DragonQuest 2nd Edition SPI

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DragonQuest

The Fantasy Role Playing Game


SECOND EDITION
CREATED BY SIMULATIONS PUBLICATIONS, INCORPORATED

Eric Goldberg

Gerard C. Klug

OVERALL GAME DESIGN and DEVELOPMENT


of CHARACTER GENERATION. SKILLS. and ADVENTURE SYSTEMS

DESIGN and DEVELOPMENT of COMBAT SYSTEM.


EDITING and DEVELOPMENT of the SECOND EDITION

David James Ritchie

Edward J. Woods

CO-DESIGN of MAGIC SYSTEM


and DEVELOPMENT of MAGIC and MONSTER SYSTEMS

CO-DESIGN of MAGIC SYSTEM

Redmond A. Simonsen
DESIGN of PHYSICAL SYSTEMS, GRAPHICS and ILLUSTRATIONS

Robert L Ryer

Brad E, Hessel

RULES EDITINGandTECHNICAL DE~ELOPMENT

PROJ ECT OVERSIGHT and EDITI NG

Peter Herzip and Nick Karp


DEVELOPMENT ASSISTANCE

Ed Beach and friends, Cindy Bitowf, John H. Butterfield, Rich Collins, Greg Costikyan, Larry D'Ambrosa,
Darryl Esakof, Gary Gillette, Greg Gordon and friends, Stephen Gray, Tom Harmon, Tom Holsinger, Wes Ives,
Robert Kern, Drake Letchner, Chuck Moors, Eric Risted, Neil Rosen, Tom Stanford, Tony Stanford, Jeanie Weber
GAME TESTING and ADVICE

Manfred E Milkuhn
ART PRODUCTION MANAGEMENT

Ted Koller, Michael Moors, Ken Stec


ART PRODUCTION and TECHNICAL EDITING

Jim Sherman
COVER ILLUSTRATION

John Garcia
INTERIOR ILLUSTRATIONS

BANTAM BOOKS
TORONTO NEW YORK LONDON SYDNEY
A Bantam Book / September 1982

DRAGONQUEST SECOND EDITION, PAGE ii

I. Introduction
The First Book: Character Generation, Combat
II. How to Play the Game
1. General Course of Events
2. Requirements for Play
III. Game Terms
IV. Character Generation
3. Description of Characteristics
4. Effects of Characteristics
5. Characteristic Generation
6. Birthrights
7. Aspects
8. Heritage
V. Combat
9. Combat Terminology
10. Combat Equipment
11. Preparation for Combat
12. Combat Sequence
13. Actions of Engaged Figures
14. Actions of Non-Engaged Figures
15. Action Choice Restrictions
16. Attacking
17. Resolving Attempted Attacks
18. Damage
19. The Effects of Damage
20. Weapons
21. Unarmed Combat
22. Multi-Hex Monsters
23. Mounted Combat
24. Infection
The Second Book: Magic
VI. Magic
25. Definition of Magical Terms
26. How Magic Works
27. How to Cast Spells
28. The Effects of Spells
29. Restrictions on Magic
30. Backfire from Spells and Rituals
31. Counterspells and Resisting Spells
32. Special Magical Preparations
33. Incorporating Magic into Combat
34. The Colleges of Magic
35. Magic Conventions
36. The College of Ensorcelments and Enchantments
37. The College of Sorceries of the Mind
38. The College of Illusions
39. The College of Naming Incantations
40. The College of Air Magics
41. The College of Water Magics
42. The College of Fire Magics
43. The College of Earth Magics
44. The College of Celestial Magics
45. The College of Necromantic Conjurations
46. The College of Black Magics
47. The College of Greater Summonings
The Third Book: Skills, Monsters, Adventure
VII. Skills
48. Acquiring and Using Skills
49. Special Skills: Spoken and Written Languages
50. Alchemist
51. Assassin
52. Astrologer
53. Beast Master

54. Courtesan
55. Healer
56. Mechanician
57. Merchant
58. Military Scientist
59. Navigator
60. Ranger
61. Spy and Thief
62. Troubador
VIII. Monsters
63. Encountering Monsters and Non-Player Characters
64. Reactions to Encounters
65. How to Read the Monster Descriptions
66. Common Land Mammals
67. Avians
68. Aquatics
69. Lizards, Snakes, and Insects
70. Giants, Fairies, and Earth Dwellers
71. Fantastical Monsters
72. Creatures of Night and Shadow
73. Summonables
74. Undead
75. Dragons
76. Riding Animals
IX. Adventure
77. Preparation for Adventure
78. Game Conventions
79. Organizing a Party
80. The Adventure Sequence
81. Monetary Matters
82. Fatigue Loss and Recovery
83. Adventure Actions
84. Consequences
85. Recuperation and Upkeep
86. How Experience Is Gained
87. How Experience Is Used
Adventure: The Camp of Alla-Akabar
I. Introduction
II. How to Read the Maps
III. Briefing for the Players
IV. Briefing for the Gamesmaster
V. The Desert
VI. Descriptions of Non-Player Characters
1. Alla-Akabar
2. Garn
3. Alla's Mistress
4. Delian
5. Rory
6. Talan
7. The Bedouins
8. The Slaves
VII. The Camp
9. Background
10. Alla's Tent
11. Garn's Tent
12. The Treasure Tent
13. The Bedouins' Tents
14. Talan's Tent
15. The Servants' Tents
16. Outside Areas
17. Random Encounters
VIII. Assassination
IX. Final Notes

DRAGONQUEST SECOND EDITION, PAGE iii

I. Introduction
The genre of fantasy literature stems from the myths of our
fathers. The marvelous creatures and strange sorceries of legend are
part and parcel of that genre. Hardly anyone in the Western world has
not been exposed to some element of fantasy, be it fairy tale, classical
myth, or J.R.R. Tolkien's estimable Lord of the Rings. There are many
reasons for the widespread appeal of fantasy, the most compelling of
which is its uncomplicated nature. Good and evil are readily
distinguishable, and the hero invariably confronts the villain. It is all
too easy to imagine oneself, clothed in exotic garb, wielding a magical
sword, vanquishing the sinister sorcerer. Small wonder, then, that
fantasy role-playing games, which allow a person to play the part of
that hero, are so popular today.

What Is Role-Playing?
When you were a child, you probably played spontaneous,
informal games in which you pretended to be a policeman, an indian, a
parent, or a pirate. You imagined what these mysterious and powerful
people were capable of, and then you acted out scenes with your
friends. There was no winner or loser everybody won by getting the
thrill of pretending to be another person. These games of "makebelieve" had no real rules, no structure, and no equipment. They
depended solely upon the imagination of the players to keep them
lively and interesting.
Much of the wonderful,-imaginative experience and free play of
these childhood games can be found in their adult counterpart -roleplaying games. A role-playing game is also one in which you pretend
to be someone -but the "someone" is very detailed in abilities, physical
description, and nature. In fact, characters in role-playing games are as
detailed as the characters in a major novel. These characters inhabit a
world which is also very well described. In a fantasy role-playing
game, such as DragonQuest, the world is one of magic and monsters,
quests and spells, and all the romantic color of an imaginary time and
place reminiscent of early medieval Europe.
Each active character in the game is played by a live player. There
are many other characters and monsters, all of whom are operated by
the Gamesmaster. The Gamesmaster is a combination of referee,
storyteller, and "Hand of Fate." He keeps the story unfolding by telling
the players what is happening and judging the results of any actions the
players take. He has a very free hand to interpret the situation as he
sees fit within the guidelines of the rules. The Gamesmaster usually
works from a prepared story synopsis called an adventure. This is the
setting of the story and something of a general script outline for the
course of the action. It also can contain maps and tables of information
on the area and its inhabitants. This adventure is a tool for the
Gamesmaster and is not directly used by the players, although the
players will actually create the detail and action of the story by the
decisions they make as they participate in the adventure.

An Example of Role-playing
In a role-playing session, the players (usually three to nine people)
sit around a table with the Gamesmaster at the head. Sometimes the
adventure can be played through in one sitting but, more typically, the
players will meet a number of times to finish the adventure. Adventures
can be strung together and players play the same character from game
to game in a roleplaying campaign. Their characters will grow or
diminish in strength, ability and wealth. Throughout the entire
experience, the Gamesmaster creates the world through which the
characters travel, by interacting with and prompting the players. Here is
a brief sample of a typical role-playing exchange:
Gamesmaster (GM): Your characters are seated around a table in a very
dingy tavern, drinking mead, when a hooded figure enters, approaches the
bar, and orders a tankard of ale.
John (character name: Delion): What does he look like? Can we see any
details of his face?

GM: No, the hood covers his features. He appears to be avoiding eye
contact with anyone but the bartender.
Delion: I will go over to the bar, activating my magical talent of
Sensitivity to Danger, and take the place next to him.
GM: He begins to move away from you.
Delion: I speak to him and say, "Sir, your robe appears to be torn. Has
your journey been a hard one?"
GM (now acting the part of the Non-Player Character, Argotec): He
turns to you, his eyes glowing with an eerie amber light, and says: "Young
man, my travels are none of your business, and your inquisitiveness may
cause you harm if you continue."
Delion: What is my talent telling me?
GM: This man (if he is a man) radiates danger.
Delion: I return to my table, joining my companions, while continuing to
watch his movements.
GM: After drinking for about half an hour, he leaves.
Delion: My companions and I will follow him.

This very simple, edited version of an encounter in a tavern with a


Non-Player Character may lead to an adventure which may place the
character's very life in danger. The chance to be bold and brave without
any real world consequence is one of the fascinations of role-playing.
There is also the fun of assuming the role of a powerful or
outrageous character very different from your real-world self. The
exhilarating experience of the power of one's own imagination is
terrifically entertaining and engrossing. Role-playing is a very social
experience as well. People can use their role-playing identities to
interact with one another in ways that are usually impossible. You can
come to someone's rescue. You can sell them the key to their quest -or
you can sell them out! In particular, the Gamesmaster has the chance to
influence the very fate of the other players -how often do you get to tell
a friend that he has found a fortune or been eaten by a dragon?

Role-Playing Subjects:
Most role-playing games are fantasy-based such as DragonQuest. These games deal with the world of magic, monsters and
mayhem. Other role-playing games deal with science fiction, such as
SPI's Universe. These games basically substitute the intricacies of
technology and aliens for magic and monsters. A small number of
military role-playing games, -such as SPI's Commando, -are also
available. In fact, virtually any actionoriented subject lends itself to
role-playing.
Whatever area of role-playing interests you, you can best get
started by buying only the basic set of any role-playing system in
which you are interested. This book, for instance, contains the complete
rules for DragonQuest. Nothing more is necessary for you to play a
high level, full-fledged role-playing game (in roleplaying, the word
"basic" should not be equated with "simple").
Once you are thoroughly familiar with the basic system, you will
have a wide choice of supplements, adventures, and accessories to
expand your role-playing enjoyment. A full line of such materials is
available for DragonQuest, for instance, and new materials are
constantly published. See your local adventure games dealer for these
products. Ares Magazine, published by SPI, is another great source for
DragonQuest (and Universe) adventures and supplementary
material, and a subscription to Ares will keep you up to date on
happenings throughout the hobby -as well as providing you with a new
science fiction or fantasy boardgame in every issue. Role-playing
gaming is an exciting and involving hobby that is limited only by your
imagination.
Role-playing offers you the chance to participate in adventure and
take an active part in creating your own entertainment. In these times of
low-grade, thinblooded commercial TV stories, role-players such as
yourself can engage in the energetic, mind-stimulating fun of real
adventure.

DRAGONQUEST SECOND EDITION, PAGE iv

The DragonQuest System


Fantasy role playing, as a way to spend one's leisure time, has
come of age in the last five years. Since the days when a small group of
devoted die-hards first uncovered an enjoyable fantasy role-playing
game, the idea has attracted an ever-growing body of people whose
divergent tastes demand innovative and original new works. Thus,
enter DragonQuest.
Three general themes guided the design and development of
DragonQuest and make this game different and (we think) an improvement on all other role-playing games. First, DragonQuest was
designed to impose as few artificial restrictions on the Gamesmaster
(GM) as possible. For example, a character is not limited to a particular
group of abilities (known in the genre as a "character class"). A
character class imposes certain arbitrary restrictions upon a character,
forcing him or her into molds which have to fit, regardless of the
inclination of the player. These classes came into being in other games
as balancing tools, to make it just as advantageous to be a human
fighter as to be a dwarven priest. In order for a character in a
DragonQuest world to have as much freedom of choice as possible,
anyone can be anything. Of course, the player who tries to have as
versatile a character as possible will be correspondingly handicapped
when he tries to rise in power. The important effect of this theme is that
any character from the pages of fantasy literature can be re-created (in
game terms) without causing aberrations in the game system.
Second, almost all creatures and magics are drawn from sources
existing in myth, legend, or literature. We do not pretend that our
fantastic inventions can compete with those reaching across the gulf of
time to us, being the stuff of our heritage. Rather, we have attempted to
imbue as much verisimilitude as we could, to allow those who play
DragonQuest to live on a gaming table those worlds they have only
been able to vicariously experience before. The fantasy of northern
Europe is prevalent in these rules, because it is the common reference
point shared by most of the people who will play DragonQuest. When
a specific mythic creature or type of magic is reproduced, it is given all
the characteristics ascribed to it in legend. When discussing the
imaginary, brief mentions were often thought to be sufficient; in such
cases, we try to explain as best we can. The few liberties taken were to
fill the logical "holes." Norse legend and the Lesser Key of Solomon
(to name but two examples) are not entirely compatible. We have
attempted to give the GM a solid base to which he may add his own or
other cultures' legends and magics.
A third concept in mind during the design process was to maintain
the game's flexibility, and allow the GM and players to expand on the
original rules. The modular presentation of skills and magic colleges
makes the introduction of new ideas easy; adding a new skill or college
does not necessitate changing the original ones.

Rules and the GM


A point that should be emphasized is that printed rules are a
framework for assuming the role of a person in a fantasy world, and
cannot possibly cover every aspect of living. In every adventure,
situations will arise in which the GM will be called upon to interpret or
add to the rules. This may seem to be an obvious statement to those
readers who are veteran role players, but for those to whom this game
is a first experience, it is a concept not to be glossed over.
While the rules as written are playable, they may not suit
everyone's taste. Some may be too complex, and some may not be
complex enough (the desires of role players are many and varied). The
GM is empowered to change whatever he wishes (with the mutual
consent of his players) in order to make the game more enjoyable for
all concerned. In order to make these decisions fairly, he must know
the entire body of rules thoroughly and have a keen sense as to what is
good for his campaign. The first attribute can be easily attained; the
second requires experience and an acute awareness of his players. The

GM must be fair and impartial at all times, and never lose sight of
the fact that he is a referee. Within the framework of the rules, he
objectively determines the results of the players' actions. The players
act out their part as if their characters actually existed in the world the
GM has created. The GM is a master story-teller, a weaver of tales
which deal with those themes aforementioned: fairy tale, myth, and
fantasy. This job may, at first glance, seem both mammoth and
unattractive. It is, however, one of the most enjoyable gaming
experiences this author and many other individuals have ever found.
While the players act out the parts of their characters, the GM gets to
act out the parts of everyone else who inhabits his world -shopkeepers,
evil wizards, dragons, and giants. Along with playing these parts, the
GM is the referee of all the actions which occur; his impartiality is
assured by the absence of a game persona directly identified with him.

A Note on Dice
It is strongly recommended that the Gamesmaster and players
have an adequate supply of 20-sided dice, which are used to resolve
numerous game functions. These dice are readily available at adventure
game shops. If you have no 20-sided dice, a pack of common playing
cards may be used. Extract and shuffle the Ace through 10 of both a red
and a black suit and draw from these at random as required by the
situation you are resolving (see 2.6).

Introductory Adventure
At the back of this book is an introductory adventure. It is
designed to be played with one or two players and a GM. This was
done to aid the beginning GM in getting familiar with the rules and
with running an adventure; handling many players at once can be a
trying experience for the best GM. Once the new GM has arranged to
play DragonQuest, he should read the adventure very carefully,
especially the character sketches provided for the non-player characters
(NPC's). These are intended as guides for the GM. He should play the
parts of these NPC's as accurately as possible, remembering that the
players, especially in this adventure, will need to interact extensively
with those NPC's to successfully complete the adventure. When the
adventure is over and the GM goes on to create his own NPC's, he
should use the sketches as guides. The level of characterization of the
people who populate a GM's world is a good indication of the quality
of the overall campaign and that particular GM's preparation (or lack
thereof).
The adventure also contains examples of Encounter Tables
designed for a special place and special NPC's. It is not necessary for
the GM to invent a different table of his own for every adventure, but
he should be wary to alter the probabilities to fit the scenario. The new
GM should also examine the Camp Map. Since it is drawn at a scale of
1 hex/5 feet, it facilitates transfer to the Tactical Display. This is a
minor detail, but if overlooked, it can slow down the game. This type
of map, with a few pertinent details left off, may be shown to the
players upon entering any similar situation.
The GM should guide the players through the adventure, stopping
whenever there are rules questions or problems of any sort. Together,
the players and the GM should discuss the problem and resolve it to
their mutual satisfaction. In this way, all concerned will learn the game
and their parts in it, and hopefully whet their appetites to continue
playing DragonQuest.
Please enjoy playing DragonQuest. We at SPI are confident it will
bring you many hours of pleasure.
Gerry Klug
Editor, Second Edition
10 August 1981

II.
HOW TO PLAY
THE GAME
DragonQuest is a fantasy role-playing
game. In a role-playing game, a player is a
character in another world. Unlike a conventional game, the players do not sit around a
board and move pieces. The players sit in a
semi-circle about the gamesmaster, each with
only a sheet on which is recorded information
about his character. The object of a role- playing
game is not for an individual player to win (in
fact, there is no winner), but to en- joy a
stimulating interchange between the players as
characters and gamesmaster (GM).
The GM plots the background for an
adventure, invents a segment of a fantasy world,
and plays the part of every being not
represented by another player. The game flows
as a result of give-and-take between the
gamesmaster and the other players. The GM
informs the players of the situation in which the
characters find themselves, the players tell him
what their characters are doing, and the GM in
turn tells the players what happens in response
to their characters' actions.
DragonQuest can be played in two ways.
The first is as an individual session. If played
this way, the players are taking char- acters for
one play session only, and are try- ing to
complete a mission of limited scope. The
players are not interested in a full-fledged roleplaying game in this case. It will be sufficient to
be a team with a common goal just this once.
However, DragonQuest is best played as a
campaign. The game does not end at the
conclusion of one of the players' get-togethers.
A player role-plays the same character until the
character dies. During a campaign, a character's
personality should be-come more and more
evident as he is granted a fief, gets married,
declares blood-feuds, etc. A campaign continues
in-definitely, until the players either become
separated in the real world, die or (heaven
forbid!) lose interest.

1. GENERAL COURSE
OF EVENTS
The following is an informal sequencing
of the order in which the gamesmaster should
cause events to occur. What is written here is
not intended to supplant any of the rules in the
following Sections.

A. PRE-ADVENTURE ACTIVITY
The gamesmaster is responsible for preparing
an adventure before he and the players game it
out.
1. Adventure Rationale. The gamesmaster
must decide what options he is going to present to the players. This can be done as a series
of questions posed to himself: What are the
players supposed to accomplish? Where are
they supposed to go? Who (or what) is their
adversary? How are they supposed to find out
about their mission? Is any particular nonplayer character (q.v.) interested in this
mission? How much information should the
gamesmaster tell the players?

DRAGONQUEST SECOND EDITION, PAGE 2

2. Map Adventure Area. The gamesmaster


must map (see 77.3) the land (or sea) area in
which he expects the player characters to travel.
This must include the area between the
characters' current location and their destination, and should take in a sizeable portion of
the surroundings. The GM must also plan the
interior of any structures which will figure
prominently in the adventure.
3. Record Adversary Information. The
gamesmaster must prepare a listing for each of
the beings who directly oppose or obstruct the
completion of the player characters' mission.
Additionally, he must prepare listings for a few
miscellaneous encounters (q.v.), which can be
picked at random when the characters are due to
meet something other than their ultimate foe.
Both of these listings are recorded as described
in rule 63. The gamesmaster will probably wish
to append some notes to the descriptions of the
characters' adversaries.
4. Record Update. The gamesmaster checks
that all Character Records are current and that
any new entries have been figured correctly, if
he has not done so already. He writes any data
about the characters that their players are not
supposed to know in his private campaign
record.

B. ADVENTURE ACTIVITY
The players engage in some initial preparation,
and then they play out the adventure with the
gamesmaster.
5. Generate New Characters. Any player
without a character must generate a new one;
any player with a character may generate a new
one. There is no limit to the number of
characters an individual player may have;
however, a player may never control more than
one character at a time. Someone who likes
variety might choose to rotate five or six
characters on consecutive adventures. The
gamesmaster should strictly limit the interaction between two characters controlled by the
same player.
6. Organization of a Party. The players
must choose a leader (q.v.). They must also
inform the gamesmaster of which non-player
characters they wish to accompany them on
adventure; the gamesmaster, in turn, tells the
players who is willing to accompany their
characters. Any purchases for the upcoming
adventure are made at this point.
7. Determine Any Contractual Arrangement. The players, representing their characters, and the gamesmaster, representing any
non-player characters, haggle to decide how any
booty will be split. The standard Adventurers'
Guild contract (see 79.4) is suggested.
8 through 11.Trek/Wait Stage, Encounter Stage, Chase Stage, Tactical
Stage. See rule 80.

C. POST-ADVENTURE ACTIVITY
The players and the gamesmaster wrap up the
adventure, and the players decide what to do
with their characters.
12. Experience Point Awards. The
gamesmaster awards the characters Experience
Points (see 86), depending on each player's
performance during the adventure.

13. Appeals. A player who objected strenuously to a decision of the gamesmaster has one
last chance to try and change the GM's mind.
All decisions are final past this point.
14. Upkeep Level. The players inform the
gamesmaster of how much their characters will
spend on upkeep (see 85.3) per week, until the
next adventure begins or the character goes
broke.
15. Allocation of Time. Each player informs
the gamesmaster how his character will use the
time between adventures. This is especially
important for increasing Rank (q.v.) and
acquiring new abilities (q.v.).
16. Solo Adventures. If a player wishes his
character to undertake any action which requires
the attention of the gamesmaster, he and the GM
play it out at the GM's convenience.
17. Experience Point Expenditures. If the
player wishes to increase the Rank (q.v.) or
value of an ability, skill or characteristic, he
must have sufficient Experience Points in his
character's Experience Point Bank (q.v.) and
have his character perform all prerequisites
successfully (see 87). He so informs the gamesmaster, and a change is made on his Character
Record.
18. Calendar Update. The gamesmaster
marks off the passage of game time on his
calendar (see78.1).
This cycle is repeated indefinitely, as long
as the campaign lasts.

