Warlords & Wizards

Fantasy Roleplaying Game—Players’ Rules

Matthew R. Zbikowski

Introduction

A beginning player’s first task is to construct a character through which he or she interacts with the campaign world created by the Judge. The basic procedure for creating a character is as follows:

  1. Generate abilities,
  2. Choose a character class,
  3. Choose a character type, human or otherwise,
  4. Select an alignment,
  5. Select devotions, if any,
  6. Determine starting money,
  7. Purchase equipment,
  8. If the character is a magician or battlecaster, determine spells known.

Concepts

Dice Notation
only standard dice (1–6) are needed for players, and both standard and percentile dice (1–100) are needed for JudgesOther equipment required for play includes pencils, graph paper, notebook or scratch paper, and optionally hex-paper.

. Where applicable, notation such as 3d6 or d100 or 1–6d6 is used, meaning “roll three six-sided die,” “roll a percentile die,” and “roll between one and six six-sided dice,” respectively.
Abilities
at times, certain player character ability scores will be referenced. Where applicable, notation such as BODY or MIND is used.
Core Mechanic
generally, the way that actions are accomplished in W&W is via rolls or “ability checks.” A number of d6 will be rolled based on the selected ability, and each four (4), five (5), or six (6) result rolled is counted as a “success.” The total amount of “successes” rolled is sometimes called the “success level” or SL. This gives a 50% chance to succeed per die rolled.

Character Abilities

At the worm-writ cloister where the lentils rot,
a man fleeter than bell-chime, strides o-ver ash,
starved, his eyes, to fire-clay pits, ribs bare,
scapulars hung slack from an oaken trunk, and dust,
he mounts the belfry and himself rings out, alone.
Unknown Author, excerpt from The Ballad of Jeslo Tebago

Characters have four primary ability categories: BODY, SPEED, MIND, and EGO, each starting at a score of 8. Each is modified, in order, by the player with a throw of 2d6, thus generating scores from 10–20. The player should record these figures on an index card or a character record sheet before moving forward.

Example Ability Generation
Ability Rolls Score
BODY 6, 2 16
SPEED 3, 3 14
MIND 3, 1 12
EGO 5, 3 16

During gameplay, the Judge will call for rolls to determine a character’s success in situations where some amount of random chance is involved. The player rolls a number of dice equal to the tens place of the relevant score. For example, if the character above was asked to roll B, the player would roll 1d6As mentioned in Concepts, each “4,” “5,” or “6” result rolled qualifies as a “success.” Thus, higher scores result in higher consistency.

.

The player should not rely on the Judge to call for a rollThe Judge is given guidelines for determining the SL required based on the difficulty of the situation

. Try to avoid leaving things up to chance at all costs—describing actions should be an exacting task, especially in tense situations. In some cases, such as combat, the required SL to deal damage may be determined by an enemy statistic or an opposed roll.

Body

BODY is the first of the physical abilities, representing physical prowess, resilience, and overall health. A character may be asked to roll B to attack, perform a feat of great might, withstand a poisoning, or fight exhaustion.

Damage a character takes is subtracted from their B score, and a character’s B may be thought of as their “health” or “hit points.” A character dies if their B ever reaches 0.

A character may carry a load, in pounds, equal to twice their B. Any weight carried beyond this is subtracted from a character’s A. For example, a character with 3 B carrying 7 stone reduces their speed by 1. See Carrying Capacity.

Speed

SPEED is the second physical ability, representing manual dexterity, coordination, and quickness. A character may be asked to roll S to pickpocket someone, dodge a falling rock, or balance on a narrow wall.

A character’s S score can be reduced by certain spells, environmental hazards, or being overwhelmed in melee. A character’s S may be thought of as their “dexterity” or “movement.” If a character’s S ever reaches 0, the character is slowed to the point of complete immobility.

During combat, a character’s S score is split between movement and defensem and when checking initiative, the character with higher S typically acts first. See Combat.

Mind

MIND is the first mental ability, representing the capacity for thought and reason and one’s innate connection to magical forces and higher powers. A character may be asked to roll M to cast a spell, identify a magical device, or defend against an enemy spell.

A character’s M score is reduced each time a spell is cast, and a character’s M may be thought of as their “psychic capability.” If a character’s M ever reaches 0, the character is mentally incapacitated. Characters in such a state cannot make decisions, and will only doze off and wander aimlessly unless led.

A character’s M score is the maximum amount of languages they may know. See Languages.

Ego

EGO is the second mental ability, the final ability overall, and represents a character’s force of will and personal magnetism. A character may be asked to roll E to inspire their troops or free themselves from mind control.

A character’s E may be reduced by magic, social gaffes, or dishonorable conduct, and a character’s E may be thought of as their “reputation” or “karma.” E may be protected from loss by a character’s rank. If a character’s E ever reaches 0, the character is struck with cowardice. Craven characters will not ever willingly enter dungeons or pick fights they are not sure to win.

A character’s E score is the maximum number of retainers a character may employ at once.

Character Classes

LOREM IPSUM DOLOR SIT AMET
Red Foreman, On the Road to In Your Ass

Once ability scores have been determined, a class must be selected for the player character. There are two classes in W&W: fighter and magician. All types of characters can be fighters, and all types of characters except dwarfs can become magicians. These classes can be further specified if a player so chooses (see Devotions) and may inform what orders or organizations a character may be a part of later on. All characters begin at the lowest (1st) level in their chosen class.

Class Statistics

Statistics are given to the “top level,” but there is theoretically no limit to how far most characters can progress.

Player Class Statistics
Level Fighter Title XP Magician Title XP
1 Man-at-Arms 0 Initiate 0
2 Veteran 2,000 Adept 2,500
3 Myrmidon 4,000 Thaumaturge 5,000
4 Hero 8,000 Mystic 10,000
5 Reaver 16,000 Evoker 20,000
6 Captain 30,000 Sorcerer 40,000
7 Champion 60,000 Mage 80,000
8 Conqueror 110,000 Archmage 140,000
9 Warlord 220,000 Wizard 280,000

The Fighter

Fighters are the ubiquitous warriors of the fantastic medieval genre. Of the classes they are typically the most formidable in attack, and are the only class capable of wielding powerful magic swords.

Fighters can:

Fighters cannot:

A fighter requires 220,000 XP per level beyond the 9th. Additionally, fighters gain certain benefits at the levels of experience listed below:

Heroes
may make an additional attack immediately upon slaying a creature.
Champions
are aware of invisible creatures within 1” and are immune to supernatural fear effects.
Warlords
may establish a keep. See Strongholds.

When creating a fighter, distribute two points between Body and Speed. This represents the beginning fighter’s physical prowess. Record this to the character sheet, and see Training for details.

The Magician

Magicians are potentially more powerful than fighters but initially much more vulnerable; their advantage is magic spells. Magicians own a spellbook containing the spells they can cast and can record or devise new spells in it for a commensurate cost in research materials and time.

Magicians can:

Magicians cannot:

Entries noted above with an asterisk (*) are dependent in full or in part upon the character’s Mind score. A Wizard requires 280,000 XP per level beyond the 9th. Magicians gain additional benefits at the levels of experience specified below:

Mystics
force opposing creatures to check morale to enter a 1” radius.
Mages
can initiate spellcasting rituals (see Rituals) and add +1 to morale of troops led in combat.
Wizard
may establish a keep. See Strongholds.

