are
may be swept close to the continent by
every 3 rounds. Those struck by this gaze comparatively small for their body size.
the wind, and are the subject of gossip
must make a mental power resistance The 30 meter long drake, feared as a
among sailors.
roll against target score 17. If you fail, god slayer monster, and also a master of
A roc's talons alone are over 1 meter
you will instantly turn to stone. Even if a variety of magic, is nowhere to be seen
long, and it can lift and carry human-
this ray is reflected off a mirror, etc. it in Forcelia today. It is said that there is no
sized animals with one foot, or a cow or
cannot affect the humbaba. way for a human to ever take on a drake.
horse with both feet. Those hit by a roc's
A humbaba can also spit fire from its Even the elder and lesser species, which
talon attacks will be grabbed by the
large mouth, which takes up half of its are weaker than drakes, are far too
talons, lifted into the air, and carried to
face, once every 3 rounds. The fire is powerful enemies for humans to face,
its nest. Besides roc infants, its nest is
large enough to cover one person, and and those who defeat these dragons are
said to be full of treasure. Like the griffon,
those hit by the fire will suffer damage hailed as dragon slayer heroes.
it may have a habit of collecting shiny
resulting from a strike power 20 strike
objects.
roll plus bonus damage 10. However, if Lesser Dragon
Rock eggs can measure up to 2
you succeed on a mental power Monster Level=10
meters in diameter, making even Rarity=10
resistance roll against target score 17, the
newborn infants larger than humans. Agility=10
strike power becomes 10. This damage
Here is the data of an infant for your Movement Speed=10/30 (air)
can only be reduced by adventurer level
reference. Number=One Frequency=Very Rare
and magical defense. The humbaba's fire
Intellect=Low Reaction=Neutral
deals damage and at the same time
Infant Attack Points=Fangs:17 (10)/Talon:18 (11)/
causes a terrible disease. Anyone who Talon:18 (11)/Tail:17 (10)
Monster Level=3
suffers even 1 point of damage from the Strike Points=22/21/21/21
Rarity=13
humbaba's fire has a chance of Agility=6 Movement Speed=6 Evasion Points=15 (8) Defense Points=15
contracting a dreadful illness called Number=One to several Life Points/Resistance=50/24 (17)
humbaba curse. You must roll 2D and if Frequency=Very Rare Mental Points/Resistance=20/19 (12)
you don't roll a 7 or greater, you will Intellect=Animal Reaction=Neutral Special Abilities=Fire breath in a 20 meter
Attack Points=Beak:10 (3) forward radius (Resist target score=17, strike
become infected.
Strike Points=10 power 20, bonus damage 10)
Please refer to page 166 for details on
Evasion Points=9 (2) Defense Points=6 Roar of fear (Resist target score=17)
this disease. Fire immunity
Life Points/Resistance=20/12 (5)
A humbaba cannot use gaze, fire, and Not affected by poison and illness
Mental Points/Resistance=8/10 (3)
normal attacks at the same time. Only Sleepless
Special Abilities=None in particular
one of these attacks can be performed Habitat=Rarely seen on the distant southern Habitat=Mountains, caves, other
per round. islands of Alecrast Languages=Lizardman
Languages=None Perception=Five senses (darkvision)
[ Roc ] Perception=Five Senses Lesser dragons are about 15 meters
Monster Level=12 long. They have low intellect, and do not
Rarity=13 [ Dragon ] use magic. There is an outlook that they
Agility=10 There are three main types of are like giant beasts, living according to
Movement Speed=10/40 (air) instinct rather than thought.
dragons in Forcelia: ancient dragons
Number=One Frequency=Very Rare Lesser dragons have the ability to
(drakes), elder dragons, and lesser
Intellect=Animal Reaction=Neutral
dragons. breathe fire, and are also resistant to fire.
Attack Points=Beak:19 (12)/Talons:20 (13)
All of these dragons are similar in The lesser dragon's flames spread out in
Strike Points=22/22
Evasion Points=17 (10) Defense Points=16 appearance. Their entire body is covered a semicircle, with a 20 meter forward
Life Points/Resistance=40/24 (17) with hard scales, and the color of these radius. Those within range must make a
Mental Points/Resistance=20/21 (14) scales varies depending on the individual. mental power resistance roll against
Special Abilities=Capture target score 17. If you fail, you’ll suffer

197
damage resulting from a strike power 20 the word and cannot be put to sleep by Fire immunity
strike roll plus 10 points of bonus magic. Not affected by poison and illness
damage. The use of fire is at the dragon's Sleepless
Habitat=Mountains, caves, other
discretion, and there is no limit to the Elder Dragon
Languages=Lizardman, low ancient
number of times it can use it, but it Monster Level=15
Perception=Five senses (darkvision)
cannot make physical attacks with fangs Rarity=10
Agility=10
Elder dragons are about 20 meters
or claws on the same round in which it
Movement Speed=10/30 (air) long. Unlike lesser dragons, they have
uses fire.
Number=One Frequency=Very Rare high intellect and sometimes use ancient
A dragon's roar also brings intense
Intellect=High Reaction=Neutral magic. Some sages claim that this is
fear to those who hear it. Anyone who Attack Points=Fangs:22 (15)/Talon:23 based on the lost dragon roar, and should
hears the dragon's roar must make a (16)/Talon:23 (16)/Tail:22 (15) not be called ancient magic, although the
mental power resistance roll against Strike Points=28/27/27/27 results are the same. Furthermore, they
target score 17. If you fail, determine the Evasion Points=20 (13) Defense Points=21
can also use dragon roar magic that uses
effect using Table 5-5: Fears (see p. 89). Life Points/Resistance=70/32 (25)
the lost dragon roar (though they
Treat this the same as magic that belongs Mental Points/Resistance=30/26 (19)
Special Abilities=10th level ancient magic
possess most of their abilities without
to mind. A dragon cannot breathe fire or
(Magic Intensity/Magic Power=20/13) using magic).
attack with their fangs or claws on the
10th level dragon roar magic Elder dragons also have the ability to
same round in which it roars.
(Magic Intensity/Magic Power=20/13) breathe fire. Elder-species' fire spreads in
Dragons may take long periods of Fire breath in a 30 meter forward a 30-meter forward radius, and those
rest called dormant season, but they do radius (Resist target score=20, strike power who fail a mental power resistance roll
not require sleep in the normal sense of 30, bonus damage 15) against target score 22 will suffer damage
Roar of fear (Resist target score=22)
resulting from a strike power 30 strike
roll plus bonus damage 15. They also
have the roar ability which causes fear.
The target score to resist is 22.
Like lesser-species, elder-species can
only use one of fire, roar, or physical
attack (or magic) in one round.

198
and dexterous, and thus can stand on function of paralyzing the opponent’s
13.2.7 their hind legs and use simple tools. They brain and controlling their nervous
Animals are omnivorous, and usually live in system. The victim must make a life force
13.2.7 Animals

groups. They are timid by nature and will resistance roll against target score 8, and
[ Wolf ] not attack unless you seriously provoke if they fail, their body is taken from them
Monster Level=1
Rarity=5
them or invade their burrow without regardless of their will. If your armor and
Agility=16 Movement Speed=24 them knowing. Even on the rare adventurer level prevent you from
Number=Several to around ten occasion that they do attack you, they suffering substantial damage, the needles
Frequency=Moderate will quickly run away if you wound them, will not pass through to your head and
Intellect=Animal Reaction=Hunger-based and you can easily drive them away with you will not need to make a resistance
Attack Points=Fangs: 8 (1) fire. roll. However, once the attack hits, the
Strike Points=5 Adventurers wounded by a giant rat's hanger leg will now be lodged in the
Evasion Points=9 (2) Defense Points=4
fangs or claws are at risk of contracting victim's head, so all subsequent attacks
Life Points/Resistance=14/9 (2)
an illness. You must roll 2D again. If you will automatically succeed.
Mental Points/Resistance=6/8 (1)
Special Abilities=None in particular roll a 4 or less, you will contract rat A hanger leg that is lodged in a head
Habitat=Woods, meadows, near human disease. Please refer to p. 166 for rat cannot be removed by force. If other
villages disease details. allies want to help, they must attack and
Languages=None be prepared to hit their own ally. Please
Perception=Five senses (illumination) [ Hanger Leg ] refer to Attacks and Magic Against
Wolves are carnivorous and usually Monster Level=1 Grappled Targets on page 266.
act in packs of several to several dozen. Rarity=13 A hanger leg can freely use the body
They are also nocturnal, which means Agility=18 Movement Speed=8 of the victim it's taken over. However,
their activity is limited to the night. They Number=One. However, eggs are often found
even if its opponent has human intellect,
in groups Frequency=Rare
systematically attack unsuspecting it cannot speak their languages, nor can
Intellect=Human Reaction=Neutral
animals that are separated from their it take their knowledge and experience as
Attack Points=Needle: 8 (1)
herd. They do not attempt to fight Strike Points=6 its own. Of course, using magic is out of
opponents that are stronger or Evasion Points=11 (4) Defense Points=4 the question. Nevertheless, all motor
outnumber them, and will immediately Life Points/Resistance=8/8 (1) functions and physiological abilities are
run away if they find themselves at a Mental Points/Resistance=8/8 (1) at the will of the parasite.
disadvantage. Special Abilities=Parasitism (Resist target When a hanger leg attaches itself to
Rarely, wolf cubs are captured and score=8) an adventurer, it cannot use that person’s
sometimes domesticated as hunting Habitat=Forests
skills or adventurer level as is. Although
Languages=None
dogs. Such wolves have greater morals it can perform the corresponding actions,
Perception=Five senses
than normal ones, and will fight to the the final score will be the result of rolling
This headless octopus-like creature is
death to protect their masters. the dice as if it did not have any skills,
a vicious parasite that lives by taking over
plus 1 point bonus from the parasite's
the bodies of large animals, and has no
[ Giant Rat ] visible distinction between male and
adaptive ability.
Monster Level=1 An unfortunate victim of a hanger
Rarity=6 female. Its body is only 20 cm long, but
leg's possession will lose all senses,
Agility=18 Movement Speed=20 its supple legs, which also serve as
unable to see or hear anything, and
Number=Several to around ten tentacles, are equipped with countless
furthermore, will be unable to think.
Frequency=Moderate suckers, and can stretch to over 1 meter
Intellect=Animal Reaction=Neutral Naturally, you cannot escape on your
when extended. Also, its jumping power
Attack Points=Fangs:8 (1)/Claw:9 (2)/Claw:9 own, but once killed, the parasite leaves
and strangling power are not something
(2) Strike Points=4/3/3 the host's body. Conversely, if the host
to be underestimated. It can easily jump
Evasion Points=10 (3) Defense Points=4 dies, it'll attempt to possess the nearest
up to 3 meters, and once it attaches itself
Life Points/Resistance=9/8 (1) living creature.
to a creature's head, it won't come off
Mental Points/Resistance=7/8 (1) Also, when death is near, the hanger
Special Abilities=Disease (Intensity 5) even if a giant pulls at it.
leg will form several balls under the flesh
Habitat=Underground tunnels, caves, ruins Then, needles extended from the tips
hardened with secretion and lay small
Languages=None of the legs are embedded into the
eggs. These eggs will hatch and grow
Perception=Five senses (illumination) opponent's brain. In addition to
inside the balls, and when they grow up,
A giant rat is a huge rodent, about 1 absorbing nourishing blood from the
they will form a cocoon and sleep until a
meter long. However, they are intelligent blood vessels, the needles also have the

199
host creature approaches. Then, when Habitat=Damp, gloomy places such as deep Mental Points/Resistance=6/9 (2)
the long-awaited opportunity arrives, forests, jungles, caves, ruins, etc. Special Abilities=Poison (Toxicity score 12,
they are quick to pounce on such an Languages=None paralysis)
Perception=Five senses Mental attack immunity
unwary creature.
The giant centipede is an abnormally Habitat=Warm Forests
Fortunately, however, they rarely
developed giant bug, with a body length Languages=None
attach themselves to humans, usually Perception=Five senses
that ranges from about 30 cm to 1 meter.
preferring to possess animals and This is a wasp about 1 meter long,
Their long and narrow, multi-segmented
livestock. with a black body and a red band on its
bodies are lined with dozens of legs,
which they use to twist and crawl along, belly. They do not build hives like
[ Eagle ] honeybees, and will not attack you
Monster Level=2 attacking and feeding on those who get
in their way. unless you attack them. However, during
Rarity=6
A giant centipede's fangs are the autumn spawning season, the
Agility=18 Movement Speed=8/30 (air)
Number=One to several Frequency=Rare poisonous. An adventurer bitten by a females become ferocious. This is
Intellect=Animal giant centipede must make a life force because they have to attack animals to
Reaction=Hunger-based resistance roll against target score 9. If lay their eggs.
Attack Points=Beak: 9 (2)/Talons: 10 (3) you fail, your motor nerves will be A giant wasp's stinger is poisonous
Strike Points=5/5 (toxicity score 12). Those dealt damage
affected, and will suffer a -2 penalty on
Evasion Points=11 (4) Defense Points=5 by a wasp's attack must succeed on a life
all success rolls. The effects of this poison
Life Points/Resistance=16/10 (3) force resistance roll, or else the poison
Mental Points/Resistance=7/9 (2) last for 3 days.
will paralyze their bodies, leaving them
Special Abilities=Opponent’s attack is -2
in a state of suspended animation. This
Habitat=Mountains [ Giant Lizard ]
Languages=None Monster Level=2 state of suspended animation lasts semi-
Perception=Five senses Rarity=8 permanently. A giant wasp will drag
Eagles are large, carnivorous birds. Agility=13 Movement Speed=13 paralyzed prey to its burrow, lay eggs
They attack their opponents from the air Number=Several to around ten inside them, then hide the entrance to
Frequency=Moderate the burrow with dead leaves, etc. Wasp
with their claws and beak. When an
Intellect=Animal Reaction=Hunger-based larvae grow by feeding on the flesh and
adventurer attacks an eagle, they will
Attack Points=Fangs:9 (2)/Claw:10 (3)/
suffer a -2 penalty to their attack because organs of their prey.
Claw:10 (3) Strike Points=8/7/7
it’s airborne. An eagle can grab and carry Evasion Points=9 (2) Defense Points=6
away a medium-sized animal, such as a Life Points/Resistance=14/10 (3) [ Horse ]
dog Mental Points/Resistance=9/9 (2) Warhorse
In some regions, eagles and hawks Special Abilities=None in particular Monster Level=2
Habitat=Jungles, deserts, wastelands, Rarity=5
are tamed and used for hunting. They are
watersides Agility=12 Movement Speed=30
very proud creatures by nature and are
Languages=None Number=Depends on the situation
reluctant to get used to humans, but once Frequency=Moderate
Perception=Five senses
one opens up to you, they will serve you Intellect=Animal Reaction=Depends on
The giant lizard is a huge reptile with
for the rest of their lives. the rider
a body length of just over 2 meters.
Attack Points=Heel:8 (1)
They're carnivorous and not very
[ Giant Centipede ] ferocious, and will only attack when
Strike Points=10
Monster Level=2 Evasion Points=9 (2) Defense Points=5
Rarity=7 they're hungry. Life Points/Resistance=18/11 (4)
Agility=10 Movement Speed=12 Mental Points/Resistance=10/9 (2)
Number=One to several [ Giant Wasp ] Special Abilities=None in particular
Frequency=Moderate Monster Level=2 Habitat=Human villages
Intellect=Almost none Reaction=Neutral Rarity=10 Languages=None
Attack Points=Fangs: 9 (3) Agility=16 Movement Speed=5/18 (air) Perception=Five senses
Strike Points=6+poison Number=One Frequency=Moderate This is a riding horse trained to
Evasion Points=10 (3) Defense Points=6 Intellect=Almost none follow the will of its rider, even in battle.
Life Points/Resistance=16/10 (3) Reaction=Neutral, aggressive during It can attack at the same time as the rider,
Mental Points/Resistance=5/8 (1) spawning season
unless the rider performs a lance charge
Special Abilities=Poison (Toxicity score 9, Attack Points=Stinger:9 (2)
(see page 293). The rider basically holds
motor function decline=success roll-2) Strike Points=7+poison
Evasion Points=10 (3) Defense Points=4 the reins with one hand, and a weapon
Mental attack immunity
Life Points/Resistance=8/8 (2)

200
with the other. This means you can't use Special Abilities=Water adaptation [ Giant Scorpion ]
shields or two-handed weapons. Habitat=Seas Monster Level=3
To fight on horseback, you must Languages=None Rarity=8
Perception=Five senses Agility=12 Movement Speed=14
make a success roll against target score 7
Killer Sharks belong to the so-called Number=Several to around ten
each round using adventurer level +
man-eating shark family, but they are Frequency=Moderate
dexterity bonus as the baseline score. If
particularly large, ferocious, and Intellect=Almost none Reaction=Violent
you attempt to control your horse Attack Points=Pincer:11 (3)/Pincer:11 (4)/
cunning. They're about 5 meters long,
without using the reins, you will suffer a Needle:10 (3)
and will attack anything that moves in
-4 penalty to your final score. Strike Points=9/9/12+poison
the sea, chomping it to pieces with the
Evasion Points=10 (3) Defense Points=7
sharp fangs in their huge mouths. Killer
[ Wardog ] Life Points/Resistance=18/12 (5)
Monster Level=3
sharks will continue to grow as long as Mental Points/Resistance=5/9 (1)
Rarity=10 they live. The data listed here is for an Special Abilities=Poison (Toxicity score 10,
Agility=16 Movement Speed=24 average adult shark. For older ones, set death after 1 Hour)
Number=Depends on the situation the monster level to 4 and apply +1 to Mental attack immunity
Frequency=Rare each score. Some young killer sharks Habitat=Deserts, wastelands
Intellect=Animal Reaction=Depends on have a monster level of 2. Apply -1 to Languages=None
the user Perception=Five senses
each score.
Attack Points=Fangs: 10 (3) The giant scorpion is a huge scorpion
Strike Points=10 with a body length of over 3 meters.
Evasion Points=11 (4) Defense Points=6 [ Crocodile ]
Monster Level=3 Their personality is ferocious, moreover,
Life Points/Resistance=16/11 (4) they're carnivorous, always hungry and
Rarity=6
Mental Points/Resistance=10/10 (3)
Agility=12 Movement Speed=6/12 (water) when any moving thing comes into view,
Special Abilities=None in particular
Number=One to several Frequency=Rare they'll attack it immediately.
Habitat=Human villages
Intellect=Animal Reaction=Hunger-based When in combat, a giant scorpion
Languages=None
Attack Points=Large jaws:10 (3)/Tail:10 (3) can use the pincers on its arms and the
Perception=Five senses
Strike Points=12/10 barb on its tail to attack different targets
A wardog is a breed of dog that has
Evasion Points=11 (4) Defense Points=7
been bred through crossbreeding, (of course, it can also concentrate its
Life Points/Resistance=20/12 (5)
specially trained for combat, and is a attacks on a single target). The barb on
Mental Points/Resistance=6/10 (3)
specialty of the kingdom of Azarnia (the Special Abilities=Strangling with large jaws the tip of its tail is a stinger that secretes
Azarn Islands). They're characterized by Water adaptation a deadly poison (toxicity score 10), and
entirely black bodies, pointed ears and Habitat=Wetlands such as jungles, swamps, those stung must make a life force
snout, almost no tail, and a slender etc. resistance roll. If you fail, your whole
physique. They can fight more than Languages=None body will become paralyzed after an
Perception=Five senses hour, then you will draw your last breath.
equally against normal soldiers, even if
Crocodiles are large carnivorous
their opponents are well armed. No
reptiles. Their standard body length is [ Giant Mantis ]
matter how unfavorable the situation
1.5 meters, but larger ones can exceed 3 Monster Level=3
becomes, they will not run away unless
meters. Such giant crocodiles are also Rarity=13
commanded to do so. A wardog never
called alligators. They are ferocious by Agility=18
barks unless commanded to do so in
nature and will attack indiscriminately if Movement Speed=18/20 (air)
advance. Number=One Frequency=Rare
they are hungry. Attacks with their large
Intellect=Almost none
jaws are powerful, and once they bite an
[ Killer Shark ] Reaction=Hunger-based
Monster Level=3
opponent, they will not let go and
Attack Points=Sickle:10 (3)/Sickle:10 (3)
Rarity=8 continue to deal damage. Please resolve Strike Points=8/8
Agility=16 Movement Speed=24 (water) this as strangling (see p. 236). After Evasion Points=11 (4) Defense Points=7
Number=One to several biting down on their prey this way, Life Points/Resistance=14/11 (4)
Frequency=Moderate crocodiles like to drag them underwater Mental Points/Resistance=7/10 (3)
Intellect=Animal Reaction=Hunger-based to eat it. Special Abilities=Strangling with sickles (1D:
Attack Points=Fangs:10 (3) A crocodile's tail is also a powerful 1-3 right arm, 4-6 left arm)
Strike Points=13 Mental attack immunity
weapon, but it cannot attack the same
Evasion Points=10 (3) Defense Points=6 Habitat=Remote Deserts and Wastelands
target with its jaws and tail at the same
Life Points/Resistance=25/13 (6) Languages=None
Mental Points/Resistance=6/10 (3)
time.
Perception=Five senses

201
This is a praying mantis about the The scarlet vulture is a large of all ordinary animals. If they’re hungry,
size of a human, with quick movements, carnivorous bird, with a wingspan of up they may also attack humans.
it unleashes two sickles to kill and eat to 4 meters while both wings are spread. t is said that once a tiger learns the
animals. It is also able to fly over a It is so called because its wings and the taste of human flesh, it becomes a man-
distance of several tens of meters. top of its head are bright red. Although it eating tiger, which aggressively attacks
When attacking a human, a giant is a member of the vulture family, so to humans.
mantis will use its sickles to capture their speak, it regularly eats live meat, rather
arms and attempt to block their than dead meat. It can lift anything from [ Bat ]
movement. Anyone hit by a giant small animals such as dogs, cats, etc. to There are many different types of bats
mantis's attack will have one arm things the size of a human child into the in Forcelia. Some of these bats are not
trapped. You must roll the dice to air. It tries to kill its prey by dropping it very strong, but have characteristics that
determine which arm is trapped. Roll 1D, from a high altitude, or by pecking what make them dangerous monsters. Here
and if it's 1-3, it'll be the right arm, but if it catches with its beak. The scarlet we will introduce three of them.
it's 4-6 it'll be the left arm. Ancient magic vulture has strong legs, and can move
cannot be used while one arm is trapped. quite freely on the ground. Bat
Also, on subsequent rounds, you cannot Those hit by a scarlet vulture's claw Monster Level=1
escape from the giant mantis, so your attack, if they’re of a suitable size (a Rarity=5
evasion points will be -4. In order to grassrunner is of a suitable size), will be Agility=18 Movement Speed=10
escape from a sickle that’s trapped your lifted into the air. Number=Several to around ten
Frequency=Moderate
arm, you must succeed on a resistance If the Scarlet Vulture's claw attack
Intellect=Animal Reaction=Neutral
roll against target score 10 (or attack hits an object of a suitable size (the Grass
Attack Points=Fangs:8 (1)
points from when the attack hits, if using Runner is a "reasonable size"), it will be Strike Points=3
optional rules) using adventurer level + lifted into the air. Those who are caught, Evasion Points=11 (4) Defense Points=3
strength bonus as the baseline score. If even if not lifted into the air, will suffer a Life Points/Resistance=7/8 (1)
you cannot escape, you will suffer 8 -2 penalty to evasion speed against the Mental Points/Resistance=6/8 (1)
points of damage from strangling (see p. beak attack. Special Abilities=Disease (Intensity 6)
236). This damage can be reduced by This bird can see things even at night. Opponent’s attack is -2
armor and adventurer level. At this time, its eyes reflect a small Habitat=Places sunlight does not reach, such
as caves, etc.
On the other hand, while capturing a amount of light, and glow red.
Languages=None
human's arm with one sickle, a giant To attack scarlet vulture while in the
Perception=Five senses (sonar)
mantis can only use its other sickle to air, you must suffer a -2 penalty to attack They often sleep hanging from the
attack, and since it cannot move freely, power. ceiling of their caves during the day, and
its evasion points will be reduced by -2. are mainly active at night. They are
[ Tiger ] sensitive to light, and if an adventurer
[ Scarlet Vulture ] Monster Level=3
with a light carelessly enters the nest,
Monster Level=3 Rarity=6
they may blindly attack in groups.
Rarity=10 Agility=21 Movement Speed=25
Number=One to several Frequency=Rare When attacking a bat, you’ll suffer a -
Agility=15
Movement Speed=10/30 (air) Intellect=Animal Reaction=Hunger-based 2 penalty due to the bat's keen
Number=One to several Attack Points=Fang:10 (3)/Claw:11 (4)/ perception, plus the fact that it's flying in
Frequency=Moderate Claw:11 (4) Strike Points=11/10/10 the air.
Intellect=Animal Evasion Points=11 (4) Defense Points=7 Those bitten by a bat-- those whose
Reaction=Hunger-based Life Points/Resistance=20/12 (5) life force has been dealt damage by a bat's
Attack Points=Beak:10 (3)/Talons:11 (4) Mental Points/Resistance=7/10 (3) attack --are at risk of contracting a fever.
Strike Points=6/6 Special Abilities=None in particular
Roll 2D again. If you roll a 5 or less, you’ll
Evasion Points=10 (3) Defense Points=6 Habitat=Deep in forests
Languages=None
be infected with bat fever. Please refer to
Life Points/Resistance=15/11 (4)
Perception=Five senses (illumination) page 166 for details on bat fever.
Mental Points/Resistance=9/10 (3)
Special Abilities=Capture Tigers are fierce, carnivorous beasts
Opponent’s attack is -2 that usually act alone. Despite their large Vampire Bat
Habitat=Mountains, meadows size, they possess the graceful and Monster Level=2
Languages=None Rarity=10
flexible movements characteristic of the
Perception=Five senses (darkvision) Agility=19 Movement Speed=20
cat family, and are among the strongest
Number=One to several Frequency=Rare
Intellect=Animal Reaction=Hunger-based

202
Attack Points=Fangs:9 (2) Habitat=Places sunlight does not reach, such Grizzlies are generally solitary,
Strike Points=5 as caves, etc. except when a mother bear is with her
Evasion Points=10 (3) Defense Points=4 Languages=None cubs. They are omnivores and are said to
Life Points/Resistance=11/9 (2) Perception=Five senses (sonar)
eat anything they can fit into their
Mental Points/Resistance=6/9 (2) A giant bat is a massive bat, with a
mouths. They’re about 3 meters tall, but
Special Abilities=Bloodsuck (Strike power 10, wingspan of 3 meters across. They are
bonus damage 2) some giant grizzlies can reach 4 meters.
completely nocturnal creatures, flying
Opponent's attack is -2 Moreover, they’re classified as one of the
around forests and wastelands to hunt at
Habitat=Places sunlight does not reach, such most terrifying animals due to their
night. They’re omnivorous and mainly
as caves, etc. super strength and agility that you
Languages=None catch and eat small animals, but when
wouldn’t expect from their physique.
Perception=Five senses (sonar) they’re starving they may also attack
Usually it tries to avoid humans on its
A vampire bat is a giant bloodsucking livestock and humans. When attacking
own accord, but if it and a human bump
bat with a wingspan of about 2 meters. prey, they act in groups, quickly
into one another, or if it’s hungry, then
However, it prefers to suck the blood of descending from above, and scratching
things are different. Also, a mother bear
living creatures rather than eat their with their sharp talons.
with her cubs will do everything in her
meat. Once a fang attack hits, it will A giant bat can capture and carry
power to protect them, so travelers
attach itself to its opponent and begin away a small human. If hit by both claws
should avoid approaching groups of
bloodsucking starting on the next round. at the same time, a victim adventurer
bears carelessly. At this time, it’s useless
Make a strike power 10 plus bonus must make a resistance roll using the
to play dead. This is because they also eat
damage 2 check. This damage can only giant bat's attack points (or if using
dead meat. It is also said that once a
be reduced by adventurer level. Assume optional rules, the attack's final score,
grizzly bear has learned the taste of
this state is a grapple (see p. 265) as in the whichever is higher) as the target score
human flesh, it’ll attack humans more
optional rules. Therefore, in order for the and adventurer level + strength bonus as
frequently.
possessed opponent to attack the the baseline score, to prevent being
A bear's special attack is a bear hug.
vampire bat in question, they will need a carried away. If you succeed, you’ll be
This is a technique in which it holds its
melee weapon that can be used at close able to escape before the giant bat flies
opponent in its thick arms, squeezing
range, such as a dagger. Also, to detach too high, but if you fail, you’ll be taken
them. Treat this as strangling (see p. 236).
the vampire bat, you must make a straight to its nesting hole. You can try to
Bears use this attack depending on the
resistance roll using adventurer level + resist again while being carried, but
situation. When surrounded by multiple
strength bonus as the baseline score. At you'll have to be prepared to suffer falling
opponents, it’ll choose to swing its arms
this time, the vampire bat's attack points damage.
around and try to mow down anything it
become the target score. Furthermore, if happens to hit, but if there are fewer
you attack a vampire bat that’s attached [ Bear ] opponents, it’ll approach for a bear hug.
to a living creature, there is also a risk of There are several types of bears, but
If a bear hug attack hits, the adventurer
accidentally hitting an ally. here we will introduce the grizzly, which
will be held by the bear.
Attacks made against a vampire bat is the representative type in Forcelia.
A bear that captures an opponent in
while it’s in the air suffer a penalty of 2 a bear hug will both strangle and bite the
due to the bat's keen perception plus the Grizzly opponent at the same time. During this
fact that it is flying. Monster Level=3
attack, a bear gains a +4 bonus to attack
Rarity=6
Agility=14 Movement Speed=21
points. In this state, the bear cannot
Giant Bat attack other opponents.
Number=One to several Frequency=Rare
Monster Level=3
Intellect=Animal Reaction=Hunger-based
Rarity=9
Attack Points=Fangs:10 (3)/Claw:11 (4)/ [ Lion ]
Agility=18 Movement Speed=20
Claw:11 (4) Strike Points=12/11/11 The lion is a carnivorous beast of prey,
Number=Several to around ten
Attack Points=Fangs:10 (3)/Bind:11 (4) as its popular moniker "king of the beasts"
Frequency=Moderate
Strike Points=12/10 suggests. They usually live in small
Intellect=Animal Reaction=Hunger-based
Evasion Points=10 (3) Defense Points=7
Attack Points=Fangs:10 (3)/Talon:10 (3)/ family groups consisting of one male
Life Points/Resistance=22/12 (5)
Talon:10 (3) Strike Points=6/6/6 with a fine mane and several females.
Mental Points/Resistance=7/10 (3)
Evasion Points=11 (4) Defense Points=5 Males and females differ slightly in
Special Abilities=Strangling
Life Points/Resistance=11/10 (3) strength. In most cases, it is the female
Habitat=Forests
Mental Points/Resistance=6/10 (3) lion who fights and hunts. The male
Languages=None
Special Abilities=Capture
Perception=Five senses lion's primary role is to intimidate its
Opponent's attack is -2

203
prey and lead it to where the females are Perception=Five senses cured with the holy magic Cure Poison.
waiting. This is a slug with a body length of Even if you succeed on the resistance roll,
Lions usually don't try to come close about 5 meters. It moves very slowly, your skin will be irritated and itchy for a
to human villages. However, lions knowing down everything in its path, while.
sometimes attack humans if they’re and grinding it all up with its jagged belly
starving or if they’ve tasted human flesh. lined with bumps. Giant Toad
Those hit by a giant slug attack will be Monster Level=4
Female dealt damage and knocked down at the Rarity=11
Monster Level=3 same time. On the next round, the slug Agility=8 Movement Speed=10/16 (water)
Rarity=5 will pass over your body, dealing you 14 Number=One Frequency=Rare
Agility=22 Movement Speed=27 Intellect=Animal Reaction=Hunger-based
points of damage. No actions can be
Number=Several Frequency=Rare Attack Points=Tongue: 10 (3)
taken while the slug is passing over. This
Intellect=Animal Reaction=Hunger-based Strike Points=7
damage can be reduced by armor. Evasion Points=10 (3) Defense Points=6
Attack Points=Fangs:10 (3)/Claw:11 (4)/
You can put a large amount of salt (at Life Points/Resistance=21/13 (6)
Claw:11 (4) Strike Points=11/10/10
Evasion Points=11 (4) Defense Points=7
least 500 kg) on a giant slug to dehydrate Mental Points/Resistance=6/11 (4)
Life Points/Resistance=18/12 (5) it and put it into suspended animation, Special Abilities=Wrap tongue around
Mental Points/Resistance=8/10 (3) but salt alone will not kill it. (strangling) and swallow whole
Special Abilities=None in particular Habitat=Wetlands such as lakes, riverbanks,
Habitat=Meadows, wastelands [ Toad ] etc.
Languages=None Languages=None
There are many types of frogs in
Perception=Five senses (illumination) Perception=Five senses
Alecrast, but most are small and
This is a huge toad with a body length
harmless. However, there are some that
Male of 3 meters. It extends its 5 meter long
are dangerous, such as the following two
Monster Level=3 tongue and entangles its prey, and if it's a
types.
Rarity=5 human-sized animal, it will swallow it
Agility=18 Movement Speed=25 whole.
Number=One Frequency=Rare
Poison Toad
Attacks by a giant toad are treated as
Intellect=Animal Reaction=Hunger-based Monster Level=1
Rarity=7 strangling (see p. 236). If the prey can’t
Attack Points=Fangs:10 (3)/Claw:11 (4)/
Agility=8 Movement Speed=8/10 (water) escape within 3 rounds, the toad will pull
Claw:11 (4) Strike Points=11/10/10
Number=Several to around ten it in on the next round and swallow it
Evasion Points=11 (4) Defense Points=7
Life Points/Resistance=20/12 (5) Frequency=Moderate whole.
Mental Points/Resistance=8/10 (3) Intellect=Animal Reaction=Neutral If someone becomes entangled in a
Special Abilities=None in particular Attack Points=- Strike Points=- Toad's tongue, the other party members
Habitat=Meadows, wastelands Evasion Points=9 (2) Defense Points=3 can attempt to sever it with a bladed
Languages=None Life Points/Resistance=7/8 (1)
weapon. A toad's tongue has 4 defense
Perception=Five senses (illumination) Mental Points/Resistance=2/7 (0)
points, and can be severed if it's dealt a
Special Abilities=Poison body surface
(Toxicity score 9, blind) total of 7 or more points of damage. At
[ Giant Slug ] Habitat=Lakes this time, there is a risk of hurting your
Monster Level=4 ally. For more information, please refer
Languages=None
Rarity=12
Perception=Five senses to how to handle grappling (see p. 265).
Agility=6 Movement Speed=5
This is a toad about 50 cm long. Since With his tongue severed, a toad will run
Number=One Frequency=Rare
Intellect=Almost none
they feed on fish and insects, they rarely away.
Reaction=Hunger-based attack humans, but if they’re attacked or Those who are swallowed whole will
Attack Points=Ram:12 (5) startled, they’ll try to protect themselves continue to suffer strike power 10
Strike Points=11 by spewing venom from the secretory damage plus bonus damage 4 each round
Evasion Points=10 (3) Defense Points=6 glands in their heads. spent inside the toad's belly. This damage
Life Points/Resistance=19/13 (6) Anyone within 3 meters of a poison cannot be prevented by armor and can
Mental Points/Resistance=6/11 (4) toad when it spews its venom must only be reduced by adventurer level.
Special Abilities=Crush (14 damage next
succeed on a life force resistance roll Resistance rolls are also not possible. If
round)
against target score 9. If you fail, the you have a dagger, shortsword, or similar
Weak to Salt
Habitat=Damp underground labyrinths,
poison will get into your eyes and you bladed weapon, you can use it to slice
marshlands will lose your vision. It’ll recover through the toad's belly and attempt to
Languages=None naturally after 3 days, but it can also be escape. You must make the attack at a -4

204
penalty, and if you hit, the damage check Number=Several to around ten easier to progress through the game if
is made as normal, and if the toad dies, Frequency=Rare you don't think about it. By the way, all
you can escape. Intellect=Almost none Reaction=Violent giant ant soldiers are female.
Attack Points=Fangs:10 (3)
Alternatively, someone else could kill
Strike Points=8
the toad, then cut its belly open and Giant Ant Queen
Evasion Points=9 (2) Defense Points=5
rescue the victim before they're digested. Life Points/Resistance=20/12 (5)
Monster Level=5
In that case, if you deal more damage Rarity=10
Mental Points/Resistance=6/10 (3)
than the toad's remaining life points, that Agility=16 Movement Speed=5
Special Abilities=Mental attack immunity
Number=One Frequency=Rare
same damage (before it’s reduced by the Habitat=Caves, ruins
Intellect=Low Reaction=Adversarial
toad's defense points) is also dealt to the Languages=None
Attack Points=Fangs:12 (5)
victim inside its belly at the same time. Perception=Five senses
Strike Points=16
A giant ant larva. It looks like a
Evasion Points=12 (5) Defense Points=8
[ Ant ] normal ant larva made many times larger. Life Points/Resistance=35/16 (9)
Ordinary ants are unlikely to pose a These larvae are always hungry, and will Mental Points/Resistance=15/13 (6)
threat to adventurers. However, Alecrast attack any creature other than their own Special Abilities=Entangling
is home to giant ants, which are larger kind that approaches to feed. Command
and more dangerous than humans. Habitat=Caves, ruins
Giant Ant Soldier Languages=None
Monster Level=4 Perception=Five senses
Giant Ant
Rarity=10 The giant ant queen is the queen of all
Monster Level=3
Rarity=8 Agility=16 Movement Speed=16 giant ants. Her head and chest are almost
Agility=16 Movement Speed=15 Number=Several Frequency=Moderate the same as those of a normal giant ant,
Number=Several to around ten Intellect=Almost none Reaction=Violent but her white abdomen is full of eggs and
Frequency=Moderate Attack Points=Fangs:11 (4)/Claw:12 (5)/ bloated. Therefore, her body length can
Intellect=Almost none Reaction=Violent Claw:12 (5)
reach over 10 meters.
Attack Points=Fangs:10 (3) Strike Points=14+poison/13/13
A giant ant queen is always protected
Strike Points=8 Evasion Points=11 (4) Defense Points=9
Life Points/Resistance=25/14 (7) by giant ant soldiers, but she also has her
Evasion Points=10 (3) Defense Points=8
Mental Points/Resistance=6/11 (4) own means of attack. Giant ant queens
Life Points/Resistance=24/13 (6)
Special Abilities=Poison (Toxicity score 10, can spit out mucus from their mouths
Mental Points/Resistance=6/10 (3)
Special Abilities=Mental attack immunity strike power 10, bonus damage 4) that's used to alter the food they feed to
Habitat=Caves, ruins Mental attack immunity their young. Those hit by this mucus will
Languages=None Habitat=Caves, ruins be deprived of their bodily freedom. If
Perception=Five senses Languages=None you’re hit by the mucus, you won’t suffer
Perception=Five senses
Giant ants are giant omnivorous ants damage, but you will become more and
Giant ant soldiers are soldier ants
that are just over 2 meters long. more entangled. While entangled in the
that are raised on a special diet to protect
Although their bodies are gigantic, their mucus, attack and evasion suffer a -4
the giant ant queen. It doesn't look much
nature is no different from that of penalty, and ancient magic and spirit
different from a regular giant ant, but its
ordinary ants. Although they have magic cannot be used. You can escape
jaws are even more massive and strong.
almost no intellect, that makes them from the mucus by succeeding on a
In addition, a soldier's fangs secrete a
fearless and a troublesome opponent to success roll against target score 12 using
highly toxic acid. Anyone hit by a giant
deal with. They are extremely voracious adventurer level + strength bonus as the
ant soldier will have their wound burned
creatures, and will attack anything that baseline score. However, if you’re unable
by the acid and, in addition to normal
moves, thinking it's food. Its shiny black to escape, the target score for the success
damage, must make a life force resistance
carapace is as strong as plate armor, and roll required to escape increases by 2
roll, which if they fail, they will suffer
its attacks with its sharp fangs are not to points each time you’re hit by the mucus,
damage resulting from a strike power 10
be underestimated. In Alecrast, it’s said increasing to 14, 16…… and so on. If the
strike roll plus bonus damage 4. This
that not a single blade of grass remains target score is 13 or more above the
damage can only be reduced by
after a giant ant has passed by. baseline score, the prey will be
adventurer level. If the fangs cannot
completely entangled and unable to
penetrate armor, damage from the acid
Giant Ant Infant move.
will not be dealt. Whether the acid is
Monster Level=3 A giant ant queen has some intellect.
Rarity=8 capable of destroying armor, etc. is up to
With a certain scent (pheromone), she
Agility=10 Movement Speed=8 each game master's decision. Usually, it's
can command other giant ants, devise

205
some strategy, and make them fight. Boss Attack Points=Strangling:13 (6)
Once a giant ant queen is defeated, the Monster Level=2 Strike Points=12
giant ants under its command will begin Rarity=5 Evasion Points=11 (4) Defense Points=9
Agility=13 Movement Speed=13 Life Points/Resistance=24/15 (8)
to attack everything around them
Number=One Frequency=Moderate Mental Points/Resistance=10/12 (5)
indiscriminately (they will not attack
Intellect=Low Reaction=Neutral Special Abilities=Strangling
each other). Habitat=Jungles
Attack Points=Fangs:10 (3)
Strike Points=5 Languages=None
[ Ape ] Evasion Points=10 (3) Defense Points=5 Perception=Five senses
Forcelia is home to many different Life Points/Resistance=14/10 (3) The mutant big ape is a mutant
types of monkeys, from small apes that Mental Points/Resistance=10/9 (2) species of gorilla, a ferocious giant ape
live in groups to giant apes that grow to Special Abilities=None in particular that can in fact reach up to 5 meters in
abnormal sizes. Here, we will introduce Habitat=Forests and mountains near human height. They have a ferocious personality
four types of different sizes. villages
similar to that of a gorilla, and will attack
Languages=None
anything they see. Like gorillas, they
Perception=Five senses
Small Ape fight by flailing their arms and, in some
This is the boss ape that leads a group
Monster Level=1 cases, trying to strangle their opponent
Rarity=5
of small apes, and only males can
to death.
Agility=13 Movement Speed=13 become one.
Number=Several to around ten
Frequency=Moderate Intellect=Low Gorilla [ Giant Antlion ]
Reaction=Neutral Monster Level=2
Larva
Attack Points=Claws:9 (2) Rarity= Agility=12 Movement Speed=16 Monster Level=5
Strike Points=3 Number=One to several Frequency=Rare Rarity=14
Evasion Points=9 (2) Defense Points=4 Intellect=Low Reaction=Adversarial Agility=7
Life Points/Resistance=12/9 (2) Attack Points=Arm:10 (3)/Arm:10 (3) Movement Speed=10/10 (underground)
Mental Points/Resistance=10/8 (1) Strike Points=8/8 Number=One Frequency=Very Rare
Special Abilities=None in particular Attack Points=Strangling:10 (3) Intellect=Almost none Reaction=Violent
Habitat=Forests and mountains near human Strike Points=7 Attack Points=Large jaws:12 (5)
villages Evasion Points=9 (2) Defense Points=5 Strike Points=14
Languages=None Life Points/Resistance=18/11 (4) Evasion Points=11 (4) Defense Points=8
Perception=Five senses Mental Points/Resistance=10/9 (2) Life Points/Resistance=20/14 (7)
Special Abilities=Strangling Mental Points/Resistance=10/12 (5)
Small apes are omnivorous and
Habitat=Jungles Special Abilities=Capture with large jaws
usually live in groups of several to
Languages=None Bloodsuck (Strike power 10,
around ten. In large groups, the number bonus damage 5)
Perception=Five senses
may swell to several dozen, centered Surprise attack (Sense target
Gorillas are apes larger than humans,
around a strong male leader (boss ape). score=16)
are omnivorous, and do not form large
They are generally docile and do not Mental attack immunity
groups. Those in Alecrast have ferocious Habitat=Deserts (Khan Desert only)
attack humans, but in rare cases when
personalities and prefer to attack Languages=None
faced with severe hunger or the need to
creatures smaller than themselves. Perception=Five senses
protect their group, they may display
Gorillas attack by swinging their The giant antlion is a creature about
hostile behavior. Furthermore, once they
brawny arms around, but if an opponent 3 meters long total, with most of the
do fight, they fight together in groups
is smaller than itself, it will grab it with front half of its body occupied by its large
and display considerable bravery,
both arms and try to strangle it to death. jaws, a cone-shaped tail on the back half
especially while the leader is still alive.
This attack method is resolved using the of its body, and three pairs of spatula-
They also have high intellect for an
rules for strangling (see p. 236). shaped legs that bend forward at the
animal, so in that sense you should not
let your guard down. joints, making it suitable for burrowing
Small apes live in most parts of Mutant Big Ape underground. This creature usually lurks
Monster Level=5 in shallow underground areas. When a
Forcelia. There are many breeds, and
Rarity=11 creature passes directly above it, the
although the differences in physique and Agility=12 Movement Speed=20
body fur are too countless to mention, giant antlion will sense its footsteps and
Number=One Frequency=Very Rare
they generally share similar suddenly dive further underground
Intellect=Low Reaction=Adversarial
characteristics. (with its tail). As a result, a large cone-
Attack Points=Arm:13 (6)/Arm:13 (6)
Strike Points=13/13 shaped hole with a 2 meter radius and a