2. REQUIREMENTS
FOR PLAY
The players must have certain equipment
and knowledge of the basics of the game before
they can play DragonQuest. The gamesmaster
requires additional material and, of course, a
thorough familiarity with the rules.

[2.1] The DragonQuest rules are


intended to guide the GM. not to
restrict him.
The flavor of each and every role- playing
campaign is heavily influenced by the knowledge (or lack thereof) and prejudices of the GM
who runs it, no matter what set of "rules" are
being used. Some GM's emphasize combat in
their worlds, some magic, some monsters, some
wilderness adventures, and some dungeon
expeditions. The rules of any game are simply a
common set of guides for both the players and
the GM so they may speak the same language
and have some base from which their ideas may
spring. GM's should feel free to add or delete
any of these rules with the understanding that he
does so at his own risk in terms of play balance
and systems interfaceability.
[2.2] A Tactical Display is used in
conjunction with the Combat rules
(see, particularly, rule 11)
A Tactical Display is used to portray a
variety of terrain and interior features that can
affect combat between characters, monsters
and/or non-player characters. The Display is
overlaid with a hexagonal grid to regulate the

CHARACTER GENERATION&COMBAT PAGE 3

movement and positioning of the playing


pieces. Each hexagon (hex) equals 5 feet of
terrain from side to side.

[2.3] The figures occupying the


display are either miniatures,
cardboard counters, or other
suitable markers.
Most often, role players use metal
miniatures (available from most reputable
hobby stores these days) to represent their
character while he occupies the display. If
these are unavailable or undesirable, cardboard counters (such as those used in wargames) are equally useful, if not as picturesque. In a pinch, such markers as chess pieces, toy soldiers, or other small items (dice of
different colors often work well) may be substituted without affecting play. The GM will
need markers of some kind to represent
monsters or NPC's which also occupy the
display. Doors, chairs, walls, trees, windows,
fireplaces, chests, and other items of
importance will also have to be rep- resented.
A combination of small markers and lightly
drawn-in features will solve most of these
problems. A note should be made of any
ambiguous item or drawing.

[2.4] Percentile dice will be needed


by both the players and the GM.
At least one set of two twenty-sided dice
are needed for play, and it is most desirable to
have three or four sets available at all times.
The GM will need to have his own set with
which to roll those checks he needs to keep
hidden from the prying eyes of players. With a
group of players numbering three or more, any
combat situation will have many die rolls
happening in rapid succession, and play will be
greatly slowed if each player has to reach across the table for the only available set of dice.

[2.5] The players must provide


themselves with some
miscellaneous play aids.
1. Each player must have a copy of the
Character Record for each of his characters. It
is suggested that all numerical values be
recorded in pencil, and the rest of the entries in
pen.
2. The GM must have a copy of the Adventure Record. The players should fill this out
before the adventure begins.
3. The GM should have a copy of the
Strategic Map Hexgrid on which the area over
which the characters are going to adventure
may be drawn. NOTE: The players are given
permission to photocopy or reproduce in any
way any of the above for their private, noncommercial use.
4. The GM must have either graph paper or
copies of the Strategic Map Hexgrid if he is to
draw any structure plans.
5. Each player must have some readily identified marker to represent his character on the
Tactical Display. This marker must have an
unambiguous front and back, for the purpose of
determining facing during combat.
6. Scrap paper, pens and pencils will also be
needed.

[2.6] The abbreviation "D" stands for


"die" or "dice."
A jargon for the number of dice rolled has
been established in the role-playing hob- by,
and this jargon is used throughout the rules.
When the players are told to roll "D10" or
"1D10", this means one of them is to roll a
single twenty-sided die (since the die is only
marked 1 through 0, this will yield a digit
between 1 and 0). "2D10" would direct the
players to roll two twenty-sided dice and sum
the results, etc. Note that when a dice code is
suffixed with "D10", any result of "0" on a die
is treated as a "10". Example: Two rolls of "0"
would equal 20 (twenty) when the players are
directed to roll 2D10.
"D100", "1D100" or "percentile dice"
would direct a player to roll two twenty-sided
dice of different colors, treating one as the first
digit of a two-digit number, and the other as the
second digit. Thus, if a player rolls a "3" on the
first die and a "9" on the second die, the diceroll would be "39". Note that a roll of "0" on the
first die could not be interpreted without the use
of the roll on the second die. If the roll on the
second die is 1 through 9 (e.g., 07), the roll is
treated as the appropriate number 1 through 9.
However, if the roll on the second die is "0"
giving a result of "00"), then the result is treated
as 100 (one hundred).
If a dice code is followed by a positive or
negative number (e.g., D10 + 3, 2D10-4), add
or subtract the number as indicated to or from
the dice-roll. Thus, 2D10-1 would direct the
players to roll two ten-sided dice and subtract
one from the sum of those rolls (to obtain the
result). Sometimes, an addition to or subtraction
from a die or dice roll is referred to as a
modifier. All modifiers affect a 1D10 die roll
(thus, a "+4" modifier equals "D10+4"). When
instructed to roll a D5, the player should roll a
D10 and halve the result, rounding fractions up.

[2.7] The roll on a single or


percentile die-roll may never be
modified below 1.
Therefore, the result of 2D10 can never be
less than 2, the result of 3DI0 never less than 3.

[2.8] The gamesmaster is advised


to keep some information,
particularly dice-rolls, secret
during adventure.
Suggestions are made throughout the rules
as to who should roll dice in a particular
situation, but the GM has the final authority in
this matter. Where the very act of rolling dice
may give the players more information than the
GM wishes them to know, he should intersperse
relevant dice-rolls with meaningless ones to
confuse them.
The GM should set up his workspace so
that the players cannot see his records or the
results of any die he rolls.

III.
GAME TERMS
The terms unique to magic and combat
are summarized in rules 9 and 25.

Ability: Any single talent which a character can


perform. One spell or ritual is a single ability.
Adventure: Whenever the player characters
organize themselves into a party and seek to
fulfill a mission, they are on adventure.
Campaign: A series of adventures run by the
same gamesmaster, presumably with some
duplication of players present on the separate
adventures.
Characteristic: A numerical value which
describes a facet of a character's physical or
emotional make-up. See rule 3.
Encounter: Any time the player characters
meet a non-player character or monster not in
their party, it is termed an encounter.
Experience Point: The basic unit of exchange for improvement in abilities, skills or
characteristics. Experience Points are earned at
the conclusion of an adventure for the player
character's performance during the adventure. A
character keeps Experience Points in his
Experience Point Bank (on the Character
Record) until he uses them for gain in any Skill,
Spell, Weapon, etc.
Gamesmaster: The referee, or moderator, of
the game.
Game Time: The speed at which time passes
in the alternate world, relative to the time in the
real world (see 78.1).
Leader: The player nominated to be the
speaker for the party. Several privileges are
accorded to his character for the extra bookkeeping responsibility he assumes. See rule
79.1.
Mission: The goal the characters wish to
achieve to conclude their adventure. Alternately, what must be accomplished to complete
that goal.
Monster: Any being of a race from which a
player character cannot come is termed a
monster.
Non-Player Character: Any being of a race
from which a player character could come (and
which is controlled by the GM) is a non- player
character(NPC, for short).
Rank: A numerical expression for character's
(or monster's) aptitude in a skill or ability. The
greater the Rank, the better the character (or
monster) is at the ability or skill in question.
Party: The player characters and the accompanying non-player characters on an adventure
are collectively known as the party.
Player Character: The analogue for a player
in the alternate world. The amalgam of player
and character (i.e., when an action is simultaneously taking place in both worlds) is also
referred to as the player character.
Session: The time during which the gamesmaster and all players partaking in a given
adventure spend together is known as one
session.
Skill: A skill is a collection of interrelated
abilities which are almost always learned
together. See Section VII.
Success Percentage: When a character has
a chance of doing a particular task properly, the
dice range in which he succeeds at the task is
termed the success percentage.

DRAGONQUEST SECOND EDITION PAGE4

IV.
CHARACTER
GENERATION
A player assumes the role of a character.
The player develops the personality of his
character during adventures: the character's
needs, foibles, and ethos are revealed through
interaction with the other players' characters and
the creatures represented by the GM. The
manner in which the character's personality
develops will undoubtedly be affected by that
character's characteristics. A characteristic is a
measure of a facet of the character's physical or
mental make-up which the player does not
invent.
Every human character begins play at the
age of 18 years (if the gamesmaster's world
revolves around its sun during a period of time
not equal to 365 days, he should convert from
earth years to his own). A non-human character
begins play at a corresponding age for his race.
At that age, the character's body has matured
enough so that age will not alter his characteristics. The character does have some of his
life already behind him; the memories of those
times must be supplied by the player, but any

monies and experience accumulated are the


character's to expend.
A player must keep track of the statistical
data (e.g., characteristics) concerning his
character. A model Character Record, on which
all pertinent information may be recorded, is
provided within this rulebook. The gamesmaster
may choose to use a different recording form, or
modify the one provided to suit his tastes.
Whichever the case, the gamesmaster must be
provided with a complete and current character
record for each player's character. The
gamesmaster can then verify the information on
each record, or make corrections where
necessary. Each player should also have a copy
of his own character's record, though as play
goes on, the two records will differ (the
gamesmaster will, in all probability, note
something about a character that he does not
want the player to know, such as a curse).

3. DESCRIPTION
OF CHARACTERISIICS
The player must generate and/or assign
values to each of his character's first eight
characteristics, listed in 3.1 through 3.8. The
gamesmaster may also choose to introduce
optional characteristics, including Physical

Beauty (described herein), Height, Weight, Sex


Drive, and anything else that comes to mind.
The proliferation of such indices, while
providing a player with a clearer picture of his
character, will require extra book keeping.
The first six characteristics are the primary
characteristics. Primary characteristics may be
increased temporarily by magic or permanently
by the expenditure of experience, and may be
decreased temporarily by magic or permanently
by injury to the character. All other
characteristics, whether or not optional, are
secondary characteristics. The manner in which
a secondary characteristic may be changed will
be covered in the appropriate rule. A
"temporary" change indicates an increase or
decrease of limited duration to the value of a
characteristic; a "permanent" change indicates
an increase or decrease of indefinite duration to
the value of a characteristic. Adventurers in a
world of magic can expect to be in a state of
flux for most of the time.
Generally, a high characteristic value indicates a character's ability to perform a certain
task well, while a low value indicates a relative
lack of such ability. A characteristic's effect Is
almost always translated into numerical terms
for the purposes of resolving action during play.
Though characteristics are relatively fixed,
a player retains total freedom of choice for his

CHARACTER GENERATION & COMBAT: PAGE 5

attempting an action which may be suicidal).


character. When a player shapes the personality
of his character, he will probably wish to
account for some of the character's more
extreme characteristics. For instance, if a character with an extremely low Physical Strength
value decided to specialize in magic, he might
compensate for an inferiority complex developed during adolescence (due to constant
bullying) by choosing spells of destruction. The
spells would, of course, allow that character to
stand off the would-be Conans of his world. A
character with a high value in Agility might
indulge in frivolous sports, because of his
natural talent in such activities. Remember, the
greater the care taken when characterizing, the
more "real" that character becomes. The player
should strive for consistency in developing
facets of his character's emotional make-up.

[3.1] Physical Strength is a


measure of a character's muscle
co-ordination and strength.
The Physical Strength characteristic
represents the brute force a character can exert
from the thews of his arms, the thrusting power
of his leg muscles, and his lift and weight capacity (using leg, back, and stomach muscles).

[3.2] Manual Dexterity is a measure


of a character's digital control.
The Manual Dexterity characteristic
represents the character's hand-to-eye coordination, the speed at which he may per- form
a complex task with his hands, and his ability to
manipulate his hands.

[3.3] Agility is a measure of a


character's ability to maneuver his
body and the speed at which he
moves.
The Agility characteristic represents the
character's litheness of body, the speed at which
he may run, and his ability to dodge with or
contort his body.

[3.4] Endurance is a measure of the


punishment a character's body can
absorb before he becomes unconscious, sustains mortal
wounds, or dies.
The Endurance characteristic represents the
character's capacity to sustain wounds, his
resistance to disease and infection and his rate
of recovery from same, and directly affects his
ability to overexert himself.

[3.5] Magic Aptitude is a measure


of a character's ability to harness
and direct magical energies.
The
Magic
Aptitude
characteristic
represents the character's control over the now
of mana (the stuff of magic) from another
dimension, and his ability to remember arcane
rituals and information.

[3.6] Willpower is a measure of a


character's control of his mind and
body especially in stress situations.
The Willpower characteristic represents a
character's ability to resist the imposition of
another's will upon his own, and the degree to
which his will can be used to counter his
instincts (when, for instance, he might be

[3.7] Fatigue is a measure of the


length of time that a character can
sustain activities requiring a great
deal of physical or mental exertion.
The Fatigue characteristic represents the
number of potentially serious wounds the
character can turn into minor cuts and bruises
by adroit or random maneuvering in combat, the
mental energy he can use to cast spells, and the
degree to which he may exert himself before
becoming exhausted.
Fatigue value may be increased permanently, by the expenditure of Experience
Points, and temporarily, by magic.

[3.8] Perception is a measure of a


character's intuition developed as
a result of his experience.
The Perception characteristic represents the
character's ability to note peculiarities in a given
situation (e.g., recognize an ambush), his ability
to deduce a people's habits or customs from
scant information, and his ability to gauge the
fighting skill of another person or monster.
Perception value may be increased or decreased temporarily, as a result of a character's
performance during an expedition, and may be
increased permanently, through the expenditure
of experience. Magic, drugs, and the character's
condition may cause a temporary increase or
decrease in the Perception value.

[3.9] Physical Beauty is a measure


of a character's exterior attractivenes (or repulsiveness), as
perceived by a member of a
humanoid race.
Physical Beauty is an optional characteristic representing a character's appearance
compared to the aesthetic standards of his
society and race. A character with a high
Physical Beauty value will be a pleasing sight to
a member of any of the races described in
Section VI, though reactions will vary by race
(for example, a female halfling would find a
male halfling with a Physical Beauty of 23
sexually stimulating, while a female human
would think that the same halfling is extremely
cute). Physical Beauty is in no way a reflection
of a character's personality; a member of the
opposite sex might be smitten by a character
with a high Physical Beauty value, but the
smitten character's subsequent reactions would
probably be governed by the beautiful
character's personality.
The Physical Beauty values for monsters
describe how that monster appears to a character, and not to another monster of the same
race. This distinction is made because there is a
greater incidence of character-to- monster than
monster-to-monster interaction, from the
perspective of the players. Physical Beauty may
be increased or decreased temporarily by magic,
and decreased permanently by disfigurement.

4. EFFECTS
OF CHARACTERISTICS
The characteristics do not cover every facet
of a character's performance on an adventure.

The gamesmaster relies upon characteristics


only when a player attempts a physical or
magical action for which character-gamesmaster
interaction will no longer help decide the
outcome. If the character must exercise his intelligence or wisdom (to name a few facets of
his personality not included in characteristics),
the player must provide the action or conversation for his character.

[4.1] If a character attempts a


feasible task not specifically explained in a rule, the gamesmaster
derives a percentage chance of the
character succeeding.
When a player declares that his character
will attempt a task which the GM acknowledges
as dependent upon a particular characteristic,
the gamesmaster assigns the task a difficulty
factor. This difficulty factor will be a number
from one-half through 5. The greater the
difficulty factor value, the easier a task will be
to perform.
The gamesmaster multiplies the difficulty
factor by the appropriate characteristic, arriving
at the percentage chance of the character performing the task. He then rolls D100, and if the
roll is less than the percentage, the character has
successfully performed the task. If the roll is
equal to that percentage, the character will
succeed if immediately aided by another
character (if applicable). If the roll is greater
than the percentage, but not greater than the
percentage plus the relevant characteristic, the
character has failed without injury to himself (if
injury is at all avoidable). If the roll is greater
than the percentage plus the relevant
characteristic, then the character has failed and
may have injured himself. The gamesmaster
may wish to determine the extent of the injury
by how much the roll exceeds the percentage
plus the characteristic.
When one character aids another (because
the D100 roll was equal to the latter's
characteristic times the difficulty factor), the
aiding character's value in the relevant characteristic must be at least 15 or equal to or
greater than the aided character's value.
Example: Rolf the Barbarian informs the
gamesmaster that he wishes to burst open a
solid-looking oaken door which has temporarily stymied the party. He proposes to use
his trusty great axe to batter the door down. The
GM, who knows that the door is buttressed by
an iron bolt on the reverse side, assigns it a
difficulty factor of 2.5. Rolf's Physical Strength
is 20, so if the GM rolls a 49 or less(2.5 x 20 =
50), the door bursts asunder (and any traps will
probably be set off). If the roll is 50, the door
will be held by the iron bolt, unless Rolf's good
friend, Tedric Ironthews (with Physical Strength
of 18), takes his mallet to the door. If the roll is
from 51 to 70([2.5 x 20] + 20 = 70), the door
withstands Rolf's assault. If the roll is 71 or
greater, results will vary from the great axe
being damaged or broken to Rolf receiving a
jarring shock (he hit the iron bolt directly) to
Rolf suffering Damage Points as oak splinters
penetrate his armor. The result depends on the
GM's discretion and how

DRAGONOUEST SECOND EDITION, PA GE 6

The chance of failure is always equal to at


least 30 minus the relevant characteristic, and a
roll of 100 always causes failure. If, for
instance, the applicable value is 23, then a roll
of 94 or greater (30 - 23 = 7; there is a 7%
chance of a number from 94 to 100 being
generated) will cause the character to fail at his
task, regardless of what the percentage chance
of success may be. The following sample tasks
are provided so the gamesmasters may establish
their own guidelines.
Physical Strength: Opening doors and lifting
heavy objects will be the two most common
tasks tied to Physical Strength. Consider the
sturdiness of the door and the implement being
used to open it for the former, and consider the
weight and bulk of the object plus the purchase
afforded the character for the latter.
Manual Dexterity: Consider the delicacy of
the task when a character seeks the careful
manipulation or removal of an object.
Agility: Consider the sturdiness of the structure
being crossed or climbed and the ease with
which the character may balance himself when
attempting to cross or climb a poorly-anchored
structure.
Endurance: Consider how tired the character
already is and how exhausting the upcoming
task if the character wishes to push his body to
its limits. If more than one character is
attempting a task which the GM will resolve
using these rules, he may reduce the difficulty
factor if their combined efforts surpass those of
one. If the task requires a co-operative effort,
the difficulty factor remains the same. In either
case, the lowest-valued characteristic among the
performing characters is the multiplier.

[4.2] The only magic task not


described in the rules which may
be attempted by a character is a
feat of minor magic.
Minor magic is best performed by a
member of a Magical College. Therefore, a
character's ability to perform minor magic is
governed by his Magic Aptitude value.
A feat of minor magic is generally performed to entertain rich, royal, or towns folk.
Such a feat can also gull the credulous. Minor
magic includes the tricks used by the prestidigitators and conjurors of fantasy literature.
Minor magic may be employed by any
caster, regardless of his collegiate affiliation. No
one may be directly harmed by the use of minor
magic, although an adroit caster might conceive
a trap making use of minor magic. If a being
wishes to resist minor magic, his magic
resistance is increased temporarily (see rule 31).
There are three types of minor magic. The
glamour, a spell of minor illusion, can be used
to create simple images that glow with faint
luminescence. A caster could, for instance,
appear to be juggling colored balls of light
though use of a glamour. The cantrip, a spell
of small transformation or apportation, can be
used to re-create some of the spells ascribed to
imps. A caster could sour beer, cause candle
flames to gutter, or make small objects
disappear down his sleeve to any other place on
his person. The trance, a hypnotic spell, can

be used to remove minor inhibitions temporarily


or to cause a person to perform a harmless task.
The caster of such a spell must engage his
subject through traditional means; i.e., he must
Lull the subject into trance by engaging the subject's concentration upon the rhythmic movement of a small object. If, for instance, a woman
with prim demeanor were rather attracted to a
male caster, the caster could not cause the same
woman to run naked through a deserted street at
night, if the nudity taboo of her culture was as
strong as that of most cultures.
The casting of a minor magic spell costs
the Adept one Fatigue' Point, whether the spell
is successful or not. The procedure described in
4.1 is used to resolve the spell. Magic Aptitude
is the relevant characteristic. The difficulty
factor value should decrease as the spell becomes more ambitious. If the roll is greater than
the sum of the success percentage plus the value
of the character's Magic Aptitude, then the spell
result should manifest itself in a manner
decidedly different from the Adept's intention.

[4.3] The information given the


players by the GM will sometimes
depend upon a player's Perception
characteristic.
A character will often have to rely upon his
intuition and his powers of observation at
crucial junctures during an adventure. The GM
can recreate a character's interpretation of
events or of a tableau in front of him by
deriving a percentage chance (of the character
understanding the situation properly) from one
character's Perception value. The GM should
use this procedure to dictate what he will tell the
players only when the particular clue or piece of
information is not deducible from verbally
relayed data.
The GM should, for example, inform the
players that the ellipsoid symbol on the robes of
the tall man approaching them probably
indicates that he is a priest, since the circle is a
religious symbol used throughout his world.
However, it would be up to the players to infer
what happened when they see the vampire with
which their necromancer friend was so recently
talking come out the door, blood dripping from
his mouth.
When the GM deems it appropriate to
check a player's Perception before he answers a
question, he either consults the Perception of the
leader (see 79.1) or the character who is
particularly suited to deduce information in the
current situation. The obscurity of the information sought determines the difficulty factor.
Multiply the character's Perception value by the
difficulty factor, and roll D100. If the roll is
equal to or less than the percentage chance, the
GM informs the appropriate player of the
correct information. If the roll is greater than the
percentage, but not greater than the percentage
plus the character's Perception value, the GM
will either inform the player that he is not sure
or give him a part (but not all) of the
information. If the roll is greater than the percentage plus the character's Perception value,
the GM will mix fact with fiction; the greater
the roll, the more erroneous the information.