When creating a magician, distribute two points between Mind and Ego. This represents the beginning magician’s mental acuity and strength of will. Record this to the character sheet, and see Training for details.

Non-Human Player-Types

A young dwarf can be expected to go without eating for several weeks at a time. During this period, they are at their most voracious—but do not be fooled by their pleas. It is crucial to their development that they starve.
J. Wellsprings, Dwarfs’ Rocky Origins

The demographics of W&W are overwhelmingly human, and most non-human sentient types are regarded as strange or monstrous. Should a player wish, however, he or she may create a non-human character as detailed below.

Dwarfs

Dwarfs are stout, wide folk, formed of flesh nigh indistinguishable from rock. Their facial features are nonexistent except with great focus or permanently sculpted with hammer and chisel. They typically dwell in hilly or mountainous regions. Their apparent makeup is determined randomly or chosen, at the player’s option.

Dwarf Complexions
1d6 Rock Type 1d6 Volcanic Sedimentary Plutonic Metamorphic
1 Volcanic 1 Andesite Breccia Hornblendite Gneiss
2 Sedimentary 2 Basalt Conglomerate Quartz Diorite Marble
3 Sedimentary 3 Diorite Chert Shonkinite Quartzite
4 Sedimentary 4 Granite Limestone Syenite Schist
5 Plutonic 5 Pumice Sandstone Troctolite Slate
6 Metamorphic 6 Tuff Shale Wehrlite Soapstone

Dwarfs have the following attributes relevant to play:

Elves

Elves are elusive creatures descendant from trees and shrubs, nomads who do not build strongholds. Their skin, while not made of tree-bark, appears so, and their hair is silken-soft. A typical elf is tall, slender, and androgynous. Elfin complexions are determined randomly or chosen, at the player’s option.

Elf Complexions
1d6 Tree Type 1d6 Coniferous
(1st d6 odd)
Coniferous
(1st d6 even)
Deciduous
(1st d6 odd)
Deciduous
(1st d6 even)
1 Coniferous 1 Arborvitae Fir Ash Hornbeam
2 Coniferous 2 Cedar Hemlock Beech Linden
3 Deciduous 3 Cypress Juniper Birch Maple
4 Deciduous 4 Larch Sequoia Cherry Oak
5 Deciduous 5 Pine Spruce Cottonwood Sycamore
6 Deciduous 6 Redwood Yew Elm Willow

Elves may become fighters, magicians, or battlecasters, a fighter-magician hybrid. Battlecasters can: - employ any type of weapon or shield, - cast magic spells, - create their own new magic spells*, - enchant their own magic items*, - and use the full complement of magical objects, including magic swords*.

Battlecasters cannot: - wear non-magical armor, - advance past the 7th level of experience (titled “Battlemage”), - or construct strongholds of any sort.

As with magicians, entries noted above with an asterisk (*) are dependent in full or in part upon the character’s Mind score. To advance in experience level as a battlecaster, the sum of the experience requirements must be reached (i.e. 4,500 XP for 2nd level, 140,000 XP for 7th level).

In addition to the above, elves have the following attributes relevant to play:

Half-Humans

In the wilder reaches of the world, there exist wretched combinations of men and monsters. These creatures are scorned by most civilized types, including dwarfs and elfin-folk. Ancestry is always determined randomly.

Half-Human Ancestry
1d6 Ancestry Boon/Bane
1–4 Beast see “Beastly Types” below.
5–6 Exotic see “Exotic Types” below.
Beastly Types
1d6 Ancestry Title Boon/Bane
1 Bear Ursin unarmed (claw) attacks deal damage as shortsword.
2 Bird Avian see grayscale in pitch darkness. Any light precludes this.
3 Dog Canid reduce an opponent’s speed to 0 with a strong bite.
4 Goat Satyriac may only employ one retainer whose XP gain is doubled.
5 Rat Ratfolk may climb walls, within reason.
6 Snake Pantathian need not roll to use magical devices.
Exotic Types
2d6 Ancestry Title Boon/Bane
2 Dragon Dragonborn tough, scaly skin that provide +1 damage reduction (DR).
3 Giant Jotun Speed may never be reduced below 1.
4–5 Elf Woodle need not eat or drink.
6–8 Orc Tusker need not roll when raised from the dead. See Death.
9–10 Goblin Greenskin smell precious metals within 30”.
11 Vampire Dhampir drink the blood of a recently slain creature to regain 1 Body.
12 Demon Cambion immune to the effects of supernatural charm.

Half-humans may become fighters or magicians. In addition, they have the following attributes relevant to gameplay:

Half-men are about the size and weight of humans, though their features tend to betray their ancestry. A cambion may have small skin-covered horns or a vestigial tail, and a jotun may be up to eight feet in height. Those descended from beasts are more affected. In extreme cases, satyriacs may look like fauns, and avians may have fully feathered bodies or vestigial wings.

Alignment

Before play begins each character must choose a side in the eternal struggle. Subject to type, characters may be lawful, chaotic, or neutral. Alignment will adjust non-player reactions and loyalty and determine who may serve or be predisposed to attack. Asking another creature of its alignment is a faux pas that will be met with uncomfortability in the best circumstances. Additionally, alignment will determine whether magic swords may be handled safely and the form a player character is reincarnated in. Emphasized entries indicate standard player-types.

Creature Alignment
Law Neutrality Chaos
Dwarfs/Gnomes Beastfolk Beastfolk
Elves Dwarfs/Gnomes Humans
Humans Elves Dragons
Centaurs Humans Efreet
Golden Dragons Centaurs Gargoyles
Pegasi Djinn Giants
Treemen Dragons Goblins/Hobgoblins
Unicorns Dryads Gothrogs
Werebears Giants Kobolds
Lycanthropes Lycanthropes
Minotaurs Medusae
Ogres Minotaurs
Orcs/Gnolls Ogres
Pixies Orcs/Gnolls
Wild-men Trolls
Undead

Languages

Many languages are spoken throughout the game world with each intelligent type having its own tongue. Humans also share a “common tongue” which most humans and one-third of other speaking creatures will know.

Additionally, scholars, those deeply devoted to a higher power, or other discerning types may elect to learn the liturgical tongue of their alignment, the name of which may vary depending on the Judge’s constructed world. In most cases, however, creatures of one alignment will recognize hostile alignment tongues without comprehending them and be predisposed to attack. Speaking alignment tongues in the open is taboo and is likely to be met with immediate hostility.

Player characters initially know how to speak or read and write a number of languages equal to their Mind score (i.e. 1, initially). Characters typically know the common tongue or their racial language, and may choose to acquire literacy in a language they already know or a new language if their Mind score increases. A character who knows no languages, under whatever circumstance, may speak and understand only basic phrases and is illiterate. Spells and magic items may also aid in the comprehension of unknown languages.

Devotions

Up to two devotions may be chosen or determined randomly (numbering is provided) for a character. Only one from each category may be selected. The three types of devotions are religions (for any character), oaths (for fighters), and pacts (for magicians). Battlecasters may take any devotion.

Any character devoted to a religion may entreat their deity for aid with an Ego roll against SL 5 (i.e. ). Failure leads to a reduction in Ego commensurate to the degree of failure. That is, if a character with 2 Ego attempts to call for divine intervention, and rolls two successes (25% likely), they will lose 3 E and thus become craven—you may notice that they can never succeed. A character with 6 E thus has an 11% chance of success, on average.