206
3 meter depth opens up at the feet of the their back, they have dragonfly-like [ Worm ]
unfortunate prey, into which the prey wings that are 3 meters across, Huge and dangerous caterpillar-like
will fall. The footing inside this sand pit reminiscent of a fairy. Their wings are creatures can sometimes be seen in
is extremely poor, so it’s impossible to decorated with a pattern of dazzling blue Forcelia. These creatures, worms, are
escape on your own using normal light. They spend most of their lives in known to exist in several subspecies over
methods (climbing). In addition, a the sand as ugly larvae, and once every a fairly wide range.
character's attack and evasion suffer a -4 100 years, when the desert becomes
penalty. green again, they emerge above ground Sea Worm
The giant antlion will attempt to bite and become adults. An adult has a very Monster Level=5
down on its fallen prey with its large jaws. short lifespan, and dies after just a few Rarity=14
If it manages to bite, it’ll hold its grip days. Agility=10 Movement Speed=5/5 (water)
firmly in place then stab its mouth which Number=One to several
Intellect=Animal
is a hollow needle into the prey’s body [ Giant Crab ] Reaction=Hunger-based, becomes ferocious
and suck out the body's fluids (this attack Monster Level=5
when exposed to strong light
will hit automatically). Escaping from a Rarity=12
Attack Points=Acid:12 (5)
giant antlion's large jaws requires a Agility=10
Strike Points=See description
Movement Speed=10/10 (water)
success roll using adventurer level + Evasion Points=11 (4) Defense Points=7
Number=One Frequency=Rare
strength bonus as the baseline score. Life Points/Resistance=15/13 (6)
Intellect=Almost none
Damage due to bloodsucking is strike Mental Points/Resistance=5/11 (4)
Reaction=Hunger-based
power 10 plus bonus damage 5, and Special Abilities=Acid (Strike power 10,
Attack Points=Large pincer:13 (6)/Pincer:13
bonus damage 5)
cannot be reduced by armor. (6) Strike Points=13/12
Water adaptation
Those with the ranger skill may be Evasion Points=11 (4) Defense Points=10
Habitat=Deep seas
able to sense an attack from this Life Points/Resistance=20/14 (7)
Languages=None
dangerous creature with their sense Mental Points/Resistance=7/12 (5)
Perception=Five senses
danger ability. Make a success roll against Special Abilities=Right pincer strangling
The sea worm is a gigantic,
Water Adaptation
target score 16, using ranger skill level + disgusting, grub-like monster that’s over
Habitat=Warm coastal areas
intelligence bonus as the baseline score. If Languages=None 3 meters long.. Its long, thick body is
you succeed, you'll be able to sense the Perception=Five senses covered with a thick rubbery membrane
hole just before it opens under your feet This is a huge crab with a shell that’s and has many segments lined up in a row.
and jump to the side. about 2 meters wide. They usually live in Additionally, there are a large number of
the water, but sometimes search for food whip-like tentacles growing around the
Imago on land. Its weapons are its two large circular feeding mouth at the tip of its
Monster Level=5 pincers, but the right pincer is body. It is also completely omnivorous,
Rarity=14 digesting and eating anything the
considerably larger than the left one, and
Agility=18
can grasp anything the size of a human tentacles can catch and fit in its mouth.
Movement Speed=10/30 (air)
torso. For this reason, they have glands in their
Number=One Frequency=Very Rare
Intellect=Low Reaction=Neutral Anyone hit by the right pincer of a bodies that secrete powerful digestive
Attack Points=Arms:13 (6) giant crab will be caught by the pincer. juices, and when in combat, they spit
Strike Points=7 This is resolved as strangling (see p. 236). acidic liquid from their mouths,
Evasion Points=13 (6) Defense Points=7 While a giant crab is holding one person showering it on their opponents. Acid
Life Points/Resistance=15/13 (6) with its right pincer, it can attack another damage cannot be reduced by armor.
Mental Points/Resistance=10/12 (5) target with its left. Whether acid causes damage to armor
Special Abilities=None in particular (e.g., reducing defense by 1 point per
Habitat=Deserts (Kahn Desert only)
exposure) is the game master's choice.
Languages=None
Usually, it'll be easier to play the game if
Perception=Five senses
Adult giant antlions look very similar you don't let it affect you. Although they
to humans, and are about the same live in the deep sea, sea worms are
height. They have a slender build and sensitive to light, and will appear in
don't wear any clothes, but their gender shallow water when attracted by light.
can't be known. They have long blond When they sense strong light, they'll
hair that reaches down to their waist, and become ferocious and continue to fight
2 antennae growing from their head. On

207
blindly until the light is completely cut Number=One to several characters must be equipped with ice-
off. Frequency=Rare proof shoes, etc., otherwise combat
A sea worm will emerge from the Intellect=Animal actions, etc. will be almost impossible.
Reaction=Adversarial
water and directly attack whoever is If a character falls prone due to being
Attack Points=Mouth:13 (6)
holding the light. If the adventurers are hit by a giant seal, they will slide about 10
Strike Points=14
quick-witted enough to turn off the light, Evasion Points=11 (4) Defense Points=9 meters on the ice as they are.
the monster will return to the tide pool. Life Points/Resistance=30/17 (10)
Mental Points/Resistance=5/12 (5) Female
Rock Worm Special Abilities=None in particular Monster Level=5
Monster Level=5 Habitat=Deserts Rarity=10
Rarity=10 Languages=None Agility=10
Agility=5 Perception=Five senses Movement Speed=10/17 (water)
Movement Speed=12/10 (underground) Sand worms are giant carnivorous Number=Several to over a hundred
Number=One to several Frequency=Rare worms. They usually burrow Frequency=Moderate
Intellect=Animal Intellect=Animal Reaction=Neutral
underground, but are always hungry, so
Reaction=Neutral, becomes ferocious when Attack Points=Ram:13 (6)
when other creatures pass by on the
exposed to strong light Strike Points=12
ground, they leap out to attack them for Evasion Points=11 (4) Defense Points=9
Attack Points=Acid:13 (6)
Strike Points=See description
food. Life Points/Resistance=20/14 (7)
Evasion Points=10 (3) Defense Points=10 Sand worms have no growth limit Mental Points/Resistance=10/12 (5)
Life Points/Resistance=28/15 (8) and will continue to grow indefinitely. Special Abilities=Ice adaptation
Mental Points/Resistance=9/13 (5) The data presented here is for a typical Water adaptation
Special Abilities=Acid (Strike power 10, adult around 3 years old, and about 10 Strong to cold
bonus damage 5) meters long. If it's a small larva, its scores Habitat=Ice fields
Habitat=Underground Languages=None
will be low, and if it lives for more than
Languages=None Perception=Five senses
10 years and reaches a length of nearly 20
Perception=Five senses Female giant seals are slightly smaller
meters, it will become an even more
The rock worm is a member of the than males, measuring 6 to 7 meters long
formidable enemy.
worm family that lives underground and and do not have tusks. Although young
looks like a giant earthworm, 5 meters females may wander alone, they usually
long total. They feed on soil like normal
[ Giant Seal ] belong to a kingdom. Fishermen never
Giant Seals are creatures that live in
earthworms, but they also eat rocks choose to hunt females, out of fear that
the frozen seas of the north. They dive
without hesitation. To do this, they seal numbers will decline.
under the ice to feed on fish, so they're
secrete strong acidic digestive juices
usually found near large ice cracks. Giant
from their mouths. Similar to its relative, Male
seals can also use their fins to advance
the sea worm, it has an extreme dislike of Monster Level=6
over ice fields, but they do not eat land
light. Therefore, if you come across one Rarity=10
animals, so they won't attack you unless Agility=10
in an underground passage and are
you attack them or invade their territory. Movement Speed=10/16 (water)
holding a torch or lantern, they will
They are polygamous, with one king Number=One Frequency=Moderate
attack you. The attack is made using
gathering a hundred or more females to Intellect=Animal Reaction=Neutral
digestive juices from its mouth. This Attack Points=Ram:14 (7)
form a kingdom.
digestive juice deals strike power 10 Strike Points=15
Giant seal hides are ideal material for
damage plus bonus damage 5. Armor Evasion Points=12 (5) Defense Points=10
making leather armor, so fishermen in
cannot reduce it. Life Points/Resistance=24/16 (9)
the northern seas hunt them on large ice-
They will not approach gold or silver, Mental Points/Resistance=10/13 (6)
sailing ships using ballistas (extra-large
perhaps because they cannot digest them Special Abilities=Ice adaptation
crane-quin crossbows). One average- Water adaptation
with their digestive juices. Therefore,
sized male seal yields enough hide for Strong to cold
they do not appear near veins of precious
around 150 people. Including the price Habitat=Ice fields
metals.
of meat, fat (used for fuel, etc.) and tusks, Languages=None
the average income for one animal is Perception=Five senses
Sand Worm Male giant seals are 7 to 8 meters long
10,000 gamels.
Monster Level=6
When in combat on ice, characters and have large tusks. When they reach a
Rarity=15
suffer a -2 penalty to attack and evasion certain age, they fight their father, the
Agility=10
Movement Speed=10/20 (underground) due to poor footing. This means that the king, for ownership of the females. Most

208
are defeated in combat and driven from Special Abilities=Ice adaptation
their kingdom, leaving them to wander Water adaptation Viper
aimlessly across the ice fields. Fishermen Strong to cold Monster Level=2
Habitat=Ice fields Rarity=7
hunt them.
Languages=None Agility=12 Movement Speed=12
Only the strongest of the males can
Perception=Five senses Number=One Frequency=Moderate
win their battle, and become the new
Among giant seals, one in every Intellect=Animal Reaction=Hunger-based
king. The king commands at least a
thousand males may be born with a Attack Points=Fangs:9 (2)
hundred females, and fights bravely
mutation that results in golden skin. Strike Points=7+poison
against any intruders in his kingdom. Evasion Points=10 (3) Defense Points=5
Although these mutants are larger than
The king has 1-2 more strike points than Life Points/Resistance=12/10 (3)
normal males, they’re incapable of
a regular male, and 30 more life points. It Mental Points/Resistance=5/8 (1)
reproduction, so they never become
is said that there are several of these giant Special Abilities=Poison (Toxicity score 9,
kings and invariably roam the ice fields.
seal kingdoms in the frozen seas of the death in 1 hour)
This rare seal is called the golden Habitat=Woods, deserts, other
north.
wanderer, and its skin can sell for tens of Languages=None
times more than the skin of a normal seal. Perception=Five senses
Golden Wanderer
A fisherman who catches a golden A viper is a poisonous snake about 2
Monster Level=6
wanderer is highly respected by their meters long. They attack
Rarity=12
Agility=10
peers. indiscriminately if they are hungry,
Movement Speed=10/16 (water) making them the most feared among
Number=One Frequency=Very rare [ Snake ] travelers in Alecrast. Its fangs are
Intellect=Animal Reaction=Neutral There are many different types of poisonous, and those bitten must
Attack Points=Ram:14 (7) snakes in Forcelia. Here we will succeed on a life force resistance roll
Strike Points=15 introduce four types of potentially against target score 9 or die from the
Evasion Points=12 (5) Defense Points=10 dangerous monsters. poison after one hour.
Life Points/Resistance=30/17 (10)
Mental Points/Resistance=10/13 (6)

209
Python Treat hypnotism the same as magic Water adaptation
Monster Level=4 that belongs to mind. You can also stop it Habitat=Rock crevices and caves in reef areas
Rarity=8 by blindfolding the target to prevent Languages=None
Agility=9 Movement Speed=12 Perception=Five senses
them from seeing the dance, or by
Number=One Frequency=Rare The sea serpent is a giant snake that
forcing the hypnopython to stop dancing.
Intellect=Animal Reaction=Hunger-based often lives among reefs, and its whole
If the python takes damage, it'll stop
Attack Points=Strangle: 12 (5) body is covered with hard scales. Their
Strike Points=10
dancing for one round, allowing those
body length starts at 10 meters, but it's
Evasion Points=9 (2) Defense Points=8 affected by the dance to return to their
said that some can reach over 20 meters.
Life Points/Resistance=20/13 (6) senses. However, starting on the next
Mental Points/Resistance=8/11 (4) round, they will begin dancing again.
Special Abilities=Strangling [ Spider ]
Habitat=Forests, meadows Alecrast is home to the following
Sea Serpent
Languages=None Monster Level=6
dangerous spiders.
Perception=Five senses Rarity=12
A python is a giant snake that can Agility=11 Giant Spider
reach up to 10 meters in length. When it Movement Speed=9/20 (water) Monster Level=1
attacks its prey, it entangles it with its Number=One Frequency=Rare Rarity=6
body and tries to strangle it to death. Intellect=Animal Reaction=Hunger-based Agility=12 Movement Speed=10
Attack Points=Strangle:14 (7) Number=One to several
This attack resolves as strangling (see p.
Strike Points=13 Frequency=Moderate
236). They are not poisonous.
Evasion Points=11 (4) Defense Points=9 Intellect=Almost none
Life Points/Resistance=23/15 (8) Reaction=Hunger-based
Hypnopython Mental Points/Resistance=10/13 (6) Attack Points=Fangs:8 (1)
Monster Level=4 Special Abilities=Strangling Strike Points=6
Rarity=12
Agility=9 Movement Speed=12
Number=One Frequency=Rare
Intellect=Animal Reaction=Hunger-based
Attack Points=Fangs: 11 (4)
Strike Points=8
Evasion Points=9 (2) Defense Points=7
Life Points/Resistance=18/13 (6)
Mental Points/Resistance=10/11 (4)
Special Abilities=Hypnotism (Resist target
score=11)
Habitat=Meadows, underground labyrinths,
caves
Languages=None
Perception=Five senses
This is a python with a body length of
8 meters. In combat, they dance by
twisting their bodies, attempting to
hypnotize their foes with their
movements. Those who see a
Hypnopython's dance must succeed on a
mental power resistance roll against
target score 11, or they will be
hypnotized, unable to move or think.
This hypnotic state lasts as long as the
hypnopython dances within your view,
so if there’s no one around to help you,
you will be swallowed by the python
without resistance. A python can attack
and evade without penalty while dancing.

210
Attack Points=String:7 (0) violently. While dancing, you’ll suffer a - against target score 13 using adventurer
Strike Points=Special 4 penalty on attack and evasion, and level + strength bonus (for monsters, use
Evasion Points=9 (2) Defense Points=3 cannot use ancient magic or spirit magic. monster level). as the baseline score.
Life Points/Resistance=10/8 (1)
If the poison is not removed using the When a giant webspinner is hungry,
Mental Points/Resistance=1/7 (0)
holy magic Cure Poison, etc. the victim it’ll suddenly bite you with its fangs.
Special Abilities=Capture with string
Mental attack immunity will continue dancing for one hour, When it's not, it'll emit a large amount of
Habitat=Forests, underground labyrinths losing 1 point of life force every 10 string from its abdomen and use its legs
Languages=None minutes due to fatigue. This damage to try to entangle its prey. Those hit by a
Perception=Five senses (Vibration sense) cannot be reduced by adventurer level. giant webspinner's string will not suffer
Giant spiders are large spiders with a any damage, but they will become more
body length of about 50 cm. They usually Giant Webspinner and more entangled in the string.
feed on small animals such as rabbits, but Monster Level=6 Therefore, the target score of the success
if they can’t stand their hunger they may Rarity=12 roll required to shake free from the web
attack larger creatures than themselves Agility=14 Movement Speed=14 also increases by 2 points, to 15, 17……
Number=One Frequency=Rare
such as humans, etc. They do not build etc. If the target score is 13 or more above
Intellect=Almost none Reaction=Violent
webs, nor are they poisonous. than the baseline value, the prey will be
Attack Points=Fangs:13 (6)
Giant spiders attack their prey by Strike Points=16 completely enwrapped and unable to
shooting sticky string at it. If hit by the Attack Points=String:14 (7) move. This allows a giant webspinner to
string attack, an adventurer will become Strike Points=Special hang its prey alive but deprived of
entangled and lose their freedom of Evasion Points=13 (6) Defense Points=8 freedom in its nest, then eat it whenever
movement. Escaping from this should be Life Points/Resistance=25/16 (9) it wants.
resolved the same way as strangling (see Mental Points/Resistance=8/13 (6) A giant web spinner's webs are not
p. 236). The giant spider will bite the Special Abilities=Capture with web (Sense affected by fire or acid.
opponent with its fangs and attempt to and escape target score=13)
Entangling with string
suck out their fluids. An entangled
Mental attack immunity [ Octopus ]
opponent suffers a -4 penalty to evasion Habitat=Deep inside dark forests, large An octopus is a sea-dwelling mollusk
speed (points). rooms in underground labyrinths that uses its eight tentacles to entangle
Languages=None and strangle its prey to death. On rare
Giant Tarantula Perception=Five senses (Vibration sense, no occasions, they may come ashore, in
Monster Level=4 vision) which case they suffer a -4 penalty to hit
Rarity=12 This is a huge spider, 3 meters long and evasion.
Agility=14 Movement Speed=14 with legs that are 4 meters long. They There are many different types of
Number=One Frequency=Rare build their nests in their habitat with octopus, but most of them are small and
Intellect=Almost none
sturdy webs several cm thick. They harmless. Here we will only explain the
Reaction=Hunger-based
usually stay in one corner of the nest, but two dangerous types known as killer and
Attack Points=Fangs:11 (4)
Strike Points=8+poison if an intruder gets caught in their web, giant.
Evasion Points=11 (4) Defense Points=6 they will attack. They will not attack
Life Points/Resistance=17/12 (5) anyone who has not touched their web. Killer Octopus
Mental Points/Resistance=5/10 (3) To safely pass through a giant Monster Level=3
Special Abilities=Poison (Toxicity score 12, webspinner's nest without touching the Rarity=13
Dance=-4 to attack and evasion, 1 damage surrounding webs, you must succeed on Agility=12
every 10 minutes, lasts for 1 hour) a success roll against target score 13 Movement Speed=3/15 (water)
Mental attack immunity Number=One Frequency=Moderate
using adventurer level + agility bonus as
Habitat=Deserts, meadows Intellect=Animal Reaction=Hunger-based
the baseline score. If you fail, you will get
Languages=None Attack Points=Strangle:10 (3)
Perception=Five senses caught in the web and attract the Strike Points=8
This is a hairy spider with legs up to attention of the giant webspinner. The Evasion Points=11 (4) Defense Points=5
2 meters long, and does not build webs. web is highly sticky, so much that it Life Points/Resistance=17/11 (4)
A giant tarantula's fangs contain a entangles the body, and anyone caught in Mental Points/Resistance=6/10 (3)
poison (toxicity score 12) that affects it will suffer a -4 penalty to their attack Special Abilities=Strangling
and evasion, and will be unable to use Water adaptation
motor nerves. Those who are dealt
ancient magic. To shake free from the Habitat=Sunken ships, underwater ruins
damage by these fangs, and fail a life
Languages=None
force resistance roll, will begin to dance web, you must succeed on a success roll
Perception=Five senses

211
The killer octopus is an aggressive Attack Points=Tentacles:9 (2) ethnoa can attack using all six tentacles
octopus with tentacles up to 2 meters Strike Points=5 at the same time, but it can use only two
long. They kill and eat large fish, but they Evasion Points=8 (1) Defense Points=6 against a single target. If an adventurer is
Life Points/Resistance=25/12 (5)
also attack human swimmers. hit by an ethnoa's tentacles, they will
Mental Points/Resistance=-/10 (3)
A killer octopus will use all of its suffer damage and also become
Special Abilities=Strangling
tentacles to attack one target, Mental attack immunity entangled in the tentacles. On the next
constricting the opponent with its entire Weak to fire round, you must make a resistance roll
body. Please follow the rules for Habitat=Forests, meadows, human villages using adventurer level + strength bonus as
strangling (see p. 236). rarely the baseline score and the ethnoa's attack
Languages=None points (or the final score from when the
Giant Octopus Perception=Magic attack hits) as the target score. If you fail,
Monster Level=7 Creeping trees do not have roots the poor adventurer is thrown into the
Rarity=12 underground, but move around on the pouch that makes up the bulk of the body.
Agility=10 ground using their roots like imitation If you’re unfortunate enough to be
Movement Speed=5/20 (water) toes. They then use their tentacle-like entangled by two tentacles, you must
Number=One Frequency=Very Rare branches to prey on animals that make two resistance rolls and succeed on
Intellect=Animal Reaction=Hunger-based
approach. Tentacle attacks are resolved both.
Attack Points=Strangle (8 times):16 (9)
the same way as strangling (see p. 236). Those thrown into the pouch will
Strike Points=16
Evasion Points=12 (5) Defense Points=9
When it stands still, it looks like an old suffer strike power 10 damage plus
Life Points/Resistance=50/21 (14) oak tree covered in vines. bonus damage 3 each round, starting on
Mental Points/Resistance=10/14 (7) Since it is a plant, it is weak against the next round. Against this acid damage,
Special Abilities=Strangling fire attacks, and when using spells such only adventurer level helps damage
Habitat=Seas as Fire Weapon and Fire Bolt, you gain a reduction, and armor defense power is
Languages=None +10 bonus to the usual strike power of completely ineffective.
Perception=Five senses spells. However, they do not have While the victim is still conscious,
The giant octopus is almost legendary, human-like minds, so spells that cause they can attack from within using a
feared by fishermen and sailors as the mental effects have no effect at all. dagger, shortsword, or similar small
devil of the sea. Its tentacles, which are
bladed weapon. This attack suffers a -4
up to 10 meters long, can entangle boats
[ Ethnoa ] penalty to hit. However, the damage
and sink them. Monster Level=3 dealt is as per the normal rules. The
A giant octopus can use each of its Rarity=18
victim cannot escape from inside unless
eight tentacles to perform a strangling Agility=14 Movement Speed=0
the ethnoa dies.
(see p. 236) attack on separate targets. If Number=One to several Frequency=Rare
Intellect=None
There may be cases where the
you deal 5 or more points of damage (14
Reaction=Violent property of former victims remains
or more points of damage if defense
Attack Points=Tentacles:9 (2) undigested inside the ethnoa’s pouch. It's
points are taken into account) to a giant
Strike Points=5 a low probability for these treasures to
octopus with a bladed weapon, you’ll
Evasion Points=10 (3) Defense Points=6 remain, but their value is usually around
have cut off one of its tentacles, and the Life Points/Resistance=19/12 (5) 100 to 1000 gamels per creature.
octopus’ number of attacks will be Mental Points/Resistance=-/11 (4)
reduced by one. Special Abilities=Capture with tentacles
Digest (Swallow whole)
[ Killer Creeper ]
Monster Level=3
Mental attack immunity
Rarity=12
13.2.8 Weak to fire
Agility=5 Movement Speed=0
Plants Habitat=Woods
Number=One Frequency=Rare
Languages=None
13.2.8 Plants

Intellect=None Reaction=Violent
[ Creeping Tree ] Perception=Magic
Attack Points=Vine:10 (3)
Monster Level=2 An ethnoa is a plant about 3 meters Strike Points=7
Rarity=10 tall, with six tentacles and a large, open- Evasion Points=9 (2) Defense Points=6
Agility=11 mouthed pouch. Each tentacle is about 4 Life Points/Resistance=30/14 (7)
Movement Speed=12
meters long, and will wrap around Mental Points/Resistance=-/11 (4)
Number=One
anything that comes near, and throw it Special Abilities=Strangling
Frequency=Rare
into the pouch. The pouch contains a Mental attack immunity
Intellect=None
strong acid, which dissolves its prey. An Weak to fire
Reaction=Violent
Habitat=Woods

212
Languages=None or the final score from when the attack Additionally, those who fail the
Perception=Magic hit) as the target score. If successful, you resistance roll must make another one,
A killer creeper is a vine. This vine can pull off the vines. If entangled in this time a life force resistance roll
can crawl on the ground and if there are multiple vines, you must make separate against target score 12. If you fail, you
trees, etc. it can attach itself to them and checks for each. When you pull the vines will lose your hearing. At this time, if you
grow. A single vine may grow over a off, 1 point of damage per vine is dealt to roll double ones on the resistance roll,
radius of several tens of meters. the killer creeper's life points. your life force will instantly become zero.
If an animal, etc. steps into a killer Young Mandrake root is prized as an
creeper thicket, the killer creeper will [ Mandrake ] ingredient for sedatives, stimulants, and
attack them by entangling its vines Monster Level=5 poisons. For this reason, humans often
around them. It'll then strangle the Rarity=16 find and dig up young mandrakes. Young
animal to death. The corpse is eventually Agility=8 Movement Speed=8 mandrakes scream like their parents, but
returned to the soil to provide Number=One to several Frequency=Rare
they’re small and unable to move or cast
nourishment for the killer creeper. Intellect=Low Reaction=Adversarial
spells, making them easy to kill.
Attack Points=Barehanded:12 (5)
If a ranger or sage succeeds on a Therefore, mandrakes deeply hate
Strike Points=7
success roll against target score 12 using humans.
Evasion Points=12 (5) Defense Points=7
ranger/sage skill level + intelligence bonus Life Points/Resistance=14/13 (6)
as the baseline score, they will be able to Mental Points/Resistance=12/13 (6) [ Alraune ]
see the killer creeper's true identity Special Abilities=4th level spirit magic Monster Level=6
before it approaches, and thus avoid the (Magic Intensity/Magic Power=12/5, gnome, Rarity=16
encounter (this is considered a use of dryad only) Agility=14 Movement Speed=14
plant and animal check and monster Scream (Resist target score=12, Number=One Frequency=Very Rare
check). If they fail, the adventurer will once per day) Intellect=Human Reaction=Neutral
Mental attack immunity Attack Points=Barehanded:13 (6)
have stepped into the killer creeper
Weak to fire Strike Points=8
without realizing it. This is always a
Habitat=Forests Evasion Points=14 (7) Defense Points=8
surprise attack, so for one round, only Languages=Silent spirit Life Points/Resistance=14/14 (7)
the killer creeper can attack. The Perception=Five senses (infravision) Mental Points/Resistance=18/15 (8)
adventurer's evasion will suffer a -4 A mandrake is a plant with human- Special Abilities=4th level spirit magic
penalty. shaped roots, and when it's young, it (Magic Intensity/Magic Power=13/6, gnome,
A killer creeper attacks by entangling grows underground like a normal plant, dryad only)
with its vines. There is an immeasurable Scream (Resist target score=13,
but in the seventh year after its seeds are
number of these vines, but only three once per day)
sown, it crawls out from the soil and
Mental attack immunity
vines can attack a single target at the begins walking around the forest. It Habitat=Human villages
same time. If the killer creeper's attack looks like an even uglier version of a Languages=Silent spirit
hits, the vines will entangle the target. goblin, with long leaves growing out of Perception=Five senses (infravision)
Entangled vines automatically deal its head instead of hair. Despite being If you feed a young mandrake root
damage in subsequent rounds without plants, they have some intellect and can with human blood and nurture it, it will
requiring a hit check. Also, characters use spirit magic sourced from the power grow to look exactly like a human. This
who are entangled in the vines will suffer of dryad and gnome. is called an alraune. They cannot grow
a penalty on attack and evasion from When a mandrake is hurt, it makes a with the blood of fae, youma, etc.
then on. If you’re entangled in one, this terrifying scream. A Mandrake can only Alraune look exactly like humans, and
is -2, and if you’re entangled in two or scream once per day. Anyone who hears can speak and think like humans, but
more, it’s -4. this at close range without first wearing when they are wounded, a thick, red
A character entangled in two or more earplugs must make a mental power mucus oozes out of them. When hurt,
vines cannot use ancient magic or spirit resistance roll against target score 12. If it'll let out a scream with the same effect
magic, because they're unable to move. you fail, you cannot attack or cast spells as that of a mandrake’s. The target score
However, holy magic can be used freely. for one full round, and you suffer a -4 for resisting an alraune's scream is 13.
A character entangled in vines can penalty to evasion. At this time, if you Alraune are also naturally able to use
also attempt to pull the entangled vines roll double ones on your resistance roll, spirit magic, which is sourced from the
off instead of making a normal attack. you will immediately go insane and power of dryad and gnome.
Make a success roll using adventurer level become disabled. It is said that the appearance and
+ strength bonus as the baseline score personality of an alraune will resemble
and the killer creeper's attack points (10,

213
that of the first human who gave it blood. Number=One Frequency=Very Rare If one week elapses without
If raised with the blood of a ruthless Intellect=None Reaction=Adversarial treatment, the character will turn into a
criminal, a ruthless arlaune will be born. Attack Points=- Strike Points=- fungus. Those who have completely
Evasion Points=11 (4) Defense Points=9
Since alraune are an artificial variety, become a fungus cannot be cured with
Life Points/Resistance=20/15 (8)
they have no fertility. Also, they do not the holy magic Cure Poison nor the spirit
Mental Points/Resistance=-/14 (7)
have a weakness to fire, which is the Special Abilities=Mental attack immunity magic Restore Health. They can only be
weakness of plant-type monsters. Weak to fire restored to their original state by using
Habitat=Forests the holy magic Refresh.
[ Bloody Petal ] Languages=None
This plant, which has huge red Perception=Magic
flowers that resemble the color of human Adventurers can also attack the body. 13.2.9
blood, is called blood flower, but is If the body's life points reach 0, the Undead
sometimes also called man-eating flower, flower will also cease activity. 13.2.9 Undead

which more clearly describes its [ Buau Zombie ]


Monster Level=Based on previous
characteristics. [ Fungus ] Rarity=16
This plant can grow up to about 10 Monster Level=8
Agility=Half of previous
meters in height. The stem has 2 to 5 Rarity=15
Movement Speed=Half of previous
Agility=7 Movement Speed=7
bud-shaped flowers about 1 meter in Number=Several to dozens Frequency=Rare
Number=One to several Frequency=Rare
diameter. When a creature such as a Intellect=Low
Intellect=Low Reaction=Adversarial
human, etc. approaches, the folded Reaction=Command-based
Attack Points=Barehanded:15 (8)
flower stalks extend out and the buds Attack Points=/Strike Points/Evasion Points/
Strike Points=11
Defense Points=Based on previous
open to envelop their prey. The flower Evasion Points=15 (8) Defense Points=10
Life Points/Resistance=Based on
stalks grow to about 10 meters long. Life Points/Resistance=17/16 (9)
previous/Based on previous
Mental Points/Resistance=9/15 (8)
Mental Points/Resistance=-/Based on
Flower Special Abilities=Toxic spores (Toxicity score
previous
Monster Level=6 16, illusions as well as turning into a fungus)
Special Abilities=Retains previous abilities
Rarity=11 Habitat=Damp, dark places
Mental attack immunity
Agility=10 Movement Speed=0 Languages=Regional
Not affected by poison and illness
Number=One Frequency=Very Rare Perception=Pseudo
Damage from healing magic
Intellect=None Reaction=Adversarial A fungus is a mass of mushrooms
Habitat=Various
Attack Points=Flower:11 (4) shaped like a human, or rather, a human Languages=Based on previous
Strike Points=7 whose entire body is covered in Perception=Pseudo
Evasion Points=13 (6) Defense Points=8 mushrooms. They quietly lurk in forests, These are undead created by the
Life Points/Resistance=1/12 (5) etc. killing animals and humans that pass lost spell Create Buau Zombie. Unlike
Mental Points/Resistance=-/14 (7) by, and absorbing nutrients from the normal zombies, they possess intellect,
Special Abilities=Strangling
corpses. They cannot survive for long in albeit low, and can make independent
Mental attack immunity
dry or sunny areas. decisions and follow the commands of
Weak to fire
Habitat=Forests Fungus release toxic spores (toxicity their creator.
Languages=None score 16) when injured. While fighting a Therefore, they will do their best to
Perception=Magic fungus, anyone within a 5 meter radius obey even abstract commands (for
This flower's attack strangles (see p. may inhale the spores. After combat, example, sneak into a house and steal
236) the character and deals damage. they must make a life force resistance roll something, etc.). They can also use tools
When the prey dies, the flower reverts against target score 16, and those who such as weapons, armor, etc..
back to a bud and finishes absorbing fail will then have mushrooms growing Unlike zombies, they decay slowly
nutrients in about one week. If the prey all over their bodies after 24 hours. No and can work for decades to centuries.
escapes with all their might, the flower matter how many you cut off, there will Strength and life force are kept at their
becomes torn and unusable, and will be no end. Gradually, your sense of original scores, but dexterity, agility, and
eventually wither. humanity will fade and you’ll begin to intelligence are reduced to half of what
suffer from hallucinations. To cure this, their scores were before death, and
Body use the holy magic Cure Poison or the mental power is completely lost. All
Monster Level=6 spirit magic Restore Health. When the magic and bard skill spellsong abilities
Rarity=11 spell is cast, if the caster's final score is 16 cannot be used once you become a buau
Agility=10 Movement Speed=0 or greater, it will be healed. zombie. Attack, defense, etc. are

214
performed at their previous level (fighter, Evasion Points=8 (1) Defense Points=3 around the target creature and attacks it.
thief, etc.). Game masters should be Life Points/Resistance=19/10 (3) The target of the attack must make a
aware of changes due to ability scores Mental Points/Resistance=-/9 (2) success roll using adventurer level +
Special Abilities=Mental attack immunity
(reduced dexterity and agility). Monster agility bonus as the baseline score, and if
Not affected by poison and illness
level is the same as their previous they fail, they will inhale a portion of the
Damage from healing magic
adventurer level. Habitat=Ruins ash. Every round thereafter, they must
Buau zombies are mindless beings, so Languages=None make a life force resistance roll against
spells that cause mental effects on them Perception=Pseudo target score 10. As long as you continue
are ineffective. Zombies, along with skeletons, are to fail, you will suffer strike power 10
representative undead, and are created damage and 2 plus bonus damage 2 every
[ Skeleton ] from corpses by ancient magic and dark round. This damage can only be reduced
Monster Level=1 magic. However, unlike skeletons, they by adventurer level.
Rarity=10 do not use weapons or armor. Since they If you cast the spirit magic Missile
Agility=14 Movement Speed=14 Protection, you can protect yourself from
have no intelligence, mental attacks have
Number=Several to dozens
no effect at all. being enwrapped by the ash. However,
Frequency=Frequent
this magic will not work in time for
Intellect=Obeys commands
Reaction=Command-based [ Ash ] characters who are already enwrapped
Attack Points=Weapon:8 (1) Monster Level=2 by the ash. If you cast Turn Undead and
Strike Points=4 Rarity=11 the result is crumble away, the ash will
Evasion Points=9 (2) Defense Points=3 Agility=9 Movement Speed=8 cease activity.
Life Points/Resistance=7/8 (1) Number=Several Frequency=Moderate
Intellect=Almost none Reaction=Violent
Mental Points/Resistance=-/9 (2)
Attack Points=- Strike Points=- [ Ghoul ]
Special Abilities=Bladed weapons cannot Monster Level=3
critical Evasion Points=- Defense Points=-
Rarity=10
Mental Attack Immunity Life Points/Resistance=7/9 (2)
Agility=14 Movement Speed=14
Not affected by poison and illness Mental Points/Resistance=-/10 (3)
Number=Several to dozens
Damage from healing magic Special Abilities=Wrap (Evasion target
Frequency=Moderate
Habitat=Ruins score=10, strike power 10, bonus damage 2)
Intellect=Low Reaction=Adversarial
Languages=None Mental attack immunity
Attack Points=Fangs:10 (3)/Claw:11 (4)/
Perception=Pseudo Weapon immunity
Claw:11 (4)
A skeleton, as the name suggests, is a Fire immunity
Strike Points=9+poison/8+poison/8+poison
Not affected by poison and illness
moving skeleton, created by ancient Evasion Points=11 (4) Defense Points=5
Damage from healing magic
magic or dark magic. Its weapon is Life Points/Resistance=14/11 (4)
Habitat=Ruins
usually the one it used before its death. Mental Points/Resistance=10/10 (3)
Languages=None
Typically this is a one-handed sword Special Abilities=Poison (Toxicity score,
Perception=Magic
with a shield. In most cases, however, its paralysis, lasts 1 day)
An ash is an undead created from the
Not affected by poison and illness
armor will be worn out and unusable. ashes of a burned corpse using ancient Sleepless
Due to their characteristic lack of flesh, magic and dark magic. It’s usually spread Damage from healing magic
bladed weapons cannot deal additional out on the ground like sand, but if Habitat=Ruins, graveyards
critical damage to skeletons. Also, since something living approaches it, it will Languages=Those previous
they have no intelligence, magic that suddenly fly up as if blown by the wind, Perception=Pseudo
produces mental effects will not work on take the form of a human, and attack.. Ghouls are undead who scavenge
them. Due to the ash's physical characteristics, and eat corpses. However, perhaps
attacks with weapons, etc. cannot be because killing and eating are the same
[ Zombie ] used at all. Also, since it's already been thing, they often attack living things as
Monster Level=1 burned once, fire has no effect on it at all. well. Ghouls have paralyzing poison in
Rarity=9 their claws and fangs, and a character
It‘s possible to damage an ash's life points
Agility=7 Movement Speed=7
with damage magic other than fire-type. who suffers damage must succeed on a
Number=Several to dozens
Also, since it does not have a mind, life force resistance roll against target
Frequency=Frequent
Intellect=Obeys commands attacks that affect the mind are also score 10 or they will be paralyzed at the
Reaction=Command-based ineffective. end of the next round. This paralysis lasts
Attack Points=Barehanded:8 (1) An ash's attacks also do not deal for one day.
Strike Points=4 direct damage. The Ash wraps itself

215
[ Sin ] Not affected by poison and illness over the body of a living being and using
Monster Level=4 Sleepless it for one's own purposes. If a haunt finds
Rarity=14 Damage from healing magic that a creature it comes into contact with
Agility=14 Movement Speed=14 Habitat=Ruins, graveyards
does not sympathize with its feelings, it
Number=One to several Languages=Those previous
may attempt to possess them. The target
Frequency=Very Rare Perception=Pseudo
of the possession must attempt a mental
Intellect=Low Reaction=Adversarial Wights are undead that possess
Attack Points=Weapon:11 (4)
power resistance roll. If you fail, your
people and feed on the energy of others.
Strike Points=10 body will be taken over. When a haunt
Normal weapons have no effect against
Evasion Points=12 (5) Defense Points=6 takes over your body, it can use your
this monster. To wound a wight, you
Life Points/Resistance=16/12 (5) character's abilities in addition to its own
need a silver or magical weapon. A
Mental Points/Resistance=20/13 (6) previous skills. Once you successfully
wight's weapon is its sharp claws, and
Special Abilities=Life point regenerate (3 resist, there is no danger of being
points per round)
those who are dealt damage will have
possessed by the same haunt again.
Not affected by poison and illness their life energy drained at the same time.
There’s also 6th level holy magic called
Sleepless If a wight's attack hits, your life force will
Exorcism. If you cast this magic, you will
Damage from healing magic suffer damage as well as your mental
Habitat=Various be freed from the haunt’s possession. If a
power. The damage dealt to mental
Languages=Those previous body is destroyed after being possessed,
power is merely the result of a strike
Perception=Pseudo the haunt will become a phantom and be
power 10 strike roll plus bonus damage 4.
Sin are a very special type of undead. bound in place.
For this, you can only reduce the damage
A soul of someone who was greatly with your character's adventurer level.
possessive in life will become undead as Those whose mental power is reduced to Ghost
a sin. They remain in this world, trying Monster Level=5
0 by this attack will die immediately and
to monopolize what they were attached Rarity=14
will then be revived as a new wight 24 Agility=14 Movement Speed=14
to even after death. Their appearance hours later. Number=One, rarely multiple depending on
remains the same as when they were
the situation
alive, and other than their abnormally
[ Haunt ] Frequency=Rare Intellect=Human
pale skin and cloudy eyes, they are no A haunt is a being such a ghost or a Reaction=Friendly, however, some are
different from a normal human (however, vengeful spirit. These are broadly extremely adversarial
their clothes may be tattered depending classified into three types: ghosts, Attack Points=Weapon:12 (5)
on the number of years since their death). specters, and phantoms, but they are Strike Points=10
A sin usually refuses to leave the side Evasion Points=13 (6) Defense Points=7
collectively called haunts.
of whatever it's attached to, and will Life Points/Resistance=14/13 (6)
Haunts are souls that have remained Mental Points/Resistance=20/14 (7)
attack anything that tries to take it away. in this world because they have Special Abilities=Possess (Resist target
Sin have no intelligence. They are driven unfinished business, or held a strong score=12)
only by an insatiable desire for grudge against others in life. They then Has previous skills
possession, and are, so to speak, the dead complain about their regrets and Bladed weapons cannot critical
who have fallen into madness and grudges to any third party they happen (Skeleton type)
cannot be saved. to encounter. If you can clear up those Not affected by poison and illness
Sleepless
lingering regrets and grudges, they will
[ Wight ] cease to exist. A special case, however, is
Damage from healing magic
Monster Level=4 Habitat=Various
when one resents its own death itself and Languages=Those previous
Rarity=12
harbors hatred toward all living things. Perception=Pseudo
Agility=14 Movement Speed=14
Number=One to several Such haunts are always hostile and attack A ghost is a moving being whose
Frequency=Moderate all creatures they encounter, with intent corpse still holds a lingering grudge.
Intellect=Human Reaction=Violent to kill. Depending on how long ago they died,
Attack Points=Claws:12 (5) Haunts have a minimum monster they can look like zombies (rotting
Strike Points=9+mental damage level of 5, but if they had a higher corpses) or skeletons (moving skeletons).
Evasion Points=12 (5) Defense Points=6 adventurer level in life, or if they died Their strength varies considerably
Life Points/Resistance=14/12 (5) harboring a particularly strong grudge, depending on which abilities they had in
Mental Points/Resistance=14/12 (5)
their level will be higher. life. The scores listed here are averages.
Special Abilities=Steal mental power (Strike
A special ability common to all All ability scores will be the same as
power 10, bonus damage 4)
Normal weapon immunity haunts is possess. This is the act of taking previous, except for mental power.