The gamesmaster should not avail himself


of this procedure constantly during an expedition. He should use it when the players
request more information than he is willing to
give them, when the characters venture into
foreign places or lands or meet alien people or
races, and when a decision is necessary to speed
play. Remember that constant use of this
procedure makes the out- come of the adventure
increasingly luck-dependent. A judicious GM
will use the procedure no more than once per
hour (real time) during an expedition.
The GM will stint those players who
constantly request use of the Perception roll
when it comes time for experience awards (see
86). A player who allows dice-rolls to usurp the
responsibilities of his mind deserves no better.

[4.4] The effects of an optional


characteristic must be determined
by the gamesmaster.
Whenever the GM introduces a new
characteristic, he must define what it represents
and its effects. He may decide to change or add
to the effects at a later date; since a fantasy roleplaying game evolves with each campaign, such
adjustments are permissible as long as he
informs the players.
Example: The GM requires each player to
generate a value of Physical Beauty. He
announces that the characteristic will come into
play whenever the reaction of a humanoid nonplayer character must be gauged on the Reaction Table. The dice-roll will be modified by
one for every 3 points difference between 15
and the Physical Beauty value of the character
with whom the humanoid is conversing. The
primary purpose for creating new characteristics
is to provide players with further reference
points for their characters' personalities.

5. CHARACTERISTIC
GENERATION
The player randomly generates his
character's total Characteristic Points. He
assigns values, within specified limits, to each
of his primary characteristics from this point
pool. The secondary characteristics are generated either randomly or as a direct function of
a primary characteristic, or they begin at a set
number for all characters. Some of the characteristics will be modified if the character is of
a non-human race. The player will not know the
race of his character (unless human) until all of
his characteristics have been generated.
The range of values for a characteristic will
normally be between 5 and 25. A value of 5
represents the minimum performance possible
by an adventuring character. Thus, a character
with a Manual Dexterity of 5 would be
extremely clumsy, but not so inept that he could
not be entrusted with a simple, though essential,
task. A value of 25 represents the normal
maximum performance, which may be achieved
by a human; a value of 26 or greater befits a
superman. Thus, a character with a Physical
Strength of 25 may not be able to bend steel
bars in his hands, but he does pretty well with
bars of iron.

[5.1] Each player begins the game

CHARACTER GENERATION & COMBAT, PAGE 7

with a randomly determined number of


Characteristic Points from which to
assign values to his character's primary
characteristics
Each player rolls 2D10 and reads across
the line on the Point Generation Table below
corresponding to the two dice total. The number
of Characteristic Points and Maximum value
thereby obtained is noted on a piece of scrap
paper.
Point Generation Table
Characteristic
Dice
Points
2
81
3
82
4
83
5
84
6
85
7
86
8
87
9
88
10
89
11
90
12
91
13
92
14
93
15
94
16
95
17
96
18
97
19
98
20
99

Maximum
25
25
24
24
24
23
23
23
22
22
22
21
21
21
20
20
20
19
19

[5.2] The minimum value that a player


may assign to a primary characteristic
is 5, and the maximum value is
determined by the maximum for his
characteristic point total.
Furthermore, a character may have only
one characteristic equal to his maximum value
if that value is greater than 20, or may have up
to two characteristics equal to the maximum
value if that value is 19 or 20. In either case, the
character may have up to two characteristics
equal to one less than his maximum value and
up to three characteristics equal to two less than
his maximum value. If a character does not have
a characteristic equal to his maximum value, he
may increase the limit of characteristics with a
value one or two less than the maximum values
by one. Similarly, he may "transfer" an extra
characteristic equal to two less than the
maximum value for either or both of his two
characteristics equal to one less than the
maximum value; thus, if it were mathematically
possible, a character could have six characteristics equal to two less than the maximum value
for his group. Prior to dividing up his
characteristic points, the player should give
some thought to what kind of character he
wishes to be and what weapons, spells, and/or
skills he desires for this newly born individual.
It is important to emphasize that in DragonQuest, any character can choose any combination of abilities. Certain weapons require a
great deal of Physical Strength or Manual
Dexterity and the player should be sure to allot
enough points in those areas to use the weapons

of his choice. All Magical Colleges (see 36


through 47) require a minimum Magical
Aptitude to join (see 34.7) and the player should
be aware of these restrictions. Most Skills (see
48 through 62) do not have any special
requirements, but many give bonuses for exceeding a minimum value in certain characteristics. The choice of race will also alter the
characteristic values, and the player must weigh
all requirements and restrictions.
Example: A player begins with 88 points
(maximum of 23) with which to assign values
to characteristics. He could choose Physical
Strength of 23 (the maximum value), an
Endurance and Willpower of 22 (his two with
one less than the maximum value), and Agility
and Manual Dexterity of 9, and a Magical
Aptitude of 5. If the player wished, he could
decrease his Physical Strength by one (to 22),
and increase either Agility, Manual Dexterity,
or Magic Aptitude by one.
When the player has chosen the values for
his character, he writes them down on his
Character Record. The total value of the six
primary characteristics must equal the amount
received from the Point Generation Table; a
player may not "save" Characteristic Points to
assign to characteristics at a later date. The
value of each of the six primary characteristics
must be recorded before any secondary
characteristics are generated.
[5.3] The value of a character's Fatigue
is a direct function of his Endurance.
The player enters the Fatigue value corresponding to his character's Endurance value.
Endurance is
Fatigue is
3 or 4
16
5 to 7
17
8 to 10
18
11 to 13
19
14 to 16
20
17 to 19
21
20 to 22
22
23 to 25
23
26 to 27
24
Boldface: Endurance and Fatigue values
may be achieved only by members of certain
non-human races. Once the character has been
completely generated, a change in the character's Endurance value will not affect his Fatigue
value, and vice-versa.
[5.4] A character's Perception value
begins at 8.
The value may be modified if the character
is non-human.
[5.5] An optional characteristic is usually
generated randomly.
The gamesmaster may decide on any method he
wishes to generate a characteristic he
introduces. The equal distribution method
generates the value randomly, with every result
having the same chance of occurrence. The bell
curve method also generates the value
randomly, though the average is more likely to
occur than the extremes. The set value method
either gives every character the same starting
value, or derives the value directly from some
characteristic. The GM should not interfere with
the procedures for generating any of the

mandatory eight characteristics when establishing a procedure for an optional characteristic.


Example: The value of the Physical
Beauty characteristic is generated by rolling
4D5 + 3 (bell curve). A roll of 7 indicates an
ugly character, while a 23 indicates a beautiful
character. Characters are assumed not to be
execrably horrible in appearance (5), or of
surpassing loveliness (25), since such people
would have great problems while adventuring.
They were, in all likelihood, directed to other
pursuits at an early age.
[5.6] A character's Tactical Movement
Rate (see 14.1) is a direct function of his
Agility.
The player enters the Tactical Movement
Rate corresponding to his modified Agility
value.
Modified
Tactical Movement
Agility is
Rate is
3 or 4
2
5 to 8
3
9 to 12
4
13 to 17
5
18 to 21
6
22 to 25
7
26 to 27
8
The Tactical Movement Rate may be
modified if the character is non-human. In
addition, a character's normal Tactical Movement Rate may be reduced if he suffers an
Agility penalty due to wearing armor, or
becomes encumbered due to the amount of
weight he carries (see 82.9). In normal play, a
character's Agility will not exceed 27

6. BIRTHRIGHTS
A character's genetic heritage will have
great influence upon him throughout his
adventures. First, there is the matter of gender.
The worlds of DragonQuest closely parallel the
Europe of medieval Earth, where women were
largely relegated to secondary roles. However,
the bias is not as great in a fantasy world, for
the physically weak have recourse to magic.
Generally, a female adventurer will be a
determined soul, having surmounted cultural
handicaps.
A character's race is just as important as his
gender, if not more so. In this world, a person's
race connotes the color of his skin. In a fantasy
world, a character's race indicates that he is a
member of a distinct humanoid species. Each
race has a separate way of life, developed over
millennia of co- existence with one another.
Racial in- tolerance is just as prevalent in a
fantasy world as it is in this world. Only the
camaraderie and interdependence of adventurers have promoted interracial harmony,
which may be why adventurers are often
regarded as rogues and outcast among their
comparatively staid brethren.
Practically, each race has its strengths and
weaknesses. The human race is the most
prevalent, probably because of its high birth rate
and the flexibility of the individual human. The
elves, dwarves and giants are races in their
twilight years; human civilization will not treat

them too kindly. The halflings seem to be


adaptable to almost any way of life, and thrive
because of their compatibility with humans. The
orcs and shape-changers are nascent races, who
may some day challenge human hegemony.
A truly sophisticated player will integrate
the effects of his sex, culture, and race into the
personality of his character. Most gamesmasters, while struggling to flesh out the
cultures of their world, will settle for the
character who is the product of his racial and
sexual background.

[6.1] A player may choose the


gender of his (or her) character.
A character must be either male or female.
Every race described in this section comprises
only those two sexes. A character may only be
hermaphroditic or asexual if his player receives
special permission from the gamesmaster.
Each player should choose the sex for' the
character. It is recommended each character be
the same sex as the player. Role playing a
character whose entire gestalt is alien to the
player is hard enough without a change of sex.
If the player wishes a character of the opposite
sex, the GM should warn him (or her) of the
difficulties, and judge that player's characterization as closely as anyone else's.
The Physical Strength of a female character is decreased by two, but her Manual
Dexterity and Fatigue are increased by one.
A character's gender may be changed only
through deep magic, or by a deity.

[6.2] A player must determine


whether his character's Primary
Hand is his right or his left.
The player rolls D5 and D10. If the D10
result is greater, the character's Primary Hand is
his right. If the D5 result is higher, the Primary
Hand is the left. If the two results are identical,
the character is ambidextrous. This determination affects which hand a weapon is held in
during combat, and any penalties assessed for
attacking with a weapon in a non-Primary Hand.

[6.3] A player may always choose to


be a human character. If the player
wishes his character to be nonhuman, he has three chances to roll
within one of the indicated ranges.
If the player is a human character, none of
his characteristics are modified. He gains no
advantages and is subject to no restrictions.
When a player wishes to be a non- human
character, he declares which race he is
attempting to be, and rolls D100. If the roll is
equal to or less than the percentage chance
given for that race, the character is that type of
non-human. If the roll is greater than the
indicated percentage, the character may not be
of that race.

Race
Dwarf
Elf
Giant
Halfling
Human
Orc
Shape-Changer

Chance (%)
25
30
06
15
100
20
04

DRAGONQUEST SECOND EDITION, PAGE 8

A player may attempt up to three rolls (for


separate races) to be a non-human. If he fails on
all three rolls, his character is human.
Conversely, if one of his rolls falls within the
indicated span of numbers for a race, his
character must be of that race. A player may
forfeit his right to any further rolls to be a nonhuman if he has exhausted the races he wants to
be.
When a character gains proficiency in an
ability, it is represented in game terms by his
player expending Experience Points. The cost,
in terms of Experience Points, to advance in any
one ability is affected by the character's race.
Multiply the cost for any advancement in one
ability (see the Experience Cost Chart, 87.7) by
the Race Multiplier.
Race
Multiplier
Dwarf
1.1
Elf
1.2
Giant
1.5
Halfling
1.1
Human
1.0
Orc
0.9
Shape-Changer
1.4
[6.4] A dwarf is a stout, usually
taciturn humanoid who frequents
mountainous areas.
Traits: Dwarves are enamored of precious stones and metals, and of intricate work
incorporating same. They form strong community ties, and are distrustful of strangers,
especially those of other races. Their strongest
antipathies are towards orcs and elves. Though
dwarves are greedy by nature, they are
essentially honest. Dwarven warriors favor the
axe as weapon. Pride matters as much to
dwarves as face does to the Japanese.
Special Abilities: 1. A dwarf may see in
the dark as a human does at dusk. His effective
range of vision in the dark is 50 feet under the
open sky, 100 feet inside man- made structures,
and 150 feet inside caves and tunnels. 2. A
dwarf may assess the value of and deal in gems
and metals as if he is a Merchant (see 57) of
Rank 5. If a dwarf character progresses in the
Merchant skill, his ability to assess the value of
gems and metals is five greater than his current
Rank, to a maximum of ten. 3. If a dwarf
character takes the Ranger skill, he expends
one-half the Experience Points to progress
Ranks, if he specializes as a spelunker (i.e.,
mountain environment). 4. A dwarf's capacity
for alcohol is twice that of a human's.
Characteristic
Modifier
Physical Strength
Add 2
Agility
Subtract 2
Endurance
Add 1
Magical Aptitude
Subtract 2
Willpower
Add 2
Perception
Add 1
Tactical Movement Rate
Subtract 1
Average Life Span: 125 to 150 Earth years
[6.5] An elf is a lithe humanoid, of
joyful demeanor, who frequents
wooded areas.

Traits: Elves are great respecters of nature


and learning. They are virtually immortal, and
are, at the same time, repositories of great
wisdom and highly enthusiastic merrymakers.
Many elves cannot handle their dual natures,
and become either frivolous wastrels or grim
questers. The elves are ethical by nature, and,
though they do not often interfere in the affairs
of others, are traditionalists. Elven warriors
favor bow weapons and disdain metal armor.
Members of other races generally find elves
attractive.
Special Abilities: 1. An elf may see in
the dark as a human does on a cloudy day. His
effective range of vision in the dark is 150 feet
under the open sky, and 75 feet elsewhere. 2. If
an elf character takes the ranger skill and
specializes in a woods environment, he expends
one-half the Experience Points to progress
Ranks. 3. An elf receives a Magic Talent which
functions in all respects as Witchsight (Talent
T-l, Book II, pg. 60). 4. An elf makes little or no
noise while walking and adds 10% to his chance
to perform any activity requiring stealth. 5. If an
elf character takes the healer skill (see 55), he
expends three-quarters the Experience Points to
progress Ranks, though he may not resurrect the
dead. 6. An elf is impervious to the special
abilities of the lesser undead. 7. If an elf
character takes the courtesan skill (see 54), he
expends one-half the Experience Points to
progress ranks.
Characteristic
Modifier
Physical Strength
Subtract 1
Agility
Add 1
Endurance
Subtract 1
Magical Aptitude
Add l
Willpower
Add 1
Fatigue
Add 2
Perception
Add 1
Tactical Movement Rate
Add 1
Estimated Life Span:
Circa 30,000 Earth years.
[6.6] A giant is a huge, slightly
prognathous humanoid. Whose
existence stems from deep
elemental magic.
Type: The player must roll D10 to determine what type of giant his character is.
DIE
Giant Type
1 to 3
Fire
4 to 6
Frost (Water)
7 or 8
Cloud (Air)
9 or 10
Stone (Earth)
Traits: Giants have a good-natured respect
for their own element, and a healthy respect for
its opposite (Fire opposes Water, Air opposes
Earth). Giants are lusty types, preferring nothing
better than to go through life brawling, drinking,
and wenching. They tend to gather together in a
clan arrangement, building huge halls (or
steadings) in out-of-the-way locations. They are
not overly intelligent, and resent humans and
elves particularly. Giants enjoy riddling and
bartering. Giant warriors favor the club and
sword (scaled to their size).
Special Abilities: 1. A giant possesses
infravision, which allows him to see faint red
shapes where living beings are located in the

CHARACTER GENERATION & COMBAT, PAGE 9

dark. His range of vision is 250 feet. 2. A giant's


magic resistance is increased by IO%, except
when a spell of the opposite elemental
alignment is cast at him, in which case his
magic resistance is reduced by 20%. 3. A giant
caster whose college is identical to his element
gains 5% of his chance to cast a spell of that
college. A giant may not be a caster of the
college opposed to his element. 4. Whenever a
giant attempts minor magic (see 4.2), the GM
should increase the difficulty factor by one,
making it easier.
Characteristic
Modifier
Cld Fire Frst Strm
Physical Strength
+19 +10 +19 +8
Manual Dexterity
Subtract 1
Agility
Subtract 2
Endurance
+25 +15 +20 +10
Magical Aptitude
Subtract 1
Willpower
Subtract 1
Fatigue
Add 1
Average Life Span: 500 Earth years.
[6.7] A halfling is a short, sleepy
humanoid, who frequents halflingconstructed burrows.
Traits: Halflings appreciate the good life
more than most; a successful halfling will
arrange a schedule of much sleep, good food,
and relaxed study or conversation. Halflings are
a social folk, though are more inclined to keep
intercourse among themselves. They greatly
enjoy the telling of tales and exchange of
gossip. Halflings take their responsibilities
seriously. Halfling warriors use, for obvious
reasons, smaller weapons, including maces and
slings. Halflings usually go barefoot and are
noted for their tough, hairy feet.
Special Abilities: 1. A halfling possesses
infravision, which allows him to see solid red
shapes where living beings are located in the
dark. His range of vision is 100 feet. 2. A
halfling adds 20% to his chance to perform any
activity requiring stealth. 3. If a halfling takes
the thief skill, he expends one-half the
Experience Points to progress Ranks. 4. A
halfling may dispose of jewelry into large, semiactive volcanoes, without anyone thinking the
worse of him.
Characteristic
Modifier
Physical Strength
Subtract3
Manual Dexterity
Add 3
Agility
Add 2.
Endurance
Subtract 2
Magical Aptitude
Subtract 1
Willpower
Add 1
Tactical Movement Rate
Subtract 1
Average Life Span: 80 to 90 Earth Years.
[6.8] An orc is a stoop-shouldered, surly
humanoid who is nomadic by nature.
Traits: Orcs are a cruel, violent folk,
liking nothing better than to rape and pillage.
Individually, orcs are a cowardly lot, but a charismatic leader can turn a band of orcs into a
conquering horde. Orcs enjoy the sensual pleasures of life, and reduce their already short life
span through hard living. Orc warriors favor the
scimitar. Orcs are considered unattractive by the
other humanoid races.

Special Abilities: 1. An orc possesses


infravision, which allows him to see faint red
shapes where living beings are located in the
dark. His range of vision is 150 feet. 2. An orc's
eyes are highly light sensitive. The GM should
decrease an orc's chance of aiming at a target
during daytime by 5% to 15%, de- pending on
the brightness of the sun. 3. An orc is not an
adept student. Increase the game time required
to learn or improve upon any ability by one day
per week required. 4. An orc's seed is highly fertile. The orc and hybrid orc population increase
mitigates against the high orc fatality rate.
Characteristic
Modifier
Physical Strength
Add 2
Agility
Subtract 1
Endurance
Add 1
Magical Aptitude
Subtract 2
Willpower
Subtract 2
Fatigue
Add 2
Average Life Span: 40 to 45 Earth Years.
[6.9] A shape-changer is a separate
genetic strain of human, with the ability
to change into the form of a particular
animal.
Type: The player must roll D10 to determine what type of shape-changer his character
is.
DIE
Shape-Changer Type
1 to 4
Wolf
5 or 6
Tiger
7 or 8
Bear
9 or 10
Boar
Traits: Shape-changers are identical in
appearance to humans when not in animal form.
Shape-changers are somewhat bestial in nature,
adopting traits one might expect from an
anthropomorphized wolf, tiger, bear, or boar.
There exists a love/hate relationship between
humans and shape-changers: shape-changers
possess some degree of animal magnetism, but,
if discovered, can expect severe treatment at the
hands of humans. Shape-changers are, on the
whole, bitter towards humans, and are not above
using humans to their advantage. There are very
few ways to tell a shape-changer from a human
(e.g., they will be discomforted by garlic), and
these vary by shape-changer type. Shapechangers are a ruthless lot.
Special Abilities: 1. A shape-changer
may change from human to animal form (or
vice-versa) in 10 seconds during daytime and 5
seconds during the nighttime. 2. A shapechanger possesses a dual nature. While in
animal form, human inhibitions will be muted,
and while in human form, animal instincts will
be dulled. 3. A shape-changer cannot be harmed
while in animal form, unless struck by a silvered
weapon, magic, or by a being with a Physical
Strength greater than 25. Five Damage Points
are automatically absorbed in the latter case. 4.
The shape-changer will regenerate 1 Endurance
Point every 60 seconds while in animal form. 5.
The shape-changer must devise a set of characteristics for his animal form. Take the
difference between the average for each
characteristic in animal and human form, and

modify the human characteristics appropriately.


6. A shape-changer is automatically lunar
aspected (see 7.3). 7. A shape-changer may remain in animal form for one-quarter of the night
times the phase of the moon; thus, during the
full moon the shape-changer could remain in
animal form all night. A shape-changer may
remain in animal form for one hour times the
quarter of the moon during the day. A shapechanger may make one set of transformations
times the quarter of the moon. 8. If a shapechanger is in animal form during the day, there
is a 1% cumulative chance for each 5 minutes
he remains in animal form that he will never be
able to change back into human form. Similarly,
if the shape-changer exceeds the time limits
given in Ability 7, there is a 1% cumulative
chance (per 5 minutes) of his not being able to
regain human form. Roll up a new character, or
know an extremely powerful wizard. 9. A
shape-changer will be inconvenienced by those
wards which can be used against were-creatures.
10. A shape-changer's magic resistance is
increased by 5%. 11. If a shape-changer takes
the courtesan skill (see 54.), he expends threequarters the Experience Points necessary to
advance Ranks.
Average Life Span: 55 to 65 Earth years.