If the requirements of a character’s religion are violated, they must regain their deities’ favor through intense prayer and, perhaps, tithe. Oaths and pacts, if broken, are irredeemably lost. Rules are provided for the creation of new religions, oaths, and pacts by the Judge.

Religion

(1) Asceticism
May not retain more than 100 sp of currency. All other coinage must be given away or abandoned upon return from adventure, and treasure may not be spent on your behalf. The ascetic’s current Mind or Ego may never be reduced below 2.
(2) Primalism
May not wield or wear metal weapons or armor. Rations are never needed in wilderness and cannot be surprised in wilderness.
(3) Suffering
May never heal wounds. Gain +1 B when increasing in experience level.
(4) Truth
May never willingly lie. May make a contested Ego roll to determine if a character is lying. This process is magical and obvious to onlookers.
(5) Veneration
Must perform funeral rites for sentient dead. Reroll results of 1 when attacking undead, keeping the new result. Can never be turned into an undead creature.
(6) Zealotry
May not use magical items made by creatures of other alignments. Weapon is considered magical and deals one additional damage when attacking creatures of other alignments.

Oaths

(1–2) Guardian
Must always use a shield in battle, and at the start of an adventure designates a single friendly creature as their ward. May not move greater than 2” from ward during combat. May take attacks intended for the ward with +1 DR.
(3–4) Honor
Killing defenseless or surrendered opponents is forbidden, and may never slay an innocent. Gain double the normal experience from slaying creatures.
(5–6) Mastery
Must choose a single weapon (i.e. hand ax, sword, morning star, etc.) and may not use any other. Weapons of this type are +1 (or +2, in case of +1, and so on).

Pacts

(1–2) Blood Magic
A blood magician may use either their Body or Mind score for the purpose of casting spells.
(3–4) Greater Path
A magician of the Greater Path rolls dice committed for spellcasting in sequence. After a 6 is rolled, roll an additional die for “free” immediately and add the result to the result of the spell. Once a 1 is rolled, the spellcasting ends, regardless of how many dice were initially committed. “Free” dice do not count against Mind.
(5–6) Lesser Path
A magician of the Lesser Path may use a maximum number of dice equal to half their level (minimum 1) for any given spell. However, their dice do not count against their Mind score on a 3, 4, 5, or 6 instead of a 4, 5, or 6.

Experience Gain

Player characters will progress naturally towards subsequent levels of experience as the campaign develops. Generally, a character gains experience in the following ways:

Treasure
Characters gain 1 experience point for every 1 sp of treasure returned to safety (i.e. civilization, a town, a stronghold) following an adventure. The split of treasure, and thus treasure XP, is up to the players’ discretion. Treasure awarded to hirelings and retainers does not award experience to their employer. Retainers, however, are a special case, and will themselves gain experience equal to their share of the treasure. See Retainers.
Monsters
XP is granted for monsters slain during the course of an adventure. The Judge is given specific instructions on the calculation of a monster’s XP value. Monster XP is split equally among participants in combat encounters.
Daring
Upon returning to the surface alive a character automatically gets an amount of experience equal to (D^2 / L) * 100, where D is the lowest dungeon level reached and L is the character’s level. This formula only applies to areas a character is exploring for the first time.

Training

In addition to the above, characters can also invest their time into self-improvement efforts. Activities like combat drills, acting classes, intense study or university attendance, faith retreats, etc. will result in +1 to the character’s ability score. The time taken for this training is to be adjudicated by the Judge, and typically at least 100 gp (1,000 sp) must be invested for each +1 of benefit. For example, a fighter with 2 B wishing to improve his might trains with a guard captain over the course of a month for 100 gp. After the training is complete, his new score is 3 B.

Once a player character reaches 6 in an ability, the trainers found in villages, strongholds, or cities no longer suffice. Characters must discover new methods for improvement, be it through costly magical research, ancient knowledge, or by seeking out a Sage to train them in the relevant ability. See Sages.

Levels Beyond 9th

Any character of any level can build a home with the money to do so. Top-level characters (warlords & wizards), however, may build strongholds, fortifications that allow the character to assert their authority over the surrounding countryside. As such they may invest in their holdings in order to increase their income or effectiveness.

Land Acquisition

A stipulation for establishing a stronghold with inhabitants is the safety of the land surrounding the keep. The land can be acquired by the following means:

Clearing of Wilderness
the ruler-to-be must clear a ten-mile radius surrounding the keep of monsters, including all lairs. Doing so ensures that the character is the sole ruling figure in the immediate area.
Land Grants
assuming the character has sufficient experience and reputation that the region’s rulers approve of them becoming a vassal, or are cautious or respectful enough that they prefer not to oppose them. The amount of land granted is at the Judge’s discretion. Fighters may receive a title from the ruler of the land.

Strongholds

Once the land is acquired, a character may construct a stronghold. This can take the form of the player’s choice. It is encouraged for the player to draw up their keep, castle, manor, etc. on paper, along with choice of materials and such. The Judge is given comprehensive pricing guides to determine the overall cost and labor required. Generally, for any major construction, certain specialists will be required. See Specialists.

Basic Construction Costs - TO BE COMPLETED LATER, IN ACCORDANCE WITH PART II
Structure Cost Time Notes
Manor ??? ??? wooden, no walls, not defensible.
Keep ??? ??? single stone structure.
Small Castle ??? ??? stone structure with walls.
Large Castle ??? ??? several structures within large walls.
Palace ??? ??? lavish interior, large area encompassed.

The Adventure

Movement and Distance

Movement and distance values are given as inches (“) in this rulebook. This is to increase versatility, and to ensure that combat, exploration, etc. are conducted similarly at all scales. The scales for each type of environment are as follows:

Human-scale
1” = 5 feet. One combat round is 2 seconds, and each figure represents a single combatant.
Unit-scale
1” = 5 yards. One combat round is 12 seconds (units move half the speed of single combatants), and each figure represents several combatants.
Wilderness-scale
1” = 5 miles. Combat is not possible at this scale.

Carrying Capacity

Weight in W&W is measured in stone, roughly equivalent to the historical unit. Humanoid creatures and all character types can carry a maximum load equal to twice their Body in stone. Thus, a character with 4 B has a capacity of 8 stone, and one with 6 B has a capacity of 12 stone. Any load carried above this value is subtracted, 1:1, from the character’s speed. If a character with 2 B and 3 S, say, dropped everything trying to haul 6 stone of loot out of the dungeon, they would be reduced to a mere 1 S! Be careful while on expeditions—taking damage during combat thus reduces both load capacity and movement rate.

A maximum load calculation of ten times Body, instead of two, applies to any quadrupedal animal bred or used for carrying packs or riders, whose physiology allows them to carry a much greater load relative to their strength. An even greater modifier (one-hundred times Body) applies only to pulling a wheeled vehicle on clear terrain.

Pack Animal Statistics
Animal Body Load Speed
Riding Horse 2 20 6
Light Warhorse 3 30 5
Heavy Warhorse 4 40 4
Mule 3 30 4
Donkey 2 20 3
Draft Horse 3 300 2
Ox 4 400 1

Exploration

Time in the underworld is measured in “turns” of six minutes (10 per hour). In one turn, a party may move four times the movement speed of their slowest member or perform one significant action. Inexperienced parties, with low overall abilities, will thus move quite slowly through a dungeon’s corridors. This slow movement rate accounts for mapping and significant caution—hallway traps, for example, will almost always be immediately obvious at this rate. Detection of a concealed trap (e.g. a poison needle in a lock, or a tripwire attached to a door) can require careful observation and description of actions by the player.