216
Mental power is the only one that’s countermeasure is magic that has a [ Jack-O-Lantern ]
previous + 6. They have all the skills they mental effect. Those who had rune Monster Level=6
had previously. Those who had rune master skills previously can use magic. Rarity=11
master skills can use magic of that level However, holy magic cannot be used. A Agility=18 Movement Speed=18 (air)
Number=One to several Frequency=Rare
and magic power. However, they cannot magical catalyst is not required when
Intellect=High Reaction=Adversarial
use holy magic (but they can use dark using ancient magic. Also, after
Attack Points=Fangs:13 (6)
magic). Also, to use ancient magic, they performing possession, they can freely Strike Points=12
will still need a magical catalyst (such as use the skills they had previously.. Evasion Points=16 (9) Defense Points=10
a magic wand). When a specter's regrets or grudges Life Points/Resistance=14/14 (7)
If a ghost's corpse is destroyed, it will are cleared, or when its mental points are Mental Points/Resistance=21/15 (8)
always attempt to possess someone reduced to 0 or less due to Shade, etc. it’ll Special Abilities=6th level dark magic (Magic
nearby. If this fails, it’ll become a vanish. Intensity/Magic Power=16/9)
phantom (see below) and be bound in Not affected by poison and illness
Sleepless
place. Even after becoming a phantom, Phantom
Damage from healing magic
it’ll attempt to possess if given the chance. Monster Level=5
Habitat=Above swamps or ponds
When its lingering regrets and Rarity=14
Languages=Regional
grudges are cleared, or when its mental Agility=24 Movement Speed=0
Perception=Pseudo
Number=One, rarely multiple depending on
points are reduced to 0 or less due to a A jack-o-lantern looks like a
the situation
Shade, etc. the ghost will vanish, leaving pumpkin, the vegetable, with a yellowish-
Frequency=Rare Intellect=Human
only a crumbled corpse behind. Reaction=Friendly, however, some are orange face about 30 cm in diameter, that
When attacking a ghost in the form extremely adversarial floats in the air. Its face has semicircular
of a skeleton with a weapon, you cannot Attack Points=- Strike Points=- eyes and a mouth that arch downward,
deal additional critical damage with a Evasion Points=- Defense Points=- and a triangular nose that points upward,
bladed weapon. Life Points/Resistance=-/- as if cut with a knife. There are no
Mental Points/Resistance=/13 (6)
eyeballs, and an evil red light can be seen
Specter Special Abilities=Possess (Resist target
deep inside the eye sockets. They often
Monster Level=5 score=12)
Most attacks immunity
float around above swamps and ponds,
Rarity=14 and if they spot prey, they'll attack
Agility=24 Movement Speed=24 (air) Habitat=Various
Languages=Those previous straight away. Like ghouls, they live by
Number=One, rarely multiple depending on
Perception=Magic scavenging dead flesh, but perhaps this
the situation
Frequency=Rare Intellect=Human A phantom is a being who by now is does not satisfy their hunger, as they
Reaction=Friendly, however, some are merely a grudge bound to a specific place, frequently attack the living.
extremely adversarial object, etc. They have almost no power to This monster has dark magic abilities.
Attack Points=- Strike Points=- interfere with others, but it’s impossible
Evasion Points=- Defense Points=- to counter them through normal means. [ Dullahan ]
Life Points/Resistance=-/- Even Turn Undead has no effect on Monster Level=7
Mental Points/Resistance=20/14 (7) Rarity=14
Phantoms. Only Exorcism and Save Soul
Special Abilities=Possess (Resist target Agility=16 Movement Speed=16
can be expected to be effective.
score=12) Number=One Frequency=Rare
Has previous skills A phantom's appearance is the same
Intellect=Human Reaction=Adversarial
Physical attacks have no effect as a specter. It can also communicate its
Attack Points=Weapon:14 (7)
Sleepless intentions while disappearing. At this Strike Points=14
Habitat=Various time, it may cause rapping sounds or Evasion Points=15 (8) Defense Points=12
Languages=Those previous poltergeist phenomena. Life Points/Resistance=20/16 (9)
Perception=Pseudo A phantom has lost all of the skills it Mental Points/Resistance=20/16 (9)
A specter is a very troublesome entity, had previously. After possessing, it can Special Abilities=Summon chariot
a grudge that has lost its physical body only use the abilities of that body. Summon headless horse
and remains in this world. The faint, If you clear up its regrets and grudges, Normal weapon immunity
transparent appearance it had in life Not affected by poison and illness
the phantom will vanish.
takes on the form of a hazy shadow. Since Sleepless
Damage from healing magic
it does not have a physical body, attacks
Habitat=Unknown, appears in towns
such as weapons and damage magic are
Languages=Regional
ineffective, and the only effective Perception=Pseudo

217
A dullahan is a ghost that appears as Not affected by poison and illness Damage from healing magic
a headless knight wearing armor. The Habitat=Unknown, appears with (or Habitat=Unknown, appears with (or
armor shines as if it were freshly made. summoned by) dullahan summoned by) dullahan
Languages=None Languages=None
A dullahan carries a one-handed sword
Perception=None Perception=Magic
and no shield, but it's no wonder, as it
A chariot ridden by a dullahan, Headless horses are the horses that
carries its own head in its spare hand!
which has the ability to fly. The chariot pull the chariot with a dullahan on board,
A Dullahan rides a chariot pulled by
can also attack while moving up to a and can gallop through the air. They act
a headless horse (the horse is called a
maximum of 90 meters in one round. faithfully to their master's commands
headless horse and the chariot is called a
Also, it can hit-and-run different and may also attack enemies. They
chariot of dullahan) and appears late at
opposing characters again and again. A cannot attack while pulling the chariot,
night at the door of the house it's aiming
dullahan riding and controlling a chariot but the dullahan can freely detach the
for. Then, it knocks on the door. When a
cannot attack on its own at the same time chariot from the headless horses at will.
resident opens the door and looks out,
(because it’s pulling the reins with one When a headless horse's master
the dullahan points inside the house and
hand and holding its head with in other). dullahan is defeated, it loses its ability to
prophesizes death, then leaves. Around
Headless horses also cannot attack while act.
one year later, the dullahan reappears at
pulling a chariot.
the house, chooses one person in the
house, and kills them.
A chariot can only be dealt damage [ Undead Knight ]
by silver or magical weapons. Monster Level=8
A dullahan can summon its chariot Rarity=14
Furthermore, additional critical damage
and headless horse at any time and in any Agility=14 Movement Speed=14
cannot be dealt by swords, spears, clubs,
place. However, one (?) dullahan has Number=One Frequency=Rare
bows, crossbows, or barehanded (with
only one chariot and two headless horses, Intellect=Human Reaction=Adversarial
magic cast). Criticals can occur as usual
and if these are defeated, they cannot be Attack Points=Weapon:15 (8)
with axes, maces, flails, slings, rocks, and Strike Points=17+mental damage
summoned again.
warhammers. Evasion Points=16 (9) Defense Points=13
You can avoid a death prophesied by
In the case of magic, cold-type and Life Points/Resistance=21/17 (10)
a dullahan by killing it the first or second
poison gas-type magic is completely Mental Points/Resistance=24/18 (11)
time it appears. It’s no use for those who
ineffective, but other damage magic are Special Abilities=Steal mental power (Strike
have received the prophecy of death to power 10, bonus damage 8)
effective. Turn Undead has no effect.
move away. The dullahan will always Gaze (Resist target score=15,
Also, healing magic cannot deal damage.
appear at the place you moved to (or to mental damage, strike power 10, bonus
To attack a dullahan aboard a chariot,
one of the places moved to, if the damage 8)
you must suffer a -2 penalty to attack Normal weapon immunity
residents have split up and moved to
power. You can attack a headless horse Not affected by poison and illness
different places), even if it's on the sea, or
that is pulling a chariot normally. Sleepless
in a room that's been walled off on all
When its master dullahan is defeated, Damage from healing magic
sides.......
or when any one of the headless horses Habitat=Ruins, deep in the woods
A dullahan can only be wounded by
pulling it are defeated, the chariot loses Languages=Regional
silver or magical weapons. Perception=Pseudo
the ability to act.
An undead knights is a ghost that
Chariot of Dullahan appears in the form of a knight wearing
Monster Level=4
Headless Horse
Monster Level=4 armor, holding a large two-handed
Rarity=14
Rarity=14 sword. Both the sword and armor have
Agility=16
Movement Speed=30/30 (air) Agility=12 red rust and no sheen. You can touch the
Number=One Frequency=Rare Movement Speed=30/30 (air) armor, but apart from the glowing red
Intellect=None Reaction=Adversarial Number=Two horses Frequency=Rare eyes behind the helmet, there's nothing
Attack Points=Ram:14 (7) Intellect=Animal Reaction=Adversarial to be found inside. After defeating an
Strike Points=15 Attack Points=Heel:10 (3)
undead knight, all that remains is an
Evasion Points=13 (6) Defense Points=8 Strike Points=12
empty, rusty suit of armor and a sword.
Life Points/Resistance=30/15 (8) Evasion Points=11 (4) Defense Points=7
Life Points/Resistance=20/13 (6) This monster wanders around alone,
Mental Points/Resistance=-/12 (5)
Mental Points/Resistance=-/12 (5) making its home in places humans don’t
Special Abilities=Normal weapon immunity
Special Abilities=Normal weapon immunity approach. This monster roams alone in
Certain weapons resistant
Mental attack immunity Mental attack immunity inaccessible places. Based on this, some
Certain magic immunity Not affected by poison and illness sages claim that undead knights are the

218
mere shadows of the former holy Perception=Pseudo of its master's coffin. When a miscreant
warriors of Pharis. It is said that they fell A wraith is a being whose ethereal such as a graverobber appears, the
on their journey to defeat evil, but their body was separated from its physical mummy is given the mission to awaken
will to fight remained and they turned body by the ancient magic spell Wraith and attack the intruder. If a mummy's
into ghosts. Naturally, the priests of Form and became undead because it did attack hits, in addition to physical
Pharis deny this, while agreeing with a not return within the spell's duration. It damage, a curse will befall you. The
different claim, which is that they're resembles a specter, with a vaguely character must make a mental power
sentinels created by necromancy during transparent image of when it was alive. resistance roll against target score 13. If
the ancient kingdom period. The scores given here are for an average they fail, they will no longer be able to
Undead knights cannot be wounded wraith, and can vary considerably recover any reductions in ability scores,
by ordinary weapons. You will need a depending on its previous knowledge, including life force and mental power.
silver or magical weapon to defeat them. mental power, sorcerer skill level, etc. Let's say an adventurer under this curse
Also, if an undead knight's attack hits, Attacks using weapons or damaging is bound with a rope and the game
the character will suffer damage to their spells have no effect at all on wraiths, master says, Well, you have 0 agility and
mental power in addition to normal which do not have a physical body, so the are disabled. At this time, even if the
damage. This damage is calculated as only effective countermeasure is magic adventurer's rope is broken, his agility
strike power 10 plus bonus damage 8, that has a mental effect. Although a will not recover from 0 and he will still
and armor defense power is useless. wraith has lost all of its physical abilities, be unable to take any action! To break
Only adventurer level and magical its knowledge-related abilities and rune this curse, the holy magic Remove Curse
defense effects will work. master skills are still effective, and it can is required.
An undead knight can similarly use magic. However, holy magic cannot Also, mental magic doesn't work on
drain the mental power of its enemies be used (dark magic is allowed). Unlike a mummy. Since a mummy is dry, it's
with its gaze. As a result, anyone struck specters, wraiths do not have the ability weak to fire, so fire attacks receive a +10
by an undead knight's gaze (even from to possess. If its mental points become 0 bonus to strike power.
behind) will suffer damage to their due to a Mental Attack, etc. the wraith
mental power. Those whose mental will vanish. If it’s directly exposed to Master Mummy
power is reduced to 0 due to damage sunlight, it will also disappear without Monster Level=9
from an undead knight's weapons or even attempting to resist. Rarity=15
gaze will die instantly and will be Agility=14 Movement Speed=14
resurrected as a wight 24 hours later. For [ Mummy ] Number=One Frequency=Very rare
Intellect=High Reaction=Adversarial
this reason, an undead knight may be Servant
Attack Points=Arms:17 (10)
accompanied by multiple wights. These Monster Level=6
Strike Points=16+curse
wights are sometimes specifically called Rarity=14
Evasion Points=17 (10) Defense Points=11
squire wights. Agility=10 Movement Speed=14
Life Points/Resistance=21/18 (11)
Number=One to several Frequency=Rare
Mental Points/Resistance=21/18 (11)
Intellect=Obeys commands
[ Wraith ] Reaction=Violent
Special Abilities=7th level ancient magic
Monster Level=8 (Magic intensity/magic power=17/10)
Attack Points=Arms:14 (7)
Rarity=14 7th level dark magic (Magic
Strike Points=8+curse
Agility=24 Movement Speed=24 (air) intensity/magic power=17/10)
Evasion Points=13 (6) Defense Points=8
Number=One Frequency=Very Rare Curse (Resist target score=16)
Life Points/Resistance=7/13 (6)
Intellect=High Reaction=Neutral Mummy summon
Mental Points/Resistance=-/14 (7)
Attack Points=- Strike Points=- Not affected by poison and illness
Special Abilities=Curse (Resist target
Evasion Points=- Defense Points=- Sleepless
score=13)
Life Points/Resistance=-/- Damage from healing magic
Mental attack immunity
Mental Points/Resistance=16/16 (9) Weak to fire
Not affected by poison and illness
Special Abilities=8th level ancient magic Habitat=Tombs
Damage from healing magic
(Magic Intensity/Magic Power=18/11) Languages=Low ancient
Weak to fire
Retains previous skills Perception=Pseudo
Habitat=Tombs
Physical attack immunity
Languages=None A Master Mummy is an ancient
Sleepless member of a royal family or noble who
Perception=Pseudo
Instantly killed by sunlight followed a ritual in ancient and sleeps in
A mummy is a monster transformed
Habitat=Ruins
by a magical ritual in ancient, and is a tomb as an undead. When a
Languages=Those previous (always includes
buried together in a tomb as the keeper graverobber, etc. places their hands on its
low ancient)

219
coffin, the master mummy rises and red eyes cause intense fear in those who and mental points each round. Life
begins to act. see them. Anyone who makes eye points do not regenerate under the sun.
If a master mummy's attack hits, in contact with a vampire must first make a
addition to physical damage, a curse will mental power resistance roll. The target Lesser Vampire
befall you. The character must make a score varies depending on the type of Monster Level=3
mental power resistance roll against vampire, but in any case, if you fail to Rarity=13
target score 16. If they fail, they will not resist, you will be paralyzed with fear and Agility=14 Movement Speed=14
Number=Several to dozens
recover any reductions, including life unable to act. Even if the vampire
Frequency=Rare
force and mental power. To break this removes its gaze, this paralysis continues
Intellect=Human Reaction=Adversarial
curse, the holy magic Remove Curse is until it disappears. Attack Points=Barehanded:10 (3)
required. Vampires cannot be wounded by Strike Points=5+mental damage
It is common for 10 or more normal weapons. To defeat them, you Evasion Points=11 (4) Defense Points=5
mummies to be buried together in a will need a silver or magical weapon. Life Points/Resistance=14/11 (4)
master mummy's coffin chamber, Also, if a vampire's attack hits a character, Mental Points/Resistance=14/11 (4)
furthermore, the master mummy has the in addition to normal damage, mental Special Abilities=Steal mental power (Strike
ability to either make an individual power will also be damaged. Armor power 10, bonus damage 3)
Gaze (Resist target score=10,
mummy rise, or summon new mummies defense power is useless against this
paralysis by fear)
from nearby. This regeneration or damage. Only adventurer level and
Life point regenerate (3 points per
summoning can only be done once per magical defense power are effective. round)
round. A master mummy can use this Those whose mental power is reduced to Normal weapon immunity
ability while taking other actions. 0 by this attack will die and will be Not affected by poison and illness
Since a master mummy is dry, it's resurrected 24 hours later as a lesser Sleepless
weak to fire, so fire attack checks are vampire. Damage from healing magic
made at plus 10 to strike power. Any Vampires maintain their mental Habitat=Various
mummies, either buried with or newly points by sucking human blood. Languages=Those previous
Perception=Pseudo
summoned, will continue to be active Vampires who temporarily lose their
A lesser vampire is a monster created
even after the master mummy has fallen, mental points due to magic, etc. cannot
by the transformation of a victim whose
attacking those who have harmed their recover them unless they suck the blood
blood has been sucked by another
master to try and get revenge. of another human or steal the mental
vampire. They will always follow the
power of another human. A vampire can
commands of the vampire that
[ Vampire ] suck the lifeblood of one human who
transformed them (their parents, so to
There are three types of vampires: cannot resist in 10 minutes, allowing
speak). They have emaciated, unhealthy
undead king, vampire, and lesser them to fully recover their mental points.
pale skin, and their glowing red eyes
vampire. All types prolong their eternal Those who've had their blood sucked
cause intense fear in those who see them.
life by sucking the lifeblood and mental will lose their mental points and will be
A character who makes eye contact with
power of others. A human whose blood resurrected as a lesser vampire in 24
a lesser vampire must first resist the gaze
is sucked by these vampires will also be hours. Vampires can also steal mental
against target score 10. If you fail, you’ll
turned into a lesser vampire. An undead power even with normal attacks, which
be paralyzed by fear and unable to act.
king is a supreme spirit-user of the are directly added to the vampire's
A lesser vampire cannot be wounded
ancient kingdom, who has turned itself mental points (but never exceed the
by normal weapons. You will need a
into an undead being, and holds great upper limit).
silver or magic weapon to defeat them. In
magical power. Vampires spontaneously If they cannot steal mental power for
addition to normal damage, a character
emerge from among the servants of the one full day, they will automatically lose
hit by a lesser vampire's attack will also
dark gods. Those who have their blood 1 mental point.
suffer damage to their mental power
sucked or their mental power taken by A vampire's negative life force has
these vampires become lesser vampires. strong regenerative power, and unless it
becomes 0, it will automatically Vampire
Also, even if their blood is sucked by a
Monster Level=10
lesser vampire, a lesser vampire will still regenerate at a rate of 3 points per round.
Rarity=13
be created. Vampires hate sunlight. When
Agility=20
Vampires share several common exposed to sunlight, a vampire suffers 1 Movement Speed=20/20 (air)
characteristics. First, vampires have pale point of damage to both their life points Number=One to several
skin and a red glow in their eyes. These Frequency=Very rare

220
Intellect=High regenerate in its soil location. Vampires Mental Points/Resistance=32/26 (19)
Reaction=Adversarial can also turn into mist at their own will Special Abilities=10th level ancient magic
Attack Points=Barehanded:17 (10) before their life points reach 0, and (Magic intensity/magic power=22/15)
Strike Points=14+mental damage 10th level dark magic (Magic
regenerate in a place with soil. Even if
Evasion Points=19 (12) Defense Points=12 intensity/magic power=22/15)
their movement is blocked by magic
Life Points/Resistance=26/20 (13) Steal mental power (Strike power 10,
Mental Points/Resistance=26/20 (13) such as Paralyze, etc. they can still turn bonus damage 15)
Special Abilities=8th level dark magic (Magic into a mist. Gaze (Resist target score=22, paralysis
intensity/magic power=18/11) If discovered by an adventurer, etc. by fear)
Steal mental power (Strike power while regenerating in a location with soil, Life point regenerate (3 points per
10, bonus damage 10) a vampire will not be able to take its round)
Gaze (Resist target score=17, physical form. It'll remain a mist. Normal weapon immunity
paralysis by fear) While a vampire is a mist, it cannot Not affected by poison and illness
Retains previous skills Sleepless
be wounded by sunlight or any other
Life point regenerate (3 points per Damage from healing magic
attack. The mist will eventually fade and
round) Habitat=Places with unholy soil
Normal weapon immunity the characters will no longer be able to Languages=Low ancient
Not affected by poison and illness see it. Perception=Pseudo
Sleepless Many vampires preserve this "soil" by The Undead King, is the name of the
Damage from healing magic preparing a coffin and lining it inside, ultimate undead, the king of all without
Habitat=Places with unholy soil while others simply keep it in a mound life, a powerful necromancer from the
Languages=Those previous inside their room. A sage who has ancient kingdom that gained eternal
Perception=Pseudo knowledge of vampires can look at the negative power through a lost spell. They
Vampires are servants of the dark soil and completely find out its true are usually dressed in black robes and a
gods or those who seem to be identity through their knowledge ability. hood. The scores given here are for an
particularly favored by the dark gods, To do so, you must know about vampires average undead king, and will vary
and are resurrected as undead after death. and must also make a success roll against depending on the abilities they had
Most abilities they had previously are target score 16. You cannot attempt this previously. If you take that into account,
retained. Additionally, they gain the success roll if you do not know about its dexterity and agility will be previous
power to use dark magic up to 8th level. vampires. +6, its strength, intelligence, and life will
They’ll no longer be able to use holy If someone with the shaman skill be previous +12, and its mental power
magic, but if they had a holy magic skill looks at the soil, they can immediately will be previous +18. That said, there
of 9th level or greater, they'll be able to tell that it's something out of the ordinary. aren't exactly enough undead kings in
use dark magic at the same skill level. If you’re accompanied by a sage who Forcelia to go taking averages...
The scores given here are for an average knows about vampires, and further find Above all, the most frightening thing
vampire and will vary depending on the
out that the soil is not normal soil, you’ll about the undead king is that it has great
ability scores it had previously. If you
be able to deduce its true identity. magical power. An undead king uses
take that into account, its dexterity, You can defeat a vampire by reducing both ancient magic and dark magic up to
agility, intelligence, and strength will be
its mental points to 0, or by removing the at least 10th level.
previous +6, and its life force and mental soil from its original location and Other characteristics are similar to
power will be previous +12. Vampires reducing its life points to 0. However, those of a vampire. The same goes for the
have the ability to move while floating in
cautious vampires usually keep soil in presence of soil.
the air. several locations.
Apart from the difference in scores
and magical power already shown, a
Undead King
vampire's abilities, weaknesses and Monster Level=15
ecology are similar to those of a lesser Rarity=13
vampire. Agility=20
A vampire's negative power is Movement Speed=20/20 (air)
strongly connected to the soil called Number=One Frequency=Very rare
unholy soil. If the vampire's life points Intellect=Very high Reaction=Adversarial
become 0, or if its body crumbles away as Attack Points=Barehanded:22 (15)
Strike Points=19+mental damage
a result of a "Turn Undead" spell being
Evasion Points=24 (17) Defense Points=17
cast on it, the vampire's form will vanish
Life Points/Resistance=26/25 (18)
into mist, but in one day it’ll completely

221
opponent for a 1st level sorcerer (without Strike Points=3
13.2.10 the fighter, thief, or ranger skill). Evasion Points=10 (3) Defense Points=4
Magical Creatures Life Points/Resistance=16/10 (3)
Mental Points/Resistance=-/10 (3)
13.2.10 Magical Creatur es

[ Homunculus ]
[ Simulacra ] Among the pseudo-life forms created
Special Abilities=All weapons cannot critical
Monster Level=Based on original Iron corrosion
by ancient magic, the homunculus is the Mental attack immunity
Rarity=14
closest to human. Although they’re Not affected by poison and illness
Agility=Based on original
Movement Speed=Based on original about one-tenth the size of a human, Habitat=Decaying swamps, sewers
Number=One to several Frequency=Rare they have human-like intelligence and Languages=None
Intellect=None Reaction=Violent can speak. Perception=Magic
Attack Points/Strike Points/Evasion Points/ Production of a homunculus is not Sorcerers in the ancient kingdom
Defense Points=Based on original always successful. In addition, creating a often experimented with creating life,
Life Points/Resistance=Based on homunculus with new characteristics but would carelessly throw their failed
original/based on original will inevitably be a process of trial and creations into the sewers or rivers. The
Mental Points/Resistance=-/Based on blob is said to be the result of such failed
error. The same held true for the
original
sorcerers of the ancient kingdom period, artificial life turning feral. It's a black,
Special Abilities=Duplication
who produced countless failures. The slimy, amorphous creature with no
Mental attack immunity
Not affected by poison and illness monsters called blobs are these failures, intellect, which attacks all living things.
Habitat=Ruins which were carelessly dumped into A blob has a liquid inside it that
Languages=None sewers and rivers, which turned feral and corrodes iron. If you attack a blob with
Perception=Pseudo have survived to the present day. an iron weapon or if a blob’s attack hits
A simulacra is a kind of golem built someone wearing iron armor, that
during the ancient kingdom period. A Homunculus equipment will corrode and become
simulacra duplicates the appearance and Monster Level=1 useless after 24 hours. However, magical
abilities of an enemy human creature and Rarity=14 weapons and armor, silver and mithril
makes them its own. Agility=14 Movement Speed=4/7 (air) silver weapons and armor are not
They were often used to watch over Number=One Frequency=Very rare affected.
people who did not use magic, such as Intellect=Human Reaction=Neutral
Also, attacks with any weapon cannot
Attack Points=Barehanded:8 (1)
slaves and savages, and to guard the critical against the blob.
Strike Points=1
places where they worked. A simulacra
Evasion Points=10 (3) Defense Points=3
duplicates the belongings, weapons, Life Points/Resistance=6/8 (1) [ Puppet Golem ]
armor, etc. of people it sees and attacks Mental Points/Resistance=14/9 (2) A puppet golem is a small, simple
them. However, magical weapons and Special Abilities=None in particular version of a golem that is created by
armor cannot be duplicated. Although Habitat=Depends on the caster giving temporary life to a tree branch,
they look the same, they don't even have Languages=Low ancient stone, etc. using an ancient magic spell.
magical power. If it duplicates someone Perception=Five senses Depending on the material, there are
who is holding a broadsword +1, it will Homunculus are often created as four different types of puppet golems
attack with a broadsword with the same distractions or scouts for rune masters. that can be created. They are oak, stone
strike power, but will not receive any Most resemble humans, but some are servant, bone servant, and skeleton
bonuses to attack power or bonus ugly, resembling gargoyles, and some warrior.
damage. have wings and can fly.
A simulacra's replication is only Unlike golems, etc. homunculus have Oak
superficial, and is limited to weapon their own will, and in some cases they Monster Level=2
combat capability. It cannot duplicate may rebel against their creators. Their Rarity=13 (However, a sorcerer always
someone's personality or even their life span is only a few years. knows)
memories. As far as is currently known, Agility=14 Movement Speed=14
Blob Number=One to several Frequency=Rare
simulacra seem to be unable to speak or
Monster Level=8 Intellect=Obeys commands
use any magic at all.
Rarity=15 Reaction=Command-based
The only way to attack a simulacra is Attack Points=Arms:10 (3)
Agility=8 Movement Speed=8
to attack directly with a weapon. Strike Points=6
Number=One to several Frequency=Rare
Although it’s a formidable enemy for a Intellect=None Reaction=Adversarial Evasion Points=10 (3) Defense Points=6
10th level fighter, it’s not a formidable Attack Points=Ram:10 (3) Life Points/Resistance=12/10 (3)
Mental Points/Resistance=-/10 (3)

222
Special Abilities=Mental attack immunity warrior. They are superior to stone [ Imitator ]
Not affected by poison and illness servants, etc. in that they have eternal life An imitator is a clay-like artificial
Habitat=Various and can carry out fairly complex lifeform created by the sorcerers of the
Languages=None
commands. ancient kingdom, made in the shape of
Perception=Pseudo
Bladed weapons cannot critical doors and treasure chests, and placed
An oak is a puppet golem the size of
against a bone servant. throughout castles and labyrinths to
a human child, made from oak wood.
guard treasures and important people.
They have no talents other than fighting.
Skeleton Warrior Normally, they’re in a state of suspended
Monster Level=5 animation and do not move at all, and
Stone Servant Rarity=14 (However, a sorcerer always they look like stone or metal, but as soon
Monster Level=3 knows)
Rarity=15 (However, a sorcerer always
as they are touched by a living creature,
Agility=18 Movement Speed=14
knows) they activate immediately and attack.
Number=One to several Frequency=Rare
Agility=12 Movement Speed=12 Since they can live for thousands of years
Intellect=Obeys commands
Number=One to several Frequency=Rare Reaction=Command-based
in a state of suspended animation, many
Intellect=Obeys commands Attack Points=Weapon:12 (5) imitators are even now still awaiting
Reaction=Command-based Strike Points=11 intruders in old labyrinths.
Attack Points=Arms:11 (4) Evasion Points=14 (7) Defense Points=10 An Imitator will not stop attacking
Strike Points=13 Life Points/Resistance=16/13 (6) until the intruders are repelled or wiped
Evasion Points=11 (4) Defense Points=8 Mental Points/Resistance=-/13 (6) out, but since they're ordered to remain
Life Points/Resistance=16/11 (4) Special Abilities=Mental attack immunity
Mental Points/Resistance=-/11 (4)
in a specific location, they will not
Bladed weapons cannot critical
Special Abilities=Mental attack immunity pursue any enemies that run away.
Not affected by poison and illness
Not affected by poison and illness Once combat is over, an imitator
Habitat=Uncertain
Habitat=Various Languages=None
dissolves the bodies of the victims it
Languages=None Perception=Pseudo killed in acid, completely absorbing
Perception=Pseudo them. The time required for absorption
A skeleton warrior is a golem created
A stone servant is a puppet golem is several hours for a small imitator, but
from a magical dragon's tooth. Its
about 1.5 meters tall, made from stone. only a few dozen seconds for a large one.
appearance is that of a fully-armed
They can perform simple tasks as well as An imitator can also absorb iron, but
skeleton, which uses its weapon and
fight. cannot dissolve gold, silver, or jewelry, so
shield with mechanical precision.
However, its intellect is low and it cannot it spits those out. Therefore, there will
Bone Servant often be treasures that belonged to the
accept complex or abstract commands.
Monster Level=3 victims scattered around the imitator.
For this reason, skeleton warriors are
Rarity=15 When it finishes absorbing, the imitator
Agility=12 Movement Speed=18
often used for simple tasks, such as
guarding treasure vaults, etc. will return to its original state of
Number=One to several Frequency=Rare
A skeleton warrior will attempt to suspended animation.
Intellect=Obeys commands
Reaction=Command-based carry out any commands they're given, Imitators have no intelligence. The
Attack Points=Arms:11 (4) unless the caster who created them gives only words an imitator can understand
Strike Points=8 them new commands in high ancient, or are the keywords given to it by the
Weapon:11 (4) Strike Points=9 cancels any previously given commands. sorcerer at the time it was created. If you
Evasion Points=11 (4) Defense Points=5 say the keyword, the imitator will not
It's usually not possible to control, or
Life Points/Resistance=15/11 (4) attack. Even in the middle of combat,
cancel the commands of, a skeleton
Mental Points/Resistance=-/11 (4) hearing the keyword will instantly return
Special Abilities=Mental attack immunity
warrior created by someone else.
Also, once created, a skeleton warrior it to suspended animation.
Bladed weapons cannot critical
will never return to its original tooth Imitators come in a variety of shapes
Not affected by poison and illness
Habitat=Various form. and sizes, but the three most common
Languages=None Even if you attack a skeleton warrior ones are chest imitators, door imitators,
Perception=Pseudo with a bladed weapon, it will not cause a and floor imitators. There are also
A bone servant is a puppet golem critical hit. monsters called things, which are
made from the bones of living creatures. imitators that escaped after being created,
Usually they're humanoids, but other and turned feral.
ones exist too. When armed, they're Imitators and things will disguise
difficult to distinguish from a skeleton themselves as other objects, then

223
perform a surprise attack. To avoid being This is an imitator in the shape of a Life Points/Resistance=16/11 (4)
surprised, a character must make a door. As soon as you touch the knob, it’ll Mental Points/Resistance=12/11 (4)
success roll against target score 16 using attack. Anyone hit by a door imitator's Special Abilities=Camouflage (Sense target
score=16)
ranger skill level + intelligence bonus as attack on the first round will have one
Tentacle Attack 1D times
the baseline score. arm grabbed and will suffer a -4 penalty
Not affected by poison and illness
If you’re caught by surprise, the to evasion on subsequent rounds. You Sleepless
imitator or thing will be given the first can only use your other arm in combat, Habitat=Underground labyrinths, ruins
attack. At this time, a -4 penalty will be and your movement is restricted, so you Languages=Regional
imposed on the character's evasion cannot use ancient magic. The method of Perception=Magic
speed. Normal combat is possible from shaking your arm free is the same as Like an imitator, a thing is an
the 2nd round onwards. strangling (see p. 236), but you will not amorphous creature, and according to
suffer any damage from being grabbed, one theory it's said to be an imitator
Chest Imitator and you’ll still be able to make sound. that's turned feral. The difference is that
Monster Level=2 they have intellect and can transform
Rarity=13 Floor Imitator into any creature so long as it's close to
Agility=10 Movement Speed=10 Monster Level=5 human size. Although it is nearly
Number=One Frequency=Moderate Rarity=13 impossible to see through its clever
Intellect= Almost none Reaction=Violent Agility=10 Movement Speed=10 transformation, in contrast to an
Attack Points=Arms:10 (3) Number=One Frequency=Rare
imitator, it's not very good at
Strike Points=4 Intellect=Almost none Reaction=Violent
Evasion Points=10 (3) Defense Points=6 transforming into inanimate objects.
Attack Points=Arms:13 (6)
Life Points/Resistance=8/9 (2) Strike Points=13
Things often eat humans. They
Mental Points/Resistance=-/10 (3) Strike Points=11 (4) Defense Points=9 approach their prey in the form of a
Special Abilities=Camouflage (Sense target Life Points/Resistance=24/15 (8) human or elf, catch their opponent off
score=16) Mental Points/Resistance=-/13 (6) guard, then aim to attack when they're
Mental attack immunity Special Abilities=Camouflage (Sense target alone. They target humans because
Not affected by poison and illness score=16) they’re easier to deceive than animals.
Habitat=Underground labyrinths, ruins Strangling Animals have a keen sense of smell, so no
Languages=None Mental attack immunity
matter how closely a thing resembles the
Perception=Magic Not affected by poison and illness
This is an imitator in the shape of a real deal , they’ll be able to tell by the
Habitat=Underground labyrinths, ruins
treasure chest. As soon as a thief touches Languages=None
difference in smell.
it to examine it, it'll attack. Chest Perception=Magic During combat, a thing can attack up
imitators can actually be used as treasure This is the most dangerous type of to 6 times by transforming its body so as
chests, so you may find treasure inside imitator. The entire floor of one room is to produce numerous arms and tentacles.
after defeating them. an imitator which attacks anyone who The game master must roll the dice to
enters the room. Anyone standing on a randomly determine how many attacks
floor imitator that's begun to move must are made in a round.
Door Imitator
Monster Level=3 suffer a -2 penalty to attack and evasion
Rarity=13 due to unstable footing. A floor imitator [ Obsidian Dog ]
Agility=10 Movement Speed=10 can attack anyone standing on top of it. Monster Level=3
Number=One Frequency=Rare Rarity=15
Anyone hit by a floor imitator's attack
Intellect=Almost none Reaction=Violent Agility=16 Movement Speed=24
will be enwrapped in its amorphous
Attack Points=Barehanded:10 (3) Number=One to several Frequency=Rare
body and strangled (see p. 236). Intellect=Animal Reaction=Adversarial
Strike Points=5
Evasion Points=10 (3) Defense Points=7 Attack Points=Fangs:10 (3) Strike
Life Points/Resistance=16/11 (4) Thing Points=10
Mental Points/Resistance=-/11 (4) Monster Level=3 Evasion Points=11 (4) Defense Points=8
Special Abilities=Camouflage (Sense target Rarity=16 Life Points/Resistance=16/11 (4)
score=16) Agility=12 Movement Speed=12 Mental Points/Resistance=-/11 (4)
Arm grab Number=One Frequency=Very rare Special Abilities=Mental attack immunity
Mental attack immunity Intellect=Human Not affected by poison and illness
Not affected by poison and illness Reaction=Neutral to adversarial Fire immunity
Habitat=Underground labyrinths, ruins Attack Points=Tentacles:10 (3) Habitat=Underground labyrinths, ruins
Languages=None Strike Points=7 Languages=None
Perception=Magic Evasion Points=11 (4) Defense Points=7 Perception=Magic

224
This is a type of golem created insidious, and they’re willing to resort to bond will break and it'll disappear.
through ancient magic. It looks like a dirty measures. Physical attacks are completely
dog made of obsidian. It’s normally a ineffective against a stalker in ghostly
harmless dog statue, but when its silver [ Sí ] form.
collar is removed, it becomes hostile Monster Level=3 In present day Forcelia, the technique
towards all living things and attacks. The Rarity=14 used to create stalkers has been lost.
inhabitants of the ancient kingdom used Agility=17 Movement Speed=17 Therefore, all stalkers adventurers will
Number=One to several
them as a spectacle to fight off savages. meet are survivors from the ancient
Frequency=Very rare
Occasionally an obsidian dog can be kingdom.
Intellect=Human Reaction=Adversarial
found still wearing its silver collar. Attack Points=Weapon:11 (4) Stalkers naturally follow the
Strike Points=4 commands of their casters, but now that
[ Gargoyle ] Evasion Points=12 (5) Defense Points=5 all the casters are dead, they remember
Monster Level=3 Life Points/Resistance=4/9 (2) the last command they were given and
Rarity=12 Mental Points/Resistance=14/11 (4) faithfully try to carry it out. Stalkers that
Agility=12 Special Abilities=3rd level ancient magic were created but abandoned without
Movement Speed=10/15 (air) (Magic intensity/magic power=12/5) being given any commands will act
Number=One to several Frequency=Rare Habitat=Ruins
according to their violent tendencies,
Intellect=Human Reaction=Neutral Languages=Low ancient
Attack Points=Fangs:10 (3)/Claws:11 (4) indiscriminately attacking anyone they
Perception=Five senses
Strike Points=10/9 come across.
The sí is said to be an artificial
Evasion Points=11 (4) Defense Points=8 Failures were also an inevitable part
lifeform created by the wizards of the
Life Points/Resistance=16/11 (4) of stalker production. However, these
ancient kingdom. They mainly live in
Mental Points/Resistance=10/10 (3) failed creations became gaseous
ancient ruins and have their own villages
Special Abilities=Not affected by poison and creatures called gizmos, which continue
illness and small homes. They are highly
to live in present day Forcelia.
Sleepless intelligent and can handle magic. Their
Habitat=Ruins physique and appearance is similar to
Gizmo
Languages=None that of a grassrunner, but they have long,
Monster Level=3
Perception=Magic gangly limbs and unusually thin fingers.
Rarity=15
A gargoyle is a species of golem, a They do not willingly go outside their Agility=10 Movement Speed=13
statue brought to life through magic, but home (ruins). A sí's weapon is a thin Number=One to several Frequency=Rare
its flexible movements resemble those of sword that resembles a needle. They also Intellect=None Reaction=Violent
a normal living creature. Its appearance use ancient magic. This often includes Attack Points=- Strike Points=-
resembles a stone statue, and if you close lost spells among them. Evasion Points=10 (3) Defense Points=5
your eyes, you won't be able to tell it Life Points/Resistance=14/11 (4)
Mental Points/Resistance=-/11 (4)
apart unless you look very closely. These [ Stalker ]
monsters still exist in the ruins of the Special Abilities=Noxious gas (Toxicity
Stalkers are beings created through
score 10, strike power 10, bonus damage 3)
ancient kingdom without ceasing activity, ancient magic rituals, using gas and
Mental attack immunity
but the means to control them and the many human souls. As their name Weapon immunity
technology to create them have already suggests, they’re meant to assassinate Certain magic immunity
been lost. others. Stalkers are usually ghostly Weak to fire
A gargoyle has wings on its back and beings, who can move without being Habitat=Stagnant swamps
can fly. It also has a tail. Its grotesque blocked by physical obstacles. Thus they Languages=None
appearance is said to be because it was can freely pass through small gaps in Perception=Magic
modeled after the lesser daemon zalbard doors or holes in walls. However, since Gizmos are amorphous black gasses
(described later). The size of a gargoyle is they cannot use magic, etc. if they around 2 meters in diameter, which were
nearly 2 meters when standing upright. attempt to carry out their original failed attempts at stalkers. They live by
Unlike golems, etc. they act according to purpose, which is to kill, they must inhaling the stench of decay emitted by
their own judgment without receiving materialize before they attack. A dead animals. If there are no animal
commands. In other words, they may materialized stalker can be wounded by carcasses nearby, they will also try to kill
run away if they think they're at a damage magic, silver, and magical living creatures and turn them into
disadvantage, or they may take weapons, but cannot be wounded by corpses.
advantageous tactics depending on the normal weapons. When either its life or Even if a gizmo's attack hits, it does
situation. Their personality is very mental points reach 0, a stalker's spiritual not deal damage by itself. However, the

225
body of a gizmo is poisonous gas, so damage. Regardless of damage or armor,
those hit by it will inhale it and suffer Shadow Stalker once character's life force rounds have
damage resulting from a strike power 10 Monster Level=5 passed, the character will suffocate and
strike roll plus 3 points of bonus damage. Rarity=14 fall unconscious (life force 0). Every
However, if their resistance roll is Agility=15 Movement Speed=15 round from then on, you’ll need to make
Number=One, rarely multiple
successful, the strike power becomes 0. a death check when applying damage
Frequency=Rare
Armor cannot protect against gas, only (even if it’s 0). For information on
Intellect=Low Reaction=Adversarial
adventurer level or magical protection Attack Points=Garrote:10 (3) escaping, see grappling (see p. 265).
can reduce the damage. Strike Points=Special
A gizmo cannot be attacked by Evasion Points=13 (6) Defense Points=7 Air Stalker
weapons at all. Since they have no mind, Life Points/Resistance=16/13 (6) Monster Level=6
Sleep Cloud and other types of magic that Mental Points/Resistance=20/14 (7) Rarity=15
affect the mind are ineffective Cold-type, Special Abilities=Choke (Strike power 10, Agility=15 Movement Speed=15
bonus damage 5) Number=One, rarely multiple
wind cutter-type, stone-type, and poison
Surprise attack (Sense target score=16) Frequency=Rare
gas-type damage magic is also ineffective.
Normal attack immunity Intellect=Low Reaction=Adversarial
Only fire-type, electric-type, pure energy- Attack Points=Weapon:13 (6)
Not affected by poison and illness
type, and explosion-type magic attacks Sleepless Strike Points=12
can deal damage. A gizmo's gas is highly Physical attack immunity while in Evasion Points=14 (7) Defense Points=8
flammable, so fire-type magic is ghostly form Life Points/Resistance=16/14 (7)
particularly effective, and will add +10 to Habitat=Ruins Mental Points/Resistance=20/15 (8)
normal strike power during a check. Languages=None Special Abilities=Normal attack immunity
Also, if you cast a Fire Weapon spell on Perception=Pseudo, Magic while in ghostly Completely transparent
form Not affected by poison and illness
your weapon and attack, it’ll deal strike
A shadow stalker is a stalker made Sleepless
power 20 damage if it hits.
using an extremely heavy black gas. Even Physical attack immunity while in
ghostly form
when it's not materialized, the color of
Gas Stalker Habitat=Ruins
Monster Level=4 the black gas is clearly visible in a well-lit
Languages=None
Rarity=14 area, but when it's lost in darkness, it's Perception=Pseudo, Magic while in ghostly
Agility=15 Movement Speed=15 barely recognizable. It also excels at form
Number=One, rarely multiple moving around while pretending to be An air stalker is a stalker created
Frequency=Rare its opponent's shadow. A shadow stalker from transparent gas. Therefore, even
Intellect=Low Reaction=Adversarial will materialize behind its opponent, when it materializes, it is completely
Attack Points=Claws:12 (5) holding a garrote in its hand. It'll then try
Strike Points=9
invisible. For this reason, attacks on an
to strangle the opponent to death with air stalker and evasion against an air
Evasion Points=12 (5) Defense Points=6
that garrote. stalker's attacks are always -4.
Life Points/Resistance=14/12 (5)
Mental Points/Resistance=20/13 (6) Those with the ranger skill can detect Of course, it's not certain what form
Special Abilities=Normal weapon immunity this attack using their sense danger an air stalker will materialize in.......
Not affected by poison and illness ability if they succeed on a success roll
Sleepless against target score 16 using ranger skill [ Mutant Monster ]
Physical attack immunity while in level + intelligence bonus as the baseline Monster Level=5
ghostly form score. If you can detect it, you can evade Rarity=18
Habitat=Ruins and attack as normal, but if you cannot, Agility=10 Movement Speed=10
Languages=None Number=One Frequency=Very rare
it will be a complete surprise attack, so
Perception=Pseudo, Magic while in ghostly Intellect=Low Reaction=Adversarial
form
you will not be able to attack, and will be
Attack Points=Arms:13 (6)
A gas stalker is a Stalker created using attacked with no chance to respond. At
Strike Points=11
a heavy, foul-smelling gas. Although it's this time, you’ll suffer a -4 penalty to
Evasion Points=11 (4) Defense Points=8
usually invisible and doesn't make a evasion. Life Points/Resistance=18/14 (7)
sound, you can tell when it’s approaching Once a shadow stalker's attack hits, Mental Points/Resistance=18/13 (6)
because the gas that makes up its body treat it as if the character is being Special Abilities=None in particular
gives off a terrible odor. When it strangled. The damage is strike power 10, Habitat=Various
plus 5 points of bonus damage. If an Languages=Regional
materializes, it appears as a naked devil
adventurer is wearing metal armor other Perception=Five senses
with green skin and crazy bloodshot eyes.
than ring mail, they will not suffer any