7. ASPECTS
The date and time of birth of a character
will have a small, but significant, effect upon
the course of his life. Some mana is invested by
one of the Great Powers into the soul, or lifeforce, of every being born into a DragonQuest
world. A character will benefit during the time
his Power is in full ascendancy, and will suffer
when the opposite Power is in full ascendancy.
The gamesmaster is obliged to keep track
of the passage of time for the purposes of
character advancement in abilities (see 87). If he
is not willing to maintain a formalized calendar,
then he should not use the ensuing rules. The
work required is minimal, though, once the
calendar is set up.
The times of high noon and midnight are
extremely important when applying the effects
of aspects. The gamesmaster should allow
characters to perform actions at precisely those
instants, though the passage of time must be
properly monitored. The GM may wish to
counter the players' timing with monsters and/or
non-player characters who use their aspects to
full advantage.
[7.1] Each player randomly determines
the aspect of his character.
Each player rolls D100, and enters the
result corresponding to his dice-roll on his
Character Record.
DICE
Aspect
01 ... 20
Winter Stars
21 ... 40
Vernal (Spring) Stars
41 ... 60
Summer Stars
61 ... 80
Autumnal (Fall) Stars
81 ... 85
Sun
86 ... 90
Moon
91 ... 95
Life
96 ... 100
Death

DRAGONQUEST SECOND EDITION, PAGE 1O

[7.2] A character is affected by a


seasonal aspect during the season of
his aspect and during the season which
does not share an equinox or solstice
with the season of his aspect.
Stars are ascendant during the season for
which they are named. The Vernal Stars are
ascendant when the Autumnal Stars are
descendant, and the Winter Stars are ascendant
when the Summer Stars are descendant. The
reverse is true in both cases.
Consult the following table to determine
when to apply seasonal aspect effects, and what
they are.
Time
Effect
Midnight, Character's Stars
-10
Ascendant
Midnight, Equinox or Solstice
named for Character's Stars

-25

Midnight, Character's Stars


Descendant

+10

Midnight, Equinox or Solstice


other than that Named for +25
Character's Stars
The effect is applied to any percentile roll (not
success chance) for that character for 30
seconds before and after midnight. If the night
is cloudy, reduce the effect to a minimum of 2
and 5, respectively, depending on how complete the cloud cover is.
[7.3] A character of solar or lunar aspect
is affected by his aspect at high noon
and midnight.
Consult the following table to determine
when to apply solar aspect effects, and what
they are.
Time
Effect
Noon
-5
Midnight
+5
Noon, Summer Solstice
-25
Midnight, Winter Solstice
+25
Multiply the solar aspect effect by -1 to
determine the effect for lunar-aspected characters. The effect is applied to any percentile
roll (not success chance) for a solar or lunar
aspect character for 10 seconds before and after
high noon or midnight. If the sky is cloudy,
reduce the effect to a minimum of 1 and 5,
respectively, depending on how complete the
cloud cover is.
[7.4] A character of life or death aspect
is affected by a birth or death in his
immediate vicinity.
Consult the following table to determine
what events bring life or death aspect effects
into play, the range at which they affect a
character, and what they are.
* The relative may be no more distant than
second cousin. A female life-aspected character
will suffer no pain after giving birth, and will be
as healthy and active as she was before she
became pregnant. A life aspect effect is applied
for 3 seconds times the range number (e.g., the
birth of a humanoid mammal would cause an
effect for 750 seconds). A death aspect effect is
applied for 1 second times the range number.
Death aspect effects are non-cumulative (only

one may be in effect at a given time), life aspect


effects are cumulative.
Range
Aspect of
is less
Character Event
than
Effect
Birth of nonhumanoid
Life
-5
Death
mammal
100'
+5
Life
Birth of human-10
Death
250'
+10
oid mammal
Birth of humanoid mammal
Life
-25
related to
Death
500'
+25
character*
Death of nonLife
+5
humanoid
Death
50'
-5
mammal
Death of
humanoid
Life
+10
Death
125'
-10
mammal
Death of
humanoid
Life
+25
mammal related
Death
to character*
250'
-25

8. HERITAGE
Most characters are of an age equal to onefourth of their life-span before players assume
control of them. A human character, for instance, will begin with 18 of his 70 years already behind him. Elves will be the proverbial
exception to the rule, assume that an elf is between three hundred and one thousand years
old, and even then the elapsed time may be on
the low side.
The social position of the character's
parents during the time of his adolescence is
described in general terms.
The heritage rules are designed with a
human character in mind. If a player has a nonhuman character, he will have to take part in the
ongoing process of defining his character's
position within his race. An elven character, for
instance, might be classified as woods, sea, or
high elf. The player and the GM then decide
which was the forest of his character's birth, and
the position of his parents in an elven community by comparing it to the human analogue
given on one of the Heritage Tables. The
experience and monies gained from these tables
still hold, regardless of the history the player
and GM sketch for the character.
[8.1] The player must determine the
social status of his character's parents.
The player rolls D100, and reads across on
the line corresponding to the dice-roll to derive
the status of his parentage and his money
multiplier (see 8.5).
A character of noble birth will at all times
have some sort of stigma attached to him: he
may be a natural black sheep or a remittance
man doing time until he will be for- given for a
disgraceful breach of conduct. In rare instances,
a noble-born character will be naturally adventurous; his family will probably dismiss his
departure from his proper station on some
pretext or other. The young noble is certainly
not performing the duties expected of him ruling the people in fief to him, or learning to do

so. A character will never be of royal birth.


Social Status Table
Money
DICE Social Status Multiplier
01...09 Poor Trash
1
10...25 Impoverished
Gentlefolk
2
26...44 Burgher or Farmer
4
45...54 Merchant
6
55...58 Merchant Prince
10
59...77 Craftsman or
5
Adventurer
78...89 Bandit or Pirate
8
90...97 Lesser Nobility
51
98...00 Greater Nobility
10
[8.2] A player must determine his
character's legitimacy, and his
standing (if any) vis a vis his siblings.
The player rolls D100, and cross-indexes
the roll with the social status of his parents.
Order of Birth Table
LegitiFirst
Child
Bastard mate
Poor Trash
01...30 31...89
90...100
Impoverished
Gentlefolk
01...10 11...85
86...100
Burgher or
01...17
18...91
92...100
Farmer
Merchant
01...20
21...89
90...100
Merchant
01...24 25...87
88...100
Prince
Craftsman or
01...13
14...92
93...100
Adventurer
Bandit or
Pirate
01...06
07...78
79...100
Lesser
01...27
28...96
97...100
Nobility
Greater
01...35
36...98
99...100
Nobility
[8.3] The character's order of birth
modifies his initial allotment of experience and monies.
A bastard was born under dubious circumstances, but should be able to prove who is his
less-favored parent. He will have had to fend for
himself at an early age, and can handle himself
better than most. A bastard receives 50% of the
money due him, but begins with 25% more
Experience Points.
A legitimate child is the offspring of a
couple in wedlock, at the time of his birth. Such
a child will be the second or younger of the
acknowledged children. His parents gave him as
much attention as they could. A legitimate
child's monies and experience are unmodified
by his order of birth.
A first child is the first legitimate child
born to his parents (though others less fortunate
than he may have arrived earlier). He has
received better treatment than his siblings, but
has been shielded a little from some of the
harsher realities of life. A first child receives a
50% increase to his initial monies, but a 25%
decrease to his starting Experience Point total.

CHARACTER GENERATION&COMBAT PAGE 11

[8.4] A player may wish to know


the exact order in which his
character was born, if he is listed
as a "legitimate child."
The player rolls D10 to determine the order
of birth.
Die
Sibling Rank
13
Second
45
Third
6
Fourth
7
Fifth
8
Sixth
910
Seventh or younger
[8.5] A player now determines his
character's initial allotment of Silver
Pennies and Experience Points.
The player rolls D100 twice: the first time
is for Experience Points, the second for Silver
Pennies.
Dice
01 ... 02
03 ... 06
07 ... 14
15 ... 30
31 ... 50

Exp
Pts
10
30
60
90
120

SP's
5
15
25
35
45

Dice
51 ... 70
71 ... 86
87 ... 94
95 ... 98
99 ... 100

Exp
Pts SP's
140 55
170 65
200 75
230 85
250 100

The Experience Point total may be modified by


the character's order of birth, and the Silver
Penny total will be modified by the Money
Multiplier (see 8.1) and may be modified by the
order of birth.
[8.6] A character may expend his initial
allotment of Experience Points and/or
Silver Pennies before ever going on an
adventure.
Goods that can be purchased are listed on
the Basic Goods List and Experience Point costs
are listed on the Experience Point Cost Chart.
Note: A character may expend only 100
Experience Points (rather than the usual cost,
see p. 147) to acquire any one skill at Rank 0.
He may exercise this option before his first, or
at the conclusion of any adventure.
[8.7] The player has completely
generated his character.
The player checks that every piece of
relevant data has been entered on his Character
Record, and then hands the completed record to
the gamesmaster. The player may want to equip
his character with armor, shield, and weapon
(see 18.1, 17.5, and 20.2), choose a college of
magic for his character (see 34), choose skills
for the character (see 8.6 and VII) and any abilities afforded by the adventure rules (see IX).
[8.8] The player should choose a name
for his character.
A name gives a character a specific identity. It is much easier to recount the exploits of a
character if the deeds can be attributed in his
name. If the players in one campaign wish to
co-operate, they can name their characters in a
similar fashion (e.g., every character in world
has a Tolkienian name). This will aid in
fostering the belief that those characters exist in
the same alternate universe.

V. COMBAT
In any DragonQuest world, individual
combat is an inevitable (and sometimes
necessary) occurrence, and the players should
be aware of its dangers. Fighting is a deadly
process and should be avoided if at all possible.
Heroes are made by defeating the dragon, but
more graves are dug than heroes made. The
DragonQuest combat system reflects these
dangers and emphasizes skills and smarts over
brawn and brutality.
Combat occurs whenever characters, nonplayer characters, or monsters attempt to
physically overcome or harm other conscious
opposing figures while on the Tactical Display
or in the Chase Stage (see 80). Combat should
not occur whenever entities simply encounter
one another; rather only when some overtly
hostile action has taken place or intentions are
made clear.
When combat has begun (whether both
sides are aware of each other or not), the GM
should set up the Tactical Display and have the
players place the pieces representing their characters on the display with the GM being the
judge as to their final positioning. The pieces
representing the hostile figures are then placed
by the GM and the combat sequence begins.
Combat time on the display is divided into
5-second Pulses during which all figures may
attempt to take various actions, depending on
their positions relative to the hostile figures. The
orders in which these actions take place is
determined by the figures' Initiative Value (for
engaged figures) or by the Initiative Die Roll
(for non-engaged figures). Attacking is resolved
by rolling D100 versus the attacker's modified
Strike Chance with his weapon. If a hit results,
any damage is generated by rolling D10 and
adding modifiers by weapon type.
When all figures occupying the display are
either dead, unconscious, incapacitated, or
friendly towards each other, combat is over.
Combat should never last any longer than
necessary to resolve the situation; returning to
the Trek/Wait stage (see 80) as soon as possible
will speed overall play.

9. COMBAT TERMINOLOGY
The following terms are used throughout
the combat rules:
Action. The movement and/or combat activity
a figure may attempt during one Pulse. The
number of actions a figure attempts during a
Pulse is a function of his modified Agility.
Attacker. The figure taking action in an
engagement.
Attack Zone. Any hex into which a figure
may Melee or Fire attack.
Base Chance. The percentage chance for one
figure to strike another with a weapon; listed for
each weapon on the Weapon Chart.
Blocked Hex. Any hex which contains enough
solid matter to block any attack. The Attack
Zone of a figure cannot extend into a Blocked
hex.
Close Combat. Any combat involving fig-

ures mutually occupying the same hex.


Combat Action. Any action taken by a figure
occupying the display while in combat. Choice
of actions may be limited due to position
relative to hostile figures.
Damage Check. A roll on a D10 to determine the amount of damage done after a successful hit.
Damage Points. The amount of damage
(expressed as a number) done as a result of a
damage check.
Defender. The figure on the receiving end of
any attacker's action.
Effective Damage. Any Damage Points (to
either Fatigue or Endurance) which are actually
inflicted on the figure hit; this does not include
points absorbed by armor or ignored due to
other considerations.
Engaged. Hostile figures occupying adjacent
hexes are engaged.
Facing. The placement of a figure on the display such that it unambiguously is oriented
towards one hex, termed its front hex. Once this
orientation has been performed, a figure's front
and rear hexes are determined.
ILLUSTRATION 1 The figure is facing hex #2.

Figure. Any sentient entity occupying the


display.
Fire. To throw or fire a weapon or spell in
Ranged combat.
Grapple. The act of striking a figure in close
combat.
Grievous Injury. An injury suffered which
results in the maiming or temporary incapacitation of a figure.
Line of Fire. A straight line drawn from the
center of an attacking figure's hex to a target
figure's hex which passes only through hexes of
the attacking figure's Ranged zone and is not
blocked.
Melee Zone. The front hexes of any conscious, unstunned figure armed with a weapon
rated for Melee combat.
Modified Agility. The figure's Agility after it
has been modified due to weight carried (see
82.9) and armor worn (see 18.1).
Modified Manual Dexterity. The figure's
Manual Dexterity after it has been modified due
to type of shield carried (see 17.5)

DRAGONQUEST SECOND EDITION, PAGE 12

Obscured Hex. Any hex into which a figure


normally cannot see but which objects may pass
through. A figure may attack into an obscured
hex but cannot fire through it.
Prepared Item. Any item (weapon, shield,
flask, etc.) which a figure has in his hand(s) and
can readily use.
Pulse. A five-second increment of game time
which regulates actions while on the Tactical
Display.
Ranged Zone. The hexes radiating out from a
figure's front hexes into which that figure can
see and fire a weapon, spell, etc.
Sheltered Hex. Any hex containing physic- al
objects behind which a figure could take shelter
such that approximately 50% of his body is
protected from any attack.
Strike. The act of attempting to hit a hostile
figure.
Strike Chance. The chance of hitting a hostile
figure with a weapon; it is a combination of the
Base Chance, Manual Dexterity and Rank.

Strike Check. The roll on D100 to see if the


attack was successful.
Tactical Movement Rate. A figure's Movement Allowance in hexes per Pulse while on the
display.
Weapon. Anything used to strike a hostile
figure.

10. COMBAT EOUIPMENT


To aid in the resolution of combat situations, the players and the GM should have a
number of items close at hand. If these items are
prepared before combat begins, the en- tire
process will take much less time to resolve.
The Tactical Display is used to locate and
regulate the movement of the figures involved
in combat. It consists of a 25mm hexagonal
grid, an example of which is included in this
rules book. Each hex represents 5 feet of space
from side to side. A number of photocopies of
this display should be made and butted together
to form large areas. The GM may wish to cover

the display with a clear plastic (contact paper or


acetate) to allow drawing on the display with
china pencils or other erasable markers. If the
players and the GM wish a detailed, rugged,
25mm hexgrid for use with DragonQuest's
combat system, one is available from the
publisher.
If the GM wishes to use a 1-inch square
grid instead of hexes, he may, but should
resolve any rules anomalies himself.
When representing figures on the display,
some form of markers must be used. Often lead
miniatures (available from most hobby stores)
are painted to represent players' characters.
Cardboard counters are equally useful, with
counters being much less expensive but also
much less visually exciting. Beginning players
often find the three dimensional quality of
miniatures helpful in visualizing what is
actually occurring during combat. GM's will
find that trying to collect an arsenal of
appropriate monster miniatures grows to

CHARACTER GENERATION & COMBAT, PAGE 13

11. PREPARATION FOR


COMBAT
Whenever it has been determined that
combat in some form is an inevitable result of
an encounter, the GM must set up all the
equipment necessary for the resolution of
combat (see 10.). It is important for the GM to
be as organized as possible (have monsters' or
NPC's characteristics and weapons pregenerated, have miniatures or counters ready, have
the encounter area mapped to facilitate easy
transfer to the display, etc.) so the set-up time
for combat goes quickly. Knowing combat is
coming, the players will get more excited in
anticipation, and now is nor the time for the GM
to fumble with his notebook. Each player should
have his playing piece and Character Record
prepared and ready. There should be as little
fuss as possible when placing pieces on the
display, and the GM has the final word as to the
placement of all characters, NPC's, and
monsters.
If the GM has prepared the display to
accept either china pencils or markers, he should
draw in the details of the encounter location.
This may be a hallway in a dungeon, a room in a
castle, or whatever - wherever the party may
encounter hostile entities is where combat may
take place. If the display would be marred by
drawing on it, the GM should use dice or some
other form of marker to record the locations of
important details. Anything the players would
be able to see, touch, hear, or smell should be
described to them, because inventive players
will scrape for any advantage they can find, and
are not above using a broken bottle, for
ILLUSTRATION 2
grows to become inordinately expensive, and
numbered counters may be used. Special
monsters, painted and prepared by the GM for a
particular encounter, are useful to spice up an
adventure.
The GM should have a copy of a completed Adventure Record and the players should
have their Character Records. These contain
information which will be used continuously
during combat, such as strike chances,
movement rates, etc. If any NPC's or monsters
are involved in combat, the GM should record
their characteristics and information on a piece
of scrap paper or index card. This information
should be determined prior to the adventure if at
all possible. Any damage taken in combat
should be recorded on a piece of scrap paper
rather than on the Adventure or Character
Records. Blank copies of these two records are
included in this book.
Percentile dice are used in the resolution of
combat, and plenty should be available (one pair
for each player and the GM is ideal). Also,
copies of all the combat charts and tables should
be made so the players may readily refer to
them. The GM will often use a GM screen to
hide his die rolls, papers, etc., and the charts and
tables may appear on it. SPI sells a screen
designed for DragonQuest containing copies of
all the needed combat charts and tables.

DRAGONQUEST SECOND EDITION, PAGE 14

example, as a thrown weapon if they can find


one. The players need to feel as if they know all
the details of the encounter location they could
know if they were actually there. It is the sloppy
GM who suddenly realizes he hasn't told them
about the small window in the northern wall just
as the party is frantic- ally scrambling to find an
escape route.
[11.1] Prior to placing the hostile figures
on the display, the GM determines
whether a surprise situation exists.
See 80.2 for the procedure to determine
whether surprise exists. Once the determination
has been made (this information should be
conveyed to the players only if they are the ones
who have achieved surprise) the GM then places
the hostile figures on the display. If no surprise
exists, the distance between the two parties
should not be less then 8 hexes, and each group
is aware of the other. If surprise does exist, the
distance between the groups should not exceed 8
hexes, and can be much less depending on the
GM judging the degree of "jump" one group has
on the other. In both cases, the CM has the final
say as to the distance separating the groups.
If surprise does not exist, Initiative is determined normally for the first Pulse of com- bat
(see 12.2). If surprise does exist, the party with
the advantage receives one "free" Pulse during
which it can take any action it wishes without the
surprised group being able to react. After this
free Pulse, Initiative for the remainder of combat
is determined normally.
[11.2] After placing all the figures on the
display, the GM assigns any Fatigue
losses the figures may have incurred as
a result of their actions prior to combat.
For the characters, the GM should use the
system detailed in 82.0. For all hostile figures, he
should make a quick estimate relating all
presumed activity they may have undertaken up
to the instant of combat. The GM may dispense
with this procedure if he feels the Fatigue loss
would balance out or if he wishes to simply get
on with and resolve the encounter. If he assigns
penalties from one side, he must make a judgment for the other; he should never treat one
party differently from another in this regard.
Assigning hostile figures a high Fatigue loss
is one method of balancing a fight so the
characters may be able to defeat a foe who, on
the surface, may appear vastly superior. This
does wonders for party morale.

12. COMBAT SEQUENCE


The order in which all actions are attempted
in a Pulse is called the combat sequence. This
sequence should be adhered to by the players and
the referee as this will greatly speed play.
Each Pulse, the following events occur in
order:
1. Initiative is determined for all non-engaged
figures.
2. If any Melee or Close combat is possible, the
GM groups the engaged figures into engagements, determines Initiative for each engagement, and resolves combat for each engagement
separately prior to proceeding to the next engagement. Each engaged figure may choose one

action from the list of actions allowed of engaged figures on the Action Summary (see 15.7).
3. The side that won Initiative in Step 1 now
has the option to take action or let the other side
take action. All actions of the figures on one
side must be resolved before any figures on the
opposing side may take action. Note: It is
entirely possible for Ranged, Melee, or Close
attacks to occur in this step as non-engaged
figures move and attack. Each non-engaged
figure may choose one action from the list of
actions allowed of non-engaged figures on the
Action Summary (see 15.7).
After these steps are performed, the Pulse
is over and a new one begins. See 78.3 for
guidelines regarding speedy resolution of
combat actions.
[12. 1] A Pulse is a 5-second increment
of time used to regulate all actions in
combat situations.
Each action listed in Sections 13 and 14
takes one full Pulse to accomplish unless the
figure performing them has an exceptional
Agility (see 15.3), in which case two actions
may be combined. Magic may also alter the
amount of actions taken in a Pulse.
Some actions which figures in combat may
wish to attempt will take far more than one
Pulse. The following list is intended as a guide
for the GM to be able to judge how long an
attempted action will take to perform (remembering each Pulse equals 5 seconds):
ACTION

SECONDS

Search for trap in specific place


(e.g., door)
20
Attempt to remove trap
see 61.3
Quick search of 10' by 10'
room for disguised objects
15
Sound wall (floor, ceiling)
5
Search 100 square foot wall segment for concealed objects
90
Pick Lock
see 61.2
Force Lock
15
Spike Door (per spike)
10
Light Torch
25
Light Lantern
35
Exchange wieldy item close to
or in hand with another being
1-handed, 1 item
20
1-handed, 2 items
30
2-handed, 1 item
10
2-handed, 2 items
20
Take off Backpack
25
Remove Item from Backpack
On ground
30
On back
40
Store Item in Backpack
15
Mount horse
5
Dismount horse
5
[12.2] At the beginning of a Pulse,
Initiative must be determined for all nonengaged figures.
To determine Initiative, the Leader for
each side rolls D10. To the result is added the
Leader's Perception plus his Military Scientist
Rank. The side with the highest total has the
Initiative for the Pulse (any ties are re-rolled).
When it becomes that side's turn to take action,

it may choose to act first or last, as it desires.


That decision is made after all engaged actions
have been taken.
If the Leader is involved in Melee or Close
combat, Stunned or unconscious, or otherwise
incapacitated, some other non- engaged figure
must roll for Initiative. His Perception (only) is
added to the D10 roll for Initiative. A nonleader may not add his Military Scientist Rank
to the roll.
The Leader for a party is appointed prior to
an adventure. An alternate may be designated,
but this alternate may not add his Military
Scientist Rank. If there is any doubt as to who is
the current leader of a party, the GM resolves
the dispute.
[12.3] For engaged figures, Initiative is
determined by comparing each figure's
Initiative Value.
A figure's Initiative Value is equal to his
modified Agility+Perception+Rank with any
prepared weapon. If the figure has no prepared
weapon, it is equal to his modified Agility+
Perception. In each engagement, the figure with
the highest Initiative Value may act either first
or last, at his option. All others must act in order
of their Initiative Value, from highest to lowest.
If a figure is Stunned, or has any rear hex toward his opponent, the opponent automatically
receives the Initiative. Every character, NPC,
and monster should have its Initiative Value for
all the weapons or attack forms determined prior
to the adventure and recorded (for characters, on
their Character Record).
[12.4] An engagement is defined as any
number of figures occupying adjacent
hexes, occupying the same hex, or any
combination thereof.
Further judgment must be made by the GM
as to the intent of each figure. For purposes of
determining Initiative Values, each figure
should be compared only to other figures who
are involved in the same combat, or who
mutually mean each other harm (see illustration).
Engagements are defined to allow swift,
unambiguous resolution of combat situations.
The GM resolves each engagement's combat
separately, and deals with the individual
engagements in any order he finds convenient.
[12.5] When a figure chooses an action,
it is assumed to be performing that
action until it may choose again.
Thus, if a figure chose to move during the
last Pulse, it is assumed to be moving for all
purposes of determining combat modifiers,
affects, etc.