It should be noted that only animals trained specifically for close combat (dogs, battle-trolls, etc.) will willingly enter dungeons, and even this is not a certainty. The below list of actions taking one turn is not exhaustive, and the Judge is granted the power to set the difficulty of the tasks as needed. The typical ability rolled is listed in (parentheses).

If failure occurs in some of the above cases, a loud noise is created that may attract unwanted monster attention, or a trap may be sprung. Be intentional.

Pursuit

A chase is resolved in rounds. At the start, the Judge determines the fleeing party’s lead in inches. Each round, both the pursuer and the quarry make an opposed Speed roll (in the case of parties, the Speed of the slowest member).

If the pursuer wins (has more successes), they reduce the lead by the difference in the success rolls. If the quarry wins, they increase the lead by the difference. Ties result in no change. For example, a creature with 3 S rolls 4, 6, and 2 while chasing a creature with 7 S, who rolls 1, 4, 6, 6, 2, and 6. The fleeing creature gains 2” on the pursuer. The chase ends when the lead is reduced to 0 (the quarry is caught, at which point combat is initiated) or the lead exceeds the pursuer’s line of sight (due to corners, fog, etc.).

The Judge may apply penalties for difficult terrain or obstacles, or require ability rolls to navigate them. Failure may end a participant’s movement for that round.

Mapping

During the course of a dungeon or wilderness adventure, it is expected that one or multiple players take on the role of mapper. In a wilderness, this consists of listing landmarks, biomes, notable creatures, settlements etc. in relation to each other, and is normally done on hex or large-scale graph paper. The best scale is 1” = 5 miles, roughly 1 hex or square in either case.

In a dungeon setting, this mainly consists of laying out the known rooms on a grid. Players will receive descriptions such as: “You move 30’ down the hall, and there is an open door to the left and a staircase heading down straight ahead. Through the door, you can see a circular room 10’ in diameter, with another door on its northeast face.” The most efficient scale to use in this case is one square = 10’, though one square = 5’ is popular as well. Judges may not give exact measurements of rooms—at times mappers are expected to make their best approximation from descriptors such as “smallish” and “oblong.” Players should always assume that rooms are approximately 10’ in height, and hallways 10’ to the highest point of a pointed arch, unless stated otherwise by the Judge.

The above scales and paper suggestions are indeed suggestions, and there are no rules to how a map must be recorded. However, a detailed, accurate map is the cornerstone of a party’s adventuring effectiveness. In the vicious underworld, maps will constantly be tested by shifting passages, slanted halls, and the like. It is prudent, at times, to employ two mappers, such that their interpretations of the Judge’s descriptions can be compared, or should one of them die in such a manner that the map is destroyed or lost.

Getting Lost

In unknown wilderness, the Judge checks if the party will get lost once per day. The base chance is 1-in-6 on open plains, 2-in-6 in forests or hills, and 3-in-6 in dense jungle, swamp, or during poor weather. A guide, a path to follow, or an accurate map precludes this check. If lost, the party’s direction of movement is determined at random and is known only to the Judge until they reorient.

A party can reorient by reaching a major landmark, backtracking successfully, or through a Mind roll under special conditions (e.g., clear skies for celestial navigation). As a reminder, only the Judge may call for rolls.

Combat

Combat is the ultimate method of resolving disputes in W&W, and should only be engaged in once other less dangerous methods of conflict resolution have failed or been dismissed as unlikely to succeed.

Before Combat

Before a fight breaks out, be it in a silent woods, in a cramped dungeon hallway, or in a bustling town avenue, the procedure is as follows:

  1. The Judge determines if either party is surprised.
  2. Encounter distance is determined.
  3. All figures move. A combatant may charge or flee.
  4. Missile fire is conducted.

Surprise

Under normal circumstances, each participant in a combat unaware of the opponent before first sighting them has a 1-in-6 chance of being surprised. If only one of the parties is surprised, that party cannot act in any way until a melee begins, at which point they are shocked into action. If both parties are surprised, the procedure resolves as normal.

Various factors can increase the likelihood of, or completely preclude a party from being surprised. For example, a party carrying light or being noisy will never surprise a group of monsters in a dungeon unless coming through a door—situations like this will be noted by the Judge: “So you know, dragging that chest along will be very loud.”

Encounter Distance

After surprise has been determined, the next question becomes: “Well, Judge, we see the orcs and they don’t see us, but how close are we?”

When surprise is in play, the encounter distance is 1d6 times two inches (typically from 10–60 feet in a dungeon). This accounts for the surprisers essentially “sneaking up” on the surprisees. If there is no surprise, then the encounter distance is 1d6 times four inches (20–120 feet in a dungeon).

Pre-Combat Movement

Charging
A combatant charges at twice their Speed, but can only move in a straight line. If an opposing combatant is intercepted during this charge after more than 4” of movement, the attack is made at +1 (i.e. 1 additional d6). If it is not specified by the player or Judge, it is assumed that a charging character drops their backpack in place for recovery after the fight has ended.
Fleeing
A combatant flees at three times their Speed. A fleeing character has a defense score of 0—see below. Combat may be avoided, or the opposing combatants may decide to chase. See Pursuit.

This process continues until the participating figures clash in melee, at which point combat is initiated and the first round takes place.

Missile Fire

Characters attacking with a missile weapon roll Body versus the target’s defense score, as Melee (see below). The greater number of successes wins, dealing damage equal to the difference. The defender, thus, wins ties.

Once opponents clash in a melee, it is almost impossible to hit the intended target with a ranged attack. Assuming that all combatants in melee are approximately human-sized, a combatant firing into melee should make a Mind roll (SL = the number of combatants) to determine whether or not the intended target is hit. If this roll fails, the subsequent damage, if any, is dealt to a random combatant in the vicinity. This applies to missile-like spells as well.

Re-arming a crossbow or other sufficiently mechanical ranged weapon is too complex to accomplish during combat unless noted otherwise.

The Combat Round

The basic unit of combat is the round. A single round of man-to-man combat lasts two seconds, during which the procedure below is followed.

  1. All figures move.
  2. Spellcasting is initiated.
  3. Missile fire is conducted. See Missile Fire above.
  4. Melee is resolved and initiative is checked if necessary.
  5. Other relevant actions are taken.
  6. Spells take effect.

In addition, the following should be noted:

Spellcasting

Any time a character initiates spellcasting, they are vulnerable to interruption. If the caster sustains damage at any point before the spell takes effect, the casting is interrupted and Mind is spent or retained (see Magic).

Melee

Once a character abuts one (or multiple) opposing combatants, they are considered engaged in melee.

The order in which combatants attack is determined by their current Speed—highest speed acts first, and so forth. Ties are broken by weapon length (see Equipment): in the first round, the combatant with the longest weapon acts first, but in subsequent rounds shorter weapons allow the combatant to act faster.

Note that if the defender is unaware, unwilling, or otherwise unable to launch a counterattack, then initiative need not be checked.

Once who goes first is determined, the procedure for attacking is as follows:

  1. The attacker rolls Body and notes the number of 4’s, 5’s, or 6’s (successes) rolled. The resultant value is their attack score.
  2. This is compared to the defender’s current Speed, referred to as their defense score. A defender who is unconscious has a defense score of zero. Shields modify the defense score in unique ways. See Equipment.
  3. Subtract the attack score from the defense score. If the attack score is greater than or equal to the defense score, the attack connects. The total damage is calculated by the formula below:

Total Damage = [Weapon Damage + (Attack Score - Defense Score)] - Target Armor DR

That is, excess successes from the attacker are added to the attack’s total damage. If an attack hits, but the target’s DR reduces the damage to 0 or less, the target takes one point of Fatigue. If a combatant accumulates Fatigue equal to or greater than their Body, they lose consciousness. Fatigue is reduced to zero one turn after combat has ended.