226
This is a human who has mutated and some come in special shapes that Perception=Pseudo
gone berserk due to a special poison resemble animals, magical beasts, or An iron golem is a golem made of
called Living Doll (see Poison List, p. mythical beasts such as dragons, etc. iron, and is the slowest of all golems.
164). They vary in appearance; some Here, we will introduce data for three However, in terms of hardness of body
have four arms, some have a tail instead types of golems: the most frequently and size of life force, they’re also
of legs, some have small wings, and some produced Flesh Golem and Iron Golem, terrifying beings that rival lesser dragons
have scales all over their bodies. and the extremely rare Mithril Golem and titans.
Transformation from human to which is considered the strongest. This Against an iron golem, weapons
monster takes one round, during which data has been created with the cannot deal additional critical damage.
they cannot attack, but they can still assumption that their shape is humanoid. Also, damage spells such as cold-type,
evade. Evasion points, defense points, electric-type, stone-type, poison gas-type,
and life points in the round during Flesh Golem and wind cutter-type are completely
transformation use the monster's scores. Monster Level=7 useless. Fire-type damage magic is
Even if struck by the poison, it does Rarity=12 effective, but a critical cannot occur.
not completely turn them into a monster, Agility=12 Movement Speed=13 Earthquake-type, explosion-type, and
Number=One Frequency=Rare pure energy-type damage magic is
and some memories of being human
Intellect=Obeys Commands
may remain. If you call out to them with effective, and a critical can occur.
Reaction=Command-based
all your heart, they may respond. If you Attack Points=Arms:15 (8)
cast the holy magic Cure Poison on them, Strike Points=16 Mithril Golem
you can return them to their human Evasion Points=14 (7) Defense Points=9 Monster Level=13
form. Life Points/Resistance=30/18 (11) Rarity=16
In addition to Living Doll, it’s said Mental Points/Resistance=-/15 (8) Agility=12 Movement Speed=15
Special Abilities=Mental attack immunity Number=One Frequency=Very rare
that there are several other poisons that
Not affected by poison and illness Intellect=Obeys commands
can create mutant monsters. According
Habitat=Ruins Reaction=Command-based
to one theory, magical beasts such as Attack Points=Arms:21 (14)
Languages=None
scylla, etc. were born from such poison. Strike Points=25
Perception=Pseudo
A flesh golem is a golem made from Evasion Points=19 (12) Defense Points=19
[ Golem ] dead flesh. Usually animal products were
Life Points/Resistance=75/31 (24)
Golems are statues created by Mental Points/Resistance=-/21 (14)
used, but perhaps because it was the
enchanters during the ancient kingdom Special Abilities=Bladed weapons cannot
ancient kingdom period, examples made critical
period, and given pseudo-life. All they
from the bodies of slaves are also Certain magic resistant
can do is blindly follow the commands of
frequently seen. Golems are generally Mental attack immunity
their sorcerer master. In the present day,
slow-moving creatures, but these have Not affected by poison and illness
the method of creating golems has been Habitat=Ruins
relatively flexible and agile bodies among
lost, and there are no sorcerers who can Languages=None
them.
create golems. Perception=Pseudo
Since golems have eternal life, some Mithril Golems are extremely rare,
Iron Golem
of them are still left in ruins, etc. Some of Monster Level=9 and only one has been confirmed to exist
them were left as they were created, Rarity=12 to date. Since they’re formed from
without any commands given. Such Agility=6 Movement Speed=8 mithril silver, which is hard but
golems can be given commands using Number=One Frequency=Rare lightweight, they can make relatively
the ancient magic Command Golem. Intellect=Obeys commands agile movements, and they also have
A variety of materials were used to Reaction=Command-based exceptionally hard bodies and large
create golems. Typically, animal (or Attack Points=Arms:17 (10) amounts of life force.
Strike Points=19
human) flesh, stone, wood, steel, and Against a mithril golem, weapons
Evasion Points=14 (7) Defense Points=14
ceramics were commonly used. However, cannot deal additional critical damage.
Life Points/Resistance=50/23 (16)
some were made of very unusual Mental Points/Resistance=-/17 (10) Also, damage spells such as cold-type,
material, such as crystal, ruby, diamond, Special Abilities=Weapons cannot critical electric-type, stone-type, poison gas-type,
and mithril silver, as if to show off their Certain magic resistant and wind cutter-type are completely
skills. Mental attack immunity useless. Fire-type damage magic is
Golems are generally humanoid, but Not affected by poison and illness effective, but a critical cannot occur.
there are many exceptions to this, and Habitat=Ruins Earthquake-type, explosion-type, and
Languages=None

227
pure energy-type damage magic is Perception=Five senses (Darkvision) Fire attacks have no effect on a
effective, and a critical can occur. At first glance, the hellhound looks cerberus.
like a large black dog. However, in reality,
it’s a terrifying beast from the [ Lesser Daemon ]
13.2.11 underworld, also known as the watchdog Grunel
Daemons/Underworld of Hell. Hellhounds have a 1 in 6 chance Monster Level=5
Creatures (if you roll 1 on 1D) of breathing fire Rarity=13
13.2.11 Daemons/Under world Creatures
from their mouths. Everyone within a 5 Agility=14 Movement Speed=15
[ Aetherbeast ] meter radius semicircle in front of the Number=One to several
Monster Level=4 Frequency=Very rare
hellhound will suffer damage equal to a
Rarity=15 Intellect=Human
strike power 10 strike roll plus 5 points
Agility=16 Movement Speed=21 Reaction=Adversarial, or command-based
of bonus damage. Armor cannot protect Attack Points=Weapon: 12 (5)/Tail: 12 (5)
Number=One Frequency=Very rare
Intellect=Animal Reaction=Adversarial
against this fire; only adventurer level Strike Points=13/13
Attack Points=Fangs: 11 (4) and magical defense can reduce the Evasion Points=12 (5) Defense Points=9
Strike Points=10 damage. Life Points/Resistance=22/14 (7)
Evasion Points=11 (4) Defense Points=7 Mental Points/Resistance=20/14 (7)
Life Points/Resistance=14/12 (5) [ Cerberus ] Special Abilities=5th level ancient magic
Mental Points/Resistance=16/12 (5) Monster Level=9 (magic intensity/magic power=14/7)
Special Abilities=Depends on appendages Rarity=13 3rd level dark magic (magic
Habitat=Underground labyrinths, ruins Agility=15 Movement Speed=18 intensity/magic power=12/5)
Languages=None Number=One Frequency=Very rare Strangling
Perception=Five senses (illumination due to Intellect=Animal Reaction=Adversarial Habitat=Underground labyrinths, secluded
appendages) Attack Points=Fangs (3 times): 15 (8) ruins
These are beasts of the daemon world, Strike Points=17x3 Languages=Low ancient
said to be creatures created by daemons. Evasion Points=15 (8) Defense Points=12 Perception=Five senses (Darkvision)
They often work as servants of daemons. Life Points/Resistance=22/17 (10) A grunel is a humanoid lesser
They're rarely encountered in the Mental Points/Resistance=15/16 (9) daemon with steel-blue skin. It's
Special Abilities=Fire breath in a 5 meter characterized by its long tail, which it can
material world, and details of them are
surrounding radius (Resist target score=15, manipulate freely like a whip to attack or
not well understood. The few eyewitness
strike power 20, bonus damage 8) entangle enemies. If it uses its tail to
accounts are mixed, and its shape is not Fire immunity
clear, but it’s agreed that it looks like a entangle, treat this as a strangling attack
Habitat=Deep within underground
combination of several animals from the (see p. 236). The target will be unable to
labyrinths
material world. Languages=None move, and the grunel can attack with the
Although this data is general, there Perception=Five senses (Darkvision) weapon in its right hand. They have the
are many different types of aetherbeasts. A cerberus is a large black dog with ability to use ancient magic. They seem
If the game master wishes, they may three heads, and is thought to be a to have been especially proficient at
create special aetherbeasts. variant of the hellhound. It's slightly enchanting, and often carry a magical
larger than a hellhound, about as big as a sword. If a grunel has a magic sword, add
a bonus of 1 point to both its attack
[ Hellhound ] medium-sized horse. When attacking, it
Monster Level=5 uses all three of its heads to bite the same points and strike points. They can also
Rarity=14 target at the same time. use dark magic.
Agility=15 Movement Speed=18 Like a hellhound, a cerberus can also
Number=One Frequency=Rare breathe fire. If a 1 is rolled on 1D, all Zalbard
Intellect=Animal Reaction=Adversarial Monster Level=5
three heads will breathe fire at the same
Attack Points=Fangs:12 (5) Rarity=13
time in three different directions.
Strike Points=12 Agility=14
Evasion Points=12 (5) Defense Points=8
Everyone in a 5 meter radius
Movement Speed=15/17 (air)
Life Points/Resistance=16/13 (6) surrounding the cerberus will suffer
Number=One to several
Mental Points/Resistance=12/13 (6) damage equal to a strike power 20 strike Frequency=Very rare
Special Abilities=Fire breath in a 5 meter roll plus bonus damage 8. Armor cannot Intellect=Human
forward radius (Resist target score=12, strike protect against this fire; only adventurer Reaction=Adversarial, or command-based
power 10, bonus damage 5) level and magical defense can reduce the Attack Points=Claws: 13 (6)
Fire immunity damage. Strike Points=14
Habitat=Deep caves, underground labyrinths Evasion Points=12 (5) Defense Points=9
Languages=None Life Points/Resistance=25/15 (8)

228
Mental Points/Resistance=18/14 (7) appearance after just one look, including Intellect=Human
Special Abilities=3rd level dark magic (magic their clothes. If it spends one minute to Reaction=Adversarial, or command-based
intensity/magic power=12/5) observe them, it can imitate their tone of Attack Points=Fangs: 13 (6)/Claws: 14 (7)
Breathe enough fire to engulf Strike Points=17+Poison/16
speech and gestures exactly. Therefore,
one person (Resist target score=12, strike Evasion Points=12 (5) Defense Points=10
it's not possible to discern whether it's
power 10, bonus damage 5) Life Points/Resistance=30/17 (10)
Fire immunity the real thing by appearance alone. To Mental Points/Resistance=20/15 (8)
Habitat=Underground labyrinths, secluded shapeshift or shapeshift back requires Special Abilities=3rd level dark magic (magic
ruins one full round. intensity/magic power=12/5)
Languages=Low ancient However, it cannot copy its Poison (toxicity score 13,
Perception=Five senses (Darkvision) opponent's abilities and memories. Even strike power 20, bonus damage 6)
The zalbard is a lesser daemon that's if it shapeshifts, a doubleburg's score data Habitat=Underground labyrinths, secluded
said to be the model for the gargoyle. Its will not change at all. For example, even ruins
appearance is almost identical to that of Languages=Low ancient
though it looks like it's wielding a
Perception=Five senses (Darkvision)
a gargoyle, but its skin is fiery red. Its eyes weapon, it's actually a part of the
A ragnakang is a lesser daemon that
are also bright red, and glow suspiciously. doubleburg's own body that's been
looks like an upright dragon. It has wings
A zalbard's method of attack is the sharp shapeshifted.
reminiscent of a giant bat, can reach over
claws on its hands, and it also has the
3 meters in height with its neck extended,
power to breathe magical fire from its Ragnakang
and uses its long neck to attack by biting.
mouth. The fire breathed by a zalbard Monster Level=6
It also uses its strong tail as a weapon.
extends in a straight line, making one Rarity=13
Agility=10 They perform these two attacks at the
target within 5 meters its victim. Those
Movement Speed=12/20 (air) same time every round. Its sharp fangs
attacked by the fire will suffer damage
Number=One Frequency=Very rare contain a powerful poison, and those
equal to a strike power 10 strike roll plus
5 points of bonus damage. If you succeed
on a resistance roll, strike power
becomes 0. In addition, fire and heat
attacks cannot wound a zalbard. They
have the ability to use dark magic.

Doubleburg
Monster Level=5
Rarity=14
Agility=15 Movement Speed=12
Number=One to several
Frequency=Very rare
Intellect=Human
Reaction=Adversarial, or command-based
Attack Points=Claws:13 (6)
Strike Points=12
Evasion Points=12 (5) Defense Points=9
Life Points/Resistance=20/14 (7)
Mental Points/Resistance=18/14 (7)
Special Abilities=Shapeshift
Habitat=Underground labyrinths, secluded
ruins
Languages=Low ancient, languages of the
person it shapeshifts into
Perception=Five senses (Darkvision)
A doubleburg is almost the same size
as a human, and its entire body is pitch
black. It has a bright red open mouth
straight across its face, but no other
features. This daemon has the ability to
completely copy any opponent’s

229
who fail to resist will immediately suffer be freely manipulated by the maligdorai. observe them for one minute, they can
damage equal to a strike power 20 strike To recover from this, you must defeat imitate their tone of speech and gestures
roll plus 6 points of bonus damage. their master, the maligdorai. Those being exactly. Then, if they observe them for
manipulated cannot recover their mental over one hour, they will be able to
Maligdorai power through sleep or through magic completely copy their abilities and
Monster Level=7 such as Transfer Mental Power. Also, memories. To shapeshift or shapeshift
Rarity=15 spells that affect the mind have no effect back requires one full round.
Agility=14 Movement Speed=15/20 (air) on those in this state. A doppelganger who has copied the
Number=One Frequency=Very rare
A maligdorai can also show illusions abilities and memories of an opponent
Intellect=High
to multiple creatures within its vision at can use all of their abilities. If they
Reaction=Adversarial, or command-based
Attack Points=Needle x 2: 14 (7)
the same time, but it must focus in order transform into a dragon, they can
Strike Points=16x2 to perform the illusions. If its focus is breathe fire, and if they transform into a
Evasion Points=14 (7) Defense Points=9 interrupted or it’s unable to focus due to 10th level fighter, they can fight with
Life Points/Resistance=20/16 (9) making physical attacks, suffering their attack power, strike power, and
Mental Points/Resistance=25/17 (10) damage, etc., then it cannot maintain its bonus damage. However, they cannot
Special Abilities=Illusion (Resist target illusions. Illusions cannot be used in the use holy magic or dragon roar magic
score=17, mental damage=strike power 10, round immediately after suffering (they can use other magic). In addition,
bonus damage 7)
damage. a doppelganger can use its own ability,
Habitat=Underground labyrinths, secluded
Conversely, while the maligdorai is ancient magic.
ruins
Languages=Low ancient
performing an illusion, the target must If combat occurs without them
Perception=Five senses (Darkvision) make a resistance roll against the illusion shapeshifting, a doppelganger will fight
The Maligdorai is a daemon whose each round. primarily using ancient magic.
upper body resembles an owl and lower
body the hind legs of a goat, and its entire [ Greater Daemons ]
body is covered in feathers. As well as Doppelganger
wings on its back, it has jointless Monster Level=10
tentacle-like viscera sprouting from the Rarity=16 13.2.12
base of each wing. Its arms come to sharp
Agility=14 Movement Speed=18 Humans
Number=One Frequency=Very rare
gimlet-shaped points, and it performs
13.2.12 Humans

Intellect=High Reaction=Adversarial [ Normal Man ]


physical attacks by stabbing with them. Attack Points=Claws: 18 (11) Monster Level=0
A maligdorai’s most frightening Strike Points=20 Rarity=- (Everyone knows them)
ability is illusion. The maligdorai can Evasion Points=16 (9) Defense Points=14 Agility=10 Movement Speed=10
show illusions to surrounding creatures, Life Points/Resistance=34/21 (14) Number=One to hundreds
dealing damage to their minds (these Mental Points/Resistance=28/20 (13) Frequency=Frequent
illusions have no effect on monsters that Special Abilities=7th level ancient magic Intellect=Human Reaction=Friendly
(magic intensity/magic power=16/9) Attack Points=Farming Tools:7 (0)
don't have mental points). When a
Shapeshift Strike Points=3
maligdorai uses this illusion ability,
Habitat=Underground labyrinths, secluded Evasion Points=8 (1) Defense Points=2
those being targeted must make a mental ruins Life Points/Resistance=10/8 (1)
power resistance roll against target score Languages=Low ancient, languages of the Mental Points/Resistance=10/8 (1)
17 at the beginning of the round. If the person it shapeshifts into Special Abilities=None in particular
target succeeds, they will escape the Perception=Five senses (Darkvision) Habitat=Human villages
effect and can act freely, but if the target The doppleganger, which is in the Languages=Regional
fails to resist, they will see an illusion of same family as the doubleburg, albeit a Perception=Five senses
what they fear as an enemy deep within greater species, has the appearance of a 3 Ordinary people such as villagers
their heart attacking them, and as a result meter tall giant with an entirely black will not become enemies of adventurers.
will suffer strike power 10+ bonus body. Its has a bright red straight open The data here is for when villagers, etc.
damage 7 damage to their mental power. mouth, but no other features besides that. with no fighting ability are drawn into
They will also be unable to take any A doppelganger can copy the appearance, combat.
actions. abilities, memories, etc. of an opponent
Those who lose all their mental by observing them. At a glance, all they
power due to an illusory attack will from can capture is their appearance
then on be turned into a being that can (including their belongings). If they

230
[ Bandit ] Life Points/Resistance=12/11 (4) Senior Soldier
Bandits are those who build Mental Points/Resistance=12/11 (4) Monster Level=3
strongholds in the fields and hills, and Special Abilities=None in particular Rarity=5
Habitat=Human villages, fields and hills near Agility=13 Movement Speed=13
make the surrounding area their
roads Number=One to several
territory, where they steal from
Languages=Regional Frequency=Frequent
passersby (mainly merchants). Perception=Five senses Intellect=Human Reaction=Friendly
This data is for a chief class, who Attack Points=Weapon: 10 (3)
Henchman leads about 20 followers. If the bandits Strike Points=8
Monster Level=1 Evasion Points=11 (4) Defense Points=7
are large enough in scale, there will be
Rarity=5 Life Points/Resistance=13/11 (4)
more than one chief class with equal
Agility=10 Movement Speed=10 Mental Points/Resistance=13/11 (4)
Number=Several to dozens
power. Please consider the standard ratio
Special Abilities=None in particular
Frequency=Moderate of henchmen : leaders : chiefs to be 16 : 4 :
Habitat=Towns, villages
Intellect=Human Reaction=Adversarial 1. If the scale reaches 80 people or more, Languages=Regional
Attack Points=Weapon:8 (1) there will be an even stronger boss. This Perception=Five senses
Strike Points=5 boss's scores should equal the total scores These are soldiers who guard major
Evasion Points=8 (1) Defense Points=4 of a chief +1. In this case, the ratio of locations or command small groups.
Life Points/Resistance=10/8 (1) henchmen : leaders : chiefs : bosses should Most of these soldiers were promoted
Mental Points/Resistance=10/8 (1)
be 64 : 16 : 4 : 1. Every time the scale of from normal soldiers and are also much
Special Abilities=None in particular
the bandits grows 4 times larger, there older.
Habitat=Human villages, fields and hills near
roads will be someone stronger to command
Languages=Regional them (add +1 to each score). For a group Knight
Perception=Five senses of bandits with 300 to 400 members, the Monster Level=5
Bandit henchmen should generally leader's monster level should be 5, for Rarity=5
be at about this level. more than 1000, it should be 6, for more Agility=14 Movement Speed=14
than 5000, it should be 7......etc. Number=One to several
Frequency=Moderate
Leader
Intellect=Human Reaction=Friendly
Monster Level=2 [ Soldier ] Attack Points=Weapon: 12 (5)
Rarity=5 The soldiers listed here are those who
Strike Points=10
Agility=11 Movement Speed=11 are responsible for maintaining public Evasion Points=13 (6) Defense Points=10
Number=One to several order in the city and protecting the royal Life Points/Resistance=14/13 (6)
Frequency=Moderate
castle. Therefore, you normally won’t Mental Points/Resistance=14/13 (6)
Intellect=Human Reaction=Adversarial
fight them. Special Abilities=None in particular
Attack Points=Weapon: 9 (2)
Habitat=Towns
Strike Points=6
Normal Soldier Languages=Regional, common
Evasion Points=9 (2) Defense Points=5
Monster Level=1 Perception=Five senses
Life Points/Resistance=11/9 (2)
Mental Points/Resistance=11/9 (2) Rarity=5 These are soldiers in the position of
Special Abilities=None in particular Agility=12 Movement Speed=12 leading dozens of people. They're made
Habitat=Human villages, fields and hills near Number=One to dozens up of elites from the nobility, and
roads Frequency=Frequent soldiers who've been recognized for their
Languages=Regional Intellect=Human Reaction=Friendly skill. This level of skill is required to serve
Perception=Five senses Attack Points=Weapon: 8 (1)
in the king's royal guard (though this
Leader-class bandits that control Strike Points=5
depends on the country).
Evasion Points=9 (2) Defense Points=5
several henchmen.
Life Points/Resistance=12/9 (2)
Mental Points/Resistance=2/9 (2) Knight Leader
Chief Special Abilities=None in particular Monster Level=7
Monster Level=3 Habitat=Towns, villages Rarity=5
Rarity=5 Languages=Regional Agility=15 Movement Speed=15
Agility=12 Movement Speed=12 Perception=Five senses Number=One to several Frequency=Rare
Number=One Frequency=Rare Intellect=Human Reaction=Friendly
The ordinary soldiers which are the
Intellect=Human Reaction=Adversarial Attack Points=Weapon:14 (7)
large majority. This is also the standard
Attack Points=Weapon: 10 (3) Strike Points=13
Strike Points=7 of the resident class dispatched to rural
Evasion Points=15 (8) Defense Points=12
Evasion Points=11 (4) Defense Points=6 villages. Life Points/Resistance=15/15 (8)

231
Mental Points/Resistance=15/15 (8) Life Points/Resistance=14/11 (4) have acquired skills up to its monster
Special Abilities=None in particular Mental Points/Resistance=14/11 (4) level), or use the fixed scores for a
Habitat=Towns Special Abilities=3rd level dark magic (magic normal man as given at page 230 (please
Languages=Regional, common intensity/magic power=12/5)
set the life points high).
Perception=Five senses Habitat=Human villages
Shapeshifting is affected by the
These soldiers are mainly elites of Languages=Regional
Perception=Five senses waxing and waning of the moon.
noble background, and command units
This is a priest class that has some Compare the number of days since the
of 100 men. Some of them are even
degree of contact with the dark gods. new moon with 2D + 3 at nighttime or
higher level. By making their monster
Although seldom seen in the light of day, 2D + 9 in the daytime. When the number
level higher, you can increase each score
they are numerous in the underworld of of days is 16 or more, compare it with 30
by the same amount you increased the
Forcelia, often secretly planning and - the number of days (the waxing and
monster level.
carrying out nefarious schemes. waning of the moon in Forcelia is one
cycle every 30 days). When the score is
[ Dark Priest Warrior ] equal to or less than this, the lycanthrope
Priests who serve the wicked gods High Priest
Monster Level=5 will always enter beast form (the
(mainly Phalaris) will often appear as
Rarity=10 lycanthrope will always enter beast form
enemies of the player characters. Since
Agility=16 Movement Speed=16 on nights when the moon is full = 15
the teachings of the dark gods are what
Number=One Frequency=Rare days).
one would call evil, this is likely Intellect=Human Even when it's not, a lycanthrope can
unavoidable. Many are also trained as Reaction=Depends on the situation transform into a beast at their own will.
warriors as part of the doctrine of Attack Points=Weapon:12 (5)
Lycanthropes have the ability to
Phalaris. Strike Points=11
summon and control other beasts of
Evasion Points=13 (6) Defense Points=9
Life Points/Resistance=16/13 (6) their kind in their surroundings (wolves
Beginner Priest
Mental Points/Resistance=16/13 (6) for werewolves, bears for werebears, etc.).
Monster Level=1
Rarity=10 Special Abilities=5th level dark magic (magic Their habitat depends on the type of
Agility=12 Movement Speed=12 intensity/magic power=12/5) beast they shapeshift into. There may be
Number=One to several Frequency=Rare Habitat=Human villages some hiding their true identity and
Intellect=Human Languages=Regional living among humans in towns and
Reaction=Depends on the situation Perception=Five senses villages, but when their time comes,
Attack Points=Weapon:8 (1) Those who reach the bigwig-class they're likely to take odd actions to hide
Strike Points=5 who plot great evil acts will tend to have their transformations.
Evasion Points=9 (2) Defense Points=4 a much deeper connection with the dark Lycanthropy is a type of infectious
Life Points/Resistance=12/9 (2) gods and can use powerful magic. illness, and those who are wounded by a
Mental Points/Resistance=12/9 (2) There's even cases of a priest of this class
Special Abilities=1st level dark magic (magic lycanthrope in beast form are at risk of
ruling the entirety of a small village, becoming a lycanthrope of the same
intensity/magic power=10/3)
unnoticed by the authorities. species. See p. 166 for details on this
Habitat=Human villages
Languages=Regional illness.
Perception=Five senses
This is a so-called small fry class
13.2.13
Werewolf
enemy. They rarely face adventurers Other Monster Level=4
alone, and are often led by a stronger Rarity=8
13.2.13 Other

[ Lycanthrope ] Agility=16 Movement Speed=24


priest. A Lycanthrope is a monster with the
Number=One to several Frequency=Rare
ability to change from human to beast Intellect=Animal/Human
Priest form. When in human form, they may Reaction=Adversarial
Monster Level=3
acquire and use various skills, including Attack Points=Fangs:11 (4)
Rarity=10
magic, just like an adventurer. When in Strike Points=12
Agility=14 Movement Speed=14
Number=One to several Frequency=Rare
beast form, they cannot act intelligently, Evasion Points=12 (5) Defense Points=8
but rather follow their instincts and go Life Points/Resistance=20/13 (6)
Intellect=Human
on killing sprees. Magic and skills cannot Mental Points/Resistance=14/12 (5)
Reaction=Depends on the situation
Special Abilities=Normal weapon immunity
Attack Points=Weapon:10 (3) be used. The game master can decide on
after shifting into wolf
Strike Points=8 a lycanthrope’s abilities while in human
Infect (Intensity 7)
Evasion Points=11 (4) Defense Points=7 form (however, it should basically only Habitat=Human villages, forests

232
Languages=Regional Perception=Five senses (Illumination) A weretiger is a lycanthrope with the
Perception=Five senses (Illumination) A werebear is a lycanthrope with the power to shapeshift into a tiger.
A werewolf is a lycanthrope with the power to shapeshift into a bear. Like a
power to shapeshift into a wolf. bear, it attacks with a bear hug [ Redcap ]
(strangling). Monster Level=3
Werebear Rarity=12
Monster Level=5 Weretiger Agility=14 Movement Speed=14
Rarity=10 Monster Level=5 Number=One to several Frequency=Rare
Agility=14 Movement Speed=21 Rarity=11 Intellect=Low Reaction=Adversarial
Number=One to several Frequency=Rare Agility=21 Movement Speed=25 Attack Points=Weapon:10 (3)
Intellect=Animal/Human Number=One to several Frequency=Rare Strike Points=9
Reaction=Adversarial Intellect=Animal/Human Evasion Points=11 (4) Defense Points=6
Attack Points=Fangs:12 (5)/Claw:13 (6)/ Reaction=Adversarial Life Points/Resistance=15/11 (4)
Claw:13 (6) Strike Points=15/14/14 Attack Points=Fangs:12 (5)/Claw:13 (6)/ Mental Points/Resistance=15/11 (4)
Attack Points=Fangs:12 (5)/Strangle:14 (7) Claw:13 (6) Strike Points=15/14/14 Special Abilities=Infection by gaze (Intensity
Strike Points=15/13 Evasion Points=14 (7) Defense Points=9 5)
Evasion Points=13 (6) Defense Points=9 Life Points/Resistance=24/15 (8) Habitat=Uncertain
Life Points/Resistance=26/15 (8) Mental Points/Resistance=14/13 (6) Languages=Regional
Mental Points/Resistance=14/13 (6) Special Abilities=Normal weapon immunity Perception=Five senses
Special Abilities=Normal weapon immunity after shifting into tiger A redcap is a patient suffering from
after shifting into bear Infect (Intensity 7) the disease of the same name, red cap,
Infect (Intensity 7) Habitat=Human villages, forests and whose depth has reached 2 or greater.
Habitat=Human villages, forests Languages=Regional See p. 166 for details on this disease.
Languages=Regional Perception=Five senses (Illumination)

13.3 Converting Character Data to Monster Data


13.3 Converting Character Data to Monster Data
Using the rules presented here, a This is especially effective when there
game master can convert data created as are many enemies. So, let us show you how.
a character into the format of a monster. Adventurer level adapts directly to
There are two advantages to doing this. [ 2. Enemy strike rolls can no monster level.
longer critical ] Rarity seems unnecessary, so we’ll
If an enemy's strike roll is a critical,
omit it.
[ 1. The number of times the game resulting in heavy damage or even death,
master has to roll dice during Agility and movement speed use the
the player may feel frustrated that they've
combat will be drastically reduced ] character's agility ability score as it is.
been killed by a roll of the dice. This is
The game master will be freed from Attack points are the character's
because it's a process that cannot be dealt
the labor of rolling dice, and will be able attack power + 7.
with by the player. If you change the
to manage enemy data in combat more For strike points, apply strike power
enemy character's data to that of a
easily. It’ll also give you more time to to Table 13-1: Key Number = Expected
monster, the damage will be a fixed score
provide guidance to players who are Equivalents, then add bonus damage to
called strike points, so this kind of
unfamiliar with the rules. the result. Critical target is normally 10,
frustration should be less frequent.

Table 13-1: Key Number = Expected Equivalents


Critical Target 9 0-1 2-5 6-9 10-13 14-18 19-22 23-26 27-31 32-35
Critical Target 10 0-2 3-7 8-12 13-17 18-22 23-27 28-32 33-37 38-42
Critical Target 11 0-3 4-9 10-14 15-20 21-25 26-31 32-36 37-42 43-47
Critical Target 12 0-4 5-10 11-16 17-22 23-27 28-33 34-39 40-45 46-50
No Critical 0-5 6-11 12-17 18-23 24-29 30-35 36-41 42-47 48-50
Expected Value 2 3 4 5 6 7 8 9 10

233
but if using the optional rule 16.2: Equivalents table (No Critical), then add between characters, if the attacker and
Weapon and Armor Modifiers (see p. adventurer level to the result. the evader have the same final scores, the
262) to have variation in a weapon’s Life points and mental points use the attack will fail, but between a character
critical target, please look at the ability scores life force and mental power and a monster, the attack will hit. This is
appropriate column. as they are. the same reason why resistance score is
Evasion points are the character's Life point resistance and mental point calculated with +8.
evasion speed + 8. resistance are each resistance +8.
For defense points, apply defense The reason evasion points are
power to the Key Number = Expected calculated with +8 is because in combat

13.4 Representing Special Monsters with Character Data


13.4 Representing Special Monsters with Character Data
Among monsters, there are some that
have inherently strong individual Table 13-2: Determining Monster Sub-Ability Scores
differences. Take, for example, dark elves. Sub-Ability Nobile
Featherfolk Merman Dark Elf Centaur
These monsters, like adventurers, come Score Lizardman
in a variety of strengths, so it’d be more A 2D 2D 1D+6 2D 2D
B 1D+6 1D+6 1D+6 1D+3 2D
natural to describe them by their ability
C 2D 2D 1D+6 2D 2D
scores and skill levels like adventurers.
D 2D 2D 1D+6 2D 2D
Here, in order to represent monsters E 1D+3 1/2D 1D 2D 1D+6
such as featherfolk, mermen, dark elves, F 2D 2D 1/2D 2D+6 1D+6
noble lizardmen, and centaurs as G 1D+2 2D 1D+4 2D 1D+6
characters, we’ll show how to calculate H 2D+6 1D+6 1D+6 2D 1D
the sub-ability scores of each monster Note: A dark elf can add +4 to mental power resistance due to the blessings of the dark gods.
(Table 13-2: Determining Monster Sub- A noble lizardman's entire body is covered in scales which adds +5 to defense power.
Ability Scores).
These rules were not designed with
the idea of playing monsters as
characters in mind. Please be careful.

13.5 Monster Level and Adventurer Level


13.5 Monster Level and Adventurer Level
A monster's monster level is a rough
guide to its strength when it appears in a Table 13-3: Monster Level/Event Scale Comparisons
scenario. A monster level’s score is Level 1-2 It's no big deal. Just a small problem in a small village
basically set so that if it's equal to a Level 2-4 A crisis in a small village. Cue the novice adventurers.
character's adventurer level, the
Level 5-6 Too spicy for a novice adventurer
character will be stronger. If they're 1-2
levels higher, you’ll be evenly matched, Level 7-8 A difficult enemy unless you're a moderate adventurer
and if they’re 3 levels higher, they’ll be a Level 9-10 A city-wide crisis
formidable enemy. Level 11-13 A nation-wide crisis
When introducing them into a
Level 14-15 An Alecrast-wide crisis
scenario, assume that enemies of the
same or 1 level lower than a character's
adventurer level will appear frequently,
while an enemy of 2-3 levels greater will
appear at the climax.
Of course, combat balance will vary
depending on the special abilities of the
monsters and the composition of the

234
party. In particular, monsters that use The monster level of a monster can In the case of NPCs as enemies,
magic are, without exception, more also be used as a scale to express the size consider them to be two levels greater. A
formidable enemies than their level of an event (Table 13-3: Monster 3rd level dark priest is a level that would
suggests. Please consider this only as a Level/Event Scale Comparisons). be too spicy for a novice adventurer.
guideline.

13.6 Handling Monster Special Abilities


13.6 Handling Monster Special Abilities
Some monsters have numerous indicated target score. If you fail, your 《 Roar 》
special abilities. Next, we will list these body will be possessed. A haunt who has
This is the dragon's special ability, to
abilities and how to handle them in- possessed a body can also use that
let out a roar that trembles the souls of
game. character's abilities.
those who hear it. It has no effect unless
you hear it, but everyone who does hear
《 Curse 》
13.6.1 it must make a mental power resistance
This is an attack method that brings roll. If you fail, you will suffer the effects
Special Attacks: Those That Make
disaster to those involved. There are specified on Table 5-5: Fears (see p. 89).
Mental Power Resistance Rolls
several processes by which a curse can be
《 Magic 》 brought about (such as normal physical 《 Fire Breath 》
Monsters with this ability can use attacks, by gaze, etc.), but in all cases you
Monsters with this ability can breathe
magic at the indicated level and magic must ultimately make a mental power
fire. Characters exposed to the fire (the
intensity (magic power). Those with this resistance roll against a set target score.
range of the fire varies by monster) will
ability often have an intellect equal to or If you fail, you will be affected by the
suffer damage. This damage cannot be
greater than that of a human, and curse. There are various types of curses.
prevented by armor, it can only be
although they have their own A typical mummy's curse prevents the
reduced by adventurer level and magical
preferences for which magic they use, recovery of all ability score reductions,
defense. You must also make a mental
they do not use it foolishly. including life force and mental power.
power resistance roll against the
indicated target score, which if
《 Hypnotism 》 《 Scream 》 successful will result in a smaller amount
This is the ability to hypnotize This lets out a ghastly scream, dealing of damage. (Strike power will be reduced
opponents. The targeted character must damage to those who hear it. A character by 10, and a critical will not occur)
make a mental power resistance roll who hears this at point-blank range
against the indicated target score. If you without first wearing earplugs must 《 Stone/Wind Cutter 》
fail, you’ll be manipulated at your make a mental power resistance roll
The spirits, gnome and sylph, have
opponent’s will. against the indicated target score, and
this ability, and it's treated as damage
will suffer the effects on a failure.
magic. In other words, a strike roll
《 Gaze/Ray 》 In the case of mandrake and alraune,
damage check is made, and a successful
This attacks opponents with a gaze or you cannot attack or cast spells for one
mental power resistance roll will reduce
a ray. The targeted character must make full round, and you will suffer a -4
strike power and prevent a critical from
a mental power resistance roll against the penalty to evasion. At this time, if you
occurring.
indicated target score. If you fail, you’ll roll double ones on the resistance roll,
suffer the effects as indicated. you will immediately go mad and
In some cases, the gaze or ray can be become disabled. Furthermore, those 《 Disintegrate 》
reflected off a mirror, etc. but if this is not who fail the resistance roll must make The spirits, will-o-wisps and shade,
specified, it cannot be reflected. another one, this time a life force will disintegrate upon the slightest shock
resistance roll, and if he or she fails, he or (for instance, by bumping into a
she will lose his or her hearing. At this character, etc.). At this time, the
《 Possess 》
time, if you roll double ones on the character will suffer damage to both their
This is an ability used by the undead life force and mental power. This is
resistance roll, your life force will
monster known as the haunt. The treated as damage magic. In other words,
immediately become 0.
targeted character must make a mental a strike roll damage check is made, and a
power resistance roll against the successful mental power resistance roll

235
will reduce strike power and prevent a When you’re dealt damage by a while captured, but in some special cases,
critical from occurring. monster with this ability, roll 2D and this rule may be limited.
compare it with the progression intensity Regarding the process when another
of each illness. If your roll is less than the tries to rescue by attacking, it’s the same
13.6.2 progression intensity, you will be as strangling.
Special Attacks: Those That infected with the disease. Illnesses can be
Make Life Force Resistance Rolls treated using the holy magic Cure 《 Entangling 》
Disease and Refresh, and the spirit magic
《 Poison 》 Sprays an adhesive, high-strength
Restore Health.
Among monsters, there are some that thread, etc. that binds a character. The
For detailed rules regarding illnesses,
carry a variety of poisons. When character must make a success roll using
please refer to 12.2.2: Illnesses (see p.
attacked by these monsters, you must adventurer level + strength bonus as the
164).
make a life force resistance roll, using the baseline score in order to escape. Each
indicated toxicity score as the target time you fail, you’ll normally become
score. If you fail, you’ll suffer an effect 《 Strangling 》 more and more entangled, and the target
depending on the poison. Unless it's a This is an ability that many monsters score will increase each time. If the
poison that applies immediately (mainly have. If an attack with this ability is difference between the baseline score
damage), it can be treated with the holy successful, then in subsequent rounds, and the target score reaches 13 or greater,
magic Cure Poison or Refresh, or the the character will remain strangled, and the character will be unable to escape on
spirit magic Restore Health. the only thing he or she can do is try to his or her own, and will eventually
For detailed rules regarding poison, escape. suffocate to death. Whether or not
please refer to 12.2.1: Poisons (see p. 159). To escape, make a success roll using another can rescue them, by attacking or
In the case of a poison that deals adventurer level + strength bonus as the burning the thread, depends on the
damage, if the resist is successful, then baseline score. The attack points of the monster. In the case of the giant
unless it's specified that no damage will attack is the target score (or the attack webspinner, which is a typical monster
be dealt, the effect will not be completely points of the hit, if using the optional that performs this attack, it’s almost
removed, it will merely reduce the strike rule to give monsters variance in attack impossible to cut the thread. Otherwise,
power by 10 (and prevent criticals). points). If you succeed, you can break if possible, defense points, destruction
free, but if you fail, you’ll automatically points, etc. are set for cutting the thread.
suffer damage at the end of the round. When a thread is cut, damage will also be
《 Parasitism 》
This is treated as normal damage, so it’s applied to the entangled character at the
Among monsters, some can affect a same time.
possible to reduce it due to armor.
character's central nervous system and
While being strangled, a character
take over their body. If you’re attacked by
a monster with this ability, you must
suffers a -4 penalty to evasion and is 《 Swallow Whole 》
normally unable to make sound.
make a life force resistance roll against Swallow a character whole, digesting
Depending on the monster, the penalty
the indicated target score. If you fail, them. A swallowed character cannot
may be smaller, or it might be possible to
your body will be taken over. escape until the monster is dead. Thus,
still make sound, but if this is the case it'll
during this time he or she will continue
be specified in the description. Unless to suffer the set amount of damage
13.6.3 otherwise noted, the evasion penalty is - (which can only be reduced by
4 and magic is also considered not
Special Attacks: Other possible.
adventurer level) each round. A
swallowed character can also attack from
《 Disease 》 If a character is strangled and another inside, if he or she has a dagger,
is trying to rescue him or her by shortsword, or similar small bladed
Some monsters bring about disease.
attacking, please refer to the optional weapon. In this case, make a hit check
The spirit power of a monster is balanced
rule for grappling (see p. 265) for how to with a penalty of attack power -4, and if
differently than that of a human, and can
handle it. it hits, make a damage check as normal.
always cause illness. However, in most
cases the infection power of this If you make an attack from outside to
information imbalance is weak, so it 《 Capture 》 rescue a character inside, and kill the
doesn’t pose much of a problem, but if a This is similar to strangling, but it monster, (the same amount of) damage
character is bitten by a bat or rat, it’s does not deal any damage. To escape, you will be dealt to the character inside.
highly contagious, so there’s a high must make the same check as for
chance he or she will become ill. strangling. Normally you cannot move

236
《 Bloodsuck 》 weapons and armor are usually not 《Weapons Cannot Critical》
affected.
Automatically deals damage each Weapons do not deal additional
round. This damage cannot be reduced damage from criticals.
by armor, only adventurer level and
13.6.4
magical defense can help. At this time,
Special Defense Abilities: 《 Certain Weapons Cannot
the monster is eating the character. For
this reason, when it’s attacked by another, Resistance to Weapons, Etc. Critical 》
please refer to grappling (see p. 265). There are weapons that cannot
《Physical Attack Immunity》 deliver effective strikes due to their form,
Since it has no substance, it has no etc. Attacks with the indicated weapon,
《 Acid 》 life points, so any attack methods that no matter how powerful or magical it is,
Spits strong acid that deals damage. If deal damage to life points (weapons, will never cause a critical.
it hits, you cannot make a resistance roll. damage magic, etc.) are ineffective. It's
Damage cannot be reduced by armor, also not affected by poison and illness.
only adventurer level and magical 《 Darkness/Invisible 》
You cannot touch this kind of
defense can help. Whether acid can deal monster directly, but it is possible to cast They’re very difficult to hit with a
damage to armor (for example, reduce spells with a distance of touch. weapon, because they’re under the cover
defense by 1 point each time it hits, etc.) of darkness, invisible, etc. When
is the choice of each game master. attacking such an enemy with a weapon
《 Weapon Immunity 》 you’ll suffer a -4 penalty to attack power
Normally, the game will be easier to
Attacks with weapons, no matter how (points). If you have the ability to see in
progress if it has no effect.
powerful they are, or even if they’re darkness or through invisibility, etc. you
magical weapons, will have no effect at will not suffer this penalty.
《 Corrosion 》 all. Even in combat between monsters,
Automatically deals damage every it’s not possible for monsters that only
round using acid or gas. This damage 《Keen Perception/Airborne》
have attack methods similar to weapons,
cannot be reduced by armor, only such as fangs or claws, etc. to fight They have keen perception and react
adventurer level and magical defense can against them. very well to approaching weapons, etc.,
help. or can move quickly through the air.
Magic that creates a curtain, such as Therefore, they're difficult to hit with a
《 Normal Weapon Immunity 》 weapon, so when you attack with a
Water Screen or Missile Protection, may
A silver or magical weapon is needed weapon, you’ll suffer a -2 penalty to
be able to block or reduce the damage.
to defeat them. Normal weapons, no attack power (points).
matter how powerful, cannot deal
《 Steal Mental Power 》 damage. In the case of combat between
At the same time a normal attack hits, 《 Water Adaptation 》
monsters, if a monster can also only be
mental power will also be damaged. This wounded by silver or magical weapons, Adapted to water. Characters will
damage cannot be reduced by armor, or has a greater monster level than its suffer a penalty according to 10.4: Water
only adventurer level and magical opponent, it can deal damage to such a Combat (see p. 139), but monsters with
defense can help. This is an ability that monster. this ability can act underwater without
undead normally have, and a character any penalty.
whose mental power is reduced to 0 by Some monsters with this ability may
《 Complete Immunity to not be able to go on land at all, or may
this attack will die instantly and will be
resurrected as an undead (wight, Certain Weapons 》 not be suited for land combat, so they’ll
vampire, etc.) 24 hours later. There are types of weapons that are suffer a -4 penalty to attack and evasion.
completely ineffective due to their form,
《 Iron Corrosion 》 material, etc. Attacks with the indicated
Acid or gas that corrodes iron. Life
weapon, no matter how powerful or 《 Ice Adaptation 》
magical it is, will have no effect at all. Adapted to ice, and can act on ice
force will not be damaged, but metal
Even in combat between monsters, if an fields without penalty. Characters suffer
weapons and armor will suffer damage,
opponent monster's attack method is a -2 penalty to attack and evasion, even if
and become worn out and useless after a
equivalent to an ineffective weapon, it they’re equipped for ice.
certain amount of time. Silver and magic
will not deal damage.