13. ACTIONS OF ENGAGED


FIGURES
Being engaged imposes certain limitations
on the actions which a figure may at- tempt. A
figure who is engaged is defined as one who is
adjacent to a hostile figure on the display, and
may have his movement and choice of action
restricted. The order in which the actions of
engaged figures are resolved is determined by
each figure's Initiative Value, and any actions

CHARACTER GENERATION & COMBAT, PAGE 15

taken by engaged figures are not simultaneous.


Two or more hostile figures who occupy the
same hex are in Close combat and are considered
engaged.
[13.1] An engaged figure may Melee
attack any figure within his Melee Zone,
If the figure who wishes to make the attack
is within the defender's Melee Zone, he may
move only one hex within that Zone, and change
facing prior to attempting the attack. He may not
move or change facing after the attack.
If the figure who wishes to attack is not
within the defender's Melee Zone, he may move
up to 1/2 of his TMR either before or after
executing the attack. Any facing changes may be
made only after the attack.
[13.2] An engaged figure may Evade,
If the figure who wishes to Evade is within
the defender's Melee Zone, he may move only
one hex within that Zone and change facing one
hexside while executing the Evade.
If the figure who wishes to Evade is not within
the defender's Melee Zone, he may move up to
1/2 his TMR and change facing as he sees fit
(within the GM's discretion, see 14.l) while
executing the Evade.

If a Melee attack is attempted on a figure


who is Evading, with a Ranked weapon, he may
be able to Parry or Riposte (see 17.4).
Note: A figure who is Evading receives
defensive benefits versus Melee and Ranged
attacks (see 17.6).
[13.3] An engaged figure may Withdraw.
If the figure who wishes to Withdraw is
within the opponent's Melee Zone and the
opponent also occupies at least one hex of the
figure's Melee Zone, the figure may Withdraw
by backing directly into any of his rear hexes
but may not change facing. While Withdrawing, the figure may adopt one of two
postures, Offensive Withdrawal or Defensive
Withdrawal. If he chooses the offensive posture, he may strike at his opponent (at a -20
modifier to his Strike Chance) before executing
the Withdrawal. To adopt a defensive posture, a
figure must have a prepared shield (ranked or
unranked). While in this posture, he may
interpose the shield between himself and any
attack. This adds 20% to his Defense, in
addition to any other modifiers already in his
favor.
If the figure who wishes to Withdraw is
within the opponent's Melee Zone but the

ILLUSTRATION 3

All three figures in Group A are engaged, as are both


figures in Group B. Note that figure 4 in Group B is
technically engaged with figure 3 in Group A, but the
GM concluded that figure would more likely attack
figure 2, whom figure 3 faces.

If, however, figure 4 turned his back on figure 5 to


attack figure 3 in Group A, he would then become
engaged with that Group. In Group C, figures 6 and
7 are engaged, even though 7 faces away from 6; in
this case, 6 automatically has the Initiative.

opponent does not occupy any hexes of the


figure's Melee Zone, he may move and change
facing normally (see 14.1). Note: Figure #7 in
the illustration on this page is an example of this
situation. If the opponent is able to Melee attack
the figure, the opponent automatically receives
Initiative for the attack. A figure may Withdraw
from one hostile figure's Melee Zone into
another hostile figure's Melee Zone. If the figure
wishing to Withdraw does not occupy a hex
within the defender's Melee Zone, he may move
normally.
[13.4] An engaged figure may take any
Pass action.
If the figure wishing to Pass is within a
hostile figure's Melee Zone, he may move one
hex within that Zone and change facing while
Passing.
If the figure wishing to Pass is not within a
hostile figure's Melee Zone, he may move up to
two hexes and change facing while Passing.
A Pass action is a generic term for any
non-attacking action a figure may do. Typical
Pass actions include: preparing an item; preparing a weapon; putting an item or weapon away;
picking up a dropped weapon or item; mounting
or dismounting a riding beast; loading a missile;
dropping to one knee or prone; rising up, etc.
All of these actions are mutually exclusive;
that is no two can be attempted during the same
Pass action.
[13.5] An Adept who is engaged may
attempt to cast a spell.
If the Adept wishing to cast a spell is
within a hostile figure's Melee Zone, he may not
move or change facing, and if attacked, will
have to perform a Concentration Check (see
29.5).
If the Adept wishing to cast a spell is not
within a hostile figure's Melee Zone, he may
change facing after the Cast Check is performed. An Adept who is in Close combat may
not cast a spell, but may activate Talent Magic
(see 26.0).
[13.6] An engaged figure may attempt to
Close and Grapple.
If the figure who wishes to Close and
Grapple is within the Melee Zone of the defender, the defender may attempt to Repulse the
attacker's Close attempt. If the defender wishes
to Repulse, he rolls D10 and compares the result
to his Rank with any Prepared weapon. If the
result is less than or equal to his Rank, the
attacker may not enter the defender's hex and
must cease all action for that Pulse. If the result
is above the Rank, the attacker may enter the
defender's hex and execute a Grapple attack
immediately.
If the figure who wishes to Close and
Grapple is not within the Melee Zone of the
defender, the defender may not attempt to
repulse the Close attempt and the attacker may
immediately enter and Grapple. Figures that are
larger than one hex treat this action differently
(see 22.0).
Note: Any figure who enters Close
Combat must immediately drop any Prepared
shield and any Prepared weapon not rated for
Close combat.

DRAGONQUEST SECOND EDITION, PAGE 16

[13.7] A figure engaged in Close combat


may attempt to Grapple, Pass or
Withdraw.
A Grapple is an attack in Close combat
against any figure who occupies the same hex as
the attacker. It is assumed any figures engaged in
Close combat are rolling around on the ground,
struggling with each other. Grappling may only
be attempted with a weapon rated for Close
combat.
The figure who wishes to Pass while in
Close combat may take any Pass action he
wishes (at the GM's discretion).
The figure who wishes to Withdraw while
in Close combat must first attempt to "break
contact." The figure rolls D10, and adds his (and
any other friendly figures in the hex) Physical
Strength and subtracts the total Physical Strength
of any hostile figures in the hex. If the modified
result is 10 or above, the figure may Withdraw
into any adjacent hex and is assumed to be
prone. In addition, an unmodified roll of 10
always allows Withdrawal

14. ACTIONS OF
NON-ENGAGED FIGURES
A non-engaged figure is one who is not
adjacent to any hostile figure on the display.
There are certain minor restrictions which result
from this, but non-engaged figures may
generally take any action they wish. All figures
who are considered on the same side or members
of the same party take their actions together and
in any order they find convenient. In case of
disagreement, the GM has final say as to the
order of actions. No actions are considered
simultaneous, and all actions of non-engaged
figures occur after all the actions of engaged
figures have been resolved.
The determination of which side acts first is
resolved by the Initiative die roll (see 12.2).
[14.1] A non-engaged figure may move
any number of hexes up to its Tactical
Movement Rate (TMR).
A figure's TMR equals the number of hexes
he may move In one Pulse, and he expends one
point of the TMR for each normal, unobstructed
hex he enters. For characters and all NPC's, this
total is determined by their modified Agility (see
5.6). For monsters, it is listed with their other
characteristics in 66 through 76.
During movement, a figure may change
facing as it desires within the judgment of the
GM and the fellow players. Any complicated
maneuver the figure attempts may result in a
penalty being applied by the GM in the form of a
reduction in the figure's TMR for that Pulse. For
instance, turning three hexsides (180") within
one move is a fairly complex maneuver. The GM
may decide if the figure wishes to change facing
to that degree, it may move two less hexes
during the Pulse. At the end of movement, a
figure must unambiguously face one hexside (in
the case of multihex monsters, one hex vertex).
The TMR assumes a flat surface with little
or no hindrance to movement. The GM is
allowed to assign a penalty for movement
attempted over terrain not conducive to quick
traversal. In any case, a figure may always (if not

Stunned, etc.) move one hex during a Pulse, no


matter how difficult the terrain.
If a figure enters the Melee Zone of any
hostile figure, he must stop movement but may
change facing. If in the midst of executing a
Charge and Close action, he may then be able
to enter the defender's hex, depending on the
results of the defender's Repulse attempt.
If a figure wishes to jump during his
movement, the GM may allow this with a
penalty of one hex for every 5 feet jumped
(horizontally or vertically) and make the figure
who jumped attempt a roll versus his Agility
(with an appropriate difficulty factor) to see if
he landed cleanly.
Often two (or more) friendly figures will
wish to pass through a hex at the same time, or
need to squeeze past another figure in the same
hex. The GM must judge whether circumstances will allow or prevent the move, and if it
is hindered, to what degree. Thus, a halfling
should be able to squeeze past a human without
too much trouble, but for one human to move
through a hex containing another human will
result in at least a TMR penalty of two hexes,
and possibly be disallowed if the human is
currently engaged in some fairly active
situation (such as preparing a bow to be fired).
A figure may crawl at a rate of '/4 of his
TMR (round all fractions down). Note: Giant
characters have their TMR calculated according
to the monster section pertaining to them
(70.1). The average TMR listed is used as the
midpoint of a chart the GM creates similar to
the one in 5.6, with the appropriate giant's TMR
replacing the average human TMR of 5, with
modification above and below that occurring in
a similar manner according to modified Agility
as for humans. Thus, a Cloud Giant with a
modified Agility of 19 has a TMR of 14
(average TMR of 13 + 1 for Agility = 14).
[14.2] A non-engaged figure may move
up to 1/2 (rounded down) of his TMR
and attempt to Melee attack with a nonpole weapon. and this action is a
Charge.
At the end of the figure's movement, if he
is adjacent to any hostile figure, he may Melee
attack him (with a negative modifier, see 17.6).
The destination hex is counted when figuring
1/2 of the TMR.
Consult the Weapons Chart for listings as
to which weapons are Pole weapons.
[14.3] A non-engaged figure may move
up to his full TMR and attempt to Melee
attack with a Pole weapon, and this
action is a Charge.
This action is in all ways similar to 14.2,
except the movement is greater and using a
Pole weapon gives the attacker a bonus to his
Strike Chance (see 17.6). Some Pole weapons
use this attack form from two hexes away (see
the Weapons Chart).
[14.4] A non-engaged figure may move
up to 1/2 of his TMR (rounded down)
and attempt to Grapple, and this is a
Charge and Close.
This action is in all ways similar to 13.6,
except the charging figure has moved into the

adjacent hex from outside that hex. No facing


changes are allowed during this action, and the
destination hex (the hex the defender occupies)
is counted when figuring % of the TMR.
[14.5] A non-engaged figure may move
up to 1/2 (rounded down) of his full TMR
and Evade as he moves.
The figure must obey all rules of movement (see 14.1) and while moving is much
harder to hit (see 17.6).
If a figure who is evading while moving is
Melee attacked he may (if he has a prepared
Rank weapon) be able to Parry or Riposte (see
17.4).
[14.6] A non-engaged figure may move
up to 2 hexes directly backward, and
this is a Retreat.
The action functions in all respects as a
Withdraw (13.3) except the figure may not
adopt an Offensive posture since there are no
adjacent hostile figures to attack.
[14.7] A non-engaged figure may fire a
Missile or Thrown Weapon. or loose a
Spell, and these are all Fire actions.
A figure may not move or change facing in
the same Pulse as a weapon is Fired or a spell is
loosed, with two exceptions: (1) once a crossbow is prepared and loaded, a figure may carry
it around and fire whenever he wishes. In this
instance, movement of up to 2 hexes prior to or
after firing is allowed. (2) If an Adept or his
mount is flying and the Adept is in all other
ways eligible to cast a spell (has his hands free,
is not out of Fatigue, etc.) he or his mount may
move up to 1/2 (rounded down) of his or his
mount's TMR and attempt to cast the spell prior
to, during or after his movement. This also
applies to all flying magic-using monsters.
Only targets who occupy one or more
hexes of a figure's Ranged Zone may have a
Missile of Thrown weapon Fired at them.
[14.8] A non-engaged figure may move
up to two hexes and perform any Pass
action.
Pass actions are listed in 13.4. A figure
who is Passing may also change facing while
executing a Pass. The actions listed in 12.1 may
require a number of consecutive Pass actions to
complete.

15. ACTION CHOICE


RESTRICTIONS
Normally figures occupying the Tactical
Display may only attempt one permissible
action per Pulse. Figures with a modified
Agility of 8 or less are restricted in the amount
of movement they may combine with other
actions.
Figures with a modified Agility of 22: or
above gain extra movement and may be able to
combine two actions in one Pulse. Figures who
become stunned or otherwise incapacitated will
have their choice of actions drastically curtailed.
The type of attack a figure may attempt against
a hostile figure is limited by his position on the
display relative to the hostile figure and the
degree of visibility which exists.
The use of magic in combat is subject to
restrictions and may in some circumstances be
impossible.

CHARACTER GENERATION & COMBAT, PAGE 17

[15.1] Figures with a modified Agility of 8


or less are allowed one less hex of
movement when executing any of the
following actions: Melee attack, Evade,
Retreat, Pass, and Charge with a Pole
Weapon.
Thus, Then the Dwarf, whose modified
Agility is 7 due to both the weight he carries and
his lack of Agility, can only move one hex while
he prepares his Mattock instead of two.
[15.2] Figures with a modified Agility of
22 through 25 are allowed one extra hex
of movement when executing any of the
following actions: Melee attack. Evade.
Withdraw, Pass, and Retreat.
Thus Eaglewing the Elf, whose modified
Agility is 25 due to the lack of weight he carries,
his natural Agility and his bonus due to being an
Elf can move three hexes while preparing his
Tulwar instead of two.
[15.3] Figures with modified Agilities of
26 and above may combine any two of
the following actions in a single Pulse:
Melee attack, Evade, Withdraw, Pass.
Close and Grapple, Grapple. Charge,
Charge and Close. Retreat, and Fire.
The actions may be combined in any order.
If a figure with this option chooses not to
combine two actions, it may increase its
movement (as in 15.2) by two hexes.
[15.4] A figure who becomes Stunned
may attempt no other action except try to
recover from being Stunned.
See 19.0 for details concerning Stun and
Stun recovery. A figure who becomes
incapacitated can do nothing.
[15.5] A figure's choice of combat actions
is limited by his position relative to the
intended target of his attack.
A figure may only Melee attack a hostile
figure he is adjacent to and who occupies at least
one hex of his Melee Zone. A figure may only
Grapple a hostile figure in the same hex. A
figure may only Fire at a hostile figure who
occupies at least one hex of his Ranged Zone.
If a figure is attempting to Melee attack a
hostile figure who occupies a hex which is
obscured (due to smoke, magic, etc.), he may
attempt to strike if he first rolls less than or equal
to four times his Perception on D100. If the roll
is above this result, the attack may not take place
and the figure may take no other action that
Pulse.
[15.6] If an Adept attempts to cast a spell
while either being Ranged attacked or
Melee attacked, he must perform a
Concentration Check (see 29.5).
This check may need to be done twice, once
while Preparing the spell and once before
Loosing it. If either check results in the Adept's
concentration being broken, the spell may not be
cast. No spell work of any kind is allowed in
Close combat, but Talent Magic may be
activated at any time and does not require
expenditure of a Pass action to dose.
[15.7] The Action Summary lists all
actions and their restrictions.
See combat charts and tables.

16. ATTACKING
A hostile figure may be attacked by
Ranged, Melee, or Close combat while on the
display. To attack via Ranged combat, a figure
must be armed with a Prepared weapon rated
for Ranged combat and the target must occupy
at least one hex of the figure's Ranged Zone. To
attack via Melee combat, the figure must be
armed with a prepared weapon rated for Melee
combat and the target must occupy at least one
hex of that figure's Melee Zone. To attack via
Close combat, the figure must be armed with a
prepared weapon rated for Close combat and
share the same hex as the target. Note: Empty
bare hands are always considered a prepared
weapon.
The order of all attacking actions is determined by the Initiative procedure as detailed in
12.2 and 12.3. Combat involving engaged
figures is always resolved prior to any combat
involving non-engaged figures. An attacker's
weapon is always assumed to be held in his
Primary hand (see 6.2) unless he states
otherwise. Optionally, a figure may attempt to
use two weapons at once, or attempt to strike
more than one target with one weapon.
Special types of attacks are allowed, and
these include attempting to Trip, Entangle,
Restrain, Knockout, Shield Rush, or Disarm.
[16.1] A figure may attempt to attack a
hostile figure he is not adjacent to via
Ranged Combat by executing a Fire
action.
The attacker declares his target, determines and applies any Ranged Combat
modifiers (see 17.6), and executes a Strike
Check. The only weapons eligible for use in
Ranged Combat are those rated for Ranged
Combat on the Weapons Chart (see 20.2).
To fire a weapon, the attacker must have a
Line of Fire (see 9.0) to the target. In addition,
the attacker may fire into but not through an
obscured hex. The weapon fired always travels
in a straight line, and if not stopped by striking
an object, it will travel 1.5 times the range of
the weapon and fall to the ground.
Whenever a fired weapon enters a hex
occupied by a figure (other than a solid wall,
tree, or pillar which automatically breaks the
weapon), there is a chance the weapon will hit
the figure instead of continuing its flight. The
weapon's flight is always stopped when it
strikes a figure and remains in that figure until
withdrawn.
A Strike Check must be resolved for all
figures occupying any hex along the Line of
Fire until the weapon hits something, or loses
momentum and falls to the ground.
A figure may never check a Line of Fire
without executing the Fire action, whether or
not the weapon is actually loosed.
[16.2] A figure may attempt to Melee
attack any hostile figure who occupies
at least one hex of his Melee Zone.
The attacker declares his target, applies
any Melee Combat modifiers (see 17.6), and
executes a Strike Check. The only weapons
eligible for use in Melee Combat are those rated

for Melee Combat on the Weapons Chart. The


attacker may have moved adjacent to the target
during that Pulse and this combination of
movement and Melee is a Charge (see 14.2).
The normal melee attack is intended to do
as much damage to the target as possible, but
other forms of specialized attack exist and are
detailed in 16.5.
[16.3] A figure may attempt to attack any
figure who occupies the same hex only
via Close combat by executing a
Grapple action.
The attacker declares his target (there may
be more than one figure in the hex), applies any
Close Combat modifiers (see 17.6), and
executes a Strike Check. The only weapons
eligible for use in Close combat are those rated
for Close combat on the Weapons Chart. The
attacker may have moved into the target's hex
during that Pulse, and this combination of
movement and Grappling is detailed in 13.6 and
14.4.
[16.4] A figure who is armed with either
two prepared weapons or one twohanded class B weapon may attempt a
Multiple Strike.
A figure may attempt to strike one or more
targets more than once as part of the same attack
with two different weapons (one in each hand),
but suffers a negative attack modifier (see 17.6).
The attacks need not be directed at the same
hostile figure, but must be of the same type
(Grapple, Melee, or Fire). Some non-humanoid
monsters could attack 3, 4, or more times in one
Pulse using this option.
A figure may attempt to strike more than
one target one time each if the prepared weapon
is Class B and the attacker is Rank 4 or above
with the weapon. Each figure thus attacked must
be in adjacent hexes within the attacker's Melee
Zone. Thus, the maximum number of attacks
available via this option is three. This attack
may only occur in Melee Combat, and the
attacker suffers a negative attack modifier (see
17.6).
[16.5] A figure attempting to attack may
specify any one of the following special
attacks:
Trip. The attacker must be armed with a
Quarterstaff, Spear, Halberd, Poleaxe, or Glaive
and be in Melee Combat. The Base Chance is
40% and the damage is D10. If the attack is
successful, the target must attempt to roll less
than or equal to 3 times his modified Agility. If
the target's Agility roll is successful, he keeps
his footing; if he fails the roll, he falls prone.
This only works against human size or smaller
targets.
Entangle. The attacker must be armed with a
Net, Whip, or Bola. The Base Chance is listed
with the individual weapons. If entangled, the
target suffers D104 damage. If the attack is
successful, the target must attempt to roll less
than or equal to 3 times his modified Agility,
falling prone if he fails. The target must
disentangle himself before rising, and to do so
requires the target to execute a Pass action for
two consecutive Pulses.

DRAGONQUEST SECOND EDITION, PAGE 18

Restrain. A figure may attempt to restrain


another figure by executing a Grapple. A
successful attack results in the hostile figure
being restrained (pinned). The Base Chance
equals the Physical Strength plus modified
Agility of the attacker minus the Physical
Strength plus modified Agility of the target,
times 3. No damage is done to the target. A
restrained figure is treated as incapacitated, and
remains restrained until the hold is broken by an
attack from outside the hex which does at least
one point of effective damage to the restrainer.
Several figures may combine their PS and AG to
attempt to restrain a hostile figure.
Knockout. The attacker must be armed with
any weapon except Missile Weapons, Entangling
Weapons, Darts, Grenades, Lances, or Pikes.
The attack is successful if the Strike Check result
is equal to or less than (l5% of the modified
Strike Chance). No damage is done and the
target is knocked unconscious for D10+5
minutes, with the results of the time roll being
kept from the players. Note: The Sap is a
weapon especially designed for this purpose and
is detailed on the Weapons Chart (see 20.2). This
attack may not be attempted on larger than
human sized monsters.
Shield Rush. The attacker must be armed with
any shield except a Main Gauche or Tower
Shield. The Base Chance is 40% and the damage
is D10 2. Rank with the shield will increase the
Base Chance as with any weapon. If the attack is
successful, the target must attempt to roll less
than or equal to 3 times his modified Agility,
falling prone if he fails. If this attack is occurring
at the termination of a Charge attack, the Base
Chance is increased by 20.
Disarm. The attacker must be armed with any
weapon rated for Melee or Close com bat. 20 is
subtracted from the modified Strike Chance
before the attack is resolved. If the attack is
successful, the target is forced to drop one
weapon or item of the attacker's choice and also
1 point of Endurance damage is done to the
target.