Note that the equipped armor of a defender who is paralyzed, unconscious, or otherwise incapacitated is typically easily circumvented by an attacker, and thus damage reduction is not applied. Damage reduction granted by natural features, such as thick skin or scales, is still subtracted.

Other Notes Regarding Combat

Flanking or Overwhelming an Opponent

Given the above established procedure, it is natural that flanking should grant an advantage to the flankers. Under normal circumstances, the defender will only be able to parry a single attack or counterattack a single attacker. When multiple attackers target the same defender, their attack scores are pooled and qualify as a single attack.

The other natural advantage afforded to “mobbing” a single defender is overwhelming them. For each attacker after the first engaged with a defender in melee, the defender’s Speed is reduced by 1. Thus, a defender with 3 S may only field attacks from three attackers before becoming overwhelmed, and thus unable to move or, likely, win initiative. This can prove quite deadly, so wise players may elect to fight in squads!

For an extended example, say eight 1 B goblins surround a 3 B, 5 S Hero wearing full plate armor (3 DR). Given that the Hero has an effective 0 S due to being overwhelmed, he or she may not move and the goblins, thus, win initiative. Their attack results in a collective attack score of 3 vs. the Hero’s defense score of 0, and the Hero is just barely unscathed. The Hero counterattacks—recall that Heroes are permitted another attack if they slay the targeted creature—and rolls two successes to slay one goblin, then one success to slay another, and so forth until their attack misses. The Hero would be smart to retreat to a more advantageous position once their Speed permits!

Grappling

All humanlike creatures may initiate wrestling, though nearly all suitably-sized creatures may be grappled with. The Body score a participant has is the number of combat rounds (one round is two seconds) they can grapple without becoming winded and losing their grip. Each round of grappling, each party rolls Body, beginning with the initiator. Record a running total of successes (rolls of 4, 5, or 6) for each combatant.

During this process, both combatants are engaged in melee and unable to move unless both agree to move in the same direction (this seldom occurs). Once one combatant’s total exceeds the other’s current Body, the winning party has pinned the loser to the ground, rendering them immobile.

Improvised Combat

Improvised combat is much like standard, armed combat. An unarmed strike with a fist or foot deals a single point of damage unless otherwise modified. Other implements, such as chairs, tables, farming equipment, stones, or other such bludgeoning devices deal a maximum of two points of damage, and in some cases are liable to break after a few improper uses.

Morale

During tense moments in combat, e.g. following the first allied death, 50% allied casualties, or upon reaching of their maximum Body, morale will be checked secretly by the Judge to determine whether or not a creature attempts to flee.

Damage

Most, if not all, creatures involved in combat will sustain damage in some form. Most standard (i.e. handheld) weaponry deals a number of damage specified by its size plus the difference in the attack score and defense score. Some notable exceptions to this are siege weaponry, unarmed strikes, some improvised, mastercraft, and magical weapons, and some spells.

Falling

Prod the dungeon floor for pit traps… for each 1” (5’) fallen after the first 2” (10’), a character takes 1 Body damage upon reaching the ground. Damage sustained as a result of falling is never reduced by armor. The maximum damage taken from falling (terminal velocity) is 20.

Healing

Healing comes in many forms. Some spells or potions will be able to restore lost hit points to a character. The rate of a character’s natural healing is 1 B and 1 M per day of rest. This can be modified by hiring a chirurgeon, spiritual healer, etc. or by certain magic devices and blessings.

Damage to a character’s Speed or Ego represent lingering injuries or shaken confidence/damage to the psyche (see Wounds). These wounds can only be mended through magical means or by a trained healer, who can restore one point to a wounded character’s S or E for each day spent in their exclusive care. See Specialists.

Wounds

When a character reaches 0 Body, they may elect to take a Wound. If they choose to do so, their maximum Body is reduced by 1, and they are left in a stable unconscious state. Some extraordinary wounds, such as when a character is felled in one attack, may have additional effects—Judges are supplied guidelines. Wounds may be accrued from other sources, including curses, magic spells, and certain types of monsters. Certain magics may also drain one’s maximum Speed, Mind, or Ego. Reductions in score maximums are permanent, and therefore must be re-earned through Training.

Death

When a character reaches 0 Body and cannot or chooses not to take further wounds, they are dead. Barring the power of certain superpowered magical spells, items, or other miracles, the character may not return to life. In rare cases, magic spells, magic weapons, or exceptionally dangerous monsters are capable of slaying a character outright. Be wary!

Should a character somehow be brought back to life, they must make a Body save against a success level determined by the method of necromancy used. If the check fails, the character is irrevocably dead and may not ever be resurrected.

When a character dies, the player should either proceed to create a character sheet for their heir, if they have one (see Relatives) or create a new character. Brand-new characters always begin play at the lowest level of experience.

Psychic Combat

Unlike the tactical duel, psychic combat is the art of death, conducted between two willing magicians. To an inexperienced observer, however, it may not be obvious that psychic combat is happening at all.

Both magicians must be certain of the duel in their mind, and open their mind to their opponent in order to begin. Psychic combat cannot be initiated without two willing participants (thus, those incapable of magic-use may not participate), and combatants must be aware of their opponent in some way.

Psychic combat proceeds in “waves.” During each wave, each combatant rolls a number of d6 equal to their level (i.e. a Thaumaturge rolls 3d6 per wave and an Archmage rolls 8d6). Compare the number of successes rolled by each party. The difference is subtracted from the loser’s Mind or Ego score, whichever is higher. As always, keep note of the character’s original scores.

If a participant’s Mind or Ego reach 0 during psychic combat, the character dies. The victor will likely have suffered damage to his or her scores as well. For the purposes of play, psychic combat is considered “spellcasting.”

Equipment CHECK CURRENCY WEIGHT AND CONFIRM VOLUME

Each character begins with 3d6 times 10 silver pieces to furnish themselves with basic equipment. At their option, players may trade among themselves during character creation. All costs in the relevant tables are rendered in silver pieces, and all weights in stone (see Carrying Capacity). The standard currency conversion rate is as follows: 1 gold piece = 10 silver pieces = 50 copper pieces. 1000 coins of any type = 1 stone.