237
《 Snow Adaptation 》 《 Strong to Fire 》 《 Regenerate 》
Adapted to snow, and can act in snow Resistant to fire attacks, so for magic The hydra has the ability to
fields without penalty. Characters suffer that deals damage with fire (Fire Bolt and regenerate even if its heads are cut off. At
a -2 penalty to attack and evasion, even if Fireball), checks are made at -10 to strike the same time its life points are recovered,
they’re equipped for snow and cold. power (the strike power bonus of Fire its number of attacks will also be restored.
Weapon is completely ineffective). Even
if one of these monsters has the ability 《 Not Affected by Poison
13.6.5 normal weapon immunity, it can still be
Special Defense Abilities: Resistance wounded by a weapon that had Fire and Illness 》
to Magic and Similar Attacks Weapon cast on it. However, strike power Certain mythical beasts, magical
beasts, undead powered by negative life,
《Mental Attack Immunity》 will be 0.
If you cast magic with a strike power and pseudo-life forms created by magic,
Monsters, etc. that do not have are free from poison and illness. These
of 10 on one of these monsters, such as
intellect or mind have this ability, so
Fire Bolt, and they resist it, you cannot monsters are not affected by poison and
magic with mental effects (Fear, etc.) is illness. Ancient magic that alters the
make a strike roll and the damage dealt
ineffective. If they do not have mental
will only be magic power. atmosphere (XX Cloud) is also
points (expressed as -), magic that deals ineffective.
damage to mental points (Shade, etc.) is
likewise ineffective. 《 Cold Immunity 》
Cold-type attacks are completely 《 Camouflage 》
Monsters with this ability disguise
《 Sleepless 》 ineffective. Magic that deals damage with
cold (Ice Storm, etc.) is completely themselves in a particular way, wait for a
They do not require rest or sleep in victim to approach, then strike when he
useless, Ice Coffin and Freeze are also
the usual sense. Therefore, they can or she is not careful. To discover this, you
ineffective.
never be put to sleep by magic, etc. must succeed on a resistance roll against
Monsters with this ability also
the indicated target score using ranger
automatically recover mental points. 《 Strong to Cold 》
skill level + intelligence bonus as the
Recovery is 1/24th of mental points Resistant to cold-type attacks, so for baseline score. If you fail, you’ll suffer a
(rounded up) every hour. magic that deals damage with cold (Ice surprise attack, with a -4 penalty to your
However, vampires cannot Storm, etc.), checks are made at -10 to evasion speed for one round, and you
automatically recover mental points. strike power. Cold-based magic that cannot counterattack or use magic. From
does not deal damage (Ice Coffin and the second round onwards, it’ll be
《 Certain Magic Resistant 》 Freeze) will still take their usual effects. normal combat.
Resistant to some magic. This
In addition to these, if it says XX
primarily means that damage magic
immunity, it’s completely useless, and if it
《 Shapeshift 》
cannot cause criticals. Please refer to It has the ability to shapeshift. This
each monster’s description for further says strong to XX, damage magic checks
are made at -10 to strike power. completely changes its appearance, so
details.
unless something stands out, it cannot be
discovered with the sage’s knowledge or
《 Fire Immunity 》 13.6.6 the ranger’s plant and animal check.
Fire attacks are completely ineffective. Special Defense Abilities: Other
Magic that deals damage with fire (Fire Bonuses and Resistances 《 Clairvoyance 》
Bolt and Fireball) is completely useless,
The mythical beast lynx has a sharp
and the strike power bonus of Fire 《 Life Point Regenerate 》
clairvoyance ability. For this reason, even
Weapon is also not added. If one of these Has the powerful ability to regenerate
if a character lurks in a place that’s
monsters also has the ability normal life points. The indicated number of life
hidden from view, etc. he or she will be
weapon immunity, it cannot be wounded points will automatically regenerate each
discovered instantly. Please note that this
by a weapon that had Fire Weapon cast round. Once life points reach 0, handling
ability does not mean it'll be able to see
on it. differs depending on each monster. Most
behind it.
die as is, but some are special, such as
vampires.

238
《 Summon 》 《 Damage From Healing
13.6.7
It has the ability to summon
Special Defense Magic 》
monsters of the same or different species.
It can revive something that’s already Abilities: Weaknesses Undead that act with negative life
force will suffer damage from healing
fallen, or summon from across space. Different monsters have different magic that grants positive life force. They
This ability can be used even while weaknesses against certain kinds of will suffer damage from Cure Wounds,
performing other attacks, etc. attacks. and if Healing or Refresh are cast on them
and they fail to resist, their life points will
《 Web 》 《 Needs Bloodsucking to immediately become 0.
Spiders, etc. can generate sticky
Maintain Life Points 》
webs. If a character inadvertently steps
In order to maintain its life points, a 《 Weak to Fire 》
into it, he or she must make a resistance
lamia must suck human blood. This is a weakness seen in plant-type
roll using adventurer level + agility bonus
Otherwise, it'll gradually weaken and die. monsters, dry monsters, and monsters
as the baseline score, and if he or she fails
It’s treated as a weakness, but takes the that live in cold regions. They’re weak to
they’ll be caught in the web. To escape
form of an inconvenient habit. fire, so checks are made at +10 to strike
from this state, you must make a
power when using fire attacks. In the
resistance roll using adventurer level +
case of Fire Bolt, make a strike power 20
strength bonus as the baseline score, 《 Needs Bloodsucking to
damage check (10 if the monster
similar to escaping from capture. Maintain Mental Points 》 successfully resists), and in the case of
Otherwise, you’ll suffer a penalty based
In order to maintain its mental points, Fire Weapon, add a +20 strike power
on the strength of the web.
a vampire must suck human blood. bonus to the weapon.
Otherwise, it’ll gradually lose its mental
points and eventually perish. It’s treated In addition, for any other Weak to XX,
as a weakness, but takes the form of an checks against damage magic are made
inconvenient habit. at +10 to strike power.

239
Chapter 14:
Treasures

240
14.1 Treasure and Rewards in Sword World
14.1 Treasure and Rewards in Sword World
Think of the adventurers of Alecrast books and scrolls, etc. imbued with adventures. Typical adventurers in
as basically on an adventure to search for magic. Much of the magic from the Alecrast use one adventurer’s shop as
treasure lying untouched in the ruins of ancient kingdom period has been lost, so their base for adventure, thereupon
the ancient kingdom. Enormous these items permanently imbued with gathering information about the ruins of
amounts of riches lie in the ruins that magic cannot be produced in the present the ancient kingdom, then setting off
make a profession like theirs viable. The day. Therefore, these goods are extremely after readying their equipment, making
thing to remember here is that, in reality, valuable and can be traded at high prices. their living selling the spoils.
neither silver nor gold coins existed in However, unlike normal treasures, it’s Due to their combat power and
the ancient kingdom. Therefore, unless not possible to appraise these goods magic, and also their familiarity with
they were brought in after coins were unless you take them to a specialty shop, various techniques, adventurers may
invented, no such coins are buried in the so they will likely not be purchased. In also be hired as handymen in towns and
ruins of the ancient kingdom. Many of some larger towns, there are shops that villages. Requests for work like this also
the treasures found in the ruins of the buy and sell these treasures from the come to adventurer's shops. Naturally,
ancient kingdom consist of handicrafts ancient kingdom. Shops like these are much of the reward for resolving these
such as gems, precious metals, wares, generally called adventurer’s shops, they jobs, etc. will be in silver coins (gamels).
works of art, etc. buy and sell equipment for adventures, It’s also fine for a reward to be a kiss from
Of course, the ancient kingdom was and also double as taverns, used as places a beautiful maiden, or some sort of
a land where magic developed, so you’ll to exchange information regarding special knowledge or information.
also find weapons, armor, treasure,

14.2 Adventure Treasure and Reward Amounts


14.2 Adventure Treasure and Reward Amounts
What kind of rewards should be they’re any less useful than other
given for an adventure is ultimately up to 14.2.1 characters.
the game master. However, the rewards Negotiations With This reward is basically for a case
obtained from an adventure should Adventurers that’s expected to be resolved in one day,
comply with the level of risk. If you could or 3~4 days at most. If it’s shorter, there’ll
Please consider the estimated reward
obtain a large amount of treasure be less of a reward, and if it’s longer,
for asking an adventurer to resolve a case
through an easy adventure, that would there’ll be more. Of course, this does not
to be around 50~200 times the (total of)
take the fun out of the game. The mean that the reward will increase if the
each adventurer level. For a party
opposite can also result in players losing adventurer intentionally delays the
consisting of three 2nd level characters
their motivation. resolution. Such behavior would result in
and two 3rd level characters, the
To determine the value (upper limit) lost trust and likely void the agreement.
estimated reward is around (2 x 2 x 3 + 3
of the treasure that can be obtained in In these contracts, 10~30% is given
x 3 x 2) x 50 - 200 = 1500~6000 gamels
terms of silver coins, multiply the upfront as an advance payment. If you
total.
adventurer levels of all the player fail to resolve the case, you will not be
Even if there’s variation in level
characters, then multiply the total by 500. paid the remaining money. If an
between the party, please make sure the
Of course, depending on the contents adventurer abandons a job at his or her
rewards presented are equal per person.
of the scenario and the actions of the own convenience, it’s customary to
In the above example, the reward
player characters, it’s fine to introduce return double the advance payment to
presented would be 300~1200 gamels
unexpected treasure, or to even have an the client.
per person. A 3rd level character would
adventure that results in a deficit. Game
not be presented 450~1800 gamels nor
masters should be aware of how much
would a 2nd level character be presented
property and equipment the player
200~800 gamels. Rune masters tend to
characters have.
be lower level, but that doesn’t mean

241
14.3 Treasure Types
14.3 Treasure Types
Here are some easy examples Artwork includes paintings, However, those with commands in high
regarding the types of treasure you can sculptures, and ornaments as well as ancient can only be handled by those
obtain in Sword World. vases and daily necessities, etc. who have the sorcerer skill. High ancient
These items can be discerned as has complex rules and restrictions,
Gems and Precious Metals treasure and their specific value can be which make it difficult (and in some
This refers to wares and handicrafts, determined by using the thief skill and cases, extremely dangerous) to speak
etc., made from gems and precious sage skill’s treasure appraisal ability. aloud without understanding
metals. These include crowns, rings, Their value is equivalent to at least These magical treasures can be
brooches, earrings, necklaces, bracelets, 100 silver coins, and if they’re expensive, understood through spells such as Sense
etc., and other accessories that are made their value will skyrocket. Magic, etc. and their specific power can
with gems or precious metals. This kind be appraised using Analyze Enchantment.
of treasure can be judged as treasure or Magical Items Even the cheapest ones cost as much as
junk by using the thief skill and sage There are many different types of 1000 silver coins, and if they’re expensive
skill’s treasure appraisal ability. If you these. First, there's magical weapons and you can’t even put a price on them.
spend enough time, you can determine a armor, etc. It’s safe to assume that these Also, even if there’s no magical power,
specific price. Naturally, merchants who items, which have lasted to this day books and scrolls may contain high
deal with this kind of item can also without rusting, were endowed with ancient spellbooks or valuable
determine the price. permanent magical power by the information about the culture of the
The lowest value is 10 silver coins, sorcerers of the ancient kingdom. ancient kingdom, so don’t ever treat
and the highest quality are worth around You can also see handicrafts that have them lightly. If you’re a sage who can
10,000 silver coins. magical power. For example, those called read ancient, you can discover the
Flying Carpet or Sealing Jar. specific value and cost of these items
Artwork There are also staves, rods, wands, using the treasure appraisal ability.
These are works of art created during rings, etc. which contain magical power, Of course, in many cases the value of
the ancient kingdom period, and while and have the same effect as a spell when these treasures cannot be converted into
their artistic value is great, you can say commanded by words (high or low a price. For adventurers, magical swords
their antique value is even greater. Of ancient). These things are of and armor are not something you can
course, they have no practical value. immeasurable value to adventurers. give up. The final value of the treasure is
They’re not appreciated among those Those activated by commands in low determined entirely by the player
who don’t understand art, so outside ancient can be handled by anyone– even character (although it might not
adventurer’s shops, the only buyers are those who cannot speak low ancient. All necessarily match the NPC’s).
wealthy merchants, high-status nobility, you need is to remember one simple
and royalty. word, or two or three words at most.

14.4 Magical Item List


14.4 Magical Item List
Here is a list of magical items In Lomar, the Kingdom of Travelers, However, even then, you should not
commonly seen in Alecrast. Of course, there is a huge market called the black be able to get your hands on items that
these are just examples, and the game market, where magical items are said to are too powerful.
master is free to create all sorts of other be traded. Magical weapons and armor
magical items. The base trade price is are also said to be similarly sold in Reide,
the price if an adventurer is lucky the City of Mercenaries, also located in
enough to be able to buy it (though such Lomar. It’s fine if the game master
opportunities are rare). When chooses to only allow adventurers to pay
adventurers sell them to an adventurer’s for these items when the setting is in
shop or an academy of sages, they’re these cities.
usually accepted at half this price.

242
adventurer sells it, the standard price is
14.4.1 half this amount. 14.4.2
How to Read Item If the item is marked as (not for sale), List of Magical Items
Details the item is extremely dangerous, is a
family heirloom, etc. and for these 14.4.2.1 Weapons
Sword World RPG: Complete reasons will never be traded.
Edition Rulebook 《 Magic Sword (+1) 》
Rarity=5 Rarity=12
You can’t even sell dangerous items
Form= An A4-sized, 352-page hardcover Enchanter=Many
book
because there are no buyers. At best, an
Form=A dagger, a one-handed sword, or a
Enchanter=Miyuki Kiyomatsu/Group SNE academy of sages might take it for 1/10th
two-handed sword
Base Trade Price = 3600 Yen the price. If it's an heirloom and not for Required Strength/Base Trade Price=See
Powers=Those who read it can know the rules sale, you’re likely to find a similar case. description
of Sword World RPG: Complete Edition. If it's marked (estimated), the true Powers=+1 to attack power and bonus
This is the rulebook for Sword World abilities of the item are not clear, so the damage
RPG: Complete Edition. If you read this, price is inferred based on generally Rather than having these appear as
you can understand the rules of Sword understood abilities. +1 swords, it might be better to refer to
World RPG: Complete Edition, and you’ll the descriptions of some of the following
be able to enjoy adventures in Alecrast. 《 Powers 》 magical weapons and give each one a
name and a history, as a way to enjoy the
This briefly indicates the item’s
First, the name of the item will be atmosphere of Alecrast. Here, as a
magical powers.
introduced in large print. Next, there are guideline for rewards the game master
several game data entries, and a should give to characters, is a list of
description at the end. 《 Description 》 prices of magical daggers, one-handed
After a brief introduction of game swords, and two-handed swords with +1
data, a detailed description of the item is
《 Rarity 》 power.
written. If the description written in the
This score is the target score for a
Powers section is sufficient, this may be Required Price Required Price
success roll when using the sage’s skill’s
omitted. Strength (Gamels) Strength (Gamels)
treasure appraisal ability. If the success
A (supplement) is an episode related 1 2800 13 6700
roll results in a final score greater than or
to the item that's not directly related to 2 3000 14 8900
equal to this rarity, you will discover the
the game. 3 3400 15 11000
true identity of the treasure. However,
some treasures may have more than one 4 3800 16 13000
listed rarity. In this case, the treasure 《 Other 》 5 4100 17 15000
appraisal may be incomplete depending Depending on the item, other entries 6 4300 18 17000
on the attained final score. This may be included in the data section. For 7 4600 19 19000
frequently happens with cursed items, example, for weapons and armor, an 8 4900 20 22000
etc. entry called Required Strength will
9 5100 21 24000
appear. The meaning of these special
10 5400 22 26000
entries becomes obvious when you
《 Form 》 11 5600 23 29000
consider what the item is like.
This indicates what the treasure looks 12 5800 24 32000
like.

《 Magic Sword (+2) 》


《 Enchanter 》 Rarity=14
Magical items are always endowed Enchanter=Many
with magical powers. The enchanter’s Form=A dagger, a one-handed sword, or a
name is written here. two-handed sword
Required Strength/Base Trade Price=See
description
《 Base Trade Price 》 Powers=+2 to attack power and bonus
This is the price at which the item is damage
traded. If it’s for sale, adventurers can
buy it at the price shown here. If an

243
Here’s a list of prices of magical 《 Assassin's Flute 》 Powers=+1 to attack power and bonus
daggers, one-handed swords, and two- damage
Rarity=12
handed swords with +2 power. (Supplement) This is an heirloom sword
Enchanter=-
Required Strength=4 passed down through the family of
Required Price Required Price Form=A flute about 80 cm long Güzelbahn, a noble family of Verdain. The
Strength (Gamels) Strength (Gamels) Base Trade Price=300 gamels (not for sale) Güzelbahn family has served the royal
1 5300 13 62000 Powers=- family as knights for generations, and
2 5700 14 83000 This looks like a normal flute, but if those who hold the rank of knight are
3 7400 15 100000 you press the holes in a certain order, a supposed to own this sword.
4 11000 16 120000 blade will pop out from the tip and it’ll
5 15000 17 140000
extend in length, allowing it to be used as 《 Van Blade 》
a strike power (or required strength) 4
6 19000 18 160000 Rarity=10
short spear. It’s an assassination weapon Enchanter=Van
7 22000 19 180000
made by the assassin’s guild, and has no Form=Greatsword with a shining white blade
8 25000 20 210000 magical power. Required Strength=18 (Strike power 23)
9 28000 21 230000 Base Trade Price=1,000,000 gamels (not for
10 31000 22 260000 sale, estimated)
《 Undead Ruler 》
11 34000 23 290000 Powers=+3 to attack power and bonus
Rarity=18
damage. Sense danger. Knowledge of past
12 40000 24 310000 Enchanter=Jagrilis, "The Master of Death"
kings
Form=Mage's staff engraved with high
This greatsword's blade glows white
ancient runes
《 Magic Sword (+3) 》 Required Strength=5 (Strike power 10)
to inform the user when danger
Rarity=16 Base Trade Price=400,000 gamels approaches. The souls of the past kings of
Enchanter=Many (complete)/27,000 gamels (incomplete) Ramleers are also sealed in the sword, so
Form=A dagger, a one-handed sword, or a Powers=+1 to attack power and bonus the user can obtain advice from the kings.
two-handed sword damage. Makes undead monsters obey (Supplement) This sword is a symbol
Required Strength/Base Trade Price=See This staff grants its owner the power of the Ramliearth royal family, and its
description
to make undead monsters obey. When owner is said to be one who qualifies as a
Powers=+3 to attack power and bonus
the staff is incomplete, the undead king.
damage
monsters that can be made to obey are
Here’s a list of prices of magical
limited to those whose total monster level 《 Cat Claw 》
daggers, one-handed swords, and two-
is less than or equal to the owner's mental
handed swords with +3 power. Rarity=12
power. Make a success roll using sorcerer Enchanter=Unknown
Required Price Required Price skill level + intelligence bonus as the Form=Small mithril silver knife with a sharp
Strength (Gamels) Strength (Gamels) baseline score, and reveal the final score. curved blade
1 31000 13 370000 If the score exceeds the target undead Required Strength=1 (Strike power 6)
2 36000 14 390000 monster’s mental point resistance, they Base Trade Price=130,000 gamels
will obey. Powers=+2 to attack power and bonus
3 74000 15 410000
Once the staff is complete, you can damage. -2 to critical target
4 110000 16 430000 This is a small knife made of mithril
control an unlimited number of undead
5 150000 17 450000 silver, with a series of tiny blades that cut
monsters, and you also gain a +4 bonus
6 180000 18 470000 deeply, giving a -2 bonus to critical target.
to your final score when attempting to
7 210000 19 500000 make them obey.
8 240000 20 530000 This staff can only be used by 《 Crusher 》
9 270000 21 550000 sorcerers. Rarity=17
10 290000 22 580000 Enchanter=Frodia, "The Liberator"
Form=Heavy mace
11 320000 23 620000 《 Impulse 》 Required Strength=16 (Strike power 16, 21
12 340000 24 650000 Rarity=12 with two hands)
Enchanter=Unknown Base Trade Price=700,000 gamels
Form=A mithril silver broadsword that emits Powers=+2 to attack power and bonus
a pale light damage. +12 to the user's strength (strength
Required Strength=16 (Strike power 21) bonus +2), furthermore, the user is no
Base Trade Price=27,000 gamels (not for sale)

244
longer affected by magic that belongs to power resistance roll against target score nobility that's existed since the days of
physical ability 18. If you fail, you will be instantly Phan.
petrified.
《 Green Light 》 《 Flame Smasher 》
Rarity=12 《 Slice Slider 》 Rarity=14
Enchanter=Somska, “The Forger of Colors” Rarity=14 Enchanter=Shiva, "The Friend of
Form=A mithril silver broadsword with a Enchanter=Unknown Salamander"
green blade Form=Scimitar Form=Bastard sword that spouts flames
Required Strength=8 (Strike power 13) Required Strength=14 (Strike power 14) Required Strength=15 (Strike power 25, 30
Base Trade Price=10,000 gamels Base Trade Price=83,000 gamels with two hands)
Powers=+1 to attack power and bonus Powers=+2 to attack power and bonus Base Trade Price=160,000 gamels
damage damage Powers=+1 to attack power and bonus
damage. Always has Fire Weapon cast on it
《 Sea Slayer 》 《 Twisted Sling 》
Since this is always spouting flames
Rarity=15 (unless it’s in its sheath), it has +10 to
Rarity=15
Enchanter=Cyrus "The Uncertain" strike power, just like Fire Weapon.
Enchanter=Dean "The Contrarian"
Form=A trident with a fish engraved on the Form=An old, slightly dirty sling Therefore, its strike power is 25 (30 with
handle Required Strength=4 (Strike power 4) two hands).
Required Strength=15 (Strike power 15) Base Trade Price=80,000 gamels
Base Trade Price=235,000 gamels
Powers=+1 to attack power and bonus
Powers=-1 to hit checks and damage under 《 Blaster 》
normal use, fires an Energy Bolt with a
damage only in water. Gives the user the Rarity=18
password
ability to act underwater Enchanter=Nimserias, "The Forger of
This looks like a worn-out sling with Enlightenment"
Those who use this can breathe
strings coming loose all over. Moreover, Form=Greatsword
underwater and move freely like a fish.
when used normally, both hit checks and Required Strength=20 (Strike power 25)
However, on land it's merely a trident
damage will suffer a -1 modifier. Base Trade Price=370,000 gamels
with no bonuses.
However, when used without a bullet Powers=+1 to attack power and bonus
and with a low ancient password, it can damage. Shockwaves
《 Shy Blade 》 fire a strike power 10, magic power 8 This magic sword can use unlimited
Rarity=17 Energy Bolt. shockwaves (strike power 10, magic
Enchanter=Yulandia, "The Wanderer" power 10), equivalent to the holy magic
Form=Shortsword Force (however, magic expansion is not
Base Trade Price=24,000 gamels
《 Fame Face 》
possible). It can also be used as a magical
Required Strength=7 (Strike power 7) Rarity=14
catalyst.
Powers=+2 to attack power and bonus Enchanter=Rafiness "The Colorful"
damage. Turns invisible with a password Form=Mithril silver broadsword with high
When you chant the specified ancient runes engraved in bright red on the 《 Brain Blade 》
back of the blade Rarity=15
password, this sword becomes
Required Strength=14 (Strike power 19) Enchanter=Rye Elk, "The Hundred Brained"
completely invisible for 18 rounds. To
Base Trade Price=230,000 gamels Form=Broadsword with a face-like engraving
someone you don't know, it’ll just look Powers=+2 to attack power and bonus from the handle to the blade
like you’re lightly clenching your fist. damage Required Strength=14 (Strike power 14)
Base Trade Price=46,000 gamels
《 Stone Statue 》 《 Blade of Bravery 》 Powers=+1 to attack power and bonus
Rarity=16 damage. -1 to critical target. The sword itself
Rarity=12
Enchanter=Rye Elk, "The Hundred Brained" is intelligent
Enchanter=Unknown
Form=Bastard sword Form=Rapier This sword has knowledge about
Required Strength=16 (Strike power 16, 21 Required Strength=14 (Strike power 14) enemies and speaks to the user's mind,
with two hands) Powers=+1 to attack power and bonus telling him or her the enemy's name and
Base Trade Price=650,000 gamels damage strength in concrete scores. The contents
Powers=+1 to attack power and bonus Base Trade Price=9000 gamels (not for sale) of this knowledge are limited to only
damage. Also petrifies opponents it deals (Supplement) The blade of bravery is what concerns the enemy. Also, the
damage to.
a famous sword passed down from sword's language is low ancient, so a
Anyone dealt damage by an attack
generation to generation as proof of the character who cannot speak low ancient
from this sword must make a mental
head of the Sokran family, an Orphan cannot obtain this knowledge.

245
《 Mind Eater 》 Base Trade Price=50,000 gamels
14.4.2.2 Armor
Powers=+1 to attack power and bonus
Rarity=15
Enchanter=Shera, "The One Who Lives
damage. Fresh water also flows from the 《 Magic Armor (+1) 》
blade
Between" Non-metal or ring mail
This magical shamshir always has
Form=Broadsword with a slightly reddish Rarity=12
blade
dew trickling down the blade, to wash Enchanter=Many
Required Strength=14 (Strike power 16) away blood and grease. Moreover, when Form=Non-metal or ring mail armor
Base Trade Price=20,000 gamels the user gives a command with a Required Strength/Base Trade Price=See
Powers=Also deals damage to mental points password, it can produce 1 liter of fresh description
of whoever's body was dealt damage (no water in 1 minute. This ability can be Powers=+1 to evasion speed and damage
bonus) used up to 10 times per day. The water reduction
Anyone whose life force has been produced by this sword also allows you Similar to weapons, it's
dealt damage by this sword will suffer 2 to use spirit magic sourced from the recommended to give each piece of
points of damage to their mental points power of undine. This sword may have magical armor its own name and lore by
unless they succeed on a mental power been made for travelers crossing the referencing the descriptions of magical
resistance roll against target score 11. desert. armor that follow, which helps enhance
This damage cannot be reduced by the atmosphere of Alecrast. Here, we
adventurer level, similar to that of provide a price list of non-metallic or
《 Red Eye 》
Mental Attack. Also, even if the sword ring mail armor with +1 magic power as
Rarity=13
does hit, this effect does not apply if a guideline for game masters when
Enchanter=Unknown
damage is not dealt to life force. rewarding characters. For armor, items
Form=Dagger with a ruby set in a silver
handle that exceed the required strength often
see decreased demand, so higher
《 Misty Sword 》 Required Strength=3 (Strike power 3)
required strength doesn't necessarily
Base Trade Price=5000 gamels
Rarity=14 Powers=+1 to attack power and bonus mean higher prices. This trend is
Enchanter=Unknown damage particularly noticeable in non-metallic
Form=Ornately decorated Shamshir
This dagger is of high value as a work or ring mail armor preferred by thieves
Required Strength=15 (Strike power 20)
of art. If you take out the ruby, the price and rangers, where armor with high
will be 3400 gamels. The ruby itself costs required strength tends to be avoided.
about 1000 gamels.
Required Price Required Price
《 Roan Ax 》 Strength (Gamels) Strength (Gamels)
1 23000 8 29000
Rarity=11
Enchanter=Roan, “The Imperfect” 2 26000 9 25000
Form=Battle-ax 3 28000 10 23000
Required Strength=18 (Strike power 18, 23 4 30000 11 21000
with two hands)
5 32000 12 20000
Base Trade Price=7100 gamels
Powers=+1 to bonus damage 6 32000 13 17000
7 31000

《 Magic Armor (+1) 》


Chain mail, splint, lamellar, plate armor
Rarity=12
Enchanter=Many
Form=Metal armor
Required Strength/Base Trade Price=See
description
Powers=+1 to evasion speed and damage
reduction
This is a price list for magic metal
armor with +1 magic power. While
armor with high required strength tends
to be unpopular, when it becomes

246
exceptionally high-end, it suddenly 10 63000 18 150000 Required Price Required Price
becomes an object of interest for 11 73000 19 180000 Strength (Gamels) Strength (Gamels)
enthusiasts, causing prices to spike 10 380000 18 620000
12 84000 20 240000
dramatically. 11 430000 19 660000
13 92000 21 300000
12 470000 20 720000
14 100000 22 370000
Required Price Required Price 13 500000 21 780000
15 110000 23 440000
Strength (Gamels) Strength (Gamels)
14 520000 22 850000
10 23000 18 20000 16 120000 24 510000
15 540000 23 920000
11 24000 19 23000 17 130000
16 560000 24 1000000
12 24000 20 29000
17 580000
13 22000 21 34000 《 Magic Armor (+3) 》
14 21000 22 45000
Non-metal or ring mail 《 Magic Shield 》
15 19000 23 60000 Rarity=16
Enchanter=Many Rarity=12 (+1)/14 (+2)/16 (+3)
16 17000 24 97000
Form=Non-metal or ring mail armor Enchanter=Many
17 18000 Form=Shield
Required Strength/Base Trade Price=See
description Required Strength/Base Trade Price=See
description
《 Magic Armor (+2) 》 Magic Power=+3 to evasion speed and
Powers=+1~+3 to evasion speed
damage reduction
Non-metal or ring mail Here is a list of prices of magical non- This is a price list for magical shields
Rarity=14 with enchantments. For shields with +2
Enchanter=Many
metal or ring mail armor with +3 power.
or higher enchantment, small shields
Form=Non-metal or ring mail armor
Required Price Required Price tend to be more expensive than large
Required Strength/Base Trade Price=See
description Strength (Gamels) Strength (Gamels) shields due to differences in demand. For
Powers=+2 to evasion speed and damage 1 200000 8 150000 the same reason, high-quality large
reduction 2 210000 9 130000 shields +1/+2 are more expensive than
Here is a list of prices of magical non- 3 220000 10 120000 large shields +2/+3. Shields requiring
metal or ring mail armor with +2 power. 4 230000 11 130000 strength of 13 cannot be used by most
adventurers.
5 230000 12 140000
Required Price Required Price
6 220000 13 150000
Strength (Gamels) Strength (Gamels) Price
7 190000 Shield
1 94000 8 87000 (Gamels)
2 100000 9 66000 Small shield +1 4000
3 110000 10 52000 《 Magic Armor (+3) 》 Large shield +1 6000
4 120000 11 47000 High-quality large shield +1
Chain mail, splint, lamellar, plate armor (required strength 8)
63000
5 120000 12 42000 Rarity=16
Small shield +2 92000
6 120000 13 36000 Enchanter=Many
Form=Metal Armor Large shield +2 53000
7 111000
Required Strength/Base Trade Price=See High-quality large shield +2
180000
description (required strength 8)
《 Magic Armor (+2) 》 Magic Power=+3 to evasion speed and Small shield +3 240000
damage reduction Large shield +3 107000
Chain mail, splint, lamellar, plate armor Here is a list of prices of magical
Rarity=14 High-quality large shield +3
metal armor with +3 power. 270000
Enchanter=Many (required strength 8)
Form=Metal armor
Required Strength/Base Trade Price=See 《 Amber Robe 》
description
Rarity=18
Powers=+2 to evasion speed and damage
Enchanter=Many
reduction
Form=Robe
Here is a list of prices of magical Required Strength=1 (Defense power 1)
metal armor with +2 power. Base Trade Price=200,000 gamels
Powers=+3 to evasion speed and damage
Required Price Required Price reduction
Strength (Gamels) Strength (Gamels)

247
《 Air Cloak 》 《 Mithril Mesh 》 14.4.2.3 Other Items
Rarity=12 Rarity=14
Enchanter=Many Enchanter=Somska, "The Forger of Colors"
Form=Transparent blue cloak Form=Cloth armor woven with fibrous 《 Accessories 》
Required Strength=1 (Defense power 1) mithril silver [ Earrings of Interpretation ]
Base Trade Price=16,000 gamels Required Strength=3 (Defense power 8) Rarity=15
Powers=+2 to evasion speed only against Base Trade Price=25,000 gamels Enchanter=Unknown
projectiles Powers=-1 to opponent's strike points or +1 Form=Earrings with blue gems set in a
to their critical target teardrop-shaped gold base
There is no bonus to evasion speed.
《 Grey Suit 》 Base Trade Price=96,000 gamels
When facing monsters with fixed strike Powers=Can understand languages you don’t
Rarity=15
points, there is 1 point of damage know
Enchanter=Somska, "The Forger of Colors"
reduction. When facing opponents who By wearing these earrings, you can
Form=Mithril silver chain mail armor that
glows dull grey use weapons like adventurers and understand the contents of
Required Strength=6 (Defense power 16) determine damage through strike rolls, conversations in languages you do not
Base Trade Price=160,000 gamels there is an effect that increases their know. However, you can only
Powers=+1 to evasion speed and damage critical target by +1, but there is no direct understand conversations you hear
reduction damage reduction. through the earrings, you cannot speak,
This mithril chain mail is high- read or write that language.
quality.
《 Shield of the Brave 》
[ Earrings of Pooka ]
Rarity=13/18
《 Cold Cloak 》 Enchanter=Cyrus, "The Uncertain"
Rarity=13
Enchanter=Unknown
Rarity=18 Form=Large shield with an emerald set in the
Form=Small silver earrings with intricately
Enchanter=Many center
colored gems
Form=Cloth armor Required Strength=13
Base Trade Price=170,000 gamels
Required Strength=3 (Defense power 3) Base Trade Price=3300 gamels
Powers=Can shapeshift into a small animal.
Base Trade Price=250,000 gamels Powers=+1 to Evasion, +2 to resistance to
Powers=+3 to evasion speed and damage
When wearing these earrings and
Breath attacks, concentrates attacks on the
reduction. Also gives +3 to resistance to fire- focusing your thoughts, you can
owner
type attacks. When performing a treasure transform into small animals such as
appraisal with the sage skill, if the mice or birds. After shapeshifting, you
can return to your original form by
《 Magic Acceptor 》 success roll's final score is 13 or higher
but less than 18, you can only determine either touching the earrings while
Rarity=12/17
Enchanter=Unknown that it is a +1 large shield that also concentrating, or by using Dispel Magic
Form=Soft leather armor provides +2 resistance against breath (target score 15). Additionally, after
Required Strength=7 (Defense power 7) attacks. shapeshifting, you retain the same
Base Trade Price=16,000 gamels Only when the final score reaches 18 intelligence you had before the
Powers=+1 to evasion speed and damage
do you realize this shield has a catch. The transformation.
reduction. Unable to resist magic.
emerald gleaming in the center of the
When performing a treasure
shield attracts the attention of opponents, [ Container Bracelet ]
appraisal with the sage skill, if the final Rarity=15
causing them to focus their attacks on
score of the success roll is between 12 and Form=A bracelet with a large gem
the user. Enemies that use breath attacks
17, it will only be identified as a +1 soft Enchanter=Many
will especially target the shield's wielder. Base Trade Price=120,000 gamels
leather. Only when the final score reaches
Those who carry this shield, which Powers=Sucks in an object
17 will you notice that this armor has a
trades higher evasion speed for drawing When you bring an object close to
hidden drawback. This armor
enemy attacks, are destined to become the jewel attached to the bracelet and
completely neutralizes the wearer's
shields for their companions. If the speak the password in ancient low, the
resistance to magic. As a result, while
emerald is removed, all magical power is object will be absorbed into the jewel.
wearing this armor, all attempts to resist
lost. The emerald itself is worth 1000 While the object is absorbed, if you
any magic automatically fail.
gamels. speak the password again, you can
retrieve the object.

248
This bracelet cannot absorb more
《 Amulets 》 [ Crystal ]
than one object at a time, and it cannot Crystals, represented by magic stones,
absorb anything that exceeds 50 [ Amulet of Countersense ] are items that contain magic power
Rarity=14
centimeters in length in any dimension. sealed within crystals. They were
Enchanter=Many
produced in relatively large quantities
Form=Amulet
[ Sleepless Pendant ] Base Trade Price=190,000 gamels during the Ancient Kingdom period.
Rarity=13 Powers=Know who is detecting According to one theory, they were used
Enchanter=Cyrus, "The Uncertain" as currency in the Kastuul Kingdom.
If the owner of this amulet has a
Form=Small silver pendant Below, we will introduce their types.
Detection spell cast on him or her, the
Base Trade Price=80,000 gamels
Powers=Wearer never falls asleep.
amulet will glitter and project the
opponent who cast the spell. Magic Crystal
This was created to allow working for
Rarity=13
long periods without sleep. Those who Form=A stone similar to topaz that emits a
wear this pendant will never fall asleep. [ Amulet Versus Undead ]
bluish-white light from inside
Rarity=15
Neither the Sleep Cloud of ancient magic Enchanter=Many
Enchanter=Many
nor the Sleep of spirit magic will have any Base Trade Price=Stored mental points x
Form=Amulet
effect. However, it cannot reduce the mental points x 100 gamels
Base Trade Price=6,000 gamels
fatigue and other effects that come with Powers=+1 to effect checks against undead When referring to a magic crystal, it
staying awake for long periods. If worn If the person wearing this amulet means a stone that concentrates magic
for too long, one might die from sleep uses the holy magic Turn Undead or the power. While it looks similar to topaz at
deprivation. spellsong Requiem, they can add +1 to a first glance, upon closer inspection it
2D roll when making an effect check emits a bluish-white light from within.
[ Necklace of Faith ] against undead (if the roll is 12, treat it as Normally, this stone stores 2D+10 points
Rarity=12 12). of mental points, and a rune master can
Enchanter=Gerebeis, "The Sharptongued" use magic by consuming these mental
Form=Necklace adorned with bluish points instead of their own mental power.
diamonds [ Telecall Amulet ]
Rarity=10 However, only one stone can be used at a
Base Trade Price=170,000 gamels
Enchanter=Many time, and it cannot be used
Powers=Makes one target believe what the
Form=Amulet with a jeweled ball at the tip simultaneously with the caster's own
wearer believes.
Base Trade Price=48,000 gamels mental power. It can also be used as a
The effect of this item activates when
Powers=The wearers can talk to each other substitute for mental power when using
the wearer directly looks at their target. over a far distance. common runes.
If the target fails a mental power This is a magical amulet that allows When the stored mental points are
resistance roll with a target score of 16, you to converse with someone in a depleted, the magic crystal shatters. The
they become affected by the effect. The distant location. The amulet possesses method of creating magic crystals has
effect cannot manifest on more than one magical power such that when you been lost, and it is impossible to
target at a time. The effect continues as correctly recite the password of your replenish mind points in magic crystals.
long as the item is worn. Once affected, intended recipient's charm and speak It is believed that these treasures were
the target will not change their beliefs no towards the jewel at its tip, your voice used as currency during the Ancient
matter how they are persuaded or what will emerge from their jewel. In other Kingdom period, and they are frequently
evidence they are shown. However, if the words, at least two amulets are required discovered in the ruins of the Ancient
wearer of the necklace themselves stops to make a call. While this useful item has Kingdom. The game master may decide
believing in the truth, the necklace's been found relatively frequently in the that these are widely traded at the
effect will disappear. ruins of ancient kingdom, its academy of sages. In this case,
Targets are limited to humans, fae, communication range is limited to adventurers can purchase these stones if
youma, titans, and animals. approximately 10 kilometers. they have enough money.
However, in most cases, the crystals
being sold have few remaining mind
points (meaning they have been partially
used by others).

249
Powers=Casts a Darkness spell
Earth Crystal
Rarity=13 When you chant the password, a
《 Staves and Wands 》
Enchanter=Many darkness equivalent to Darkness will [ Ice Blaze Wand ]
Form=Spherical polished amber crystal appear. It’ll break after 10 uses. Rarity=11
Base Trade Price=2,600 gamels Enchanter=Ladios, "The Sage of the Seabed"
Powers=Makes 10 square meters of ground Form=Silver wand with a white crystal set
Fire Crystal
underfoot (sand or mud) more stable in the tip
Rarity=13
An earth crystal will break after one Base Trade Price=Number of uses x 2,400
Enchanter=Many
use. gamels
Form=Spherical polished rose-colored
Powers=Throws blades of ice to attack the
crystal
target.
Ice Crystal Base Trade Price=3,200 gamels
When you wave this wand while
Rarity=13 Powers=Has the same effect as Fireball when
chanting a password, countless small
Enchanter=Many thrown
Form=Spherical polished white crystal When thrown it deals strike power 20 blades of ice will fly in a straight line.
Base Trade Price=5,000 gamels damage within its area of effect, These blades of ice deal damage to all
Powers=Has the same effect as Blizzard when equivalent to Fireball. Its magic power is targets in their path. Area of effect is 20m,
thrown
4 and breaks after one use. strike power is 20, magic power is 6. This
When thrown it deals strike power 20 wand can only be used 1D+1 times.
damage within its area of effect,
Light Crystal
equivalent to Blizzard. Its magic power is Rarity=13 [ Staff of Sorcery ]
5. Crystal breaks after one use. Enchanter=Many Rarity=15
Form=Spherical polished rainbow-colored Enchanter=Wolfen "The Powerless"
Water Crystal crystal Form=Pitch-black mage’s staff
Rarity=13 Base Trade Price=Remaining number of uses Required Strength=5 (Strike power 10)
Enchanter=Many x 120 gamels Base Trade Price=490,000 gamels (not for
Form=Spherical polished blue crystal Powers=Casts a Light spell sale)
Base Trade Price=Remaining absorption Powers=Can use ancient magic up to 7th
When you chant the password, a light
points x 480 gamels level. However, you’ll be controlled and
effect equivalent to Light will appear. It’ll
Powers=Absorbs 10 points of fire damage manipulated by the staff
break after 10 uses.
Absorbs 10 points of fire and heat The wielder of this staff can use
damage. For attacks like Fireball, it ancient magic up to level 7, as if they
Lightning Crystal
absorbs all damage (except what exceeds were a Sorcerer.
Rarity=13
10 points). When hit by a weapon However, for each spell cast, they
Enchanter=Many
enchanted with Fire Weapon, it only Form=Spherical polished yellow crystal must make a mental power resistance roll
absorbs 2 points of the damage. After Base Trade Price=1800 gamels with a target score of 16. If they fail, they
absorbing 10 points total, it breaks. Powers=Has the same effect as Lightning become controlled by the staff. Even with
when thrown a successful resist, the target score
Air Crystal When thrown, a 20 meter bolt of increases by +1 with each spell cast. If the
Rarity=13 lightning, equivalent to Lightning, runs staff is released for more than 1 day, the
Enchanter=Many in that direction, dealing strike power 20 target score returns to its original value.
Form=Spherical polished purple crystal damage to those in its path. Its magic When the staff controls its user, it will
Base Trade Price=Remaining number of uses power is 3 and breaks after one use. attempt to cunningly and ruthlessly
x 800 gamels slaughter people, targeting magic users
Powers=Can blow wind up to a speed of 10m first.
in any direction
If consciousness is taken away
By chanting a password, it’ll blow
through magic or if the staff is wrested
winds up to a speed of 10m within a
away, those controlled by the staff will
100m radius. It’ll break after 10 uses.
return to normal.