17. RESOLVING ATTEMPTED


ATTACKS
Every weapon and attack form is assigned a
Base Chance. This percentage chance may be
modified due to weapon skills, attack type,
posture of the combatants, defense of the target,
etc. The Base chance with all modifiers applied
is the Modified Strike Chance. The attacker rolls
D100; if the result is less than or equal to the
Modified Strike Chance, the attack has been
successful; above and the attack has missed.
Rolling a 99 may result in the weapon being
broken and rolling 100 may result in the weapon
being dropped. Once a successful hit has been
made, a Damage Check is conducted.
If the target is Evading, the attacker suffers
a negative modifier to his Strike Chance and, if
he misses, his swing may have been Parried,
leading to a Disarm or Riposte.
[17.1] The Strike Chance of an
attacking figure is a combination of the
Chance of the weapon or attack

form plus modifiers for Rank and


Manual Dexterity.
To attack with any Ranked weapon, the
Strike Chance is (Base Chance of Weapon) +
(Modified Manual Dexterity)+(4 x Rank). To
attack with any unranked weapon, the Strike
Chance is equal to the weapon's Base Chance
unmodified. The Strike Chance of either a
Ranked or unranked attack will be further
modified (see 17.6).
In any natural attack form such as teeth,
claws, etc., for monsters, their Manual
Dexterity plus 4 times Rank (if any)is always
added. For all characters and other figures, the
Strike Chance should be calculated prior to an
adventure and recorded on the Character
Record.
[17.2] An attacker's Modified Strike
Chance is equal to its Strike Chance
minus the target's Defense plus any
modifications for attack type and attack
conditions.
If the attacker rolls less than or equal to
the Modified Strike Chance, a successful hit has
been scored and a Damage Check must be
performed (see 18.0).
Attack types include Ranged, Melee, and
Close combat. Attack conditions include
lighting conditions, which hand the weapon is
used in, and other miscellaneous modifiers.
[17.3] Whenever the Strike Check
results in a roll of 99 or 100. the attacker
may have either dropped or broken his
weapon.
If the roll is 99, the attacker may have
broken the weapon; on 100, the attacker may
have dropped his weapon. In either case, the
attacker then rolls D100: if the roll is less than
or equal to 3 times his modified Manual
Dexterity, he has avoided either misfortune. If
the roll is above his modified MD, the
misfortune occurs.
A dropped weapon may be picked up by
any figure at any later time, but a broken
weapon may not be used. When this result
occurs to an attacker to whom it would not
apply (a dragon's teeth really cannot be
dropped), the GM may, at his option, announce
the attacker has fumbled and may not attack the
next Pulse due to his clumsiness.
[17.4] Whenever the Strike Check result
is 30 or more above the Modified Strike
Chance, the target may have Parried the
attack.
Only figures who are currently Evading
and are being Melee attacked may Parry. The
defender rolls D10, adds the Rank of any
prepared weapon, and subtracts the Rank of the
attacker's weapon. If the result is 3 or less, the
attack has been successfully Parried; but in so
doing, the defender has been thrown off balance
and must execute a Pass action next Pulse. If
the modified result is 4 through 7, the attacker
has been Disarmed per the attack of the same
name (see 16.5). If the modified result is 8 or
above, the attack has been Parried to the extent
that the attacker has become Disarmed and the
target may execute a Melee attack instantaneously against him without need to perform

an attack action. This is called a Riposte. A


Riposte may never itself be Parried and may
occur as many times during a Pulse as the
evading target was Melee attacked. A target
may even Parry attacks which do not come
through his Melee Zone (e.g., from behind him).
An unarmed figure may Parry if he is Ranked in
Unarmed Combat (see 21.0).
[17.5] A figure's Defense Rating is a
combination of his modified Agility plus
any defense afforded by a prepared
shield.
A figure's Defense Rating is subtracted
from an attacker's Strike Chance. The defense of
a shield is a function of the Rank the target has
with the individual shield types (see Shield
Chart). Thus, a figure with a modified Agility of
13 and Rank 3 with shield carrying a Large
Round Shield has a Defense Rating of [13 + (3
x 4%)1 = 25%, and this is subtracted from any
attacks coming through any of the figure's
Melee Zone hexes. If the attack comes through
any of the figure's rear hexes, the addition of the
shield defense is ignored, but the modification
for Agility re mains in effect.
Optionally, the shield defense may only be
included for attacks which come through the
target's front hex and the hex facing the side of
the target in which the shield would actually be
carried (normally in the target's secondary
hand).
The Defense Rating is not subtracted from
any attacks if the defending figure is Stunned or
incapacitated. Also, any shield defense is
ignored for Close combat. Any shield except the
Main Gauche is automatically dropped upon
entering into Close combat.
[17.6] Each attack type (Ranged, Melee,
or Close) has its own list of Strike
Chance modifications.
After calculating the attacker's Strike
Chance and subtracting the defender's Defense,
the Strike Chance Modifiers Summary should
be consulted to see if any situations exist which
could further modify the Strike Chance.
Example: Rolf the Barbarian is Melee
attacking the White Mouser, a lithe figure with
high Agility. Rolf is using a broadsword (which
he wields at Rank 3), and has a modified
Manual Dexterity of 15. The Mouser has a
modified Agility of 18 and is using a Main
Gauche (which he wields at Rank 2). Rolf's
Strike Chance is [55+15+(3x4%)]= 82%. The
Mouser's Defense Rating is [18+ (2x2%)]=22%,
which is subtracted from Rolf's Strike Chance
since he is attacking the Mouser through the
Mouser's Melee Zone (if he was attacking him
through one of his rear hexes, the 4% extra for
the Main Gauche would not count and the
Defense would be 18%). But, furthermore, the
Mouser is kneeling (a +20 from the Melee
Combat Modifiers Chart), so receives a
Modified Strike Chance of 82 22+20 = 80%.
[17.7] The charts listing modifiers used
in calculating the Modified Strike
Chance of any attack include the Shield
Chart. Ranged Combat Chart. Melee
Combat Chart, Close Combat Chart.

free to invent other types of armor if he wishes.


Lighting Conditions Chart, and the
Miscellaneous Conditions Chart.
See the Strike Chance Modifiers Summary
for these listings. Although these listings may
appear lengthy, few are used very often, and
those will be committed to memory after a few
melees. The GM is encouraged to invent any
other modifiers he sees fit to add in any combat
situation. He is the final arbiter as to what
modifiers are used and when they apply. Any
situations not specific ally covered by these
listings must be judged individually by the GM.

18. DAMAGE
Whenever a figure is hit by a weapon or
magic, a Damage Check is performed. Each
attack type has a damage modifier which is
added to a D10 roll, and the result is the amount
of damage points inflicted on the figure. Armor
may absorb some or all of the damage up to the
armor's Protection Rating, and any damage
points not absorbed are inflicted on the figure
and subtracted from either Fatigue or Endurance.
Any damage points actually inflicted on the
figure (not absorbed by armor) are termed
Effective Damage.
There are three types of damage possible
from a successful strike, depending on how low
the attacker rolled on the Strike Check: Damage
affecting Fatigue; affecting Endurance; and
Grievous Injury. When the Strike Check result is
above 15% of the Modified Strike Chance, any
effective damage is subtracted from Fatigue
(Endurance when Fatigue reaches O). When the
Strike Check is 15% or less of the Modified
Strike Chance, any damage directly affects
Endurance and is not absorbed by armor. If it is
5% or less of the Modified Strike Chance, a
Grievous In jury may also result, in addition to
Endurance damage. These percentages are
summarized on the Special Damage Chart (18.2).
Any Damage Checks modified to a result
less than 1 are treated as I.
[18.1] Damage affecting Fatigue is
absorbed by armor.
Each type of armor has a Protection Rating,
which indicates the amount of damage points
subtracted from every successful attack. When a
figure's Fatigue reaches 0, any further damage
affecting Fatigue is subtracted from Endurance
in stead. However, a figure cannot lose Fatigue
and Endurance as a result of a single Strike
Check.
Example: Rolf is wearing Leather armor
(Protection Rating of 4) and has 3 Fatigue Points
remaining. An attack against him results in 9
total damage points. The Leather absorbs 4 of
those, and normally the remaining 5 would be
subtracted from Fatigue. But, since he only has 3
Fatigue Points left, he loses 3 Fatigue Points and
the rest are ignored entirely. If any further
attacks result in damage being subtracted from
Fatigue, the Leather would still absorb 4 points
of that damage, but any remaining points would
be subtracted from Endurance instead.
The Armor Chart lists all types of armor
and their Protection Ratings. The GM should feel

Thus, a figure with PS of 20 through 24 would

CHARACTER GENERATION & COMBAT, PAGE 19

[18.2] A Strike Check of 15% or less of


the Modified Strike Chance results in
damage directly affecting Endurance
which is never absorbed by armor, and
the stricken figure always takes the full
amount of the damage.
The Special Damage Chart lists modified
Strike Chances and their damage directly
affecting Endurance range.
[18.3] Grievous Injuries may result if the
successful Strike Check is 5% or less of
the Modified Strike Chance.
If a possible Grievous Injury has resulted,
the damage to Endurance is first calculated and
applied. The attacker then rolls D100 and
consults the Grievous Injury Table. If the roll
falls within the range specified for the class of
weapon he is attacking with, a Grievous Injury
has resulted and the effects of the resulting
injury are applied to the unfortunate target
immediately. If the roll falls outside the
indicated range, no Grievous Injury occurs.
Weapons are classed on the Weapons
Chart (see 20.2) according to type: thrusting
weapons are Class A; slashing weapons are
Class B; and crushing weapons are Class C.
The Grievous Injury Table lists the ranges for
each class of weapon. A figure may suffer any
number of Grievous Injuries in a Pulse.
Whenever a figure suffers a Grievous In
jury, there is a possibility he has dropped
whatever he is holding, and the procedure
outlined in 17.3 is used to resolve this occurrence.
A figure who suffers a Grievous Injury
while wearing armor has the Protection Rating
of that suit of armor reduced by 2 until repaired.
Optionally, a figure who is also carrying a
shield can choose to have the shield cloven and
spare his armor. A cloven ' shield is useless.
[18.4] Damage incurred as a result of a
magical attack is applied differently.
Many spells attack figures with purely
magical energy, while others inflict damage as
a result of changes in the physical surroundings
of the target (windstorms, falling rocks, and the
like). When purely magical energy is involved,
any damage is subtracted first from Fatigue
(Endurance only when Fatigue is exhausted),
but is not absorbed by armor. Other damage
types, also subtracted from Fatigue, are
absorbed by armor.
When being attacked by the breath weapon
of a monster, treat the damage as if magical
energy, as above, but allow every target a
Passive resistance roll before applying the
damage. If the target does Passively resist, the
damage is halved (round fractions down). No
Active resistance is allowed versus breath
attacks.
[18.5] (Optional Rule) The damage done
with a particular weapon may be
increased due to exceptional Physical
Strength or Rank.
If using this rule, add 1 to the damage
modifier of a weapon for every 5 points of
Physical Strength above the minimum necessary to wield the weapon the attacker possesses.

do D+5 damage when wielding a Broadsword.


However, for every +1 of damage the figure
receives, an extra 6% is added onto the chance
of the weapon breaking during combat. The
above figure with the PS of 20 would have a
chance to break the Broadsword on rolls of 93
through 99, inclusive. This increase in breakage
chances precludes any Modified Strike Chances
which would conflict with it. Thus, if the above
figure had a Modified Strike Chance of 97%, it
would actually be 92% since rolls of 93 99
would result in a possible break and 100 would
result in a possible drop. This does not apply to
Thrown or Missile Weapons.
If wishing to allow increased damage for
Rank attained with a weapon, give a +1 bonus
for every 4 Ranks (round down). This rule will
increase damage down by Thrown or Missile
Weapons, and does not increase breakage
chances. It is recommended only one of these
systems be used with any one particular
weapon, not both.

19. THE EFFECTS OF DAMAGE


The ultimate result of incurring damage for
any figure is death; this arrives when the figure's
Endurance reaches 0. When figure's Endurance
reaches 3, he falls unconscious, and can only be
revived by time or the arts of a Healer.
Whenever a figure suffers effective
damage greater than one third his original
Endurance from a single strike, he becomes
Stunned. The figure may not take any other
action except attempt to recover from Stun until
he has recovered. A figure who becomes
Stunned may drop anything he is holding. (The
procedure outlined in 17.3 is used to resolve the
outcome. The check is only per Formed once, at
the moment the figure becomes Stunned.)
A Stunned figure who is engaged
automatically has the lowest Initiative Value of
the engagement; an unengaged Stunned figure
acts the last of all his fellows.
To recover from being Stunned, a figure
must roll less than or equal to 2x his Willpower
plus his current Fatigue.
Current Fatigue is the figure's Fatigue total
at the instant the roll is made. Every Pulse after
becoming Stunned, the figure may attempt to
recover but may do nothing else, including
move.
Note: Certain monsters begin with an
Endurance of 5 or less. These monsters never
become unconscious; they are either alive and
alert, Stunned, or dead.

20. WEAPONS
Any instrument used to inflict damage on a
figure is called a weapon. Weapons may include
the figure's hands, claws, talons, feet, teeth,
breath weapon, etc. All normal weapons are
listed on the Weapons Chart along with their
characteristics. The only limits to the number of
weapons a character may have in his possession
are the weight and bulk of those weapons. The
GM should carefully examine each character,
checking for the location of the character's
weapons. Any odd or unlikely method of carting
weaponry around should be disallowed. Any

humanoid figure may never have more than two


DRAGONQUEST SECOND EDITION, PAGE 20

two one-handed weapons or one two-handed


weapon prepared at any one time. Carrying a
prepared shield replaces one one-handed weapon
and disallows a two-handed weapon for this
purpose. Figures with more than two appendages
may use as many weapons as they are able. It is
always assumed when a figure is armed with a
one-handed weapon it is carried in his primary
hand unless stated otherwise.
A figure may attempt to envenom any A or
B Class weapon and thus poison the figure it
strikes. An assassin is trained in the use of
envenomed weapons (see 20.3).
[20. 1] A figure need not use any normal
weapon to attack.
A figure may attempt to strike barehanded
(see Unarmed Combat, 21.0), but only if one
hand is free. Any figure may attempt to use an
item not normally assumed to be a weapon
(furniture, books, glasses, dishes, etc.) at the
GM's discretion, who assigns Base Chances,
damage modifiers, and so forth.
[20.2] The Weapons Chart lists an normal
weapons and their characteristics.
All normal weapons which would appear
within a common DragonQuest world are
detailed on the chart. If the GM wishes to add
more exotic weapons to the list, he should feel
free to, and should assign characteristics for
those weapons based on the examples given. The
characteristics for each weapon are:
Weight. The weight of the weapon in pounds
(or ounces, if so noted).
Physical Strength. The minimum Physical
Strength a figure needs to wield the weapon
properly; a figure without the PS to meet this
minimum does one less point of damage for each
point of strength he is below the minimum. A
figure may never achieve Rank in a weapon he
does not have the PS to wield.
Manual Dexterity. The minimum modified
Manual Dexterity a figure needs to maneuver the
weapon properly; a figure without the MD to
meet this minimum has the Base Chance of the
weapon lowered by 5 for every point he is below
the minimum. A figure may never achieve Rank
in a weapon he does not have the MD to
maneuver.
Base Chance. The base percentage of the
weapon to score a successful hit on a figure.
Damage Modifier. The number added to the
D10 die roll when performing a Damage Check;
the modified total may never be less than i.
Range: The distance, in hexes, the weapon may
be fired. P means prohibited.
Class. A letter representing the type of damage
done by the weapon. A weapons do thrusting
damage. B weapons do slashing damage. C
weapons do crushing damage. Used for
determining Grievous Injuries.
Use. A letter representing the type(s) of attack
the weapon may be used in. R indicates Ranged
combat. M indicates Melee combat. C indicates
Close combat. A weapon may not be used in an
attack type for which it is not rated.
Cost. The cost, in Silver Pennies, to purchase
the weapon. At the cost listed, the weapon is of
normal quality.

Maximum Rank. The highest Rank attainable


with that weapon.
[20.3] Figures may, at the GM's
discretion, employ envenomed
weapons.
If the GM permits, figures may carry and
use weapons coated with poison. Only Class A
and B weapons may be envenomed. See the
Alchemist skill for details concerning types of
poisons and paralysants. For the venom to be
introduced into the bloodstream of the victim,
at least 1 point of effective damage must be
done.
When anyone but an Assassin handles an
envenomed weapon, there is a chance the figure
will nick himself and introduce the venom into
his own bloodstream. Every time an
envenomed weapon is handled, the figure must
try to roll less than or equal to 3 times his
modified Manual Dexterity on D100 to avoid
any mishap. If the roll is greater than his MD,
he has been nicked by the weapon and is
poisoned. Handling a weapon is defined as
including all actions of coating the weapon with
the venom, storing the weapon until use, and
preparing the weapon for the attack. The check
should be made once for the preparation of the
weapon and once for the attack. The timing of

the checks is up to the GM, but two rolls should


always be made if the weapon is used to attack.
Cleansing the weapon of the poison does not
require a check. An envenomed weapon will
remain effective for 6 hours, by which time the
venom will have evaporated or been wiped off.
When the weapon has successfully struck and
done 1 or more points of effective damage, the
venom has been removed.
A paralysant functions as a knockout drug
against human-sized or smaller figures. If the
victim fails his Willpower Check (see 50.8), he
falls prone unconscious and will remain that
way for [20+D10-(His Willpower)] minutes.
[20.4] A figure struck by a Class A
missile or thrown weapon will have his
Agility lowered until the weapon is
removed.
Whenever a figure suffers effective
damage from a Class A Missile or Thrown
weapon, it has lodged itself in the target's body
and reduces his Agility by 3. The weapon
remains lodged until a Pass action is executed to
remove it. When any barbed weapon is removed
(arrow, spear, etc.), the figure takes D-4 damage
to Fatigue (not absorbed by armor). If the
weapon is a Pole weapon, the Agility loss is 5
and the damage to remove it is D-2.

CHARACTER GENERATION & COMBAT, PAGE 21

The Agility loss applies only to man-sized


or smaller figures. The GM must judge the
Agility loss for larger figures.

21. UNARMED COMBAT


Any figure may attempt to attack a hostile
figure by using his hands and feet. For many
monsters, this is the only way they may attack.
Unless specified otherwise, all figures/monsters
receive one attack with their hands/claws/bite per
Pulse without penalty. Some monsters may be
able to attack more than once, and these
individuals are detailed in the Monsters Section
(VIII).
For a humanoid figure to strike with his
primary hand, the Base Chance is (modified
Agilityx2). For every point the figure's Physical
Strength is above 15, the Base Chance is
increased by 1. The damage done by a successful
strike is D-4, with 1 extra point of damage for
every 3 points of Physical Strength above 15. A
humanoid can achieve Rank with bare hands just
as he can with any weapon.
Beginning at Rank 3 in Unarmed Combat,
figures may choose to kick instead of using
hands (or in addition to hands) in unarmed
attack. This allows an unarmed attack while a
figure's hands are full. The Base Chance and
damage are as above. Using legs in this manner
allows an attempted Trip by the attacker (see
16.5) with Base Chance and damage remaining
the same as for all unarmed combat.

22. MULTIHEX MONSTERS


Many monsters detailed in the Monsters
Section (VIII) will occupy more than one hex on
the Tactical Display. Their size necessitates the

following alterations in the resolution of


movement and combat.
Multi-hex monsters have three types of
hexes surrounding them: Front, Rear, and
Flank. Front and Rear hexes function in the
same way for them as for any other figure, but
attacks through Flank hexsides give the attacker
a bonus (see 17.6). The exact configuration of
Front, Rear, and Flank hexes vary with the size
of the monster (see illustration).
A multi-hex monster must always be
placed on the display such that its head
unambiguously faces a vertex of two hexsides.
It may move in any way so that its head enters
any Front hex, and may move up to its full
TMR in this fashion. At the end of its
movement, it must once again unambiguously
face a vertex. For facing changes, a penalty of
one less hex of movement for each two hex
vertices changed is applied, since the mass
being maneuvered is much greater than a
humanoid's. In order to change facing, the
monster must pivot using its head as the pivot
point.
A multi-hex monster may freely pivot or
move into any hex occupied by a 1-hex figure.
The smaller figure is knocked prone
automatically and the monster may then attempt
to trample the figure at a Base Chance of 40%,
doing (D10 + size of the monster in hexes)
damage. Trampling is Class C damage.
See illustrations on this page and22.

rider may only mount or dismount when the


mount is not moving. Any action a figure is
capable of while standing on the ground he is
capable of while mounted with the following
exceptions: (1) using a two-handed weapon; (2)
firing any missile or thrown weapon while
moving; (3) using more than one weapon at a
time. These restrictions are lifted depending on
the Horsemanship Rank of the rider (see 83.2).
A figure may always use a shield and a onehanded weapon while mounted.
ILLUSTRATION 8

23. MOUNTED COMBAT


In mounted combat, the TMR of the figure
(comprising the mount and the rider) is that of
the mount; the rider may not move at all. A

The horseman with the sword can attack into


hex A or hex C, but not into hex B. Thus, the
figure on foot cannot be hit with the sword, but
he could be trampled.
A rider and mount will normally occupy
only one hex, unless the mount is a multi-hex
monster. If they occupy more than one hex, the
movement will be governed by the rules of
multi-hex monsters (see 22). On a normal
mount, the rider will not be able to attack out

DRAGONQUEST SECOND EDITION, PAGE22

of his Front hex, only the hexes to either side of


that hex. His Front hex may be attacked into
using a spear (or similar long hafted weapon) or
any Fired weapon (see illustration).
To control a mount during combat, the
Horsemanship skill of the rider is taken into
account. An inexperienced horseman will have
an incredibly difficult time even con-trolling his
mount in a chaotic melee; it will be better for
him to dismount and fight on foot until he
becomes skilled.
A Charge on a mount is executed in the
same manner as a Charge on foot except the
amount of movement prior to the attack will be
greater and the Charge must be in a straight line
(no facing changes allowed). Any act of turning
the mount or stopping it during or after the
Charge will require a Horsemanship Check (see
82.2). The Pulse following any mounted Charge,

the momentum will take the mount past the


target to its full TMR. Any attempt to turn or
stop the mount will occur after that movement
is terminated. A failed check will result in the
mount continuing on its way.