Price of Adventuring Equipment (VERIFY AND INCLUDE WEIGHTS)
Item Cost Weight
Backpack 20
Bedroll 60
Belladonna bunch 100
Caltrops 10
Garlic bunch 5
Hammer 30
Holy symbol, wood 20
Holy symbol, silver 250
Holy water (in vial) 225
Lantern, hooded 80
Mirror, steel 60
Mirror, silver 180
Oil (in flask) 20
Pole (10’) 10
Rations (7) 70
Rope, hemp (50’) 10
Sack, small 10
Sack, large 20
Saddle 250
Saddlebags 100
Spellbook, blank 500
Spikes, iron (12) 10
Thieves’ tools 250
Tinderbox 30
Torches (6) 10
Waterskin 10
Whetstone 10
Wine (1 quart) 10
Wolfsbane bunch 100
Cost of Basic Services
Item or Service Cost
Ale or beer (mug) 1
Bath, hot 5
Gate or roadway toll Varies
Lodging, poor (week) 15
Lodging, common (week) 30
Lodging, private (week) 80
Meal (poor/hot) 1/3
Passage (caravan/sea) 5/10
Stabling (day) 5
Wine (poor/fine) 2/50
Price of Animals and Vehicles (REVISE LATER) {style=“width:95%;”}
Animal/Vehicle Cost Load Animal/Vehicle Cost Load
Animals
1-6 Dog, Attack 100 5 Donkey 80 20
Dog, Hound 50 3 Mule 200 30
Dog, Hunting 75 3 Horse, Riding 400 20
Ox 50 400 (pull) Warhorse, Light 1000 30
Horse, Draft 400 300 (pull) Warhorse, Heavy 2000 40
Land & Water Transport
1-6 Cart (2 wheels) 1000 140 Sailboat, Small 20000 700
Wagon (4 wheels) 2000 280 Riverboat 35000 1400
Chariot 4000 50 Longship 250000 1400
Coach 15000 140 Caravel 100000 10500
Canoe 500 70 Carrack 200000 19000
Rowboat 600 140 Galley, Small 150000 29000
Barge 1000 140 Galley, Large 300000 52000
Weaponry REVISE LATER
Item Cost Weight DR Speed Length Range
Melee Weapons
1-7 Axe, Battle 100 1 3 3
Axe, Hand 30 1/2 5 2 2”
Club or Cudgel 10 1/2 4 3
Dagger 10 1/4 6 1 3”
Flail 80 1 2 4
Lance 60 1 1 5
Mace 40 1 3 3
Morning Star 60 1 3 3
Spear 30 1 4 4 12”
Staff 10 1 4 5
Sword 150 1/2 4 3
Sword, Two-handed 300 1 2 4
Warhammer 50 1 3 3
Missile Weapons & Ammunition
1-7 Bow, Short 250 1/2 4 20”
Bow, Composite 500 1/2 3 24”
Bow, Long 400 1 3 28”
Crossbow 150 1 2 32”
Crossbow, Heavy 250 1 1 40”
Arrows/Quarrels (20) 50 1/4
Quiver or Case 30 1/4

Non-Player Characters

Hirelings

Hirelings {style=“width:57%;”}
Occupation Day (cp) Month (sp)
animal handler 3 40
carpenter 6 8
hauler 2 4
lackey 6 16
leatherworker 4 12
limner 20 200
mason 8 12
messenger 1 sp per mile
pack handler 3 12
scribe 30 24
tailor 4 12
teamster 10 100
torchbearer 2 20

Players will likely require the services of hired help. Hirelings of various sorts can be found in towns, strongholds, and possibly in villages. Hirelings are ordinary folk who will perform mundane (non-combat) duties; some examples are given to the left. With enough gold there is no limit to how many hirelings a character can employ.

Hirelings will not always feel comfortable traveling through wilderness, dungeons, or other hazardous conditions. In addition, the prices given do not account for the cost of materials, quarters, or board that may be necessary for each profession. Thus, additional costs may be incurred.

Mercenaries

Mercenaries {style=“width:61%;”}
Monthly Fee (sp)
Type Human Dwarf Elf
Light Footmen 30
Footmen 40 50 60
Archers 60 90
Crossbowmen 50 70
Longbowmen 90
Light Horsemen 100
Horsemen 160
Heavy Horsemen 240

Mercenaries are neutrally aligned soldiery whose monthly fee is commensurate with their function and equipment. Elves and dwarfs are the least common. With enough gold there is no limit to the number of mercenaries a character can employ.

Mercenaries may be found in any settlement with a military presence, though the most exotic may only be found in wilderness keeps. Postings may be kept for 100 sp per month that attract between 6–36 mercenaries of various types weekly, so long as the character’s reputation is sufficient.

Light footmen
are local militia, citizen soldiers, watchmen, and the like possibly with gambeson, brigandine and/or shield who have -1 morale.
Footmen
wear brigandine or mail armor, shield, and helm, and carry various arms.
Archers and crossbowmen
wear gambeson and carry daggers and short bows or crossbows, respectively.
Longbowmen
wear gambeson and carry daggers and longbows.
Light Horsemen
are light footmen upon riding horses.
Horsemen
are footmen upon light warhorses.
Heavy Horsemen
typically wear plate armor and helms, carry shields, and ride heavy warhorses.

Specialists

Specialists
Occupation Cost (month, sp)
alchemist 300
artillerist 150
armorer 100
blacksmith 30
cartographer 500
enchanter 800
engineer 100
healer 200
guide Varies
jeweler/gemcutter 300
miner 50
priest 150
spy 500+
steward 400
weaponsmith 100

Specialists of various sorts can be found in the most populous and enticing cities, towns, strongholds. Specialists range from ordinary folk to leveled non-player characters who perform all sorts of duties; some examples are given to the left. With enough gold there is no limit to how many specialists a character can employ.

Specialists are typically already established where found, and must sometimes be enticed into service. This can take many forms. An alchemist with a successful shop may find it difficult to resist relocating to a state-of-the-art laboratory, even if it is far from their home.

In addition, the prices given do not account for the cost of materials, quarters, or board that may be necessary for each profession. Thus, additional costs may be incurred. Healers, e.g. must be paid 10 sp per day while actively healing a character in addition to the cost of their employment.

Retainers

Unusual help including monsters and player-types can also be sought. These are called retainers and the number allowed at any one time is limited by a character’s Ego; a character with 5 E, for example, can employ a whopping 5 retainers!

A character can seek retainers during adventures or advertise their need by posting notices, hiring heralds, frequenting taverns, or sending messages to foreign parts where candidates may dwell. Similar to mercenary hiring, postings may be kept for 100 sp per month that attract between 1–6 player-types monthly, so long as the character’s reputation is sufficient. Beyond this, the cost and effectiveness of hiring endeavors is left to the Judge’s discretion.

If a prospective retainer is found the character can make an offer of employment. Only the lowest level player types are employable, and will likely not be tempted for any offer worth less than 50 gp. Dwarfs especially desire gold and gems, magicians desire spells and magic items, and so on.

Relatives

Player-types can possess arms, armor, and equipment from the outset and (if they are fortunate) can accumulate considerable wealth. If a character disappears on an adventure all of their worldly goods are forfeit! Thus, a character may designate one relative as heir to their estate. Should the character be slain or otherwise mysteriously vanish, “death” can be declared after one game month of unexplained absence.

If designated, the heir then takes possession of all properties, goods, and valuables that belonged to the departed minus 20%, to account for executors, inheritance tax, and whatnot. The player may then assume the role of the heir who must begin at the lowest level for the selected class.

Should the original character unexpectedly return to reclaim the estate, another 20% is lost in addition to the amount spent by the heir, if any. The Judge must adjudicate the reaction of the disinherited heir, who might intrigue to retain control. If the disinherited heir is kept on as part of the player’s household or retinue, their loyalty may be adjusted according to their relation to the original character, at the Judge’s discretion.

Sages

Sages are wise and often eccentric characters of myth who have an uncanny expertise in their given field. They often demand service, extravagant payment, or other inconveniences in exchange for their services. The Judge will have a full complement of information regarding sages that can be found in the game world, but some examples include training experts, warlocks, fortune-tellers, hermits, and the like.