Dark Crystal
Rarity=13
Enchanter=Many
Form=Spherical polished black crystal
Base Trade Price=Remaining number of uses
x 120 gamels

250
[ Staff of Fire ] the mental power used to store a spell in way as a normal weapon. Those being
Rarity=15 this staff cannot be recovered by any targeted can also resist. If you fail to
Enchanter=Many means until the stored magic is used. resist, you will lose one specific memory
Form=Mage’s staff Anyone who knows the password can (the game master should decide the
Required Strength=5 (Strike power 10)
activate the magic stored in the staff. If range of one memory at his or her
Base Trade Price=Remaining mental points x
set to activate after a certain time instead discretion). This item's magic intensity is
350 gamels
Powers=Can use fire-type ancient magic
of with a password, the spell will be 15 (magic power 8).
This staff stores 2Dx10 mental points. centered on the staff. In this case, if the
The user does not need to be a sorcerer. activating magic is an area-effect damage [ Lead Staff ]
magic like Fireball, the staff will be Rarity=13
By waving the staff while chanting a
destroyed upon activation. While this Form=Staff with a gem on the tip
password, you can use the magic Tinder,
staff can be used as a normal magical Enchanter=Many
Fire Weapon, Fireball, and Suppress Required Strength=1 (Strike power 6)
Elemental (salamander only). Magic catalyst, it provides no bonus when used
Base Trade Price=64,000 gamels
power is uniformly treated as 5 regardless as a weapon.
Powers=Falls in the gem’s direction or to the
of the user’s own magic power. The base north
mental power cost of the magic is then [ Power Wand ] The gem on the tip can be removed,
Rarity=17
directly subtracted from the mental and if the staff falls down while it’s
Enchanter=Many
points stored in the staff. removed, the staff will fall in the
Form=Wand
Base Trade Price=120,000 gamels direction of the gem, regardless of the
[ Sorcerer Staff ] Powers=Fires Energy Bolt distance between the staff and the gem.
Rarity=13 By chanting a password, you can fire When the gem is on, it’ll always fall to the
Enchanter=Many north. This staff also functions as a
unlimited energy arrows (strike power
Form=Mage’s staff magical catalyst. The price of the gem
10, magic power 6) equivalent to the
Required Strength=5 (Strike power 10)
ancient magic Energy Bolt. This magic alone is 5000 gamels, and the staff with
Base Trade Price=60,000 gamels
cannot be expanded. the gem removed is worth 3200 gamels.
Powers=+2 to magic final scores
If you cast a spell using this staff as a
magical catalyst, it’ll add +2 only to the [ Plant Command Wand ] 《 Rings 》
final score of a success roll. There are no Rarity=15
Enchanter=Unknown [ Unpoison Ring ]
other bonuses. Rarity=10/15
Form=A wand about 15cm long
Enchanter=Many
Powers=Can use plant spirit magic
[ Delay Staff ] Base Trade Price=100,000 gamels Form=Thin gold ring
Rarity=14 Base Trade Price=Number of uses x 1000
Those with this wand will be able to
Enchanter=Unknown gamels
cast spirit magic sourced from the power
Form=A beautifully carved wooden mage’s Powers=Eliminate poison or double its effect
staff
of plant spirits up to 8th level, such as Whoever wears this ring can place
Required Strength=5 (Strike power 10) Binding and Charm. The wand stores 100 their hands on a person affected by
Base Trade Price=20,000 gamels mental points, and each time you use poison and attempt to detox. Make a
Powers=Can store one spell magic, the base mental power cost of the success roll with a baseline score of 8. If
This staff can be pre-imbued with magic is consumed. When using this the final score is greater than or equal to
magic that activates either when a wand to cast magic, magic power is the poison’s toxicity score, it can be
specific password is spoken or after a treated as 8 regardless of the user’s magic detoxed. However, if this fails, the
predetermined time has elapsed. The power. poison's effect is doubled. First, damage
spells that can be stored in this staff are is doubled. If it’s not a damage poison,
limited to ancient magic with a [ Memory Robber ] the effect time will be doubled. Both
consumed mental power (not the base Rarity=14
cannot be doubled. If neither applies, the
mental power cost) of 3 or less. In other Enchanter=Unknown
Form=A simple wooden wand engraved with
game master should make his or her own
words, as a sorcerer reaches higher levels,
high ancient runes decision. If this ring increases the effect
they become capable of storing more of the poison, further detox attempts will
Base Trade Price=130,000 gamels
powerful spells. To store a spell in this have +2 to the toxicity score. This ring
Powers=Forget one specific memory
staff, you must expend the same amount can only be used 2D times.
To use this, the tip must touch the
of mental power as casting the spell The detox effect can be discovered on
target's forehead. If you want to use it
normally would require. Furthermore,
during combat, make a hit check the same final score 10 when using treasure

251
appraisal, and the drawbacks on final [ Fast Finger ] ignored. However, you can only put in as
score 15. Rarity=13 many objects as you can outwardly see,
Enchanter=Many so if you put in something of an
Form=Silver ring in the shape of a bird's
[ Quickness Ring ] abnormal weight (the game master
wings
Rarity=16 should make a suitable decision), the
Base Trade Price=72,000 gamels
Enchanter=Yeren "The Unrewarded magical power will disintegrate and it’ll
Powers=+6 to agility when worn (agility
Seeker" bonus +1) tear.
Form=White stone ring Adds +6 to the wearer’s agility. At the Combining it with the Bulkless
Base Trade Price=9,000 gamels same time, he or she will no longer be Bag mentioned below, makes it possible
Powers=+2 to the user's agility bonus affected by magic that belongs to physical to transport extremely large amounts of
By wearing this ring and chanting a ability. objects. Put the Bulkless Bag in the
password, the user’s agility bonus Weightless Bag, then put the objects in it.
becomes +2. This effect lasts for 18
[ Linkage Ring ]
rounds from the round in which you Rarity=15 [ Explosive Bullet ]
chanted the password. There’s no limit to Enchanter=Unknown Rarity=15
the number of times it can be used, but if Form=A pair of (two) silver engagement Enchanter=Many
the same person uses it more than once a rings Form=Sling Bullet
Base Trade Price=64,000 gamels Base Trade Price=2500 gamels
day, he or she will suffer a -1 penalty to
Powers=Two people who wear these can Powers=Explodes on impact, dealing strike
their agility bonus thereafter. This
freely use each other's mental points between power 30 damage
penalty is cumulative. If you use it 3
them This bullet explodes on impact,
times, it becomes -2, and if you use it 4
When characters of the same race dealing strike power 30 damage
times, it becomes -3. If you don't use the
and opposite gender wear these rings, regardless of the sling used. As usual,
ring for one full day, the penalty will
they can freely use each other’s mental bonus damage is fighter/thief/ranger skill
disappear.
points. However, if one person has a spell, level + strength bonus, and furthermore,
etc., that affects the mind cast on him or your opponent can only reduce this
[ Thermal Ring ] her, it’ll affect both people. These rings damage with adventurer level (monster
Rarity=15
will not work unless both people are level).
Form=Bracelet with purple gems
Enchanter=Unknown within 1 km.
Base Trade Price=32,000 gamels [ Old Man Liar Punisher ]
Powers=Keeps the wearer's body temperature [ Rune Ring ] Rarity=15
constant Rarity=14 Enchanter=Unknown
This ring has the effect of keeping the Enchanter=Karla "The Powerful" Form=Relief of an old man’s face with its
Form=Small platinum ring mouth half open
wearer's body temperature constant. The
Base Trade Price=60,000 gamels Base Trade Price=150,000 gamels
wearer of the ring can feel comfortable
Powers=+1 to magic power of ancient magic Powers=Sees through lies
even when exposed to the fierce heat of a
when you wear it When someone puts his or her hand
desert or the cold weather of a snowy
Those who wear this will gain a +1 in the mouth and says something, and it’s
mountain. However, it’s not effective
bonus to magic power of ancient magic. a lie, the mouth will close and won’t let
against too high or low temperatures or
This ring also has the ability to act as a go of the hand until he or she admits I
sudden changes in temperature, so it has
normal magical catalyst. lied.
absolutely no effect against fire or cold
produced by magic.
《 Other 》 [ Card of Power ]
Rarity=13
[ Parry Parry ] [ Weightless Bag ] Enchanter=Void, "The Immoral Summoning
Rarity=12 Rarity=14 Sorcerer"
Enchanter=Many Enchanter=Many Form=Palm-sized card of unknown material
Form=A ring with small metal shaped like a Form=Lightly colored backpack Base Trade Price=Magic’s base spirit cost x
disc Base Trade Price=40,000 gamels 320 gamels
Base Trade Price=7000 gamels Powers=Removes gravity from objects in the Powers=User can use various ancient magic
Powers=+2 to evasion speed bag This item was developed so that even
This is a backpack made of a those without the sorcerer skill can use
mysterious material that repels water. ancient magic. It does not consume
The weight of objects inside can be mental power when used. To use it, a

252
manual written in low ancient is If you light a candle in this [ Sealing Jar ]
included in its box, and if you chant a candlestick (any normal candle on the Rarity=15
spell name in low ancient while tearing market is fine), whoever lights it will be Enchanter=Unknown
up the card, the magical power blessed with great luck. Misfortunes that Form=Iron jar
Base Trade Price=1,000,000 gamels (not for
previously bestowed on the card will be may befall you will be prevented in some
sale)
released. Magic intensity is 15, and the way before they happen, and business or
Powers=Seals something from another world
effect cannot be expanded at all. stock speculation will definitely yield a within
This item is consumable. profit. If you light a candle, the fire will This jar is a magical jar that can seal
You can tell the effect of the card by magically last for one week, but the things from another world, such as the
the picture drawn on it. candle’s fire itself offers no protection spirit world, within it. It’s said to be able
Shield: Protection and will easily go out with a slight breeze, to seal not only lesser spirits such as
Hero: Full Potential etc. Then, if the candle’s fire in the salamander and sylph, but also greater
Wings: Flight candlestick goes out, that person will be spirits such as djinn and efreet.
struck by every conceivable misfortune If you point this jar at a spirit and
There are many other types of cards as a final result. Even if that person chant a password, any kind of spirit can
besides these (each game master should relights the candle, this misfortune be entrapped. Once sealed, a spirit
create them). cannot be gotten rid of. remains locked up until the lid is opened.
If you open the lid, they immediately
[ Guard Glove ] [Crystal Orb of Clairvoyance] return to the spirit world.
Rarity=12 Rarity=15
Form=Left hand (rarely right hand) glove Enchanter=Many
Enchanter=Many Form=Crystal ball about 10cm in diameter [ Seal Stone ]
Rarity=16
Base Trade Price=1500 (Small shield)/5000 Base Trade Price=300,000 gamels~
Enchanter=Unknown
(Large shield) Powers=You can see various places around
Form=A crystal-like stone about 10cm in
Powers=Generates a force field equivalent to the world
diameter
a shield This is a magical crystal ball that
Powers=Seals a human soul
When the wearer grasps tightly while shows the user every place around the Base Trade Price=480,000 gamels (not for
holding nothing in their hand, a force world. The extent to which the effect sale)
field is generated around his or her arm, reaches depends on the magical power This stone’s magical power will
which has the same effect as holding a stored in the crystal ball. Particularly appear when you aim it at an opponent
shield. You cannot use ancient magic powerful ones are said to be able to and chant a password in low ancient.
while one hand is clenched. Also, if ignore magical barriers that would Those who fail to resist will have their
you’re holding something in your completely block a normal crystal ball, soul sealed in the stone (resist target
dominant hand, you cannot use spirit or show the state of another world. score is 18). A body that’s lost its soul
magic either. There are two types of The commonly found Crystal Orb must faithfully obey the commands of
Guard Glove; one that generates a large of Clairvoyance can project any place the stone’s owner. It has no effect on
force field like a large shield, and one that you’ve been to before, but can only use undead, etc. which do not have souls.
generates a small force field like a small this power once per day. The duration is Only one person’s soul can be sealed in at
shield. The force field generated by the 15 minutes. a time. No memories will remain while
Guard Glove has no weight, so it's the soul is sealed.
possible for even those with a strength of [ Gale Horseshoes ] If you hold the stone and chant the
12 or less to handle a force field like a Rarity=15 password of release, or if you destroy the
large shield. Enchanter=Unknown
stone, the sealed soul will be released and
Form=Horseshoes equipped to a horse
return to its body.
Base Trade Price=50,000 gamels
[Candlestick of Infinite (Un)Luck]
Rarity=15 Powers=Increases the equipped horse’s
movement speed by 10 [ Jumping Boots ]
Enchanter=Le Val
These horseshoes increase the Rarity=15
Form=Silver candlestick densely engraved
Enchanter=Faye, “The One Who Wears the
with high ancient runes movement speed of the horse they’re
Wind”
Base Trade Price=1,000,000 gamels (not for equipped to by 10.
Form=Boots
sale)
Base Trade Price=24,000 gamels
Powers=Gives good luck to the one who
Powers=The equipped person will be able to
lights the candle
jump 3m high and 10m far.

253
[ Scape Doll ] [ Spirit Sealing Stone ] immediately if they fail a mental power
Rarity=12 Rarity=16 resistance roll against target score 16.
Enchanter=Many Enchanter=Unknown You’ll usually need to hide it with an
Form=A wooden doll about 20 cm long Form=White gem eyepatch, etc.
Base Trade Price=90,000 gamels Base Trade Price=45,000 gamels
Powers=Suffers damage in place of the user Powers=Seals a spirit
A scape doll takes the place of its user If spirit magic is used around the [ Zero Gravity Disc ]
Rarity=18
and suffers damage. wearer (used towards the wearer, or the Enchanter=Kaiber, "The Sorcerer of Gravity"
If a character ties his or her hair to it wearer him or herself attempts to use Form=A 1.5m diameter golden plate
and etches his or her name into it, then spirit magic), this stone will seal the Base Trade Price=160,000 gamels
when he or she suffers physical damage, spirit, and the spirit magic is nullified as Powers=Negates gravity
the scape doll’s life force will be reduced a result. This plate is made of a magical metal
instead of that character’s life force. The However, if you try to block magic that completely negates gravity. All
scape doll’s life force will be the same as that uses a spirit with an average monster objects placed on the plate lose their
the life force of the character who etched level of 5 or greater, the magic itself will weight, and the plate itself is always
his or her name into it. A scape doll will be blocked but the spirit will not be floating.
break when its life force reaches 0. At sealed and the stone will break. Also, If you push it up towards the sky, it’ll
this time, if there is surplus damage, greater spirits cannot be sealed, so spirit fly anywhere as-is.
reduce the character's own life force. magic used will take effect as-is, and at
However, if the scape doll itself the same time the stone will break. [ Soft Lander ]
suffers damage, the character’s own life Only one lesser spirit can be sealed at Rarity=12
force will decrease, rather than the scape a time. If a spirit has already been sealed, Enchanter=Faye, “The One Who Wears the
doll’s life force. Once you start using it, Wind”
the stone is of no use. A shaman can
Form=Cloak
this effect cannot be canceled even if you release a sealed spirit. Also, if it’s an
Base Trade Price=24,000 gamels
untie your hair. undine, salamander, sylph, or gnome, it’s Powers=Reduces fall speed
Also, if you use multiple scape dolls, possible to expel them (to the spirit When you wear this cape, you’ll fall
all the scape dolls will break at the same world) using the ancient magic spell at a very slow speed. However, the
time, so it’s completely pointless. Suppress Elemental. magical power will not work unless
you’re at least 1m above the ground.
[ Statue of Changing ] [ Sleep Eye ]
Rarity=14 Rarity=18
Enchanter=Unknown Enchanter=Unknown
[ Daemon Jar ]
Rarity=16
Form=Four statues of a crocodile, a snake, an Form=Glass prosthetic eye
Enchanter=Unknown
ape and a bear made of mithril silver Base Trade Price=280,000 gamels
Form=Iron jar
Base Trade Price=480,000 gamels (not for Powers=Puts those who stare at it to sleep
Base Trade Price=1,000,000 gamels (not for
sale) This is used by transplanting it into a sale)
Powers=Anyone who touches the statue body in place of a lost eye. Anyone who Powers=Summon a daemon
shapeshifts into the form of the same animal
sees this eye (even if it’s an image When you chant a password, a
as the statue (other than the snake)
reflected in a mirror) will fall asleep daemon will be summoned from the jar.
Anyone who touches this statue will
shapeshift into an animal of the same
Table 14-1: Daemon Jar Summon
form as the statue. A shapeshifted form
2D Result
can return to his or her original state by
either touching the snake statue or with 2 An Archdaemon appears and drags the summoner into the jar!
a final score 15 Dispel Magic. 3~5 Aetherbeast
The animals you can shapeshift into
6 Grunel
by touching each statue are as follows.
7 Doubleburg
Crocodile=Crocodile
Bear=Grizzly 8 Zalbard
Ape=Boss Ape 9 Ragnakang
10 Maligdorai
11 1D Hellhound or Cerberus
12 Doppelganger or other Greater Daemon

254
The summoned daemon will obey the [ Night Goggles ] weight remains the same. When putting
summoner's commands. Please use Rarity=18 an object in, place it in contact with the
Table 14-1: Daemon Jar Summon to Enchanter=Unknown bag’s opening and it’ll go in when you
determine which daemon will appear. If Form=Glasses with red lenses push it. To take it out, put your hand
Base Trade Price=130,000 gamels
the summoner is gone, the daemon, inside and think of the object itself (you
Powers=See through darkness
according to its intrinsic nature, will can also take it out with a vague thought,
When you put on these goggles,
begin to act violently. but it’s not reliable). If you turn it upside
you’ll be able to see through darkness as
down and shake it, everything will come
if it were daytime, just like a dwarf.
[ Daemon Hand ] out. Also, it's only slightly stronger than
Rarity=16 leather, so if you try to trap monsters, etc.
Enchanter= "All-encompassing" Phreg [ Fire Jack ] in it, it'll probably break from the inside.
Form=Gloves with fingers that are twice as Rarity=15
Enchanter=Unknown Combining it with the Weightless
long as normal
Form=An old wooden box Bag mentioned above, makes it possible
Base Trade Price=6000 gamels
Base Trade Price=3200~8000 gamels to transport extremely large amounts of
Powers=With freely-moving fingertips, gain
a +2 to the thief skill’s lockpicking, remove/set Powers=Explodes if opened by someone who objects. Put the Bulkless Bag in the
trap, climb, and pickpocket checks doesn't know how. Weightless Bag, then put the objects in it.
A jack-in-the-box made by a crafty
[ Dragon Tooth ]
sorcerer in the ancient kingdom, mainly [ Forging Sheath ]
Rarity=10 used as a treasure chest. If someone who Rarity=15
Enchanter=- doesn't know how to open it carelessly Enchanter=Unknown
Form=Dragon tooth opens it, it’ll cause an explosion similar Form=Sheath for a broadsword
Base Trade Price=5000 gamels to Fireball (strike power 20). Magic Base Trade Price=6000 gamels
Powers=Material for a skeleton warrior Powers=Gives a sword the effect of Enchant
power varies from 4~10.
By casting the 5th level ancient magic Weapon when unsheathed
This sheath is made to fit a
Skeleton Warrior on this tooth, you can [ Bag of Protection ] broadsword and can only hold a
create a puppet golem, a skeleton warrior Rarity=10
(dragontooth warrior). Enchanter=Unknown broadsword.
Form=A 20 x 20cm bag made of a mysterious If it is a broadsword, the sheath will
automatically expand or contract to
[ Tracer Doll ] brown material
Rarity=11 Base Trade Price=250,000 gamels adjust for any slight differences in length.
Enchanter=Many Powers=Protects objects put inside the bag If you keep a sword in this sheath for
Form=A doll about 30 cm long from detection magic. more than one hour, then draw the
Base Trade Price=260,000 gamels A bag created during the ancient sword from the sheath, it’ll have +5 to
Powers=Indicates direction of a specific kingdom period that protects objects put strike power and will be able to harm
object or person inside from the effects of any detection- monsters that cannot be wounded by
This doll, which looks like a woman type magic. However, the objects being normal weapons for 18 rounds, just like
with one arm raised, was made to protected must be completely inside the if Enchant Weapon magic were cast on it.
prevent the loss of important things, so bag, if they stick out of the bag even a The sheath’s Enchant effect can be
it's endowed with the magical power to little, the effect will not be attained. In removed with a Dispel Magic spell.
remember specific objects or people, and addition, not only are the things inside
always points in the direction they're not affected by detection-type magic, but
[ Flying Carpet ]
located (are). In a state where it does not so is the bag itself. Rarity=14
have anything to remember, or if the Enchanter=Unknown
thing it remembers has been lost, the doll [ Bulkless Bag ] Form=A carpet about 1m square
cannot point anywhere and will just spin Rarity=14 Base Trade Price=180,000 gamels
around. To make it remember something, Enchanter=Many Powers=You can move through the air by
you must touch the doll to the object and Form=Lightly colored backpack riding on the carpet.
Base Trade Price=200,000 gamels This is a magic carpet that moves
chant a password. What the doll
Powers=You can put objects in regardless of with a password, carrying one person
remembers is displayed on its pedestal, so
size and flying freely in the air for an hour.
you can know this if you read low ancient.
This is a backpack made of a However, it is best to avoid somersaults
mysterious material that repels water. and sudden changes in course. Also, if
You can put objects up to 5m square into you don't hold your baggage securely, it
the bag, regardless of size. However, the can easily fall off the carpet. In addition,

255
movement speed during flight is 50, with you need magic power (baseline score [ Mirror of Truth ]
a maximum speed of about 50km per for a success roll), use the sorcerer's. Rarity=15
hour. This carpet can only be used once Some of these scrolls have lost spells Enchanter=Many
per day. written on them. In this case, the Base Form=Mirror with high ancient runes
Trade Price will be x 1.5. If you bring it densely engraved on the frame
Powers=Shows the natural form of the
[ Flying Mantle ] back without using it, perhaps the lost
Rarity=12 person reflected in the mirror
magic may spread throughout the world
Enchanter=Faye, “The One Who Wears the Base Trade Price=380,000 gamels
through the research of an academy of
Wind” This mirror reflects the natural form
sages. Scrolls with lost spells written on
Form=Mantle of the person standing before it.
them are almost certainly not sold on the
Base Trade Price=400,000 gamels Anything whose appearance has been
Powers=You’ll be able to fly
market.
changed by illusion or shapeshifting
When you wear this, you’ll be able to magic will have its natural form exposed
fly freely in the air. Movement speed [ Mask of Scale ] in this mirror.
when flying is 50, with a maximum Rarity=12
Enchanter=Ladios, "The Sage of the Seabed"
speed of about 50km per hour.
Form=A jade-colored mask imitating a [ Unicorn's Horn ]
human face Rarity=12
[ Potion of Power ] Base Trade Price=54,000 gamels Enchanter=-
Rarity=15 Form=A spiral-shaped horn about 50cm long
Powers=Allows you to breathe underwater
Form=Potion Base Trade Price=11,000~220,000 gamels
When you wear this mask, you can
Enchanter=Many (depends on remaining mental points)
breathe underwater.
Base Trade Price=10,000 gamels (not for sale) Powers=Can use life spirit magic.
Power=Increase an ability score by 1 point [ Mask of Lady ] Those who have this horn will be able
If a character drinks this potion, it’ll Rarity=12 to cast all spirit magic sourced from the
permanently increase an ability score by Enchanter=Varmir "of the Twilight"
power of the unknown spirit of life, such
Form=A white ceramic mask in the shape of
1 point. Just like when increasing with as Healing and Restore Health. The horn
a beautiful woman's face
experience points, there is no maximum. stores 10~200 mental points, and each
Base Trade Price=170,000 gamels
Which ability score is increased is Powers=+4 to resistance to mind magic, time you use magic, the base mental
determined by each potion (all six types reduces mental damage by 2 points power cost of the magic is consumed. If
exist). The wearer receives a +4 bonus to you need the horn’s magic power, set it to
Even if the game master approves the resistance to magic that affects the mind. 10.
trade of magical items, this item should In addition, you can reduce the damage
be considered in short supply, nearly you’re dealt from magic or monster
impossible to find, and not for trade. special attacks that directly deal damage
Otherwise, adventurers with money to mental power by 2 points.
could buy up this item, which could
potentially have a serious impact on
[ Mirror of Knowledge ]
game balance. Rarity=15
Enchanter=Many
[ Magic Scroll ] Form=Mirror with high ancient runes
Rarity=13 (However, if a sorcerer reads it, it densely engraved on the frame
will always be identified) Powers=The mirror spirit will answer simple
Form=A scroll with a spell written on it questions
Enchanter=Many Base Trade Price=390,000 gamels
Base Trade Price=Magic level x magic’s base You can ask the mirror spirit sealed
mental power cost x 20 gamels inside the mirror to answer a simple
Powers=Can use a magic spell only once
question. The mirror spirit knows
A magic spell is written on this (in
everything reflected in mirrors around
high ancient). If a sorcerer reads it, he or
the world, so it's quite knowledgeable.
she can use the magic written on it only
However, since it has difficulty
once. It doesn’t matter if the sorcerer skill
communicating with humans, it cannot
level has not reached the magic level, nor
answer complex questions.
does it consume mental power. However,
the magic cannot be expanded. When

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Chapter 15:
Experience
Points

257
15.1 Four Types of Experience Points
15.1 Four Types of Experience Points
In Sword World RPG, there are four If you were to become one of the However, it can be difficult to
ways to gain experience points. These are thieves' transport partners without remember every time the dice were
accomplishing missions, fighting realizing they’re stolen goods, rolled, so only the number of times a
monsters, success rolls, and special your mission would not be player rolled double ones during a success
bonuses. accomplished. roll should be recorded. Double ones
If each character achieves the goal when making checks for damage dealt in
Accomplishing Missions (mission) set by the game master, they combat or armor defense effects in
Most experience points are earned by will each receive 1000 experience points. combat should also be added to the
accomplishing missions. When creating If they cannot achieve it, they will only number of times. The adventurers will
an adventure scenario, the game master get 500 points. earn number of double ones x 10
sets one goal. If you're going into ruins to If the game master deems it to be an experience points. However, double ones
search for treasure, the goal is probably incomplete success, but not exactly a after a critical during damage checks are
the treasure hidden there, and if you're failure, he or she may decide to award not included. Also, experience points
rescuing a captured dignitary, it’s to experience points somewhere in should not be awarded for meaningless
bring that person back safely. between, such as 700 or 800. success rolls. Unlike the previous two
types, experience points earned in this
When you achieve a goal set by the Fighting Monsters way will vary depending on the
game master, you will receive experience You can also earn experience points adventurer.
points for accomplishing missions. by defeating monsters. Monster level x
This may be different from what it 10 ÷ number of adventurers experience Special Bonuses
appears to be upon entering the scenario. points will be awarded for each monster. The game master is free to award
Upon closer examination, a request to bonus experience for particularly
transport an item may turn out to be Success Rolls outstanding play. However, this should
stolen goods, and in a change of situation, This depends on how much work the be done as sparingly as possible. Giving
must be returned to its rightful owner. At adventurers did during the adventure. away a large amount of experience points
this time, the mission will only be How assertively the adventurers acted is is harmful to the enjoyment of the game.
accomplished if it's returned to its reflected by the number of dice rolls It'd be most appropriate to keep it to
rightful owner. made by the players. about 1/10th of the experience points
earned from accomplishing a mission.

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Part 3: Optional Rules

259
Chapter 16:
Optional Rules
for Combat

260
16.1 Combat in Which Monsters Roll Dice
16.1 Combat in Which Monsters Roll Dice
In Sword World RPG, the monster Attacks From Monsters Attacks From Characters
side (game master) rarely rolls dice Against Characters Against Monsters
during combat. This reduces the burden A score equal to a monster’s attack A score equal to a monster’s evasion
on the game master and allows him or points - 7 is written next to it in points - 7 is written next to it in
her to focus on other parts. parenthesis. This is used here. The game parenthesis. This is used here. The game
However, some game masters may master should roll 2D and add it to the master should roll 2D and add it to the
also want to roll the dice. By rolling the number in parenthesis. This is the target number in parenthesis. This is the target
dice yourself, you can feel like you’re score for a character to evade the score for a character to hit the monster
playing the game. When both sides roll monster’s attack. with an attack.
the dice, the range of numbers will As you can see from the way the dice As in the previous section, this is the
expand and the enjoyment can increase. are rolled, this is the process for a success process for a success roll with monster's
In an emergency, the game master roll with monster's attack points -7 as the evasion points -7 as the difficulty.
can control the results of his or her own difficulty. Therefore, a tie would result in Therefore, a tie would result in
dice, making it easier to weave a story. character's evasion success = monster's character's attack success = monster's
This is because these advantages exist. attack failure. Also, if the game master evasion failure. Please remember that the
Here we'll introduce the procedure rolls double ones or double sixes, that game master should be considered first
by which the game master also rolls the does not automatically result in to roll the dice.
dice and performs combat. failure/success (but for a character, it still Once the attack hits, it's the same. A
does). monster's defense points are fixed, and
Once the attack hits, it's the same. the difference is based on the character's
The monster's strike points are fixed, and strike roll.
the difference is based on protection
from the character's armor.

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16.2 Weapon and Armor Modifiers
16.2 Weapon and Armor Modifiers
In the basic rules, we did not Table 16-1 Weapon Optional Rules
consider the finer differences based on Type Attack Power Mod. Strike Power Mod. Critical Target
the shape of weapons and armor, but Swords/1H ±0 ±0 10*
even though the required strength is the Swords/2H ±0 +5 10*
same, swords, axes, spears, and hammers Axes/1H ±0 +5 11*
differ in ease of use and power. This rule Axes/2H ±0 +10 11*
quantifies the finer differences between Spears/1H -1 +5 10*
weapons and armor. Spears/2H ±0 +5 10*
Maces/1H +1 +5 12
Weapon Modifiers Maces/2H +1 +10 12
Here is a table of weapons commonly Clubs/1H +1 ±0 12
used by adventurers ("Table 16-1 Weapon Staves/2H +1 +5 12
Flails/1H -1 +5 10
Optional Rules").
Flails/2H -1 +10 10
War Hammer/1H -1 +5 10
The terms used on this table are
War Hammer/2H -2 +15 10
explained below.
Bows ±0 +5 10*
Crossbow ±0 +10 10*
Attack Power Modifier Slings/1H ±0 +5 11
Attack power modifier indicates the Slings/2H ±0 +10 11
modifier added to an adventurer's attack Rocks +1 ±0 12
power when using that weapon. Whip/1H -2 0** 10*
Weapons with higher numbers are more Net/1H -2 -△ -△
likely to hit an opponent, while weapons Bola/1H -2 -△ -△
with smaller numbers are less likely to Cranequin Crossbows ±0 x2+10△△ 10*
hit. Pole Weapons Various Various Various
Lance/1H -1 +15*** 10*
Shotel/1H -1 ±0 10*
Strike Power Modifier
Cestus/1H +1 ±0 12
Strike power modifier is a modifier
Blackjack/1H ±0 ±0 12
added to a weapon’s strike power. In the
Garrote/2H -2 10** 10
basic rules, a weapon's required strength Prodd/2H ±0 +10 10
is its strike power, but with this rule, a Dart/1H -1 +5 10*
weapon's strike power equals weapon's Small Shields/1H ±0 ±0 12
required strength plus this strike Large Shields/1H -1 ±0 12
power modifier. In other words, even if Barehanded/1H ±0 0** 12
the required strength is the same, one *Critical Target +1 against metal armor.
can say a weapon with a higher strike ** Strike power itself is 0 or 10
power modifier will deal greater damage △Cannot deal damage
to an opponent. △△Calculate using required strength 2 x 2 + 10
****The lance itself has a +5 strike power modifier, +10 during a charge, and +2 damage itself
Critical Target Variation
Under the basic rules, when using the
Rating Table to determine damage, a 10
or greater is considered a critical, but
with this rule, the chance of a critical is
different for each weapon. This is
indicated by the critical target. Axes,
maces, etc. do not critical even if you roll
a 10, but rather require an 11 or 12. One
can say that the lower this score, the more

262
likely you are to deliver a powerful strike. wearing that armor. Heavy metal armor Shield Modifiers
Weapons classified as swords, axes, spears, slows down your movement and makes With this optional rule, there are
bows, and crossbows suffer +1 to this it more difficult to dodge your differences in the way small and large
critical target against metal armor. opponent's attacks. shields are handled (Table 16-2: Shield
In other words, these sharp weapons Optional Rules).
are less likely to deliver a powerful strike Defense Modifier If you ready a shield, it’ll be easier to
due to the armor’s metal. Defense power modifier is the avoid your opponent's attacks. With this
defense power bonus you receive while rule, if you ready a large shield, your
Number of Projectile Shots wearing that armor. Metal armor evasion speed will be +2. However, if you
When using the weapon modifiers generally has a higher defensive effect do use a large shield, it’s inevitable that
optional rule, there is a limit to the and grants a bonus to defense. you’ll have to neglect your attacks.
number of times a projectile can be fired. Therefore, when using a large shield, you
A sling can shoot every round if it Critical Target Variation will suffer a -1 penalty to your attack
fires its own bullets. However, if you pick Critical target variation indicates power. However, large shields with a
up pebbles, etc. on the ground and use that the armor reduces the chance of magical power of +1 or greater do not
them as bullets, it must be every other being dealt a strong blow from some have this penalty.
round. weapons while wearing it. If this field
A crossbow can only shoot every says yes, the opponent's critical target will Table 16-2 Shield Optional Rules
other round due to the time it takes to be +1 when they attack you with a sword, Shield Evasion Attack
wind them up. If you set a quarrel in spear, etc. Name Speed Mod. Power Mod.
advance, the first shot will not take long. Small
+1 ±0
Shields
However, if you leave it set for a long Anti-Strangling Protection
time, the string will lose its elasticity, and Large
The anti-strangling protection +2 -1
Shields
the quarrel will easily come off if you tip indicates whether the armor protects you
the crossbow. when being strangled by a garrote or
Throwing weapons can be thrown arms around the neck.
every round if they're kept ready in a
Table 16-3 Armor Optional Rules
place that's easy to reach (such as on a
Evasion Speed Defense Critical Target Anti-strangling
belt, etc.). But if not, they’ll take one Armor Name
Mod. Mod. Change Prot.
round to prepare and can only be thrown
Non-metal armor
every other round. Cloth Armor ±0 ±0 No No
A bow can be fired every round. Soft Leather
However, this is only if you have arrows ±0 ±0 No No
Armor
ready in your quiver. Hard Leather
±0 ±0 No No
Armor
Armor Modifiers Metal Armor
"Table 16-3 Armor Optional Rules" is Ring Mail
±0 ±0 Yes No
a table of numerical armor modifications. Armor
Splint Armor -1 +5 Yes Yes
Chain Mail
Evasion Modifier Armor
-1 +5 Yes Yes
Evasion speed modifier is the Lamellar Armor -1 +5 Yes Yes
evasion speed penalty you suffer while Plate Armor -1 +5 Yes Yes

16.3 Projectile Bonus Damage


16.3 Projectile Bonus Damage
In the basic rules, any weapon’s Bonus damage added to a bow or
bonus damage equals fighter (or thief, crossbow equals skill level + {bow’s
ranger) skill level + strength bonus, but for required strength ÷ 6 (rounded down)}.
projectiles, an adventurer’s strength is not It’s wasteful to pull a light bow with so
fully utilized as-is. much strength that it breaks.

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16.4 Projectile Range Extension
16.4 Projectile Range Extension
In the basic rules, the range limit is
Table 16-4 Maximum Ranges
20 meters for throwing weapons and 100
Dagger 30
meters for shooting weapons. If you
follow these optional rules, you can Hand Ax 20 + Character's Strength
extend these even further. Javelin 30 + Character's Strength x 3
Short Spear 25 + Character's Strength x 2
Long Distance Modifiers Trident 20 + Character's Strength x 2
Hitting a distant target with a
Boomerang 20 + (Character's Strength - Required Strength) x 2
weapon is a nigh-impossible task.
Throwing weapons have a -1 modifier to Club 20 + (Character's Strength - Required Strength) x 2

attack power for every meter beyond 20 Shortbow 100 + Required Strength x 5
meters, and shooting weapons have the Longbow 120 + Required Strength x 5
same for every 5 meters beyond 100. Light Crossbow 80 + Required Strength x 5
Heavy Crossbow 100 + Required Strength x 5
Maximum Range Sling 100
There's no such thing as a bow with
infinite reach. Each throwing or Staff Sling 100

shooting weapon has a maximum range, Rock 20 + (Character's Strength - Required Strength) x 5
and they will never hit a target farther Net 5
away than this (Table 16-4: Maximum Bola 20 + (Character's Strength - Required Strength x 3
Ranges). Light Cranequin Crossbow 80 + Required Strength x 10
Heavy Cranequin Crossbow 100 + Required Strength x 10
Ballista 150 + Required Strength x 10
Prod 100
Dart 20

16.5 Combat Options


16.5 Combat Options
These optional rules allow for a but to defend, an adventurer can put You cannot declare mercy (of
variety of attack methods, rather than everything they have into their attack. course!).
just simple attacks When the opponent is unable to However, if you’re attacked during
evade, or the adventurer is cornered and the round in which you took this action,
Full Defense there is no point in defending, the your evasion speed will be reduced by -4.
When an opponent is too strong, and adventurer can use all his or her attacks. When using this optional rule, ignore
fighting normally is of no use, an At this time, you can choose one of the critical target -1 when attacking a
adventurer can focus wholly on defense. the following. sleeping or defenseless target rule (see p.
When focusing on defense, an 139). This is because it's automatically
adventurer cannot attack or use any 1. Bonus Damage +2 assumed to be a strong blow. You can
magic during that round. In return, 2. Critical Target -1 choose critical target -1, or you can
you’ll gain a +2 bonus to your evasion choose bonus damage +2 instead.
speed. This action can be performed in
combination with the mow down, ram, Charge
Strong Blow and area aim actions (all described When an adventurer is armed with
When a foe cannot evade, or if below). a spear, etc. he or she can charge an
they're so cornered they have no choice opponent and use his or her weight and

264
speed to deal great damage. Since you Snipe will notice you, you’ll no longer receive
can attack and move at the same time, Bows and crossbows can be aimed bonuses from aiming, and you’ll also
you’ll also be able to attack from a and fired at a vital point if the target is miss the chance for a surprise attack.
slightly distant position (you can attack completely unaware and not moving When your opponent is a character,
while performing full movement). This is around much (they cannot be aimed and he or she can notice you by using the
resolved as follows. fired if the target is aware of the sniper's sense danger ability. The target must
Weapons that can perform a charge presence and is alert to their make a success roll using ranger skill level
are limited to spears, pole weapons surroundings, or if they're fervently + intelligence bonus as the baseline score,
(which can thrust, see below), and moving around). and compare his or her final score with
lances. In this case, if you spend one round that of the sniper’s hide/camouflage. If
First there must be a margin of aiming, you can reduce the critical target the target’s final score is greater, or if
weapon length (requires strength x 15 by 1 if the shot hits. You may spend up to they’re equal, the sniper’s presence will
cm) x 2 to adventurer’s agility x 3 meters 4 rounds aiming and the critical target be noticed.
between the adventurer and the may go as low as -4. In this case, you will Please note that with other
opponent. If you’re any closer than this, not gain a bonus to your hit check using projectiles such as slings, etc. you cannot
it's not possible to charge, and if you’re this method (since your opponent is not reduce the critical target by aiming.
any further away, you cannot reach your aware of you, your opponent suffers an
opponent. automatic -4 penalty to evasion). Mow Down
The hit check for the charge is made However, this critical target A character can only do this if he or
at the end of the round (at action order reduction only applies to the first strike she has a two-handed weapon and it’s the
0). However, if the one being charged roll. From the second roll onward after a type that cuts (sword, ax, pole weapon
attempts to counterattack the one critical, the critical target will be as that can cut). When there are multiple
performing the charge, his or her action normal. enemies in front of you, you can swing
will be delayed. Magic, projectiles, etc. your weapon horizontally and attack
are resolved before the charge takes place. Example: them all at once.
If you’re attacked by a projectile in the The adventurer Ducard II sneaks When taking on this attack, the
middle of a charge, your evasion against close to a goblin's cave and hides in the number of enemies you target at once will
it always suffers a -4 penalty. bushes. There's a guard standing at the equal a penalty to your attack power. It’ll
There are no score modifiers to the entrance, but he doesn't seem to notice be -2 if you attack two at a time, -3 if you
hit check of a charge. If it hits, add +10 to Ducard II. Ducard II loads an arrow into attack three at the same time, etc. If it hits,
strike power when determining damage. his short bow, spends three rounds damage is determined as normal.
An opponent who’s struck by a aiming, and fires on the fourth round. If Mow down can only be performed
charge can take a counterattack action in it hits, the critical target will be reduced against enemies in front of you. Usually
response. Regardless of whether the by -3, making it 7. there won’t be more than three. If you do
charge was a hit or a failure, the Ducard II makes a strike roll. It's an decide to mow down, you must attack all
opponent can attack at the end of the 8. That's a critical. He can continue to roll enemies in front of you. For example, if
round. If you charged, you’ll suffer a -4 to increase the damage, but from here on there are three, you cannot attack only
penalty to your evasion when dodging the critical target will be determined as two of them.
this attack. Of course, this is not possible the normal 10. If he rolls a 10 or greater,
if you’re taking a different action, such as more damage will be added, but if he Grapple
casting magic, etc. rolls a 7, 8 or 9, the strike roll will end This action is like wrestling, in which
If your opponent's weapon is a spear, there. you attempt to fight by grappling with
etc., you may both charge each other - your opponent.
this includes cases where you’re However, while aiming, there’s a To attempt a grapple, you must first
waiting. In this case, attack order is chance that your opponent will sense not be holding any large weapons or
determined by the weapons’ length. A your presence. To prevent this, you can shields in your hands. Then, any attempt
weapon’s length is proportional to its use the thief skill’s hide ability or the to grapple will automatically occur at the
required strength, so make your hit ranger skill’s camouflage ability. You end of the round.
checks based on the weapon with the must make a success roll each round. Anyone who attempts to grapple will
greater required strength. suffer a -2 penalty to his or her attack
The difficulty is the opponent's power, then must make a hit check for
monster level. If you fail, your opponent their attack. If you succeed (and your

265
opponent fails to evade), you’ll enter a However, you cannot attack monsters you dropped when entering the grapple
grapple. that don’t breathe (undead, etc.), will probably be lying around nearby.
Once you’ve entered a grapple, the monsters that are much larger than your Those being strangled or pinned
only weapons you can use are daggers character (ogres, etc.), or those that wear down cannot attempt to escape from a
and garrotes (described below). Large metal armor, by strangling. You cannot grapple unless they first escape from
weapons must be kept out of hand. deal damage to these, nor can you those conditions. If the strangler or
When grappling, both sides suffocate them. pinner attempts to escape, he or she will
automatically become prone. automatically succeed.
Actions that characters in a grapple 3. Pin Down It’s fine for the game master to have
can take are limited to the following. Use your strength and weight to pin certain monsters attempt to grapple.
down your opponent. To resolve this, the Wolves, tigers, etc. perform such attacks.
1. Normal Attack one attempting to pin down must make For adventurers who rely on weapons,
Attack with a dagger, barehanded a success roll using fighter/thief skill level this may pose a threat. Of course, a
(claws, talons), cestus, etc. If a monster + strength bonus as the baseline score, monster that does not have hands cannot
has fangs, it can also bite. Opponents while the one resisting must make one strangle.
have a -2 penalty to evasion. using adventurer level + strength bonus. If
the pinner’s is greater, the pin is Attacks and Magic Against Grapplers
2. Strangle/Continue to successful. When attacking a target who is
Strangle/Escape Once pinning, the pinner will grappling from outside with a melee
Strangle your opponent barehanded automatically continue in that state and weapon, roll 1D. If you roll 1~3, you can
or with a garrote. Opponents have a -2 can perform normal attacks (of course, aim at your enemy. Perform a hit check
penalty to evasion. Once strangling, the weapons are restricted). However, the as normal. At this time, your enemy
strangler can automatically deal damage one being pinned can attempt to break suffers a penalty (-2) for being prone.
every round. If you’re barehanded, strike free. At this time, please make the same Even if this attack misses, it will not hit
power is 0 (critical target 12), and if check. your allies.
you’re using a garrote, strike power is 10 If you roll 4~5, you cannot attack.
(critical target 10). Only adventurer level 4. Using Holy Magic or Common This is because both your enemies and
can reduce strangling damage. Runes allies are fervently moving around.
If you’re being strangled, the only Even while grappling, you can use However, if your enemy is being
thing you can do in the rounds onward is holy magic so long as you can speak. It’s strangled or pinned down, you can attack
attempt to break free. To resolve not possible while being strangled, but if them.
breaking free, the one being strangled you’re merely being pinned down, you If you roll a 6, you will unfortunately
must make a success roll using can use holy magic. Common runes attack your ally by accident. This is an
adventurer level + strength bonus as the require you to not only be able to speak, automatic hit. Please make a damage
baseline score, while the strangler must but to also be able to use a catalyst. It's check immediately.
make one using fighter/thief skill level + usually a ring, so you can use it.
strength bonus. If the final score of the Ancient magic, spirit magic, and When attacking a grappler with a
one trying to break free is greater, or if spellsongs cannot be used. projectile or casting (shooting-type)
there’s a tie, he or she will escape. While single-target magic, you must decide
being strangled, you cannot make any 5. Escape from Grapple who your target will be completely at
sound at all, so you cannot use magic. To escape from a grapple, make a random.
Also, even if your character doesn’t success roll check using adventurer level
suffer damage, if or she remains + agility bonus as the baseline score. An
Ram
strangled for a number of rounds equal to opponent who is trying to maintain the This is an attack method where you
his or her life force, life force will grapple may counter this by making one knock an opponent prone by charging
immediately fall to 0, he or she will fall using adventurer level + agility bonus or forward. This can only be performed
unconscious, and you’ll need to make a adventure level + strength bonus as the with the fighter skill, it cannot be used
death check. baseline score, whichever is greater. If with the thief skill. If your attack hits,
the one trying to escape’s final score is make a strike power 0 and critical target
You must make a death check every greater, or if there’s a tie, the grapple will 12 damage check. At the same time, the
round so long as the strangling continues, be broken. Both sides will fall prone, with opponent must determine whether he or
even if you do not suffer any damage. a short distance between them. Weapons she fell prone. The attacker must make a

266
success roll using fighter skill level + was holding. Your opponent must make These processes are for when the
strength bonus as the baseline score, a life force (points) resistance roll against opponent is a human or a similar race. If
while the defender must make one using a target score of 10 and with damage an area aim is declared against other
either adventurer level + strength bonus dealt to life force as a penalty. If he or she monsters, the game master should refer
or adventurer level + life force bonus (life fails, they’ll drop what they were holding. to these and use common sense when
point resistance - 7 for monsters), Since you can only aim at one arm at a making decisions. For example, you
whichever is greater. If the attacker’s final time, you cannot make your opponent probably won't be able to knock a four-
score is greater, the opponent will fall drop a two-handed weapon using this legged monster prone even if you aim for
prone. Conditions such as poor footing, method (if you make two attacks with its legs. Aiming for a weapon will be in
etc. will impose a penalty on the two weapons, each aimed at a different vain against monsters that attack with
attacker's success roll. arm, and hit, they’ll drop both if they fail fangs and claws on their bodies.
However, this only applies to those both resistance rolls, as described below).
who walk on two legs. It’s also not
possible to knock a huge opponent prone, Leg Aim
such as one of the titans type. Attack power modifier: -2
If you use this optional rule, then if If it hits and further deals damage,
successfully hit by a monster whose your opponent may fall prone. Your
attack method is ram, a character must opponent must make a life force (points)
determine whether he or she has fallen resistance roll against a target score of 10
prone. and with damage dealt to life force
(points) as a penalty. If he or she fails,
Area Aim they will fall prone.
This is an attack method that targets
a specific body part of an opponent. Weapon Aim
You’ll suffer a penalty to your attack Attack power modifier: -2
power, but if you hit, you’ll attain a Aim at your opponent's weapon. In
special effect. Damage calculation this case, you cannot deal damage to your
remains exactly the same as usual. If you opponent's life force. If it hits, your
don't want to kill your opponent, you can opponent must make a success roll
declare mercy (if it's a blunt weapon). against target score 10, using adventurer
level + strength bonus as the baseline
Head Aim score. At this time, if the defender is
Attack power modifier: -4 holding a two-handed weapon, he or she
If it hits and further deals damage, will gain a +2 bonus.
there is a chance that your opponent will On the other hand, this success roll
fall unconscious. The opponent must also suffers a penalty depending on how
make a life force (points) resistance roll forcefully the attacker's weapon strikes.
against a target score of 10, with damage
dealt to life force (points) as a penalty. Calculate the penalty as follows:
If he or she fails, they’ll fall 1. Make a strike roll the same as
unconscious. Recovery takes 2D x 10 you would for a normal attack.
minutes. However, this strike roll cannot
Monsters with mental attack result in a critical.
immunity cannot be knocked 2. Add the attacker's bonus
unconscious. damage to the result in 1.
3. Subtract the defender's
Arm Aim adventurer level from the result
Attack power modifier: -2 in 2. This final result is the
If it hits and further deals damage, penalty for the success roll.
your opponent may drop what he or she

267
16.6 Holding Weapons in Both Hands
16.6 Holding Weapons in Both Hands
In the basic rules, characters Left-handed or right-handedness is Attack with both hands at the same
cannot hold separate weapons in each decided by the player's preference. time = -2 penalty to attack with
hand. However, there are many people dominant hand, -4 penalty to attack with
who admire dual wielding. This section opposite hand. Also, the required
presents extended rules for holding strength for one of the weapons is limited
weapons in both hands. 16.6.2 to half your own strength (rounded up). If
Two-Handed Attacks you’re fighting with the thief skill, the
If a character has weapons in both required strength for both weapons is
16.6.1 only half the character's strength. There’s
hands, he or she has three options for
Character's Dominant attacking. no need to reduce one to a quarter.
Hand
Attack with the weapon in your When a character is ambidextrous,
Characters are generally right-
dominant hand= Same as basic rules. there is no opposite hand. If you attack
handed or left-handed, but in actuality
Attack with the weapon in your with only one hand, there is no penalty,
there are also people who are
opposite hand = -2 penalty to attack and if you attack with both hands, the
ambidextrous. Therefore, when creating
power. penalty is only -2 for each.
an adventurer, let's say that if you roll 2D
and get double sixes, they'll be
ambidextrous.