24. INFECTION
At the end of every combat in which a
figure is wounded, or when a figure is wounded
in a non-combat situation, there is the
possibility that figure has become infected as a
result of their wound. An Infection Check is
performed to determine whether the figure is
infected or not.
The Base Chance of infection is equal to
10%. If the figure took any damage to
Endurance, add (20 + the amount of Endurance
damage in points). If the damage was inflicted
by bite, claws, or talons, add 20. Specific

Grievous Injuries can raise the Base Chance


even further. The infected figure rolls Dl00; if
the result is greater than the modified Base
Chance, the figure is not infected; if the result is
equal to or less than, the figure is infected.
An infected figure is considered diseased,
and every morning after becoming infected, the
figure must try to heal himself or suffer
Endurance damage. To heal himself, a figure
must roll under his original Endurance on Dl00;
a roll equal to or less than the Endurance results
in a cure. If the infection is not cured, each day
the figure takes D10-5 (minimum result of 1)
Endurance damage from the infection.
Obviously, an infected figure who is not cured
will eventually die from his wounds. The effects
of slow acting (blood agent) poisons function in
the same manner as infections except there is no
roll for cure.

CHARACTER GENERATION & COMBAT, PAGE 23

COMBAT EXAMPLE
The following is an example of the way a
typical combat will be resolved, emphasizing
order of resolution rather than detailing the
actual die rolls and success chances.
A party of player characters is travelling by
foot along a path deep within a forest. They are
alert but not combat-ready; they are tired from
having traveled long and hard all day. The party
consists of Ariella, a Celestial Mage, Eaglewing,
an Elven Ranger; and, Delion, an Elven Illusionist. The GM has generated an ambush for the
party as they round the next bend in the path, and
assigns a readiness factor (see 80.2) of 3 to their
chance to detect the ambush. Eaglewing is
leading the party, so his Perception of 10 is used
for the check, but he also receives a bonus of
15% due to his Ranger Rank. Eaglewing does
detect the ambush, and the Hobgoblin, Orc, and
Goblin lying in wait will get no surprise this day.
The GM determines they will attempt the attack
anyway, and combat begins. The GM draws out
the surroundings, places the characters' miniatures on the Display, and then places the
monsters' figures. He determines the characters'
Fatigue loss (due to their long march), and
adjudicates the monster's Fatigue status. He
allows the characters to prepare a weapon, if
they wish, because of the alertness of Eaglewing.

First Pulse. The Hobgoblin (Perception of 13)


is the Leader of the monsters. Eaglewing is the
party's Leader. The GM rolls Initiative for the
monsters, and Eaglewing's player rolls for the
party. The Hobgoblin wins and decides that the
monsters will act first. The Hobgoblin tries to
goad his mount (a horse) to Charge Eaglewing.
The GM rolls the Hobgoblin's Horsemanship
check; it is successful and the charge occurs.
The Hobgoblin is not close enough to Eaglewing at the end of the Charge to Melee him
with his Scimitar. The Orc throws his spear at
Ariella and misses. The Goblin fires his Crossbow at Delion and hits him, profiting from the
+20 bonus for attacking Delion from a Rear
hex. Delion takes 9 points of Fatigue damage (4
of which is absorbed by his Leather Armor) and
becomes Stunned. He is unable to hold on to his
Rapier, which falls to the ground. Now the
party may act. Eaglewing, having prepared his
Tulwar upon becoming aware of the ambush,
sets himself to receive the Hobgoblin's Charge
by taking an Evade Action (he has achieved
Rank 5 with the Tulwar, so he thinks he has a
good chance to Parry). Ariella prepares a spell,
and begins to pronounce the magical incantations. She may not move. Delion acts last as he
is Stunned. He may only attempt to recover
from Stun; he tries and fails.

Second Pulse. The Initiative roll is won again


by the Hobgoblin. He Charges Eaglewing and
attacks. His Strike Check is 37 above his
Modified Strike Chance, so Eaglewing may
Parry. He rolls an 8, plus 6 for his Rank, minus
3 for the Hobgoblin's Rank, yields a result of 11,
a Disarm and Riposte. Eaglewing hits the
Hobgoblin with his Riposte, doing damage
affecting Endurance for 12 points. The
Hobgoblin is Stunned, and the GM checks to
see if he falls from his horse. He does, and falls
at Eaglewing's feet. The Orc prepares his
Scimitar and moves slightly towards Delion.
The Goblin begins to reload his crossbow.
Eaglewing attacks the prone Hobgoblin (the
Riposte does not count as an Action), receiving
a +15 for the Hobgoblin being Stunned and a +
20 for his being prone (the Hobgoblin's Defense
is not subtracted because he is Stunned).
Eaglewing strikes for a Grievous Injury this
Pulse and kills the unfortunate Hobgoblin.
Ariella tries to cast her spell of Starfire
(knowing full well she is receiving a -20 penalty
because it is still day-time) and does, doing 13
points of damage to the Goblin, who becomes
Stunned and drops his bow. Delion tries again to
recover from Stun, and succeeds.
Third Pulse. This time Eaglewing wins the
Initiative Roll (performed against the Orc since
the Hobgoblin is dead). Since no one is engaged
yet (the Hobgoblin does not engage Eaglewing
because he is dead), he chooses to have the
party act first. He prepares his Main-Gauche,
and moves slightly towards the Orc. Ariella
begins to prepare another Starfire. Delion picks
up his Rapier and changes facing to receive the
Orc's attack. The Orc moves up to Delion and
Melee attacks him, missing. The Goblin
recovers from being Stunned.
Fourth Pulse. Initiative is rolled between
Eaglewing and the Goblin, since the Orc is
engaged with Delion. Eaglewing wins it.
However, since the Orc and Delion are engaged,
their combat is resolved before anything else.
The Orc's Initiative Value is 27, Delion's is 25,
so the Orc may act first. He attacks Delion,
inflicting enough Fatigue damage with his
successful attack that Delion is out of Fatigue
(remember, the party was tired to begin with).
Delion, seeing the way the battle is going,
Withdraws defensively. Eaglewing chooses to
have the party act first and allows Ariella to try
her spell before he himself takes any action.
Ariella, however, is not so lucky this time and
her spell backfires, reducing her Fatigue to 0
and Stunning her. Eaglewing (frustrated at the
Adept's fumblings) moves up to the Orc, attacking him from behind. He receives a + 30 for
attacking from a Rear hex but a -15 for
Charging with a non Pole weapon. His attack is
successful, doing enough Fatigue damage to
Stun the Orc. Delion cannot act now because he
has already performed an Action earlier in the
Pulse. The Goblin runs away.
Fifth Pulse. Eaglewing asks the Orc to surrender and the Orc accepts, thus ending the need
for the Tactical Stage.

DRAGONQUEST SECOND EDITION, PAGE 24

Weapons are normally wielded one-handed, and the


exceptions are noted with a (2) after the name of the
weapon. Some may be used either one or twohanded, and these are noted with a (1-2). When
weapons of this type are wielded two-handed,
increase their Damage Modifier by 1. "-" indicates
that a weapon has no Class for purposes of Grievous
Injuries; when a possible Grievous Injury is rolled,
only damage affecting Endurance results. "V"
indicates that the characteristic is variable. *The
damage done by a blowgun dart depends upon the
substance which coats the tip (poison, for instance;
see 50.8 and 20.3).
A. When attacking a foe whose modified Agility is
between 12 and 9 (inclusive) the Dagger may be
used to attack twice in one Pulse without penalty; if
the modified Agility is 8 or less, the Dagger may
attack 3 times in a Pulse.
B. A Torch is not actually a weapon, but may be
used as such in emergencies. Also, brandishing a
burning Torch in the face of an animal may cause it
to flee. Any animal whose WP is 10 or less may be
scared off if it fails a roll of 4 times its WP or less. A
successful roll indicates the animal is not impressed.
No Rank may ever be achieved with a Torch.
C. The Sap may only be used to knock out targets
wearing only Leather, Cloth, or no armor. Used by
an Assassin, any hit knocks out the target; for
anyone else, any hit Stuns and 4 or more points of
effective damage knocks out the target (exception to
16.5).
D. A Javelin functions as a Thrown Weapon unless
it is launched by a Spear Thrower, in which case the
Spear Thrower's characteristics are used and it
functions as a Missile Weapon.
E. A Pike may be used to Melee attack any figure
within two hexes; its Melee Zone extends into what
would normally be the first hexes of that figure's
Ranged Zone.
F. A Lance may be used only by a mounted figure.
G. All Missile Weapons must be loaded before
firing; this action is in addition to Preparing the
weapon itself. A Pass action must be taken in order
to load the Sling, any draw bow, the Spear Thrower,
and the Blowgun. Two consecutive Pass actions
must be taken to load a Crossbow (three if using a
Cranequin).
H. Up to three darts may be thrown at one, two, or
three targets in one Pulse with no penalty.

The following weapons also function as Thrown Weapons: Dagger, Hand Axe, Battle Axe,
Giant Axe, Crude Club, War Club, Giant Club, Mace, War Hammer, Javelin, Spear, Giant
Spear, Net, Bola, and Rock.

Weight: The weight of the shield in


pounds.
Defense Rank: The percentage by
which the figure's defense is increased per
Rank while that shield is prepared.
Experience Point cost is detailed on page
146.
Manual Dexterity Loss: The number
of points the figure's Manual Dexterity is
reduced by, for all purposes while that
shield is prepared.

Cost: The cost in silver pennies for a


shield of average workmanship.
When a shield is not prepared, it is
considered slung on the back of the
figure carrying it. All shields except
the Tower Shield are constructed of
wood and hides and do not affect the
flow of mana in regard to adepts.
Note: Main Gauche rules have been
removed to protect the innocent.

CHARACTER GENERATION AND COMBAT, PAGE 25

J. A Boomerang returns to the thrower if it did not hit


anything during its flight.
K. A Grenade is filled with any substance (manufactured
by an Alchemist) designed to burst into flames on impact.
These substances include Greek Fire, methane, and
anything else the GM will allow. It bursts on landing (if
need not be thrown at a particular figure), and its effects
are determined by the substance contained within. If a
"miss" is rolled for the Strike Check, the GM should
randomly determine whether the Grenade landed short,
long, left, or right of the target (or any combination
thereof).
L. The Net may be used to Entangle in either Melee or
Ranged combat. In Close combat, it functions as a
Garrote, using a Garrote's characteristics.
M. The Bola may be used to Entangle only in Ranged
combat. In Close combat, it functions as a Garrote.
N. The Whip may be used to Entangle and do damage in
the same Pulse to the same target in Melee combat. In
Close combat, it functions as a Garrote. Once the target is
Entangled, the attacker may choose to leave him
Entangled (thus letting go of the Whip), or disentangle
the target himself, and retain possession of the weapon.
O. Cesti are worn on the hands and need not be prepared
in order to be used.
P. The Garrote is used to strangle the target and may only
be used against man-sized or smaller victims. When used
by a trained Assassin, once a successful hit has been
scored, it will continue to do damage every Pulse from
then on until the victim is dead or the Assassin has taken
effective damage from either the victim or an outside
source. If the victim's PS is greater than the Assassin's,
the GM may permit him to at- tempt to break the hold,
similar to the attempt to Restrain (see 16.5). If the attempt
is successful, the hold is broken and the Assassin will
have to make another successful Strike Check to continue
the strangulation. Some types of plate armor may, at the
GM's discretion, prevent the successful use of this
weapon due to protection around the neck area. A nonAssassin has to roll a Strike Check every Pulse to see if
any damage can be done.
Q. All Shot, Darts, Arrows, and Quarrels come in
appropriate pouches or quivers of 20, and the weight and
cost of the pouch or quiver is included in the information
given for the accessory.

Weight: The number by which a figure's size is


multiplied to find the weight of the armor in
pounds. Size numbers for the character races are:
Halfling (3); Dwarf 5 (4); Elf (5); Orc (5);
Human (6); Giant (15). For female figures, 0.5
should be Subtracted from the multiples.
Protection: The number of Damage has his
Points the armor absorbs.
Agility Loss: The number of points the figure's
Agility is reduced for all purposes when that
armor is worn. Does not include possible
additional Agility loss for the weight of the
armor; see 82.9
Cost: The cost in Silver Pennies for the armor.
Cost assumes average workmanship and man-

sized armor; larger or smaller armor should cost


proportionally more or less.
Stealth Adjustment: The amount by which a
figure wearing that type of armor has his Stealth
percentage adjusted.
Note: Cloth armor is worn underneath all
other armors and its protection weight are
factored into those armors.

DRAGONQUEST SECOND EDITION, PAGE 26

[18.3] GRIEVOUS
INJURY TABLE
Class A weapons do Grievous Injuries on rolls of
01 through 20. Class B weapons do Grievous
Injuries on rolls of 21 through 80. Class C
weapons do Grievous Injuries on rolls of 70
through 100.
D100 Result
01-05 Congratulations! It's a bleeder in your
primary arm! Take 1 Damage Point from Endurance immediately and 1 per Pulse thereafter
until the flow is staunched by a Healer of Rank 0
or above or you die.
06-07 Oh no! Your opponent's weapon has
entered your secondary arm's elbow joint and the
tip has broken off. Take 2 Damage Points
immediately from Endurance and that arm is
useless until the sliver has been removed by a
Healer of Rank 3 or above. Also, increase the
chance of infection by 30.
08 A vicious puncture wound in your groin!
Take 3 Damage Points immediately from Endurance and reduce your TMR by 2 until fully
recovered, which will take two months. In
addition, add 30 to your chance of being infected
(assuming you live long enough for such things
to matter).
09-10 You have been stabbed in your secondary arm. Drop whatever you were holding in it
and take 2 Damage Points immediately from
Endurance. It will take a full week for the arm to
be of any use to you whatsoever.
11 Your aorta is severed and you are quite dead.
Rest assured your companions will do their best
to console your widow(er).
12 A stomach puncture. Nasty. You suffer 3
Damage Points immediately from Endurance and
lose 2 from your TMR until fully recovered,
which will take two months. Also, you are
automatically Stunned for the next Pulse (if you
aren't already), after which you will recover. Add
20 to the chance to be infected.
13 Your opponent's weapon has entered your
eye; roll D10. On a roll of 1, the weapon has
entered your brain and you are dead. On a roll of
2-5, your left eye is blinded; on a roll of 6-10,
your right eye is blinded. If you are lucky
enough to be blinded instead of killed, you have
suffered 2 Damage Points to Endurance. In addition, a figure who is blind in one eye suffers
the following subtractions: -2 from Physical
Beauty; -4 from Perception; -1 from Manual
Dexterity. A figure blinded in one eye reduces
his Base Chance with any Missile or Thrown
Weapon by 30.
14-18 Tsk. Tsk. A wound of the solid viscera.
Usually fatal. Take 3 Damage Points to Endurance immediately and 1 per Pulse thereafter
until the bleeding is stopped by a Healer of Rank
2 or above or you die. Add 30 to the chance of
infection.
19-20 Take a stab in the leg (your choice as to
which one) resulting in a deep puncture of the
thigh muscle. Suffer 1 Damage Point to
Endurance immediately and reduce your TMR
by 1 until you heal, which will take 4 weeks.
21-25 A chest wound. Take 2 Damage Points to
Endurance immediately and reduce your TMR
CHARACTER GENERATION & COMBAT, PAGE 27

by 1 until recovered (about 2 months). Look on


the bright side, though. Your attacker's weapon
is caught in your rib cage and has been
wrenched from his grasp.
26-27 Bad luck! Your secondary hand has been
severed at the wrist. Take 2 Damage Points to
Endurance immediately and subtract 1 point per
Pulse from Fatigue thereafter (Endurance when
Fatigue is exhausted) until you are dead or the
bleeding is staunched by a Healer of Rank O or
above. If you live, reduce your Manual
Dexterity by 2.
28-30 Worse luck! Your primary hand has
been severed. See result 26-27 for effects.
31-34 A minor wound. Your face is slashed
open, ruining your boyish good looks and causing blood to spurt into your eyes. Reduce your
Physical Beauty by 4 permanently.
35 Your secondary arm is sliced off at the
shoulder. Take 5 Damage Points immediately
from Endurance and 1 per Pulse thereafter from
Fatigue (Endurance when Fatigue is exhausted)
until you are dead or the bleeding is staunched
by a Healer or Rank 1 or above. Reduce your
Manual Dexterity by 2 and your Agility by 1.
36 The same as 35, except it's your good
primary arm that has been lopped off.
37-40 You have been eviscerated! Take 4
Damage Points immediately from Endurance
and 1 point per Pulse from Fatigue thereafter
(Endurance when Fatigue is exhausted) until
you are unconscious. Increase your chance of
infection by 40.
41-42 A glancing blow lays open your scalp
and severs one ear (your choice as to which
one). Take 2 Damage Points immediately from
Endurance. Reduce your Perception by 2.
43 A savage slash rips open your cheek and
jaw. Take an automatic Pass action next Pulse
due to the shock of the blow. Your Physical
Beauty is increased by 1, since your disfigurement will bring out the maternal/paternal instincts in the opposite gender.
44-50 A slash along one arm, and it's a bleeder!
Take 2 Damage Points immediately from Endurance and lose 1 point from Fatigue (Endurance when Fatigue is exhausted) each Pulse
until the bleeding is stopped by a Healer of
Rank 1 or above or you die.
51-52 Hamstrung! Roll D10. On a roll of 1-4,
it is your left leg. On a roll of 5-10, it is your
right. Take 4 Damage Points immediately from
Endurance and fall prone. You may not stand
unassisted until the wound is healed (which
should take three months). Reduce your Agility
by 3 permanently.
53-60 Your primary arm is crippled by a wicked slash! Take 2 Damage Points immediately to
Endurance and drop anything you have in your
primary hand. The arm is unusable until healed,
which should take 2 months.
61-67 Your secondary arm is crippled; see 5360 for details.
68-69 A nasty slash in the region of the
shoulder and neck. Roll D10. On a roll of 1-3,
your head is severed and your corpse tumbles to
the ground. On a roll of 4-6, your secondary
collar bone is crushed; on a roll of 7-10, your

primary collar bone is crushed. If your collar


bone is crushed, the results are identical to 5360, except you suffer 4 Damage Points to
Endurance.
70-74 A crushing blow smashes your helmet
and causes a concussion. Take 3 Damage Points
from Endurance and suffer a reduction of 4 in
both Manual Dexterity and Agility lasting for 3
days.
75-80 A massive chest wound accompanied by
broken ribs and crushed tissues. Very ugly, this.
Take 5 Damage Points immediately from Endurance. Reduce your Manual Dexterity and
Agility by 3 each until this wound heals (should
take about 4 months). Increase your chance of
infection by 10.
81-84 A crushing blow smashes tissue and produces internal injuries. You suffer 2 Damage
Points immediately to Endurance and 1 per
Pulse thereafter to Fatigue (Endurance when
Fatigue is exhausted) until unconscious or you
receive the attention of a Healer of Rank 2 or
above.
85-87 A jarring blow to your primary shoulder
inflicts 2 Damage Points immediately to Endurance. Roll D10; the result is the number of
Pulses the arm is useless. You immediately drop
anything held in that hand.
88-89 Similar to 85-87 except it is your
secondary shoulder.
90-92 Your right hip is smashed horribly. Take
5 Damage Points immediately to Endurance and
fall prone. You will be unable to walk until the
damage has healed (takes about 6 months).
Good fun. When healed, you will still have a
limp which will reduce your TMR by 1 and
your Agility by 2.
93-94 The same as 90-92 except it is your left
hip that is smashed.
95-97 Your opponent's weapon has come
crashing down on your head and fractured your
skull. You fall prone and are unconscious, and
take 8 Damage Points to Endurance. If you survive, you lose 2 from Agility, 2 from Manual
Dexterity, and 2 from Perception. It will take a
year in bed to recover.
98-100 Crushing blow to your pelvis breaks
bone and tears tissue. Take 7 Damage Points
immediately to Endurance and fall prone. Try to
roll under your Willpower on D100 to avoid
falling unconscious. If you survive, you will be
unable to move for D10 months.
NOTES: The suggested recovery times are a
guide- line for the GM's to use in determining
how long characters should be kept out of
action. The actions of a competent Healer may
alter these times in some instances. These
Grievous Injuries are designed for combat
between human-sized opponents; any injuries
sustained involving larger monsters should be
applied judiciously by the GM, taking into
account size and mass differences, etc. Simply
stated, a halfling would be hard put to drive his
dagger into the eye of an elephant, and in
situations such as these, the GM may have to
disallow the Grievous Injury or change its
effects. Any damage which results from a Grievous Injury is in addition to the Endurance
damage already determined.

TACTICAL DISPLAY

DRAGONQUEST SECOND EDITION, PAGE 28

Scale: 1 hex = 5 fee

DRAGONQUEST SECOND EDITION, PAGE 30

VI.
MAGIC
Magic Represents the effects exerted on the
abilities of individuals by contact between this
dimension and other dimensions. Where two or
more dimensions or planes coincide there is a
leakage of energy from one to another. Those
who have the talent and knowledge can tap the
energies of other dimensions and shape them for
use in this plane. Such men are called magic
users or Adepts.
There are three types of magic: Talent
Magic operates more or less automatically,
while Ritual and Spell Magic requires a period
of preparation before they become operational.
Generally, the more difficult a task, the longer
the period of preparation required. Spells may
be prepared within minutes, but Rituals can take
hours (and even days) to perform.
Whenever an Adept desires to cast a spell
(and usually when he desires to perform a
Ritual), the character executes the following
steps:
1. He prepares the Spell or Ritual by drawing on
energies from other dimensions.
2. He then "Looses" the Spell or completes the
Ritual. a Cast Check must be made for all Spells
and most Rituals to determine if the operation
has had the desired effect. The Cast Check can
result in the Spell or Ritual (a) failing, (b)
dissipating, (c)impacting for the desired effect,
(d) impacting for double or triple effect, or (e)
backfiring in one of a variety of possible ways.
3. If the Spell or Ritual was designed to take
effect over a particular entity with a Magical
Resistance, the entity's player (or the GM if the
entity is a monster or NPC) may then make a
"Resistance Check" to determine if the entity is
affected by the Spell or Ritual.
4. Unless the magic fails, dissipates, backfires,
or is resisted, it takes effect over the specific
entity, object, or area that it was designed to
affect.
These four steps are implemented for
almost every attempt at using non-Talent Magic.
Where this sequence is altered or suspended,
note is made in the in the description of the
particular Spell or Ritual.
There are 12 separate Colleges of Magic.
Each represents a specific type of magic, and
each has a list of Spells, Rituals, and Talents
common to all Adepts of that College and
usable only by those Adepts.

25. DEFINITION
OF MAGICAL TERMS
The following terms are used frequently as
part of the rules governing magic and are listed
in the order that they are encountered in the
rules:
Mana: The stuff of magic, mana is a type of
energy common to other dimensions.