Non-Player Loyalty

When any non-player enters into a player character’s service the Judge will secretly determine their loyalty, which may subsequently be adjusted for excellent or poor treatment. Additional pay, gifts of arms, armor, or magic items, and the rising fame (or infamy) of an employer can increase loyalty. Unjust treatment, poor prospects, or unfit conditions can decrease loyalty.

So long as a non-player is treated reasonably, receives the agreed payment, and is not exposed to unnecessary danger their loyalty will not be tested. In extreme circumstances the Judge will use reaction checks or morale checks to determine the non-player’s behavior.

Magic

The use of magic is the primary draw of the magician, and a powerful part of a battlecaster’s repertoire. All spellcasting requires the ability to speak and freedom of movement to perform channeling gestures. Some spells require rare or otherwise costly material components or for a suitable arcane focus to be held in one hand. As mentioned in the section regarding magicians, a beginning Medium is expected to possess a spellbook containing between 1–3 spells, determined randomly by the Judge.

Spells unknown to the magician can be copied into their spellbook from other sources, such as spell scrolls, found spellbooks, or as dictated by sages. This costs 10 gp per spell level of precious inks and vellum and takes a number of days equal to the spell level. Scrolls used in this manner are destroyed utterly through the process of copying the spell.

Should a spellbook be destroyed or otherwise lost during the course of an adventure, the magician may record the spells last memorized into a new spellbook at the same cost and time as above. An additional week is spent sourcing the materials for the book’s cover and binding. See Equipment.

Memorization

The method that users of arcane magic employ to record spells into their mind is known as memorization. Prior to adventuring, a magician spends time selecting which spells best suit the nature of the intended adventure (perhaps breathe water is not the best choice in a desert…). Thus, a magician need not carry spellbook on his or her person while adventuring—so long as they trust where they leave it!

A magician can memorize a number of spells prior to an adventure equal to their experience level. Spells memorized are stored in the magician’s mind until the adventure ends, at which point the magician mentally purges. The spell is not “spent” once cast, and may be cast again, however the dice committed are still rolled and subtracted from Mind if casting is interrupted. See Combat.

Magic Dice

The power of magic spells is commensurate with the number of magic dice (sometimes noted MD) used during their casting. A spellcaster must declare how many dice will be used on any given spell. There is no maximum, however a magician with only 3 M should be extremely cautious using 3 dice or more! The number of dice rolled and their sum are used in the determination of the spell’s power. Each die showing 1–4 is subtracted from the caster’s Mind score. Each die showing a 5 or 6 is “free,” representing expertise in methodology and psychic recycling. Thus, if a magician with 4 M casts a spell with 3 dice and rolls 1, 2, and 6, they are reduced to 2 M due to the mental strain of the casting.

If a spell reduces its caster to 0 M, the spell fizzles before its casting is completed.

Rituals

When led by a Mage or higher, a group of magicians can cast spells more powerful and complex than what can be memorized. Each magician participating contributes a number of dice they see fit, up to a maximum of their level. The time taken to complete a ritual is commensurate to the amount of dice spent (e.g. a ritual using twenty-five dice takes a minimum of 50 days). Rituals can only be conducted in places of great magical significance or specially designated halls. See Strongholds.

A short list of spells castable only by ritual is provided at the end of this volume, and the Judge has guidelines for the development of new ones.

Spellwrighting

All magic-using sorts can engage in the creation of entirely new spells, should they be unsatisfied with the repertoire available to them. The Judge will determine the usage of magic dice by the spell, and potentially the minimum required MD for casting, according to the player’s description of the intended effects.

The base cost for spell research is 100 gp and one week. This assumes that the researcher has a laboratory, shrine, or other focused workspace and a well-equipped library at their disposal. If the researcher does not own the research locale, the cost in both time and coin increases tenfold.

There is always a chance for spell creation to fail, or for unintended consequences. Success during spellwrighting is determined by a Mind roll, the success level of which is determined by the Judge based on the complexity of the spell.

Enchanted Items

Enchanting is the act of manifesting magical energy into physical objects. The power of created magical items is largely dependent on one’s level of attunement, and is detailed below for various item types.

Enchanted items may be found during adventures as treasure. To intuit the function of such magical devices during the throes of adventure is difficult, and requires a successful Mind roll. The difficulty is determined by the Judge, commensurate to the item’s complexity (e.g., a “+1 mace” will be easy to intuit, while an “orb of scrying” or “broom of flying” may not be immediately obvious). Failure on this check precludes understanding the item until the adventure ends, at which point the item’s effects are assumed to be revealed through study. A misunderstood or non-understood item can still be used, but caution should be exercised in doing so. Curses will never be discovered in either manner, and must be specifically identified by magic or by a Sage.

Imbuing

Imbuing is the process by which magic is embedded into existing items, such as armor, weapons, or wands. The process requires a suitable workshop, rare components costing at least 1,000 gp per +1 bonus desired, and one month of uninterrupted work per +1 bonus. The item to be imbued must be of the highest caliber in order to accept enchantment.

To succeed, the magician must make a Mind roll. The difficulty may increase with the power of the desired enchantment. Failure on this check expends all time and materials.

Items with unique enchantments, such as the effects of a spell, are special. They typically require specific components, blessings, or for the item to be constructed of exotic or otherwise magical materials. The creation of exceptional weapons in particular may require an Ego roll. The Judge is provided with guidelines for determining the cost in time and coinage for said items.

Alchemy

Potions may be concocted by any player character who employs the assistance of an alchemist, though the practice is typically reserved for magician-types. A fully-stocked laboratory must be rented or built to facilitate crafting, and this workshop can be dedicated to the creation of only one type of potion at any given time. The basic cost of a potion’s creation is dependent on its effects, and is to be determined by the Judge.

Some potions, at the discretion of the Judge, will require certain rare ingredients for their creation. An alchemist or other expert is sure to know certain recipes, or recipes can be found in dungeons or purchased from vendors. Further, players are free to devise bespoke formulas for potions based on their own knowledge.

Poisons can be concocted in a similar fashion, although few respectable alchemists will voluntarily facilitate their creation.

Conjuration

Conjuration is the synthesis of magical items out of pure arcane energy, that is, “imbuing” without physical components. This method of enchanting is more advanced than imbuing, and comes with greater risk.

It is not typically possible for a sole Magician, even among the most elite Wizards, to conjure on their own. Thus, ritual is the typical method. See Rituals.

Spell Scrolls

A magician may scribe a scroll of any spell in their spellbook. This requires fine vellum and magical inks, costing 100 gp and one day per MD in the spell. For example, a 3 MD heal costs 300 gp and takes 3 days, and the resultant spell is cast with 3 MD.

Upon completion, the magician makes an Mind roll, typically having a success level of 1. On a success, a usable scroll is created. On a failure, the materials are wasted.

Scrolls may not be cast by fighters, and may only be cast by magicians who understand the language it is written in. Reading a scroll takes one round and destroys it.

Consecration or Desecration of Land or Water

A character following a religion may consecrate (if Lawful) or desecrate (if Chaotic) land or water, in accordance to the proclivities of their patron deity. Neutral characters may not consecrate or desecrate land or water in this way, but are generally unaffected by either.

Performing this ritual on an area of land requires a holy (or unholy) symbol and 24 hours of continuous rites over the target area. Rare components must be expended, typically consisting of at least 1,000 silver pieces’ worth of powdered silver. The Judge may require an Ego roll if the land has a powerful, opposed spiritual presence.