16.7 Throwing Multiple Darts or Daggers


16.7 Throwing Multiple Darts or Daggers
It’s possible to throw multiple darts 3. The number thrown at the same This optional rule increases the
or daggers at once. However, the time becomes a penalty to attack chance that a high-level character will
following restrictions occur in this case: power. For example, if you throw defeat a low-level character or monster
three at the same time, that’ll in one blow.
1. All objects thrown at the same incur a -3 penalty to your attack
time must have the same weight power for each hit check. Never forget the limitation of
(required strength). 4. You cannot choose multiple projectiles: they cannot be used while in
2. The total required strength must targets. There must always be an engagement.
be up to the character's strength one target.
(or half that if it's the thief skill).

16.8 Weapons and Armor That Are Too Heavy


16.8 Weapons and Armor That Are Too Heavy
A Character can also use weapons If a Weapon or Shield’s Required If Armor’s Required Strength
and armor whose required strength Strength Exceeds Your Strength Exceeds Your Strength
exceeds his or her own strength. For each point of required strength, For each point of required strength,
However, at this time, you’ll suffer a reduce attack power by -1. If one in one reduce evasion speed by 1. At the game
penalty to your attack power or evasion hand is too heavy, you will receive a master's decision, any success roll that
speed. penalty, but there will be no stacking. For uses agility bonus as a baseline score may
example, if your sword is 3 too heavy in be subject to an equal penalty
required strength and your shield is 2 too
heavy in required strength, your penalty
is -3.

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16.9 Special Weapons
16.9 Special Weapons
This section introduces special score at that time as the target score. If he Pole weapons cannot reach their full
weapons and their descriptions. It’s up to or she fails, they will be swept off their power in tight spaces. The length of a
each game master to decide whether to feet and fall prone. This attack cannot pole weapon is required strength x 15
implement these in their game. target anything that’s not bipedal, and it centimeters. If you don't have a space
cannot knock anything larger than the with this radius, you cannot use attack
Pole Weapons adventurer, such as an ogre, giant, etc. methods other than thrust. It would not
A pole weapon is a general term for a prone. be a good idea to bring them into
two-handed weapon that has a long underground labyrinths, etc.
handle with a metal blade attached to the Players should examine which attack
end. There are halberds, pole axes, methods they can use with each pole Main-gauche/Sword Breaker
lancers, partisans, glaives, pikes...... and weapon (for example, a halberd can be A main-gauche is a dagger held in
many others. used in four ways: thrust, cut, stab, and the left hand (right hand for left-handed
Pole weapons have the same basic sweep) and arm themselves accordingly. adventurers) for parrying. You'll gain a
idea of attacking the enemy from a For those with multiple attack methods, +1 bonus to evasion speed only if your
distance, but their functions are you must declare which attack method opponent's weapon is a dagger, rapier, or
specialized in various ways. The ways to you will use each round. short sword.
use these pole weapons are as follows. Below are some typical pole weapons A sword breaker is a type of main-
and how to use them. gauche with serrated blades lined up
Thrust along the back. It has a similar bonus to
Its tip is sharply pointed. You can Pole Ax evasion speed, and moreover, if used
treat these the same as spears. Please use This is shaped like a combination of skillfully, can break or drop an
spear/2H for attack power modifiers, an ax and a spear. It can be used in two opponent's weapon. When you roll 2D
strike power modifiers, critical target, etc. ways: thrust and cut. for evasion, if you get double sixes, you
It’s also possible to charge. Halberd can break your opponent's weapon. If
Cut The halberd is an advanced version of you roll an 11, and you evade your
It has an ax-like blade. Treat its scores the pole ax, and is shaped like a opponent's attack, you can make your
as ax/2H. Enables mow down attacks. combination of an ax and a spear, with opponent drop his or her weapon. Of
Stab the other side of the ax also shaped like a course, your opponent's weapons are
It has a tip like a pickax. Its scores and hook. It’s the most sophisticated pole limited to daggers, rapiers, and short
handling are based on warhammer/2H. weapon, and can be used to thrust, cut, swords.
Beat stab, and sweep. Main-gauche and sword breaker
It has a hammer-like tip. Please use Lucerne Hammer have the same attack scores as a dagger.
the same scores and handling as flail/2H. The lucerne hammer has a similar When attacking with both hands, you’ll
It cannot be used to declare mercy. shape to a halberd, but the tip of the still suffer a -2/-4 penalty. Also, if you
Sweep spear is longer than a halberd, and the use it for an attack, you’ll lose the evasion
It allows you to sweep your opponent striking part is a hammer rather than an bonus.
by hooking their foot. For this attack, the ax. On the other side, there’s a hook-
attack power modifier is ±0, and the shaped protrusion. This weapon can be
Whip, Net, Bola
strike power is 0 (the modifier is not 0. used to thrust, cut and beat. These weapons can perform attacks
The strike power itself is 0-- this attack Glaive that entangle opponents. If an attack
method is not suitable for dealing The glaive is a weapon with a knife- with one of these weapons hits, the
damage), and there are no criticals. like blade attached to the end of a long evader must make a success roll using
handle. This weapon can be used in two adventurer level + agility bonus as the
If the attack is successful, the ways: thrust and cut. baseline score and attacker's final score at
opponent suffers damage and at the same Bill this time as the target score.
time must make a success roll using It has a shape similar to a naginata. It If he or she fails, they’ll be entangled
adventurer level + dexterity bonus can be used to cut. and fall prone.
(evasion points -7 for monsters) as the Once entangled with an opponent,
baseline score and the attacker's final the weapon is no longer at the attacker's

269
disposal. If the opponent is of a larger usual (fighter/thief skill level + strength required strength ÷ 3), so a ballista with
race than him or her, the attacker must bonus). a greater required strength will be more
release the whip or net. If you’re a fighter, you can also powerful.
Once entangled, an escape check is perform a shield attack as a ram. In this
required every round. Make a success roll case, the adventurer cannot use the Lance
using adventurer level + strength bonus weapon in their dominant hand, but A lance is a long weapon used by
(attack power -7 for monsters) as the there will be no penalty for using the cavalry. It's held under your arm with
baseline score, and attacker's final score opposite hand. You can use the shield's one hand. It must be used on horseback
when entangling (attack power + 2D roll strike power for a damage check while at and can only be used in a charge (lance
at that time) as the target score. If the the same time making a prone check. charge).
entangled target has hands or similar Please refer to the process for ram (see p. When performing a lance charge, the
organs, the target score will decrease by 1 266). movement distance must be within lance
each round. While entangled, there is length (required strength x 15 cm) x 2 and
always a -4 penalty evading your Cranequin Crossbow 90 meters (horse's full movement
opponent's attacks. To escape, you must A hoist is attached to a crossbow so distance). During this time, any attacks
first release any armaments you’re that the string can be tightened strongly made against the horse or mounted
holding. with a small amount of force. However, it adventurer must be evaded with a -4
takes time to wind up, so there are penalty. Also, even if the horse is a war
Whip significant restrictions on continuous horse, you cannot make the horse itself
If the attack hits and the opponent is firing. attack.
not entangled, the whip will return to the If bonus damage calculation is based If lance charge hits, add +10 to strike
attacker's hand. The attacker may choose, on optional rules (16.3), then it’s skill power (since it's a charge) during the
even if it hits, to return the whip to his or level + {required strength ÷ 3 (rounded damage check. Furthermore, the attacker
her hand instead of letting it entangle the down)}. gets +2 to damage (that's the horse's
opponent. At this time, roll 2D, and it'll It takes three rounds to wind up a monster level!).
only entangle the opponent if you roll cranequin crossbow. If you’ve tightened If you’re brought into melee while
double ones. the strings and prepared them in using a lance, you can evade as usual, but
Net advance, you can fire the first shot you cannot attack.
Even if this hits, it cannot deal immediately, but after that, you’ll only be If you both have lances, or if your
damage. It’s used in melee, but you can able to fire once every four rounds. opponent is using a spear or a pike, follow
also use it by throwing it. However, its the rules for charging each other.
range is limited to 5 meters. Ballista In the case of lance charge, it is also
Bola A general term for extremely large possible to run straight through without
This is a throwing weapon. wind-up crossbows that are installed on entering an engagement. However, keep
castles, ships, etc. It’s not carried or used in mind that there is a possibility that
Shield Attack by characters. Hoisting requires multiple you’ll face a counterattack from your
Adventurers may use shields for people. With 2~3 characters, when the opponent each time you use a lance
attacks. However, in this case, the shield's total strength of the characters reaches charge.
evasion speed modifier cannot be added the required strength, it can be wound up
to evasion speed. The shield 's attack in three rounds. Once hoisted, shooting Boomerang
power modifier must be used as is. In is done by one person. Both the fighter When this weapon is thrown at an
other words, a small shield is ±0 and a and ranger skills can be used to attack (i.e. enemy and misses, it returns to the
large shield is -1. However, large shields attack power is the archer's fighter/ranger user's hand at the end of the round.
with magical power of +1 or greater will skill level + dexterity bonus). The thief However, it will not return if you roll
no longer have this -1 modifier. skill does not allow for ballista shooting. double ones on your hit check or if the
The strike power is the same as the boomerang hits the enemy.
shield’s required strength (strike power When using a ballista, the strike The boomerang cannot be used if
modifier ±0), and the critical target is 12. power can often exceed 50, but even in there's not enough space for the
Since you’re probably not holding it in that case, the damage check should still boomerang to follow an arc. You should
your dominant hand, you’ll still suffer a - be made on column 50 of the Rating also consider carefully before using it
2/-4 penalty. Even if it’s a magic shield, Table. Even so, the bonus damage will be when there are allies nearby.
the only bonus damage you get is the shooter's skill level + (ballista's

270
Shotel weapon, nor can you make two attacks, it roll. The target score is the final score
This weapon has a large S-shaped can be useful when your weapon is from when the attack hit. If he or she fails,
curve at the tip of the blade. Therefore, knocked away. However, it becomes a they’ll fall unconscious and will not wake
you can attack through an enemy's hindrance when dealing with ancient up for 2D x 10 minutes. Normal damage
shield. When attacking a shield-wielding magic and spirit magic. It’ll also be a is dealt regardless of success or failure.
enemy with a shotel, you can ignore the hindrance to the thief skill's lockpicking The attacked opponent gains a +4
shield's evasion bonus (even if it's a and remove trap. bonus to his or her resistance roll if he or
magic shield!). she is wearing metal armor.
Sap (Blackjack)
Cestus This weapon has the potential to Garrote
These are combat gloves. This cause fae, youma, or animals of human Garrotes may only be used during a
weapon allows you to use your hands size or smaller to lose consciousness grapple. They're completely ineffective
freely while it’s equipped. After putting when you attack them unnoticed from against things that don’t breathe, are huge,
on a cestus, you can also hold a weapon behind. or wear metal armor. For detailed rules,
in your hand. Although you cannot add When struck by such an attack, the see Grapple (see p. 265).
the strike power of a cestus to another target must make a life force resistance

271
Chapter 17:
Optional Rules
for Magic

272
17.1 Changes to Magic Procedure
17.1 Changes to Magic Procedure
You can unify the rules of magic, the caster rolls double ones, the magic Example:
allowing for a more integrated approach will fail completely and have no effect. A shaman is attacked by three
to casting. However, in this case, the Monster Magic Power skeletons. He decides to expand the spirit
master's work becomes quite Monster magic power is magic Fire Bolt by triple and cast it on
complicated. predetermined for each monster. each of them. His magic power is 4. His
The magic procedure is resolved 2D roll is 8. The target score is 8 + 4 = 12,
Monster Resistance
the same way regardless of whether a so the skeletons attempt to resist. A
monster or an adventurer is casting the The baseline score for a monster's skeleton's resistance score due to their
spell. In other words, you roll 2D and mental power is 9 (2), so the baseline
mental power resistance roll is resistance
add it to your magic power. Using that as score for the resistance roll is 2. A
points -7 (written in parentheses).
the target score, everyone on the side on monster will fail to resist if the final
However, a monster's resistance roll fails
which it was cast must attempt a mental scores are tied, so a skeleton needs 11 or
if there’s a tie. The final score must exceed
power resistance roll. If they fail, the greater to resist. If the game master rolls
the final score from when the character
magic will be cast with its full effect. If the dice three times and gets a 4, a 12,
cast the spell. This is an exception to the
they succeed, the magic will not be cast and an 8, then only the second skeleton
rule in order to maintain numerical
or its effect will be reduced. However, if balance. Please be careful. will be able to reduce the effect of the Fire
Bolt.

17.2 Lost Spells


17.2 Lost Spells
Not all ancient magic spells are 2. Learn From a Sorcerer
taught in the sorcerers’ guild. Of course, Who Knows Lost Spell
no matter how high-level a sorcerer is, There are some sorcerers who, as a
they don't know every spell. There are result of years of hard work or through
spells known only to a limited number of sheer luck, have acquired lost spells. You
sorcerers, and also spells that were lost can learn lost spells by learning from
with the fall of the ancient kingdom. these sorcerers.
These are called lost spells.
Lost spells cannot be used simply by However, even if you learn a lost
increasing your sorcerer skill level. You spell, you cannot use it unless your
must know of a spell’s existence and learn sorcerer skill is of the spell's level or
how to use it. greater. If your skill level is insufficient, Table 17-1 Lost Spells Table
The learning methods are as follows. you must wait until your skill level Decrease Weight
increases before you can use it. Increase Weight
1. Obtain Spellbooks or Which spells are considered lost is Bone Servant
Scrolls Containing Lost Spell entirely up to the game master's choice. Create Undead
Spellbooks and scrolls containing As a guideline, Table 17-1: Lost Spells is Create Buau Zombie
lost spells can be found as treasure in the included, and the individual detail Seal Enchantment
ruins of the ancient kingdom, and by section of those spells also says lost Steal Mind
studying them, you can learn lost spells. under their type. However, if the game Magic Reflection
master wishes, spells not on the list may Stun Cloud
be designated as lost spells, and some or Wraith Form
even all of the spells on the list may be Dimension Gate
designated as general spells. Perfect Cancellation

273
17.3 Catalysts Other Than Staves
17.3 Catalysts Other Than Staves
Basically, a mage's staff is used as a cannot hold anything else in that hand at However, rarely do people use shields
magic catalyst, but if the game master the same time. or gauntlets as catalysts. This is because
approves, you may use another object as these are often ill-suited for the complex
a magic catalyst. Commonly used ones Weapons other than staves (swords movements required by ancient magic
include mage’s wands, mage’s rings, are preferred) can also be catalysts, and spells. As a result of research, it is said
mage’s medals, etc. In any case, when some sorcerers who call themselves that objects that do not inhibit finger
chanting a spell, you must hold the magic warriors use them. movement at all, or single, homogeneous,
magic catalyst in at least one hand, and rod-shaped objects are suitable for
ancient magic.

17.4 Using Magic Without a Catalyst


17.4 Using Magic Without a Catalyst
To cast ancient magic, a sorcerer magic can be used without a staff, but it suffer a -2 penalty to the spell's final score,
needs a magic catalyst to aid in focus. cannot be handled effectively. and furthermore, the spell will fail
However, a character with the sorcerer completely if the 2D roll made to
skill might find it quite frustrating if they Following this interpretation, a determine the final score is not only
just dropped their staff and couldn't use sorcerer can cast spells without a catalyst. double ones, but also 3 or 4.
their spells anymore. The game master However, in this case, he or she will
may interpret this to mean that ancient

17.5 Full Resistance


17.5 Full Resistance
When a character anticipates danger Character movement is limited to behind the curtain on the left, as well as
or wants to resist magic cast by an within 3 meters. the ceiling, behind me, and under my
opponent at all costs, they may be able to The other is that you must be aware feet are all dangerous, so I'll full resist
take the full resistance action during the of the direction in which the danger is anything that might come from those
round. coming from. You must be fully aware of places!"), he or she can add restrictions
On any round you choose full the enemy, etc. that’s trying to cast spells or refuse the player's declaration. If you
resistance, your character gains a +4 on you. At this time, it doesn't matter if try to pay attention to what's behind you,
bonus to resistance rolls. However, there you only vaguely define the direction which you can't see, you usually neglect
are some restrictions to taking this (such as “The area around that trap door what's in front of you.
action. looks suspicious”). Also, if you predict When danger comes from an
One is that the character cannot take danger from multiple locations, there’s unexpected direction or location, you
any other actions (wielding a weapon, no problem so long as you’re fully aware receive no bonus to resistance rolls and
casting spells, etc.) during that round. of each. However, if the game master must make a check normally.
Moreover, if you’re hit by a physical feels that it is impossible to anticipate and
attack, you'll suffer a -4 penalty to keep an eye on dangers from so many
evasion. Also, the character's movement different directions ("I think the statue in
method can only be stand still. front of me, the mural on the right,

274
Chapter 18:
Other Optional
Rules

275
18.1 Rules for Awarding Greater Experience Points
18.1 Rules for Awarding Greater Experience Points
As your character's level increases Typically, it'll probably be the Therefore, this dragon is not an
and you take on more difficult strongest monster, but in some cases it obstacle to consider here. If you have to
adventures, you may find that 1000 may be a high difficulty trap. Then, check fight the dragon regardless of whether
experience points for completing a its level. If it's a monster, this is its the negotiations are successful or not, the
mission is not enough. 1000 experience monster level, and if it's a trap, it's its dragon will become an obstacle.
points each is a good score for enjoying difficulty. Then multiply that maximum
Sword World RPG for a long time, but This most severe obstacle has the obstacle level by 500. If a 10th level
some people may want to reach higher condition that it must be resolved by monster is your biggest obstacle, that’s 10
levels more easily. rolling the dice, regardless of the x 500 = 5000. These are the experience
In such cases, you can increase the character's efforts. For example, in a points for accomplishing the mission.
experience points for accomplishing scenario where you negotiate with a Even when using this method, if you
missions as follows. dragon, which is a 10th level monster, cannot accomplish the mission, you’ll
First, the game master must and get it to give you an item, you don't still only receive 500 experience points.
determine what are the most severe have to fight the dragon and you don't
obstacles to accomplishing the mission. need to roll any dice.

18.2 Guidelines for Adventurer Age and Ability Score Changes


18.2 Guidelines for Adventurer Age and Ability Score Changes
As humans get older, their physical Here, we provide guidelines early and quickly develop a fine physique.
abilities decline. On the other hand, regarding the ability scores of characters If you constantly train your body, it’s also
when you're a child, you don't have that of such unique ages. possible to halt aging to some extent.
much ability. Normally, adventurers are
at an age when they can fully In the case of humans, assume the In the case of non-human races, they
demonstrate their ability, from just after ability scores of prime age (from around are considered equal to humans until
adulthood to the middle of their lives, 15~50 years old) to be 1, and the ability they reach adulthood.
but they may be aged or made younger scores of each age are as shown in Table
unnaturally by magic, poison, etc. Also, 18-1: Age-Based Ability Score After reaching adulthood (ability
if you’re a game master, you may need to Modification Table. This is just a scores decrease after the age of 50),
prepare an old man or a young boy for an guideline, and game masters may set please modify as follows.
NPC. individual differences. Some may mature
Elves
Table 18-1: Age-Based Ability Score Modification Table Aging is not considered.
Age Modification
3–5 All ability scores reduced by 1/6 Dwarves, Grassrunners,
6–8 All ability scores reduced by 2/6 Half-Elves
Aging begins at the age of 100.
9 – 10 All ability scores reduced by 3/6
Divide the age by half and apply it to the
11 – 12 All ability scores reduced by 4/6 human table.
13 – 14 All ability scores reduced by 5/6
51 – 60 All ability scores reduced to 5/6, except intelligence and mental power remain the same
61 – 70 All ability scores reduced to 4/6, except intelligence and mental power remain the same
71 – 80 All ability scores reduced to 3/6, except intelligence and mental power remain the same
81 – 90 All ability scores reduced to 2/6, except intelligence and mental power remain the same
91+ All ability scores reduced to 1/6, except intelligence and mental power remain the same

276
18.3 Rules for Destroying Structures
18.3 Rules for Destroying Structures
Basically, characters cannot destroy Destruction Points damage than these minimum
walls or doors, but if you really want to As expected, it indicates the strength destruction points with a single blow, you
implement something like this, it’s fine of the material, and the game master will not be able to destroy a structure
for the game master to make decisions must determine a specific score with 0 defense points.
using his or her own common sense depending on the thickness. The lowest
(“You have an ax, so you should be able of this score is called the minimum Example:
to break down a wooden door”). destruction points. In the case of paper, Consider trying to destroy a wooden
However, if you specifically want to the score is 1~10, so the minimum wall (!) that’s 20 cm thick. The game
handle this numerically, please use the destruction points are 1. master considers this to have maximum
following rules. strength for a wooden wall, and sets its
Defense points and destruction defense points and destruction points to
points are used in the basic system for their maximums of 7 and 15, respectively
18.3.1 destroying structures. (see details below).
How to Read the If a character attacks with a weapon
Structure Strength Table When a character attempts to destroy and deals 22 or greater points of damage
something with a weapon, magic, etc. in one blow, this wooden wall will be
[ Paper ] damage is calculated in the same way as destroyed. If the damage is 7 points or less,
Defense points = 0~3
when an attack hits a monster. Then, you the character's efforts are completely
Destruction points = 1~10
Completely immunity = Poison Gas-Type subtract the defense points from the wasted. If the damage is greater than 8
magic determined damage. If the result is but less than 21 points, the defense points
No Criticals = Bow, crossbow, cold-type greater than or equal to the destruction will be reduced by 1 point (if the defense
magic points, the structure is destroyed by that points become 0, the destruction points
Normal = Swords, spears, axes, maces, flails, blow. If the result is greater than 1 but less will start to decrease. Once the
slings, rocks, war hammers, than the destruction points, the defense destruction points reach 5 points, they
barehanded, stone-type, wind cutter-
points are reduced by 1 point. However, will no longer decrease.)
type, blade-type magic
the structure itself is not destroyed. If the
Ignore Defense Points = Fire-type, electric-
type, explosion-type, pure energy-type result is 0 or less (when damage is less Complete Immunity, No Criticals,
magic than or equal to defense points), that Normal, Ignore Defense Points
Special = If you cast "Fire Weapon" magic, means there was no effect at all. After the When it comes to destroying
strike power will become +20, and even defense points fall to 0, the destruction structures, some weapons and magic are
weapons that cannot cause criticals will points will decrease by 1 point. However, completely unsuitable, while conversely,
now be able to cause criticals. Also, if this will only be reduced to the minimum others are extremely effective. This is
exposed to fire, it’ll ignite immediately, destruction points depending on the expressed by what's given here.
and its defense points will
material. If you cannot deal more
automatically decrease by 1 point every
round. When its defense points reach 0,
its destruction points begin to decrease, Table 18-2 Types of Magic
and on the next round when Fire-type Firebolt, Fireball, Firestorm
destruction points reach 1, the paper Cold-type Blizzard, Ice Storm
object will burn out.
Electric-type Lightning, Lightning Bind
Stone-type Stone Blast
Defense Points
Indicates the strength of the material. Wind cutter-type Windstorm
There is a range, but the game master Earthquake-type Crack, Earthquake
should decide on a specific score taking Explosion-type Force, Force Explosion, Meteor Strike
into consideration the thickness.
Pure energy-type Energy Bolt, Will-o-Wisp, Valkyrie Javelin
Poison gas-type Acid Cloud
Blade-type Blade Net

277
If it says complete immunity, it can even weapons that cannot cause If your character accidentally touches
never be destroyed by that weapon or criticals will now be able to cause it, he or she will suffer severe burns. If
magic. criticals (defense points are effective). you try this in a closed room, there's a
When you use fire magic or a weapon great possibility your character will
If it says no criticals, bonus damage
with Fire Weapon cast on it, it will succumb to the heat before the wall is
cannot be dealt by a critical. Therefore, ignite if a critical occurs, and will be destroyed.
sometimes destruction is hopeless. destroyed as a result.
If it says ignores defense points, the
[ Ice ]
defense points are not taken into [ Brick ] Defense points = 3-30
consideration, and if the damage exceeds Defense points = 3-30 Destruction points = 1-25
the destruction points, it’ll be destroyed Destruction points = 10-20 Complete Immunity = Bows, crossbows,
in one blow. Complete Immunity = Spears, clubs, staves, slings, cold-type, poison gas-type
Otherwise, such attacks reduce bows, crossbows, fire-type, cold-type, magic
defense points by 1 point (unless you roll electric-type, wind cutter-type, poison No Criticals = Swords, spears, clubs, staves,
gas-type magic barehanded, electric-type, wind cutter-
double ones on a strike roll).
No Criticals = Swords, axes, slings, type, blade-type magic
Beyond this, game masters should
barehanded, blade-type magic Normal = Axes, rocks, maces, flails, war
also use common sense. There's no Normal Damage = Maces, flails, rocks, war hammers, stone-type, earthquake-type
mention of entangling weapons, but hammers, stone-type magic magic
there's no way they can do any damage. Ignores Defense Points = Earthquake-type, Ignores Defense Points = Fire-type,
Crack is classified as earthquake- explosion-type, pure energy-type explosion-type, pure energy-type
type, but given the way the magic is magic magic
applied, it’s unlikely that it’ll be effective. Special = If destroyed with fire-type or pure
Also, most walls don't move, so Blade [ Stone ] energy-type magic, it’ll melt and turn
Defense points = 3-30 into water.
Net won't deal any damage.
Destruction points = 15-25
Complete Immunity = Swords, spears, clubs, [ Vegetation ]
Special staves, bows, crossbows, slings, fire- Defense points = 3-30
Special notes are given in cases where type, cold-type, electric-type, wind Destruction points = 10-20
special treatment is applied for that mate. cutter-type, poison gas-type magic Complete Immunity = Bows, crossbows,
No Criticals = Axes, maces, flails, rocks, slings, barehanded, stone-type,
Also, be aware of the number of barehanded, stone-type, blade-type earthquake-type magic
people working as a group when creating magic No Criticals = Swords, spears, clubs, staves,
holes. When making a hole large enough Normal = War hammers cold-type, poison gas-type magic
Ignores Defense Points = Earthquake-type, Normal = Axes, rocks, maces, flails, war
for a person to fit through, at most two
explosion-type, pure energy-type hammer, electric-type, wind cutter-
people can work together.
magic type, blade-type magic
Ignores Defense Points = Fire-type,

18.3.2 [ Iron ] explosion-type, pure energy-type


Defense points = 5-50 magic
Structure Material List Destruction points = 20-30 Special = If attacked with fire-type magic or a
weapon with Fire Weapon cast on it,
[ Wood ] Complete Immunity = Swords, axes, spears,
treat it the same as wood.
Defense points = 1-7 clubs, staves, bows, crossbows, slings,
Destruction Points = 5-15 rocks, barehanded, cold-type, electric-
Complete Immunity = Poison Gas-Type type, wind cutter-type, blade, poison
magic gas-type magic
No Criticals = Swords, spears, bows, No Criticals = Maces, flails, war hammers,
crossbows, barehanded, cold-type stone-type, fire-type magic
magic Normal = Pure energy-Type, earthquake-
Normal = Axes, maces, flails, slings, rocks, type magic
war hammers, stone-type, wind cutter- Ignores Defense Points = Explosion-type
type, blade-type magic magic
Ignores Defense Points = Fire-type, electric- Special = When destroyed with fire-type or
type, earthquake-type, explosion-type, pure energy-type magic, its
pure energy-type magic temperature becomes extremely high
Special = If you cast Fire Weapon magic, not immediately after destruction.
only will strike power increase by +10,

278
destruction points are 20. Its minimum [ Spirit Wall: Dryad ]
18.3.3 destruction points are 1 because it's Treat it as a vegetation wall. Without
Handling Spirit Walls stone. expansion, defense points and
destruction points are both 15.
When using these rules for
destroying structures to destroy the [ Spirit Wall: Frau ] Spirit Wall: Dryad has the power to
Treat it as an ice wall. Without regenerate even if it’s destroyed. Each
spirit magic Spirit Wall, please do so as
expansion, defense points are 15 and round, Spirit Wall: Dryad regenerates 1
follows.
destruction points are 20. Its minimum defense point and 1 destruction point.
destruction points are 1 because it's ice.
[ Spirit Wall: Gnome ]
Treat it as a stone wall. Without
expansion, defense points are 15 and

279
Guide to Forcelia & Alecrast

280
gods. But these differences bred small years, eventually establishing a kingdom.
History conflicts, which evolved into great wars. This was the Kingdom of Kastuul. As this
Finally, it took the form of a final war in kingdom has already perished, it is now
Age of Mythology which all ancient races participated, known as the Ancient Kingdom.
In the beginning, only a single Titan divided between the forces of light and This kingdom was ruled by great
existed in the world. This Titan was darkness. As a result, the gods lost their rune masters who were versed in various
called "The Great One" or the "Creator of physical forms and their means to magical languages. The higher one's
All Things," though their true nature directly intervene in the material world, magical ability, the higher their status,
remains completely shrouded in mystery. becoming purely mental entities or and the kingdom was ruled through
The world began with the death of forces. generations by powerful sorcerers
this Titan who had lived for eternity. Its And so, the age of the gods came to a known as wizard-kings. Humans with
flesh became the earth, its final breath close. low magical ability, or those completely
became the wind, and the blood that lacking it, were either treated as slaves or
flowed from its entire body became the
The Age of Magic = The banished from the peaceful kingdom to
seas. The Titan's heart, which grieved
Kingdom of Kastuul become savages living in dangerous
and raged in loneliness, became fire, Though many ancient races died in wilderness.
bringing heat and life to the world. the Final War and lost their power, some This era is known as "The Age of
From this fire, the gods were born. races managed to survive. The humans Magic." It is said that three systems of
From the Titan's right foot came the war were said to have been created by the magic - ancient magic, spirit magic, and
god Myrii; from the left foot, the fortune gods from their own flesh, and they were holy magic - created a brilliant culture,
god Cha Za; from the head emerged the especially powerful. Humans excelled in enabled cities to float in the sky, and even
knowledge god Rahda; from the torso, all forms of magic, reportedly because commanded grown dragons as servants.
the earth mother goddess Marfa; from they inherited not only physical form but However, this kingdom was ultimately
the evil right arm, the dark god Phalaris; also a portion of the gods' power. Among destroyed by the very magical power that
and from the virtuous left hand the the early humans, there were even some had formed the foundation of its
supreme god Pharis. It is said that lesser who were said to be half-divine. development.
gods were also born, each inheriting They survived through a dark age
different parts of the Titan's body. At this lasting hundreds or even thousands of
time, plants sprouted from the Titan's
body hair, and dragons emerged from its
great scales.
Thus began the age of creation by the
gods. First, the gods divided the world
into three parts. They began by
organizing the chaotic forces that
overflowed into the world to create the
spirit world. Then, they made the
material world for beings with physical
forms to inhabit, and finally, they created
an intermediate world called the fairy
world to connect these two distinct
realms. They then created life forms such
as spirits, fae, animals, and plants in their
respective worlds and, with their help,
completed each world.
These beings created by the gods'
hands were called the ancient races, and
they are said to have possessed abilities
far superior to the races that exist in
Forcelia today.
However, after the age of creation
came an age of conflict. It is said to have
begun with minor differences among the

281
The Age of Sword = The In the north lies the Gate of Ice. It is However, there are regions that
New Kingdoms said to be sealed by mountains of ice of remain locked in snow and ice year-
After the fall of the Ancient Kingdom, infinite height. There is also a theory that round, and conversely, places where hot
those who became the world's leaders it is the Gate of Earth, in which case days continue endlessly. All of these
were the segregated people who had mountain ranges of infinite height seal phenomena are explained by spirit
been despised as slaves or savages during the world. power.
the Ancient Kingdom era. While they In the south is the Gate of Fire. It is
certainly had lower magical abilities, said to be sealed by scorching flames. In Calendar and Time
they were filled with a robust life force the east is the Gate of Wind, sealed by The concept of time in Forcelia is
that made up for it. The Sages believe that fierce storms. explained as follows.
the two groups were likely slightly And in the west is the Gate of Water. Initially, the gods intended to make
different even as species. However, this Water Gate is said to be the world eternal. For this purpose, time
Having survived the chaotic period unsealed, falling as a waterfall into the was unnecessary. However, before the
after the Ancient Kingdom's fall, the Void. The Alecrast continent is believed world's completion, the gods fought
New Kingdom has now continued for to be located quite far north in the world among themselves and lost their physical
over 500 years. Various kingdoms with of Forcelia. forms. As a result, of the four gates that
distinct characteristics have sprung up were supposed to completely seal the
across Forcelia during this era. While Sun, Moon, Stars world, the western gate - the Gate of
magic still exists, advanced spells have In the world of Forcelia, there is one Water - remained open.
been lost, and the number of Rune sun, one moon, and countless stars in the It is said that seawater and the world's
Masters has decreased. Instead, matters sky. The sun is ruled by the supreme god constituent elements continue to flow
have come to be resolved through Pharis, and some say that the sun is the out from the still-open Water Gate. This
military might. Thus, the present is also lost body of Pharis himself. The moon is is what gives birth to time. In other
called the "Age of Sword." This is also the controlled by Pharis’s younger brother, words, Forcelia has become an
origin of the name "Sword World." Fenes, the god of cycles, and casts light enormous water clock.
Except for the presence of magic, this into the night. The stars are the shining There is a widespread and feared
era closely resembles Western society forces and substances that were left apocalyptic myth that, eventually, the
from ancient times through the medieval undifferentiated at the creation of the entire world will flow through the Gate
period in our world. To put it more world, some say, and others claim that of Water and fall into the World of
simply, it's a world that emanates what is they are the shattered bodies of the gods. Nothingness.
commonly called a "fantasy" atmosphere. The place where the sun, stars, and The "present" in Alecrast is
Whether at the edge of the distant moon reside is called the “Star Realm”. It considered to be the year 520 of the New
universe, in the far past (or perhaps the is believed that the world of Forcelia Kingdom Calendar. The New Kingdom
future), or in a realm beyond dimensions, floats within this Star Realm. Calendar marks its first year from the fall
Forcelia exists in a place unknown to us. of the ancient Kingdom of Kastuul,
Climate which occurred more than 500 years ago.
In Forcelia, climate is inseparable A year is divided into 12 months, and
World View from spirit power. On the Alecrast each month has 30 days. This period of
continent, the north is generally cold due 30 days also corresponds to one
World to its proximity to the Gate of Ice, while complete lunar cycle. To express a
The Alecrast continent is just a small the south is said to be temperate due to specific date, the common format is Year
part of Forcelia. People consider Forcelia its proximity to the Gate of Fire. X of the New Kingdom Calendar, Month
to be the world itself. The concept of a The year is roughly divided into four Y, and Day Z.
world outside Forcelia barely exists, seasons. The first season of the year is a For shorter time units, 1 day is
except among some sages who strong winter dominated by Ice Spirit divided into 24 hours, and 1 hour into 60
acknowledge the existence of other power, followed by spring when Water minutes. These time units are almost
realms. Spirit power strengthens, bringing identical to those we use in real life (that
The world of Forcelia is believed to be continuous rain. Then comes a hot is, on Earth). While seconds are used in
flat rather than spherical. The four summer when fire spiritual powers game rules, in Alecrast, such short time
corners of its square shape point to the flourishes, followed by autumn with its units are rarely needed and therefore not
east, west, north, and south. At these strong, howling winds. used.
four corners, there are gates that seal off
the world.

282
Citizens Of course, those who break the law
Politics and Class Citizens work in various occupations will face appropriate punishment, and
including farmers, merchants, and those who consistently cause trouble for
Kingdoms craftsmen. Of course, since there are their clients will eventually find
Forcelia consists of one continent many other occupations as well, we themselves without work.
called Alecrast and several large islands. collectively refer to all of them as citizens. When misfortune befalls them, these
The continent and islands are further In exchange for paying taxes, citizens adventurers have few other people they
divided into dozens of countries, each receive protection from the king. During can rely on. At most, adventurers have a
with its own system of governance. Many times of war, they may be conscripted loose sense of camaraderie based on the
of these countries are kingdoms ruled by into military service. principle of "helping each other in times
hereditary monarchs. Naturally, they of need," though even this can't be
vary in size, from city-states controlling
Slaves counted on too much.
just one city to vast kingdoms ruling over Slaves do not exist as a common class
more than ten cities. except in countries where the system is This summarizes the basic political
There are also free cities without institutionalized. They are unfortunate and social structure of Sword World.
kings and nations governed by priests in people who are denied even basic human Travel between countries is relatively
the name of their deities. Each country rights. unrestricted, requiring only a passage tax.
has its own distinct character and form While breaking through checkpoints is
of government.
Intellectuals/Clergy/ considered a crime, it isn't punished too
However, most nations' typical
Traveling Merchants severely during peacetime. However,
governance structure consists of a king at Somewhat separate from the four since conditions vary between countries,
the top, with nobles and knights forming basic classes mentioned above are the don't assume things will always work
the ruling class and common citizens clergy, such as priests and clergy, and exactly this way.
below them. While some countries have intellectuals, like sorcerers and sages.
a serf class below this, such cases are Additionally, travelers such as traveling
rather rare. merchants and performers occupy a
unique position in this world. While
Kings they live freely, unrestricted by national
The king is an absolute ruler. All boundaries, they must protect
national policies are determined by the themselves on their own.
king, and as the head of judicial power,
he also presides over trials. In a nation,
Adventurers
defying the king is not permitted. In "Sword World RPG", the spotlight
However, this is only on the surface - falls on these people known as
if a king were to govern poorly, adventurers. They primarily make their
movements to overthrow such a king living by exploring the ruins of ancient
would inevitably arise. This could also kingdoms and discovering treasures.
create opportunities for foreign invasion. These people possess various abilities,
Therefore, it is said that even kings have including combat skills and a strong
things they must protect and laws they sense of independence, unbound by
must follow. power structures or social constraints,
and are often employed as problem-
Nobles/Knights solvers for hire. Since they can't always
Next, regarding nobles and knights - count on finding treasure-laden ruins,
they are direct vassals of the king, with they tend to accept such requests for
those who own their own land being relatively modest compensation.
called nobles, and those who don't being In some regions and localities, they
called knights. While knights and nobles may be viewed as criminals, and indeed,
have servants under them, these servants many of them (whether by choice or
do not have the same rights as ordinary circumstance) are no strangers to illegal
citizens. In large nations, nobles take on activities.
various political roles to assist the king.