Success sanctifies or defiles a 10” radius area. Creatures of an opposing alignment must roll Ego (the success level dependent on the extent of the ritual) or check morale to enter. Undead or extraplanar beings of the opposing alignment take 1 Ego damage each round (every two seconds) they remain within the area. The effect is permanent until it is cleansed by a counter-ritual.

The creation of holy or unholy water is similar, requiring a holy (or unholy) symbol, at least 200 sp in herbs and other components, and 1 hour of focus to affect a single phial of water. A phial of holy water, when spilled on an undead creature, instantly vaporizes it if it has a lower total Ego than the water’s creator. Unholy water, similarly, vaporizes living creatures.

Example Magic Spells - REVIEW LATER

Spells are listed alphabetically. The power of each is varyingly determined by the magic dice MD spent by the caster. A number in parentheses (x) with the spell name indicates the minimum quantity of magic dice that must be spent in order to cast the spell. If a range is not listed, assume that the magician must be able to see the spell’s target.

Arcane Dart
Fires a number of unerring darts of force equal to the MD spent. Each dart strikes a target of the caster’s choice within 30” and deals a single point of damage.
Auralate
Creates an illusory sound. The maximum volume is determined by the highest die rolled (1 being a whisper, 6 a dragon’s roar). The sound can be moved by the caster up to 1” per round for a number of turns equal to the MD spent.
Breathe Water
Allows a number of creatures equal to the number of MD spent to breathe underwater for a number of minutes equal to the sum of the dice rolled.
Charm
A number of creatures equal to the number of MD spent must roll Ego or treat the caster as an ally—hostility is immediately ceased. The spell lasts for a number of minutes equal to the sum rolled. Creatures who succeed may not be affected again until the magician gains a level of experience.
Combustion (3)
A bead of fire erupts at a point within 30”. The explosion fills a radius of 1” per MD spent. It deals a total amount of damage equal to the sum of the MD rolled, divided evenly among all creatures in the blast.
Command
The magician issues a command to a single creature that can understand them, which can have a number of words equal to the number of MD rolled. The target must roll Ego (success level = number of dice rolled) or obey. A creature will never obey a suicidal command.
Fear
A number of creatures equal to the number of MD spent must roll Ego or flee in fear for a number of minutes equal to the sum rolled. Creatures who succeed may not be affected again until the magician gains a level of experience.
Grease
A number of square inches of surface equal to the sum rolled are coated with magical grease for one turn (10 minutes) per die dedicated to the spellcasting. Grease is flammable, and creatures moving more than 2” in a single round slip and fall prone.
Heal (3)
Restores Body equal to the sum of the dice rolled. The healing may be split as the caster sees fit among a maximum number of creatures equal to the number of dice spent.
Hold (2)
Paralyzes targets. The caster spends one MD per target, and each target rolls Mind against the value of the MD spent for them. If this roll fails, the target is paralyzed for a number of seconds equal to the sum of the MD rolled.
Luminate
Creates a floating sphere of light that follows the caster. Its light-shedding radius in inches is equal to the highest MD rolled, and it lasts for a number of turns equal to the MD spent.
Mind Armor
Creates an invisible barrier around the caster that provides Damage Reduction equal to the caster’s Ego. The shield lasts for a number of rounds equal to the sum of the MD rolled or until it absorbs one hit per MD spent.
Barrier
Creates a shimmering, translucent wall of force at a point within 20”. The wall’s total area in 1” squares is equal to the sum of the MD rolled. It may take 10 hits per MD spent and lasts for one turn per MD spent or until destroyed.
Read Languages
For a number of turns equal to the MD spent, the caster can read any non-magical writing. The total number of pages or distinct inscriptions that can be read is equal to the sum of the MD rolled. This spell does not inform the caster what language he or she is reading.
Sleep
Puts creatures to sleep within 12”. Affects a total number of creatures equal to the sum of the MD rolled, affecting lowest Body creatures first. The slumber lasts until dispelled or for a number of turns equal to the number of MD spent.
Snakes
A number of sticks equal to the sum of the MD rolled are turned into snakes at the magician’s command. The snakes do not follow commands, but are generally friendly to the spell’s caster. Snakes created this way turn back into sticks after a number of days equal to the number of MD rolled.
Spider Climb
The caster or a touched creature can climb sheer surfaces as if they were a spider. The effect lasts for a number of turns equal to the highest die rolled. A number of creatures equal to the number of MD spent may be affected.
Unseen Servant
An invisible, mindless humanoid force is conjured with a Body score equal to the lowest MD rolled. It obeys simple commands for a number of hours equal to the total MD spent. It cannot attack or perform complex tasks.

Example Rituals

Conjunction
Inscribes a permanent circle of transportation, linking it to one other such circle anywhere in the world. - 60 MD, 120 days, 25,000 sp in crushed gems and rare metals inlaid into a permanent structure. - This ritual must be completed at two separate locations to create a linked pair of teleportation gates. The lead caster makes a Mind roll to properly align the arcane matrices. On a success, the link is stable. On a failure, the link is flawed; each use has a 1-in-6 chance of a teleportation mishap, determined by the Judge. A flawed conjunction can only be repaired if the ritual is performed again.
Conjure
Generates a single enchanted object out of pure magic. - 100 MD, 200 days. No material components are required. - This ritual creates a magical item. The lead caster makes a Body, Mind, and Ego roll to begin the formation process. The success levels for each category may be modified based on the specificity of the request, the power of the item, and other factors regarding the item’s design. Success creates the object, exactly as intended. Failure has a 3-in-6 chance of the resulting item being secretly cursed in some way.
Fabricate Golem
Animates a humanoid construct of inanimate matter to serve as a tireless guardian. The material of the body determines the golem’s power and nature. - 35 MD, 70 days, a masterfully crafted body costing at least 15,000 sp. - The ritual imbues the prepared form with a semblance of life. The lead caster must make an Mind roll, which may be modified by the Judge based on the materials and craftsmanship. Success creates a loyal, mindless golem under the caster’s command. Failure consumes the materials and has a 2-in-6 chance of animating a rogue, hostile golem.
Resurrection
Raises a single creature from the dead. The creature is returned to life in the body in its current state. Thus, limbs are not restored, and medical attention is likely still required upon success. - 10 MD, 20 days, 3,000 sp in diamonds. - The creature to be resurrected must make a Body save against their maximum B or become immune to the effects of all further necromancy attempts. If the creature died more than one month before the ritual is initiated, failure is guaranteed.
Simulacrum
Creates an imperfect duplicate of a living creature. The ritual requires a piece of the target (hair, nail, etc.) and a specially prepared clay body worth 10,000 sp. - 40 MD, 80 days. - The resultant simulacrum has half the original’s abilities and levels and is completely loyal to its creator. A creature may only have one simulacrum at a time.
Scrying
Allows the viewing of a known person or place through a specially prepared silver mirror. - 10 MD, 20 days, 1,000 sp mirror. - The vision is clear and untraceable, though it is detectable as all magic. It lasts for a number of minutes equal to the sum of the lead caster’s Mind and Ego.
True Name Binding
Summons a specific extraplanar entity (e.g., a demon, elemental, djinn) whose True Name is known, for the purpose of binding it to a single task. - 25 MD, 50 days, 5,000 sp in rare components (unique blood, specific gems, inscribed circles). - The lead caster must win an opposed Ego check against the entity (i.e., each rolls [1d100] against the others’ Ego score) to bind it. Failure results in the entity being freed and immediately hostile. Success binds it to a single, specific service, after which it is released.