283
screening and simply pay a standard fee as proof of identity. Having these makes
Organizations and to proceed. it relatively easy to receive status
Groups verification not only in one's own
Thieves Guild/Sorcerers' country but in other nations as well.
In Alecrast, while the king and Guild (Academy) Farmers are directly governed by their
nobles hold absolute power, there are Though not official guilds, the lords, so they have no organizations.
also organizations and groups that hold Thieves Guild and Sorcerers' Guild However, their social status is
limited power, which we will introduce (Academy) are essential organizations. fundamentally the same as merchants
here. Both are global organizations that and craftsmen. Due to the nature of their
regularly exchange information between work, farmers typically don't travel, so
Guilds headquarters and branches. Thieves, having their status verified only within
First, there are professional Sorcerers, and Sages belong to these their own country shouldn't pose any
associations called "guilds," and anyone groups. problems.
considered an artisan must belong to one. The Thieves Guild's power is so vast
Without membership, one cannot learn that it's said to control the underworld of
trade-specific skills, nor are they nations. The organization is tightly Geography
permitted to conduct business using structured, with members having
such skills. While guilds are typically various obligations, including tribute Far East Region
national organizations, they may payments, and once you join, it's (Language = Eastern/ Mārdan)
sometimes be recognized in neighboring At the eastern end of the Alecrast
extremely difficult to leave. In exchange,
countries. Additionally, those who are continent lie three countries: Mudeel,
members receive substantial protection
guild members in one country may Milargo, and Anoth.
(though if you make a bad impression on
receive special privileges when joining Mudeel, known as the "Farthest
the leadership, you might be quietly
guilds in other countries, such as only Kingdom," has a population of about 1.2
eliminated). Think of it as similar to real-
needing to pay a fee. Guilds exist for million. Its capital city shares the same
world criminal organizations.
every type of artisan. name, Mudeel. Along with agriculture
The Sorcerers' Guild, on the other
With the exception of some nations, and textile industry, this country actively
hand, is less restrictive and operates
guilds are sustained by the close engages in trade using distinctive galleys.
more as a cooperative for mutual
relationship between masters and their These galleys, also known as armed
development. It's closest to an academic
apprentices. Each master takes on one or merchant ships, boast strength that
society. While the advice is readily
several apprentices to teach them their makes ordinary pirate ships pale in
available, it might not be particularly
skills. While the relationship between a comparison. These armed merchant
reliable in times of crisis.
master and their apprentices is very close, ships frequently visit and trade with
countries along the southern coast of the
interaction between different masters is Religious Organizations Alecrast continent.
not particularly active due to fears of In Forcelia, a world where gods exist,
technical knowledge being leaked. Mudeel has a forest called the
religious organizations wield
"Goblin Woods." It is a mystical realm
considerable power. However, in many
inhabited by many youma and magical
Merchant's License countries, these organizations seem to
While merchants don't have a guild, beasts, where humans rarely venture.
have little influence over secular
to be recognized as a merchant and Within this Youma forest lies ruins
authority. Nevertheless, in some
known as the City of Mara Ajanis.
conduct business, they must register theocratic states, religious organizations
with the king. Those who are approved Milargo is known as the "Kingdom of
hold decisive power.
Meadows." It has a population of about 1
receive a permit. This is the Merchant's Clergy members receive a certain
License. Without it, one cannot legally million, with its capital city being Grad.
degree of status protection, and if they
open a shop. If someone conducts This kingdom is a confederation of
have proof of their position, they can
dozens of nomadic tribes. Important
business in public without a license, they receive protection from organizations of
will be punished. state affairs are decided by a tribal
the same faith.
council where tribal chiefs gather. This
Of course, a Merchant's License
issued in one country isn't valid tribal council also appoints the king and
These are the influential
everywhere, but if you wish to trade in ministers. In Alecrast, it would be
organizations in Sword World. Guild
another country, having a license considered a country with notably weak
membership cards for craftsmen and
typically means you can bypass strict merchant’s licenses hold significant value

284
royal authority. It is described as the very Priests. Furthermore, this position of remain completely unknown. However,
picture of freedom. Pope (King) is not hereditary, but is there is no doubt that it possesses some
Besides humans, there are tribes of passed down to successive High Priests form of magical power.
centaurs who hold similar status. It is of Pharis. During peacetime, much of
also the homeland of many grassrunners. the governance is entrusted to the nobles Northeast Region
The eastern territory of Milargo (ministers), but in times of crisis, power (Language = Eastern/Mārdan)
consists of vast marshlands called the becomes completely focused in the Pope. In the northeastern part of the
"Wetlands of Oblivion," where few dare The Knights of Anoth, known as the Alecrast continent, there are three
to tread. It is said to house small groups "Knights of Justice," are one of the most countries: Lodorille, Baikal, and Plysis.
of savages and large settlements of powerful knightly orders in Alecrast. Lodorille was once a poor country
lizardmen. Some knights leave this order to train in that barely survived on agriculture.
Anoth, known as the "Holy other countries to spread justice. These However, when Queen June V, known as
Kingdom," is a strict nation that follows knights are known as crusaders. the "Iron Queen," ascended to the throne,
Pharis as its state religion. Most of its To the north of Anoth lies a ruin the country underwent a rapid
citizens are followers of Pharis, and the called the "Statues of Giant." It is a transformation, quickly becoming a
Pharis temple in the royal capital of Farz massive humanoid statue with its lower military state with a powerful army while
is said to be the largest on the continent half buried in the ground, but even the annexing neighboring countries. The
of Alecrast. The supreme ruler of Anoth visible upper body above ground population is 1.5 million, with 500,000
is called the Pope, who serves both as measures several meters in height. The people concentrated in and around the
king and holds the authority to appoint true nature and purpose of this statue royal capital of Chase. The kingdom is

285
sustained by absolute loyalty to the from the great western nation of Lomar And dangerous magical beasts exist to
queen. Queen June V has banned the use and departed, leading to rumors that the guard them.
of magic within the country. Moreover, city's survival is now in jeopardy.
this beautiful and charismatic queen is South of Lodorille and east of Plysis Central Region
also a cruel human who considers people lies the ruins of an ancient kingdom (Language = Mārdan/Eremire
from other nations as mere slaves, known as "Ancient Ruined City." This Gundar/Saine)
making it far from an ideal country for city, which still contains the ancient West of Oran, along the southern
travelers to visit. kingdom's treasures, is a forbidden place coast of the Alecrast continent, there
Baikal is the northernmost country haunted by the undead and ghosts, and exist two city-states: Eremire and Saine.
in Alecrast. It is a nation formed by the it is said that almost none who venture in The languages in this region are divided
union of several tribes, each creating ever return. between East and West.
their own small villages and towns. The Eremire is known as the "Kingdom of
total population is slightly over 1 million. Oran Craftsmen." With a population of less
Among the tribes, the maritime tribes (Language = Eastern/Mārdan) than one million, craftsmen in this
scattered along the northern Azul Bay Oran is the largest nation on the region have formed large guilds. This has
hold more power than the tribes of the southern coast of the Alecrast continent. led to the sharing and development of
southern plains. This is because the It has a population of 2 million, with technology, resulting in the production
maritime tribes generate profit through 100,000 concentrated in the royal capital of consistently high-quality goods.
trade and piracy using galley ships called of Oran. Saine, known as the "Kingdom of
free merchant vessels, wielding Oran is an extremely prosperous Lakesides," has a population of around
incomparable power to the plains people nation, and its royal capital Oran is an 700,000. It is an agricultural nation
who engage in farming. advanced city with streets completely focused on farming, livestock, and
While the king resides in the royal paved in stone and fully equipped with forestry. Having just experienced civil
capital of Boris, he is merely a figurehead. water and sewage systems. Research is unrest, its national power is somewhat
Rather, the Pirate King Geers, one of the actively conducted to enrich the nation, weakened. Nevertheless, the country is
maritime tribal chiefs, serves as the such as improvements to newly invented preparing for war. This is due to
kingdom's central figure against external sailboats and development of increased activity from their neighbor
threats from his base in the port city of agricultural tools. Lomar and deteriorating relations with
Arma. Baikal's galley ships also serve as What brings the greatest prestige to Orphan after the nobles who led the civil
an extremely powerful navy protecting Oran is its Sorcerers' Guild. Oran's war sought exile in the Kingdom of
the country. Sorcerers' Guild was the first to be Orphan.
The men of Baikal are fierce and established in Alecrast and serves as the North of the Kingdom of Eremire lies
warlike, but tribal bonds are extremely central hub connecting Sorcerers' Guilds the Khan Desert, known as the "Desert
strong. If you can gain favor with the across different regions. The position of of Malice." Despite being a desert, the
powerful tribes, Baikal can become a Grand Master is held by Mana Rai, Khan Desert is home to creatures
hospitable country for travelers. renowned as a Great Scholar. It was adapted to the dry climate and nomadic
Plysis is the largest fortified city in Mana Rai who established ancient magic peoples. These nomads travel in groups
Alecrast and has become a city-state in as power derived from the magical of about 10 people as merchants and
its own right. It has a population of element "mana," completed the currently traveling performers throughout the
40,000. The economy is sustained by accepted theory of magic, and developed continent, but they never adapt to other
well-developed commerce, professional common language magic that is countries' customs and steadfastly
guilds, and trade with neighboring activated through the common tongue. maintain their own way of life.
villages and towns. It is said that in present-day Alecrast, They are known for their extreme
Plysis has been under invasion from there exists no Sorcerer or Sage who secrecy and rarely reveal their true
Lodorille, but has continued to repel rivals him, and perhaps none will ever nature or beliefs (they appear to worship
these attacks through its sturdy appear. In northern Oran, there are ruins their own deities). They have been
fortifications, large weaponry such as known as the "Fallen City." These ruins known to send assassins after those who
catapults, and the strategic brilliance of were created when Rex, one of the largest try to forcefully uncover their secrets or
the talented military advisor Lukial, aerial cities of the ancient kingdom, fell who accidentally witness important
known as "The Chess Player." However, from the sky. Although various rituals. These assassins, skilled in spirit
there was an incident where military adventurers continue to explore these magic abilities, are greatly feared.
advisor Lukial accepted an invitation ruins to this day, treasures from the
ancient kingdom era still lie deep within.

286
Northern Central Region Among the existing kingdoms in Both countries desire to reunify the
(Language = Western/Gundar) Alecrast, Ramliearth, the "Magical former Phan Kingdom, which has led to
In the central part of the northern Kingdom," has the oldest history. This serious conflicts. While Phandria's king
Alecrast continent, there is a massive great nation, with a population of nearly is Tilar II, he is merely a puppet.
"Desert of Empty". To its east lies the 1.5 million, is called the magical Phandria is supported by various
northeastern region, while to the west is kingdom not only because of its organizations. Among them are the
what's called the Northern Central numerous Sorcerers but also due to the Thieves Guild, the Assassins' League, and
Region. fact that all successive kings have been cults of the Dark Gods. It is because of
The Northern Central Region practitioners of magic. Furthermore, its these evil organizations' support that
contains two major nations: Orphan and unique character is partly due to the Phandria is called the "Kingdom of
Ramliearth. architectural influence of the ancient Chaos."
Orphan was founded by Rijal, a hero kingdom period, beginning with the In the capital city of Phandria, there
known as the "Dragon Slayer" and royal capital of Lynas. The royal family of is the only state-recognized temple of
acclaimed as the strongest swordsman in this country possesses the Van Blade, Phalaris in all of Alecrast.
Alecrast. After defeating Krish, the evil said to be the most powerful magic Lomar is known as the "Kingdom of
dragon that destroyed the Kingdom of sword in Alecrast. Travelers." This is because its capital city
Phan, he proved his worth through To the east of Ramliearth lies a vast Lomar is located along the "Road of Free
battles during the civil war in the desert called the "Desert of Empty." People" that connects east and west
Kingdom of Phan, won the love of While normal deserts are created when Alecrast, and serves as a crucial
former Phan Queen Melete, and the spirit powers of wind and fire among transportation hub at the starting point
eventually established a new kingdom. the earth, water, fire, and wind spirit of roads leading to the two great nations
Thus, Orphan is known as the "Kingdom powers that constitute the world become of the Northern Central Region: Orphan
of Heroes." The capital of Orphan too strong, the Desert of Empty is and Ramliearth.
remains in the city of Phan, continuing different. In this desert, no spirit power Lomar is also a powerful military
from its predecessor, the Kingdom of works at all! This is believed to be nation that has assembled mercenary
Phan. strongly connected to the disintegration forces with its vast wealth. When the
Though Orphan started as a small of the ancient kingdom. neighboring country of Raid once
nation, it has continuously expanded its Ramliearth has a forest called the invaded, Lomar's military might not
territory and has now become a major "Unicorn Forest." True to its name, it is only repelled them but also annexed
power with a population of 1.5 million. known to be home to many unicorns. Reide. With this territorial expansion,
Orphan's aristocratic system is unique, Ramliearth protects these mythical Lomar's population has reached 1.2
recognizing only knights who serve the beasts as a national priority and has million.
king. This is unusual in Alecrast, where organized and dispatched woods The city of Lomar is distinctly
feudalism predominates and local nobles guardian teams. Additionally, this forest divided into northern and southern
typically hold strong autonomous rights. contains a village of nature worshippers regions by the "Road of Free People." The
This system can only exist because Rijal called druids, who show no mercy to north is a peaceful and glamorous
is both a warrior and a hero. poachers. The druids are extremely district lined with noble mansions and
This country has a mining city called powerful Shamans. In particular, their merchant houses. The south is the
Goudon. The city of Goudon is known leader Lauras is said to be unmatched in downtown area where citizens live. This
for its large dwarf population. all of Alecrast. downtown area is considered the true
Orphan faces various external threats. face of Lomar. In Lomar's downtown,
It has serious historical tensions with Southern Central Region there is a massive marketplace. Known as
Phandria, another fragment of the (Language = Western/Gundar) "Lomar's Black Market," one can acquire
former Phan Kingdom. Additionally, it The southern coastal area is the various goods there. These include
has earned the enmity of the Kingdom of Southern Central Region. There are two poisons and concealed weapons for
Saine because Rijal gave protection to the powerful nations: Phandria and Lomar. assassination. Sometimes, one might
nobles who had led the civil war. While Phandria, with a population even spot items that should only be
Orphan maintains a close alliance with exceeding 1.2 million people south of available through underground channels,
its neighbor Ramliearth, this very Orphan, is known as the "Kingdom of such as unicorn horns. This black market
alliance has sparked rumors of an Chaos." Both Orphan and Phandria is controlled by the Thieves Guild and
impending large-scale war involving originated from the great nation of Phan. other secret societies. Moreover, the king
multiple countries in the central region. They emerged after the Phan Kingdom
was destroyed by the evil dragon Krish.

287
himself acknowledges and protects this of Free People," there is a village called RPG novels "Dawn of Chaos I-IV" and
control. Palmer. This village was established as a "Land of Chaos I-" (ongoing series) for
Lomar has the largest arena in settlement by the workers who more information.
Alecrast. Prisoners of war and criminals completed the "Road of Free People," and
become gladiator slaves and fight there. despite being at the western edge, it is Eastend
Among the gladiators, some voluntarily known as a village of humans who speak (Languages = ?)
became slaves for money. Powerful the eastern languages. The Island at the Edge of the East,
nobles each have their own sponsored Eastend, is an island lying east of the
gladiators. In Lomar, owning strong For more information about the Alecrast continent. Little is known about
gladiators enhances a noble's reputation. western nations, detailed settings can be this mysterious isle.
The city of Reide within Lomar found in the "Ten Children World
(formerly the capital of the Kingdom of Guide". Please refer to it for more details. While no official setting details have
Reide before its annexation by Lomar) is been announced for this region yet, they
known as the "City of Mercenaries." This Islands of Azarn are planned to be revealed in the future.
city has a mercenary guild that brokers (Language = Eastern/Mārdan)
deals between mercenaries and clients The Islands of Azarn are an Farland
seeking their services. Additionally, archipelago located in the southeastern (Languages = ?)
magical weapons and armor are traded part of the Alecrast continent. The total The Unreachable Land - no one
in this city. population is 800,000. Though once a knows what kind of place Farland is. This
Recently, Lomar has recruited Lukial, single nation, it is now divided into three is because Farland is a place that is "never
who is renowned as a military strategist. kingdoms. to be defined in lore."
With major conflicts between Orphan One of the joys of roleplaying games
and Phandria, and between Orphan and For detailed information about the is that game masters and their gaming
Zain, many humans are worried that Islands of Azarn, please refer to Sword companions can create their own world
Lomar's action might be a sign that they World RPG Scenario Collection #4 "The from scratch through gameplay. "Sword
are preparing to start a new war. Rainbow Crystal Palace". World RPG" has a common background
world called the Alecrast continent,
For detailed information about the Island of Damned which prevents it from offering this
Far East region to the Central Plains, (Language = Native Language) enjoyment.
please refer to the "Sword World RPG This is an island floating far south of Farland was created to address this
World Guide". the Alecrast continent. Several nations dilemma. Farland is a region for which
exist in a state of turmoil, and wars we, the creators, will never release official
Western Countries appear to be ongoing. The island suffered settings. Therefore, you can create your
(Language: Western, except an invasion by daemons, which led to it own world however you like. This will
Palmer Village which uses Eastern) being named "Accursed Island." There never conflict with official
To the west of the Alecrast continent, appears to be limited trade with the announcements.
there are many small city-states. These continent. Of course, even for the Alecrast
small nations alone cannot stand against continent, you may ignore some or all of
the great powers of the east. Therefore, For detailed information about the our official announcements.
they established a treaty called the "Tidel Accursed Island, please refer to the
Alliance." This agreement states that if "Lodoss World Guide".
the eastern powers were to invade, all ten
cities would unite in response. In Chaosland (Language =
response to this clever show of force, the Native Language)
eastern powers mockingly bestowed West of the Alecrast continent,
upon them the unflattering name "Ten beyond the Hadria Sea, lies the "Land of
Children." Chaos," Chaosland. Very little
The western nations consist of information about this place has reached
Promisie, Tidel, Tarlant, Raban, Belldine, the continent.
Gulgerise, Goba, Referl, Drecknoll, and
Zarn. Chaosland's lore is currently being
Furthermore, to the west of the gradually revealed. Please refer to the
western nations, at the end of the "Road Fujimi Fantasia Bunko's Sword World

288
that resembled gold and silver was The coinage guild in Eremire
Currency common. primarily produces silver coins. While
Count Gamel's currency, through the production may occur in other countries,
The main currency of the Alecrast invention of silver coins, brought about a it is customary in all nations to include
continent is a silver coin called the simpler method of trade using a Count Gamel's relief on the silver coins.
"gamel." This silver coin was invented by "number of silver coins." Furthermore, Following the Count's proposal, the
Count Gamel, who was a minister of the the intricate engravings required on the purity and size of the silver coins have
now-extinct Moraana Kingdom. In the silver coins made them difficult to been standardized. One silver coin
past, commerce relied on bartering or replicate, reducing the possibility of weighs approximately 4 grams.
using precious metals like gold and silver, counterfeit currency appearing. In addition to these, gold coins also
which were measured by weight, as To honor the Count's achievement, circulate in Alecrast. One gold coin is
intermediaries. However, this method the people of the Alecrast continent call worth 50 silver coins, or 50 gamels. Its
made it difficult for commerce to these silver coins "gamels." weight is almost the same as a silver coin.
develop, and fraud using cheaper metals

289
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290
Designer’s Notes

291
Thank you for your patience. We are What surprised me during the
finally able to deliver the Sword World writing process was realizing that Sword
RPG Complete Edition. World RPG had grown into something
We've finally made it this far. much bigger than we expected. Those
These are my honest thoughts right familiar with the previous three-volume
now. When we first announced Sword paperback rulebooks might look at this
World RPG, tabletop RPGs themselves hardcover and think, "Huh? Is this Sword
were still a novel concept that hadn't World?" or "Wasn't Sword World RPG
really taken root, and even we weren't supposed to be known for its simple
sure how far we could take it. Everything rules?"
was an adventure - from publishing it in That's exactly right. And the core
paperback format to our policy of system portion that forms the backbone
supporting not just scenarios and rule of the game rules hasn't increased much
supplements, but also novels and other at all. In fact, we've even omitted some
reading materials. elements that were rarely used.
Fortunately, this adventure was However, in terms of volume, it has
successful. It seems we've earned 1000 reached about 1.5 times that of the
experience points for completing our previous three paperback rulebooks.
mission (laughs). Why did this happen? And broadly
Sword World RPG is now recognized speaking, why did it take so much time
as the most-played RPG in Japan. As a just to reorganize the rules?
game designer, could there be anything Since we're calling it the Complete
more pride-worthy than that? What Edition, we ambitiously decided to
validates this is the writing process for include all the additional data that
this edition, which took an unexpected appeared in various novels and scenarios
amount of time. up until now, and even ideas that were
submitted to Dragon Magazine's reader
response pages. This is the result. Yes, the
amount of data had greatly increased.

292
I believe this is the true asset of remain excellent and haven't become
Sword World RPG, which has been outdated. Adding to that the wealth of
played continuously for 8 years. RPGs data accumulated over these 8 years, this
are said to be games of data. However, game should have become even more
the task of creating this data is not enjoyable and interesting.
straightforward. Coming up with ideas, We believe this work will satisfy both
converting them into data, checking longtime players and newcomers alike.
consistency with existing content - the Please play it—that is our greatest wish.
first 10 or 20 are easy. But as the numbers And we hope that this will make the
increase, it becomes exponentially more game even better.
difficult. If we kept doing just this, we'd This game will continue to receive
burn out in no time. At least, I would further support through Fujimi Shobo's
burn out (laughs). Dragon Magazine and RPG Dragon
It is precisely because we have Magazine. Please make use of these two
continued creating Sword World RPG magazines to enhance your gaming
for 8 years, and because there have been experience.
people who played it, that we were able While the author of this book is listed
to accumulate this much data. We have as "Miyuki Kiyomatsu/Group SNE," this
always felt that such maturation time was means that I handled the main work
necessary for a good game. Because this such as organization, editing, and final
has been achieved, we now feel a deep checks, while the various manuscripts
sense of accomplishment, thinking were, of course, collaboratively written
"we've finally made it this far." by Group SNE members, including Ryo
Even now, we take pride in knowing Mizuno and Hiroshi Yamamoto.
that the system's core elements like
adventurer skills, adventurer level, November 1996 Miyuki Kiyomatsu
success rolls, and rating table that form
the backbone of Sword World RPG

293
Charts

294
Thief Skill Abilities Table
Ability Relevant Ability Score Equipment Restrictions Retrying a success roll on the same target
Tumble Agility Yes No success roll is made
Lockpicking Dexterity No Not Possible
Acrobatics Agility Yes Possible
Mnemonics Intelligence No Not Possible
Listen Intelligence Yes Possible
Stealthy Step Agility Yes Possible
Pickpocket Dexterity Yes Possible
Hide Agility Yes Possible
Search Intelligence No Not Possible
Climb Agility Yes Possible
Special Combat Dexterity, Agility, Strength Yes Possible
Long Jump/High Jump Agility Yes Possible
Follow Agility Yes Possible
Disguise Dexterity No Possible
Treasure Appraisal Intelligence No Not Possible
Find/Sense Trap Intelligence No Not Possible
Remove/Set Trap Dexterity Yes Not Possible

Ranger Skill Abilities Table


Ability Relevant Ability Score Equipment Restrictions Retrying a success roll on the same target
Footprint Tracking Intelligence No Not Possible
First Aid - No No success roll is made
Camouflage Intelligence Yes Possible
Listen Intelligence Yes Possible
Sense Danger Intelligence Yes Possible
Stealthy Step Agility Yes Possible
Survivalism Life Force No Possible
Search Intelligence No Not Possible
Map Creation Intelligence No Not Possible
Weather Prediction Intelligence No Not Possible
Plant and Animal Check Intelligence No Not Possible
Projectile Use Dexterity, Strength No Possible
Follow Agility Yes Possible
Surprise Attack Intelligence No Possible
Find/Sense Trap Intelligence No Not Possible
Remove/Set Trap Dexterity Yes Not Possible

Sage Skill Abilities Table


Ability Relevant Ability Score Retrying a success roll on the same target
Monster Check Intelligence Not Possible
Languages Intelligence Not Possible
Astrology Intelligence Not Possible
Knowledge Intelligence Not Possible
Research Intelligence Not Possible
Treasure Appraisal Intelligence Not Possible
Medicines Intelligence (For appraisal only) Not Possible

295
Bard Skill Abilities Table
Ability Relevant Ability Score Retrying a success roll on the same target
Sing Mental Power Possible
Play Instrument Dexterity Possible
Languages (Spoken) Intelligence Not Possible
Spellsongs Mental Power Possible
Folklore Knowledge Intelligence Not Possible

Merchant Skill Abilities Table


Ability Relevant Ability Score Retrying a success roll on the same target
Value Check Intelligence Not Possible
Negotiation Mental Power Not Possible

Craftsman Skill Abilities Table


Ability Relevant Ability Score Retrying a success roll on the same target
Value Check Intelligence Not Possible
Craft Dexterity Possible

Sailor Skill Abilities Table


Ability Relevant Ability Score Retrying a success roll on the same target
First Aid - No success roll is made
Treatment Intelligence Possible
Herbs Intelligence (For appraisal only) Not Possible

296
Hunter Skill Abilities Table
Ability Relevant Ability Score Equipment Restrictions Retrying a success roll on the same target
Footprint Tracking Intelligence No Not Possible
Camouflage Intelligence Yes Possible
Listen Intelligence Yes Possible
Stealthy Step Agility Yes Possible
Weather Prediction Intelligence No Not Possible
Plant and Animal Check Intelligence No Not Possible
Projectile Use Dexterity, Strength No Possible
Find/Sense Trap Intelligence No Not Possible
Remove/Set Trap Dexterity No Not Possible
Pre-processing Intelligence No Not Possible
Value Check Dexterity No Not Possible

Sailor Skill Abilities Table


Ability Relevant Ability Score Equipment Restrictions Retrying a success roll on the same target
Large Ship Steering Intelligence No Possible
Seamanship Intelligence No Possible
Small Ship Steering Dexterity No Possible
Swim Agility Yes Possible
Weather Prediction Intelligence No Not Possible
Climb Agility Yes Possible
Ropework Dexterity No Possible

Common Adventurer Abilities Table


Ability Relevant Ability Score Retrying a success roll on the same target
Riding Agility Possible
Swim Agility Possible
Ship Steering Dexterity Possible
Climb Agility Possible
Long Jump/High Jump Agility Possible

297
Table 1-1: Ability Bonuses Table 1-2: Skill Types
Ability Score Bonus
2~5 ±0
6~11 +1
12~17 +2
18~23 +3
24~29 +4
Add +1 for every +6 in ability scores
thereafter

Table 1-3: Determining Sub-Ability Scores


Sub-Ability Score Human Dwarf Grassrunner Elf Half-Elf
A 2D 2D+6 1D+6 1D+6 1D+4
B 2D 1/2D 2D+4 1D+6 1D+6
C 2D 1D+4 1D+6 1D+6 1D+4
D 2D 1D 1D 1D+6 1D+6
E 2D 1D+4 1/2D 1D 1D+2
F 2D 1D+6 1/2D 1/2D 1D+2
G 2D 2D+4 2D+6 1D+4 1D+4
H 2D 2D+4 2D+4 1D+6 2D
On the table, "D" stands for dice. 1D stands for one die, 2D stands for two dice,
and 1/2D stands for half the result of one dice (rounded up). In addition, a notation
such as 1D+6 means to roll one dice and add 6 to the result.

Table 1-4: Average Ability Scores by Race


Ability Score Human Grassrunner Dwarf Elf Half-Elf
Dexterity 14 20.5 15 19 17
Agility 14 20.5 9.5 19 17
Intelligence 14 13 11 19 17
Strength 14 4 17 5.5 11
Life Force 14 15 20.5 9.5 13
Mental Power 14 24 22 17 14.5

298
Table 1-5: Backgrounds
2D Background Starting Skills Exp. Pts. Money
2 Savage Fighter 1 & Ranger 1 2000 2Dx100
3 Rune Master Sorcerer & Sage 1 2000 2Dx200
4 Villain Thief 1 2500 2Dx200
5 Traveler Bard 1 3000 2Dx200
6 Hunter Ranger 1 3000 2Dx200
7 Ordinary citizen General skill level 3 3000 2Dx200
8 Merchant/Scholar Merchant 3/Sage 1 3000 2Dx200
9 Mercenary Fighter 1 2500 2Dx200
10 Priest Priest 1 2500 2Dx200
11 Curse Specialist Shaman 1 2000 2Dx200
12 Noble Fighter 1 & Sage 1 2000 2Dx500

Table 1-6: Starting Experience by Race


Pre-Adventure
Race Restrictions/Special Abilities Money
Exp. Pts.
Same as
Human ⬤ Refer to the backgrounds table (Table 1-5) Same as above
above
⬤ Has 5 levels in a craftsman skill
Dwarf ⬤ Can see in the dark 3000 2D x 300
⬤ Unable to acquire the shaman or sorcerer skill
⬤ Has 1 level in the ranger skill
⬤ Has 1 level in the thief skill
Grassrunner 3000 2D x 200
⬤ Can communicate with plants and insects
⬤ Cannot acquire any rune master skills
⬤ Has 1 level in the shaman skill
Elf 2000 2D x 200
⬤ Cannot acquire the priest skill
⬤ When raised by elves, characteristics are the same
Same as
Half-Elf as elves, when raised by humans, they're the same as Same as above
above
humans.

Table 1-7: Experience Points by Skill (at Character Creation)


Sorcerer Fighter Ranger
Attained Sorcerer & Sage at the
Sorcerer (with Shaman Thief Sage
Level same time
Sage) Priest Bard
1 2000 2000 1500 1500 1000 500
2 2000 1500 1000
3 1500

299
Table 1-8: Weapons-1
Weapon Name Usage Required Str. Price Calculation
Swords
Dagger (throwable) 1H 1~5 x10+20
Main-gauche 1H 1~5 x20+20
Swordbreaker 1H 1~5 x20+40
Katar 1H 3~5 x10+30
Shortsword 1H 3~8 x10+30
Cutlass 1H 6~12 x20+40
Rapier 1H 6~14 x10+90
Saber 1H 7~14 x20+50
Scimitar 1H 8~14 x20+50
Broadsword 1H 8~16 x20+40
Falchion 1H 12~16 x20+60
Bastard sword 1~2H 13~17 x30+50
Estoc 2H 11~16 x30+40
Shamshir 2H 14~ x40+70
Flamberge 2H 15~21 x40+80
Greatsword 2H 16~ x40+60
Axes
Hand ax (throwable) 1H 4~11 x10+20
Battle-ax 1~2H 10~20 x20+40
Great ax 2H 18~ x20+50
Spears
Javelin (throwable) 1H 1~10 x10+15
Short spear (throwable) 1H 2~13 x10+10
Trident (throwable) 1H 4~16 x10+20
Longspear 1~2H 4~20 x10+20
Pike 2H 10~ x10+40
Maces
Light mace 1H 5~12 x20+20
Heavy mace 1~2H 9~16 x20+30
Maul 2H 16~ x20+40
Clubs
Boomerang (made for throwing) 1H 1~9 x10+10
Club (throwable) 1H 1~ x5+10
Staves
Mage’s staff 2H 1~10 x10+100
Big club 2H 1~ x10+10x
Quarterstaff 2H 8~ x10+20

300
Table 1-8: Weapons-2
Weapon Name Usage Required Str. Price Calculation
Flails
Light flail 1H 7~14 x10+20
Morning star 1H 11~19 x20+40
Heavy flail 1~2H 10~ x20+40
War hammers
Pickax 1H 2~10 x20+20
War hammer 1H 6~19 x20+30
Mattock 2H 10~ x20+40
Bows
Short bow (shooting) 2H 2~8 x10+40
Longbow (shooting) 2H 6~ x10+50
Crossbows
Light crossbow 2H 5~15 x20+60
Heavy crossbow 2H 10~ x30+80
Slings
Sling (shooting) 1H 1~8 x10+10
Staff sling (shooting) 2H 1~14 x10+20
Rocks
Rock (made for throwing) 1H 1~ 0
Entangling Weapons
Whip 1H 5 150
Net (throwable) 1H 7 200
Bola (made for throwing) 1H 3 80
Cranequin crossbows
Light cranequin crossbow (shooting) 2H 5~15 x30+90
Heavy cranequin crossbow (shooting) 2H 10~ x45+120
Ballista (shooting) 2H 20~ x60+200
Other
Pole weapon 2H 10~ x30+50
Lance 1H 12~ x30+60
Shotel 1H 8~16 x20+50
Cestus 1H 1~5 x10+10
Blackjack 1H 1~4 x10+10
Garrote 2H 1 5
Prodd (shooting) 2H 5~15 x20+60
Dart (made for throwing) 1H 1~3 x5+10
Arrows
Arrows (used for bows) 10 for 12
Quarrels (bolts used for crossbows) 10 for 12
Bullets (used for slings) 5 for 20

301
Table 1-9: Armor Table 1-10: Shields
Armor Name Required Strength Price Calculation Shield Name Req. Str. Price
Non-metal armor Small shield 1 60
Cloth armor 1~3 x10+10 Large shield 13 300
Soft leather armor 2~7 x15+20
Hard leather armor 5~13 x30+30
Metal armor
Ring mail armor 5~12 x30+40
Splint armor 8~17 x40+50
Chain mail armor 10~19 x50+50
Lamellar armor 11~22 x70+70
Plate armor 13~ x100+100

302
Table 1-11: Equipment Table 5-1: Area and Size Expansion
Name Price (in Gamels) Expansion Area Expansion Volume Expansion
Rate Length Length
Bags
x2 1.4 1.3
Rucksack (leather) 50 x3 1.7 1.4
Bag (cloth) 15 x4 2 1.6
Pouch (cloth) 5 x5 2.2 1.7
Handbag (cloth) 10 x6 2.4 1.8
Belt pouch (leather) 15 x7 2.6 1.9
Water bag (leather) 20 x8 2.8 2.0
x9 3.0 2.1
Camping tools
x 10 3.2 2.2
Mantle 40 Note) On the table, expansion rate is the multiplier for mental
Blanket 50 power consumed.
Tent (for 5 people) 300 When you cast a spell by consuming that multiplied amount
Tableware (1 set) 12 of mental power, multiply the number in area expansion
length or volume expansion length by the number (radius,
Cooking utensils (1 set) 50 side) that represents the spell’s area of effect, and the result will
Lighting equipment be the spell’s area. For spells cast on a flat surface, use the
Torch (6, lasts 2 hours each) 5 number in the area expansion length column, and for spells
cast into space, use the number in the volume expansion
Lantern 40
length column.
Tinderbox 20 For example, when you cast the ancient magic Light, whose
Oil (1 bottle for a lantern, lasts 12 hours each) 5 area is A space with a 10 meter radius, by consuming double
Adventuring tools the mental power, the resulting area will be a spherical space
with a radius of 10 x 1.3 = 13 meters.
Rope (10 meters) 10
Wedges (10) 20
Small hammer 10
Hand-mirror 100
Other
Parchment (10 sheets) 10
Quill pen/ink 5
Thieves' tools 100
Musical instrument 100+
Food
1 serving 3+
1 serving of rations 7+
Wine (1 cup) 2+
Ale (1 cup) 1+
Horses
Pack horse 1500
Riding horse 5000
Warhorse 10000
Mule 1000
Donkey 800
Camel 2000
Lodging
1 night (not including food) 30+
1 week (not including food) 150+
1 month (not including food) 300+
Living expenses
1 day 10+

303
Table 9-1: Determining Target Scores or Difficulties
Target Score Difficulty Standard
5 -2 If you have the skill, it's almost a sure-fire task. Even amateurs can be successful.
6 -1 Almost guaranteed if you have the skill. Even amateurs have a greater chance of success.
7 0 If you have the skill, you can expect success. For amateurs, it's 50-50.
8 1 If you have the skill, there is a high probability of success. For amateurs, the risk of failure is greater.
9 2 If you have the skill, you’ll succeed 2 out of 3 times, but if you’re an amateur, you’ll fail 2 out of 3 times.
10 3 It's 50-50 if you have the skill. Success is not guaranteed to amateurs.
If you’re a pro in that field, you’ll most likely succeed, but if you only have the skill, there’s a greater risk of failure.
11 4
Amateurs should stay away from it.
12 5 If you’re a pro in that field, you can expect success, but you should expect to fail if you're just dabbling.
13 6 It's possible with a little luck if you're someone who's only dabbled. Even pros can fail due to a little bad luck.
14 7 A simple task for the world's greatest expert. At pro level, failure is quite possible.
15 8 If you’re a master, you’ll never fail, but if you’re a pro, success is 50-50.
16 9 Even if you’re a master, there is no guarantee that you’ll succeed.
17 10 Even the greatest master is subject to the possibility of failure. It is best not to expect success at pro level.
18 11 Even a master cannot guarantee success.
19 12 You can't blame a master even if they fail.
20 13 50-50 for masters. Otherwise, it's best not to touch it at all.
21 14 Even if you’re a master, the probability of failure is high.
22 15 This is a task that will go down in history if successful.

Table 9-2: Success Roll Modifiers


Extremely difficult situation -4
Tough but manageable situation -2
Slightly disadvantageous situation -1

Table 10-1: Attack Power and Evasion Speed Modifiers


Full movement (Evasion speed only) -4
Can’t see opponent (in the dark, invisible enemy, etc.) -4
However, if alternative senses (smell, hearing, etc.) are developed to some extent -2
If you don't have to rely on vision None
When footing is bad
-2
(Rocks and debris are everywhere, water is up to your waist, etc.)
Fallen
-2
(Same as when trying to stand up because you're in an unstable state)

Table 10-2: Surprise Attack Check


Intelligence Monster Adventurer
None, almost none, obeys commands -6 +6
Animal, low -5 +7
Human -4 +8
High -3 +9

304
Table 11-2: NPC Presence by Level
10th level Royal capital level of a large country
7th level Large city in a large country, royal capital level of a small country
5th level Moderate city
3rd level Town of around 1000 people
1st level All but the most remote village

Table 16-3 Optional Armor Table


Evasion Speed Defense Critical Target Anti-strangling
Armor Name
Modifier Modifier Change Protection
Non-metal armor
Cloth Armor ±0 ±0 No No
Soft Leather
±0 ±0 No No
Armor
Hard Leather
±0 ±0 No No
Armor
Metal Armor
Ring Mail
±0 ±0 Yes No
Armor
Splint Armor -1 +5 Yes Yes
Chain Mail
-1 +5 Yes Yes
Armor
Lamellar Armor -1 +5 Yes Yes
Plate Armor -1 +5 Yes Yes

Table 16-4 Maximum Ranges Table


Dagger 30
Hand Ax 20 + Character's Strength
Javelin 30 + Character's Strength x 3
Short Spear 25 + Character's Strength x 2
Trident 20 + Character's Strength x 2
Boomerang 20 + (Character's Strength - Required Strength) x 2
Club 20 + (Character's Strength - Required Strength) x 2
Shortbow 100 + Required Strength x 5
Longbow 120 + Required Strength x 5
Light Crossbow 80 + Required Strength x 5
Heavy Crossbow 100 + Required Strength x 5
Sling 100
Staff Sling 100
Rock 20 + (Character's Strength - Required Strength) x 5
Net 5
Bola 20 + (Character's Strength - Required Strength x 3
Light Cranequin Crossbow 80 + Required Strength x 10
Heavy Cranequin Crossbow 100 + Required Strength x 10
Ballista 150 + Required Strength x 10
Prod 100
Dart 20

305
Table 18-1: Age-Based Ability Score Modification Table
Age Modification
3 – 5 All ability scores reduced by 1/6
6 – 8 All ability scores reduced by 2/6
9 – 10 All ability scores reduced by 3/6
11 – 12 All ability scores reduced by 4/6
13 – 14 All ability scores reduced by 5/6
51 – 60 All ability scores reduced to 5/6, except intelligence and mental power remain the same
61 – 70 All ability scores reduced to 4/6, except intelligence and mental power remain the same
71 – 80 All ability scores reduced to 3/6, except intelligence and mental power remain the same
81 – 90 All ability scores reduced to 2/6, except intelligence and mental power remain the same
91+ All ability scores reduced to 1/6, except intelligence and mental power remain the same

Table 18-2 Types of Magic


Fire-Type Firebolt, Fireball, Firestorm
Cold-Type Blizzard, Ice Storm
Electric-Type Lightning, Lightning Bind
Stone-Type Stone Blast
Wind Cutter-Type Windstorm
Earthquake Crack, Earthquake
Explosion Force, Force Explosion, Meteor Strike
Pure Energy-Type Energy Bolt, Will-o-Wisp, Valkyrie Javelin
Poison Gas-Type Acid Cloud
Blade Blade Net

306
Table 4-1: Rating Table
Key Number
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
2D 2 ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
3 0 0 0 0 0 0 0 0 0 0 1 1 1 1 1 1 1 1 1 1
4 0 0 0 0 0 1 1 1 1 1 1 2 2 2 2 2 2 2 2 2
5 0 0 0 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 3 3
6 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 4
7 2 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 5 5 5
8 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 5 5 5 6 6
9 3 3 4 4 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 7
10 3 3 4 4 4 5 5 5 5 5 5 6 6 6 6 6 7 7 7 7
11 4 4 4 4 5 5 5 5 6 6 6 6 6 7 7 7 7 7 7 8
12 4 4 4 5 5 5 5 6 6 7 7 7 7 7 8 8 8 8 8 9

Key Number
20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39
2D ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
3 1 1 1 2 2 2 2 2 2 2 2 2 3 3 3 3 3 3 3 4
4 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 5 5 5 5
5 3 3 3 3 4 4 4 4 4 4 4 5 5 5 5 5 5 6 6 6
6 4 4 5 5 5 5 5 6 6 6 6 6 6 6 6 7 7 7 7 7
7 5 6 6 6 6 6 6 6 6 7 7 7 7 8 8 8 8 8 8 8
8 6 6 6 7 7 7 8 8 8 8 8 8 8 8 9 9 9 9 10 10
9 7 7 7 7 7 8 8 8 9 9 9 9 10 10 10 10 10 10 10 11
10 8 8 8 8 8 8 9 9 9 9 10 10 10 10 10 10 11 11 11 11
11 9 9 9 9 9 9 9 9 10 10 10 10 10 10 11 11 11 12 12 12
12 10 10 10 10 10 10 10 10 10 10 10 10 10 10 11 12 12 12 13 13

Key Number
40 41 42 43 44 45 46 47 48 49 50
2D ** ** ** ** ** ** ** ** ** ** ** **
3 4 4 4 4 4 4 4 4 4 4 4
4 5 6 6 6 6 6 6 6 6 6 6
5 6 6 7 7 7 7 7 7 7 7 8
6 7 7 7 8 8 9 9 9 9 10 10
7 9 9 9 9 10 10 10 10 10 10 10
8 10 10 10 10 10 10 10 11 12 12 12
9 11 11 11 11 11 11 12 12 12 12 12
10 11 12 12 12 12 12 13 13 13 13 13
11 12 12 13 13 13 13 13 13 13 14 15
12 13 13 13 14 14 14 14 15 15 15 15

307
[Reprint Edition] Sword World RPG Complete Edition

Author: Miyuki Kiyomatsu Group SNE


Cover Design: BEGUL (Hideaki Kawada)
Original Design: Yoshitaka Amano
Text Illustration: Hikaru Tanaka, Hiroki Haritama, Yuuko
Tsukishiro, Sakuko Yoshinaka, Hito Mera, Takuhito Kusamoe
Book Design/Book Layout: MAGULER DESIGN STUDIO
Editorial Staff: Yoshihiro Ouchi, Masaru Ogasawara, Shinsuke
Yamagami, Kazuhiro Takayama

Main Translator: Borp


Additional Translation: Auquid, Bluesun, EnMA
Editing: Auquid

Original Release Date: 1996/12


Translation Release Date: 2025/04

This is a free, unofficial, fan-based translation. Please support


original creators by buying Sword World books and
supplements.

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