Talent Magic: Talent magic consists of those


special abilities that make use of the small
amounts of mana existing on this plane and that
therefore operate automatically.
Spell Magic: Spell magic consists of magical
formulas which require anywhere from a few
seconds to perform and which result in specific
alterations of Natural Law.
Ritual Magic: Ritual Magic consists of those
procedures and techniques of magic that require
the magic user to spend large amounts of time
(hours, usually) to prepare the powers he
intends to use.
College of Magic: All magic is divided into
distinct forms called "Colleges" which give
order to the multitude of magic techniques
available to magic users. Each College
specializes in a particular type of magic (e.g.,
Fire Magics, Necromancy) and teaches its
Adepts the techniques and disciplines necessary
to perform its special type of magic. The
knowledge governed by each College is of two
types: General and Special Knowledge:
General Knowledge: All Colleges of Magic
have a body of spells, talents, and rituals which
are classified as General Knowledge. Such
knowledge is taught to all Adepts of the
College during their initial training.
Special Knowledge: All Colleges of Magic
have a body of secret spells, talents, and rituals
which are not taught to all Adepts as part of
their apprenticeship, but may be learned later
by an expenditure of time and effort. Such
knowledge is termed Special Knowledge.
Adept: A member of a College of Magic is
termed an Adept.
Cast Check: The process whereby an Adept's
player determines if he has successfully
performed a spell or ritual.
Cast Chance: The modified Base Chance of
effectively casting a spell or performing a
ritual.
Resistance Check: The check that is made
to determine if a resisting entity is affected by
magic or if the magic dissipates.
Magic Resistance: All sentient beings have
the capacity to resist magic directed against
them. This ability is termed their Magic
Resistance and is a function of their Willpower,
modified by their knowledge, the presence of
counterspells, where the magic is performed,
and how powerful it is (among other things).
Active Resistance: A special type of
resistance to magic whereby the Magic
Resistance of a target is subtracted from the
Cast Chance.
Passive Resistance: Passive Resistance is
the type of resistance engaged in by all
sentients when they make a Resistance Check.
Backfire: The process whereby a spell or
ritual is so spectacularly ineffective that it has
unpredictable and usually unwanted results is
termed "backfire".
Cold Iron: All metals in a non-liquid state that
are composed of wholly or substantially of iron
ore products are termed Cold Iron. These
include both iron and steel. Such metals in a
liquid state (in a crucible, for instance) are not

"cold". Cold Iron inhibits the ability of


individuals to use mana.
Counterspell: A special type of magic spell
which protects, either specific individuals or
areas, against the effects of a particular brand of
magic is termed a counterspell.
Thaumaturgies: One of the three branches of
Magic.
Elementals: The second of the three branches
of Magic.
Entities: The third of the three branches of
Magic.
Consecrated Ground: Any ground that has
been consecrated to the service of the "Powers of
Light" as defined by the GM is consecrated
ground and affects the abilities of all characters
to resist magic. There is no College specifically
dedicated to the Powers of Light, because it is
assumed that they are non-magical in nature and
are, in effect, opposed to magic. Most temples
and monasteries and some graveyards will be
consecrated ground. Barrows, pagan temples
(those in which magic forms part of the ritual)
and the dwellings of magical beings can never be
consecrated ground.

26. HOW MAGIC WORKS


Magic is of three distinct types: Talent,
Ritual, and Spell Magic. Talent Magic is
discussed in IV as it applies to the special racial
skills of characters. Talent Magic in the form of
the talents accessible to Adepts of a particular
College is described in the section dealing with
the College to which it applies. Ritual Magic is
discussed in detail in 208. Spell Magic is the
subject of most of the rest of this section, since
most magic will be of that type.
In game terms, Talent Magic is
distinguished from the fact that (1) it is common
to all members of the race or College of which it
is a characteristic part and is never "learned," (2)
magical talents are useable automatically without
the necessity of preparing a spell or ritual.
Ritual Magic is distinguished from other
forms of magic by the fact that (1) it requires the
expenditure of large blocks of time (several
hours, usually) and (2) a magical effect resulting
from Ritual Magic will often be of a prolonged
and/or delayed nature. In addition, Ritual Magic
usually requires a large number of special tools
and substances and may be restricted to
particular times or places (e.g., moonrise on
unhallowed ground). Certain rituals may require
a check similar to that implemented for spells to
determine if they have the intended effect.
Spell Magic constitutes the great majority
of the magic available to characters. Unless
otherwise stated, all magic mentioned in these
rules is Spell Magic. All Spell Magic has the
following characteristics in common:
1. The magic consists of individual spells, each
having a defined effect, duration, range, and
Base Chance of being effective.
2. No spell may be cast unless prepared by the
caster through a process of incantation to draw
power to activate the spell from another plane.

MAGIC, PAGE 31

3. Spells are inexact in their workings and may


fail entirely or have unexpected effects on the
caster or anyone else in the vicinity.
4. Magical spells are almost always more
effective against inanimate objects than against
animate objects and against non-sentient than
against sentient beings due to the ability of
higher orders of conscious beings to resist the
effects of magic in proportion to their level of
consciousness and the power of their life force.
5. The casting of a spell drains energy from the
caster in the form of Fatigue Points expended to
cast the spell.
6. Magic users are limited as to the number,
type, and rank of spells they may use by their
Magical Aptitude, College, and experience.
7. Spell magic is the primary type of magic that
will be used directly during the Tactical
Procedure.

27. HOW TO CAST SPELLS


Casting a spell is a two-part process. First,
the spell must be "prepared" by the adept who
taps the power of other planes of existence in
order to power the spell. Preparation of a spell is
subject to certain limitations as discussed in 29.
Once prepared, the spell is "loosed" by an
expenditure of energy in the form of fatigue
Points to direct the pent-up power and give it
the desired form. Once loosed, a spell will either
impact or fail. If it impacts, it may take effect or
it may simply dissipate. If it fails, the spell may
backfire (see 30.). The spell may be especially
effective in terms of range, duration, or effect if
it is cast particularly accurately. The
effectiveness of the spell and the possibility of
backfire are governed in part, at least, by
whether or not the spell is being actively
resisted.
The casting character's player announces
that a spell is being cast, its nature and target (if
any). He then modifies the Base Chance of the
spell as appropriate. The addition or subtraction
of all values affecting the cast from the Base
Chance for that spell produces a Cast Chance.
The player then rolls D100. If the resulting dice
roll number is less than or equal to the Cast
Chance governing the cast, the spell impacts. If
the dice roll is 5% or less of the Cast Chance,
the effect of the spell is tripled. If the dice roll is
between 6 and 15% of the Cast Chance, the
effect of the spell is doubled. The Special
Damage Table lists the dice rolls producing
double or triple damage. If the dice roll is more
than 30 higher than the Cast Chance during
combat, or 40 higher when not involved in
combat, the spell has not only failed, but has
backfired and the Backfire Table is consulted.
When a spell impacts, any possible target may,
if it has a Willpower value, make a Resistance
Check. The target character's player rolls D100.
If the resulting number is equal to or less than
the character's modified Magic Resistance the
spell dissipates and has no effect on the
character.

[27.1] It costs 1 Fatigue Point to


cast a General Knowledge Spell
and 2 Fatigue Points to cast a
Special Knowledge Spell.
The distinction between General and
Special Knowledge is discussed in 34. If a
character is in area designated as "Mana Rich"
by the GM, the cost to cast a Special
Knowledge spell is 1 and there is no cost to cast
a General Knowledge Spell. Such areas are,
however, rare and include primarily locations
where human sacrifice is practiced regularly or
where the boundary between dimensions is
weak so that large amounts of mana leak
through. Often mountaintops or clearings in
deep jungle will contain such "portals." These
areas are likely to be well guarded by beasts
and individuals attracted by their magic,
including a larger than usual proportion of
Fantastical Beasts. Even in mana rich areas, a
character must pay the Fatigue Cost to cast a
spell upon loosing it or it has no effect.
If the character is in area designated
"mana poor" by the GM, the Fatigue Cost to
cast a spell is doubled. Such areas will be much
more common and will often include the more
civilized and densely-inhabited parts of the
world.
[27.2] A magic user may not cast a
spell unless he has sufficient
Fatigue Points to pay the cost of
casting the spell.
Unless otherwise specified, the Fatigue
Cost to cast a spell is assumed to be 1 for
General Knowledge spells and 2 for Special
Knowledge spells, as described in 27.1.
However, a GM need not tell an Adept in
advance that an area is mana rich or mana poor,
and an Adept could thus attempt to cast a spell
without knowing that the cost was at variance
with the norm. In such cases, the Adept would
have to either pay the any additional cost to cast
the spell or give up the attempt. If the area is
mana rich, he pays the cost to cast the spell in a
mana rich area, not the normal cost for the
spell. The GM tells a character only after the
spell has been prepared (at the moment when
the character is about to pay the Fatigue Cost to
cast the spell) that the area is mana poor or
mana rich. A character may always choose to
abandon the attempt in such cases, but any time
(and, in combat, Pulses) spent preparing the
spell is lost.
[27.3] A character always expends
the necessary Fatigue Points to
cast a spell whether the spell is
effective or not.
At the moment the character's player rolls
D100 to make the Cast Check to see if the spell
impacts, the Fatigue is expended. A character
may not change his mind about the spell once it
is being cast and the check is being
implemented. Regardless of the results of the
Cast Check or any succeeding Resistance or
Damage Checks, the Fatigue is expended.

[27.4] There is no Fatigue Cost to


prepare a spell.
Fatigue is expended at the moment the spell
is loosed, not before. Thus, a character could
prepare a spell and then decide not to loose it
and there would be no cost in Fatigue Points.
[27.5] A spell must be used
immediately upon being prepared
or it is dissipated and the
preparation must be repeated
before it can be used.
A character prepares a spell immediately
before use. He cannot keep a spell prepared for
any length of time. Once he announces that the
spell is ready, the character must immediately
loose it or the spell is dissipated. Only one spell
can be prepared at any one time.
[27.6] A character must remain
immobile and may engage in no
other activity while preparing or
casting a spell.
If a character moves, attacks, attempts to
remain aware of his surroundings (by, say,
listening for intruders) or even speaks to another
player or the GM about something not related to
a point of information about the spell, the
preparation is interrupted and the character must
begin over again.
[27.7] A character's chances of
effectively casting a spell may be
increased or decreased by a variety
of factors.
The following modifiers are added to the
character's Cast Chance.
Each point the caster's MA is greater
than 15
Each point the caster's MA is less
than 15
Each Rank the character has with the
spell they are casting
Each hour (maximum of 10) the
character spends preparing the spell

1
-1
3
3

[27.8] A character must spend one


full minute to prepare a spell and
loose it during the Adventure
Sequence and a lesser amount of
time to prepare and loose the spell
during the Tactical Procedure.
It takes one Pulse to prepare a spell as part
of the Tactical Procedure and another full Pulse
to loose the spell. The details of spell casting in
combat are discussed in 33. Due to the lack of
time for proper preparation, spells have a greater
chance of backfiring in combat than normally.
[27.9] There is always a chance
that a character can successfully
resist a spell even after the spell
has successfully impacted on the
character.
The character's player makes a Resistance
Check by rolling D100 and if the result is less
than or equal to the character's modified Magic
Resistance, the spell does not take effect even
though it did impact on the character. The

DRAGONQUEST SECOND EDITION, PAGE 32

Resistance Check is modified as described


in 31.4. A spell resisted in this manner does not
produce a backfire result. It is simply treated as
a failed spell.

28. THE EFFECTS OF SPELLS


Spells that are successfully cast and that
are not resisted immediately take effect on the
character(s) or object(s) over which they were
cast. In some cases, the duration or severity of
damage due to a spell, or some other aspect of
the spell, will have to be determined by the GM
or via a die roll. All such determinations are
mentioned in the description of the spells (see
36 through 47 for spells by College). If double
or triple effect is achieved using a spell, the
casting character's player must choose the
attribute of the spell that will be doubled or
tripled (see 28.2).
[28.1] In some cases, it will be
necessary to make a Damage Check
as a result of a successful spell cast.
Whenever a character is affected by certain
spells, the effects of those spells will include
damage to either Fatigue or Endurance. In such
cases, the damage is determined by making a
Damage Check in the same manner as for
damage due to physical combat (see 18.4).
[28.2] The casting character's player
determines what effect a
multiplication of a spell's power
will have on the spell.
There are three characteristics of a spell
that can be multiplied by the caster as a result of
a spell taking double or triple effect: range,
duration, and damage. Range is the maximum
distance (usually given in feet) over which the
spell can be cast (i.e., between the caster and his
target). Duration is the length of time in
minutes, hours, days that a spell will last.
Damage represents the amount of injury a spell
can do as a result of being successfully cast
against a character or object expressed in terms
of Damage Points.
Whenever a spell is cast for double its
normal effect, the casting character's player has
the option to double either the range, duration,
or damage of the spell. Not all spells are ranged
(i.e., can be cast over a distance), have a set
duration, or do damage. An attribute that does
not apply to a particular spell cannot be
multiplied.
Whenever a spell is cast for triple effect,
the casting character's player has the option of
tripling either the range, duration, or damage
done by the spell or of doubling any two of
these three characteristics or of decreasing the
target character's Magic Resistance by 20.
[28.3] A character may not attempt
to cast a spell at a target that is not
within a range in hopes of achieving a
double or triple effect.
[28.4] The description of each spell lists
its specific effects, range, duration and
other appropriate material.

Each spell is fully described under the


College to which it belongs. The following
information is included.
Range: The maximum radius in feet within
which the caster can make the spell take effect.
Duration: The maximum length of time in
minutes, hours, or days that the spell remains in
effect.
Experience: The multiple used in conjunction
with the rank to be achieved to determine the
cost of increasing a character's Rank with a
particular spell (see 87.4).
Base Chance: The basic percentage chance
of causing the spell to take effect on a particular
object or person within a circumscribed area.
Resistance: The conditions under that the
workings of the spell can be resisted by a being
subject to its effects.
Effects: The general purpose and consequences of the spell. Includes potential damage as
well as special effects.

29. RESTRICTIONS
ON MAGIC
Adepts may be restricted as to when and
where they can employ magic according to
general rules covering all magic or by specific
restrictions concerning their College only.
Restrictions of a general nature are discussed in
this section. Restrictions covering only
individual Colleges are discussed under the
sections dealing with those Colleges.
[29.1] A character may never
prepare a spell or engage in ritual
magic while in physical contact
with cold iron.
He can exercise any Talent Magic he can
possess as a result of his race, but not Talent
Magic stemming from his membership in a
College of Magic. Cold iron is defined as any
metal composed substantially or wholly of iron
ore and its direct products, iron and steel. The
amount of cold iron that will prevent an Adept
from using his powers is relatively small, but
not minute. Generally, no more than a few
ounces is sufficient to prevent the working of
all but racial Talent Magic. However, the final
determination as to whether or not a character
is affected by cold iron on his person is up to
the GM.
The Adept must be in direct contact with
cold iron for this stricture to apply. In all cases,
such determinations are the province of the
GM.
An Adept cannot prepare a spell, use the
special talents of his College, nor perform
Ritual Magic while wearing armor made of
cold iron or holding weapons or tools made of
cold iron under the provisions of this rule. This
does not mean, however, that Adepts cannot
wear armor or use weapons or tools. There are
three possible means of circumventing the
effects of cold iron.
1. The character can wear non-metallic armor
(leather for example) and carry weapons and
tools made of bone, wood, or stone. Tools and

weapons of bone, wood, or stone will always be


less effective than similar weapons made of
metal. Thus, when using a non-metallic nature,
but similar in design to an existing weapon on
the Weapons Table made of cold iron, the Adept
would do 2 fewer points of damage and would
have his Strike Chance with the weapon reduced
by 10. The same general reduction in effectiveness should be adhered to by the GM in
assigning values to any tools normally made of
cold iron that the magician uses in their nonmetallic form. Note that this provision is meant
to apply to the substitution of other materials for
cold iron in items normally made of metal. A
quarterstaff, for example, would not be any less
effective in the hands of a magician since it is a
weapon made of wood anyway. However,
arrows would be less effective, since their
(normally metallic) heads would have to be
made of stone or bone.
2. The character can use metallic items that
contain little or no cold iron. These include items
made of such soft metals as copper and tin (and,
of course, their product: bronze). Such items will
always be less effective than items made with
cold iron, though not as radically so as in the
case of bone, wood, or stone implements. A
character can purchase items of soft metal for the
same price as other weapons, but they always do
1 less point of damage and they always do 1 less
point of damage and they can break on a roll of
92-99 instead of just 99. Bronze armor (scale,
chain plate, partial plate, or improved plate)
always has a Protection Rating 2 less than the
rating for the same type of armor made of cold
iron.
3. The character can neutralize the cold iron by
combining it with precious metal. There are
three types of metal that can be combined with
cold iron for this purpose: silver, gold, and
truesilver. Articles made from these substances
will be equally as effective as items made only
of cold iron, but will cost much more. An item
made of silvered metal costs 10 times the normal
cost for the item made simply of cold iron. A
gilded item will cost 120 times the normal cost
for the item made of cold iron alone. Truesilver
will cost 180 times the cost of the item made
from cold iron alone. Silver and gold only
partially neutralize the effects of cold iron, but
truesilver entirely neutralizes it. The Cast
Chance of a character in contact with cold iron
neutralized by silver is reduced by 10. The Cast
Chance of a character in contact with cold iron
neutralized by gold is reduced by 5. A character
is not protected from the effects of magic by
wearing cold iron. For example, a character in
armor plate would still be affected by any spell
cast at him despite the presence of the armor.
[29.2] A character must have the
freedom to make the necessary
gestures and sounds in order to
cast a spell or perform a ritual.
Mute, bound, paralyzed, unconscious, stunned,
or restrained characters or those engaged in

MAGIC, PAGE 33

Close Combat cannot use Spell or Ritual Magic,


though Talent Magic is usually possible.
[29.3] A character cannot employ
a type of magic or a spell or ritual
with which he is not familiar.
Only those spells, talents, and rituals that
the character has mastered as a result of his race
or College or studies after initiation into the
College (i.e., the development of Special
Knowledge spells) can be employed by a
character.
[29.4] A character cannot perform a spell
or ritual without the necessary
equipment or working materials where
such are required in the description
of the spell or ritual.
[29.5] A character cannot cast a spell
or execute a ritual if his concentration
is broken.
Generally, a character's concentration is
broken by being engaged in Melee or Close
Combat. Other types of attack or the intrusion of
loud noises could serve as a distraction as well.
For example, an arrow whizzing past the caster's
ear might break his train of thought and spoil a
spell. Whether such events do, in fact, keep a
character from casting a spell is up to the GM. If
he decides that an event may have broken the
character's concentration, the character's player
must roll D100. If the result is less than or equal
to 4 times the character's Willpower, the
character is not bothered by the intrusion and
continues what he was doing. Otherwise, the
character is distracted and the spell or ritual
must be started over again. Note: This rule is
meant to describe the effects on the process of
performing magic when a character's
concentration is broken. It does not apply to the
controlling of spells already cast or to the
concentration necessary to control an animal,
monster, etc., once a Spell of Controlling has
been successfully cast. A character's concentration for these purposes will not be broken by his
entering combat or being attacked. It will only
be broken if he is killed or knocked out or
(perhaps) if he is stunned.

30. BACKFIRE FROM


SPELLS AND RITUALS
There is a chance that a spell will backfire.
If the Adept's player rolls a number more than
30 higher than the Cast Chance while
attempting to cast a spell during the Tactical
Procedure or 40 higher than the Cast Chance
while attempting to cast a spell during the
Adventure Procedure, the spell backfires. It does
not hit the intended target. Instead, the GM rolls
D100 and refers to the Backfire Table to
determine the exact effect of the backfire.
Possible effects include Fatigue penalties,
affecting characters other then (or including) the
original target of the spell, affecting the caster
himself, or inflicting a variety of curses and
disabilities on the caster. Backfire never occurs
as a result of the functioning of talents and

seldom as the result of the functioning of


rituals. Where a backfire can occur as a result
of the functioning of a ritual, the possible
results are often described in the section dealing
with that ritual, if not, the GM should invent
one.
When a spell has backfired, the GM rolls
D100 and consults the Backfire Table. The
effect on the Backfire Table corresponding to
the number rolled is immediately applied to the
character.
[30.1] Backfire Table
(See page 38)
[30.2] All backfire effects are
cumulative.
A character may be subject to backfire any
number of times and may, in fact, suffer the
same curse any number of times as a result of
backfire. All effects are cumulative, though
their exact nature may be subject to some
interpretation by the GM.
[30.3] It may be impossible to apply a
specific backfire effect to certain
characters or spells.
In most cases, when it is not possible for a
spell to have the result indicated on the
Backfire Table, there will be no backfire result
will be ignored. For example, a spell designed
to turn water into wood might or might not
have any effect if it backfired in such a way
that it was cast on one of the casting character's
companions. Whether the innocent victim was
unaffected was unaffected or the water in his
tissues turned to wood would be entirely up to
the imagination and discretion of the GM.
[30.4] The exact effects of specific
backfire results are subject to the GM's
interpretation.
In most cases, specific reductions in
numerical ratings are given when a caster is
cursed as a result of backfire. However,
ancillary effects of the curse must be
determined by the GM within the guidelines of
the curse description. Thus, a character struck
with senility (roll of 91-95 on the Backfire
Table) would forget most of his magical
knowledge during his illness and have to
relearn many spells, etc. The exact rate of loss
or the manner in which the determination was
made as to what spells were lost would be
determined by the GM. Similarly, a mute
character obviously could not cast spells since
he would be unable to utter the proper
incantations. However, whether his player
could even speak with the other players or
would be limited to nodding his head or
gesturing is a matter left up to the GM to
decide. In some cases (loss of sight, hearing,
and voice) the effects of the curse have been
left entirely to the GM's discretion. He should
keep the result of any backfire secret as long as
possible. If the result has a variable duration,
the GM keeps the duration secret until the
effect is over.
[30.5] When a backfire leads to a
character being required to lose more

Fatigue than he has available,


the excess Fatigue Points are
removed from Endurance instead.
Whenever, as a result of backfire, a
character exhausts his Fatigue and is forced to
reduce his Endurance to satisfy the Fatigue loss
due to backfire, the character's player rolls D100.
If the result is less than or equal to 10 times the
number of Endurance Points removed due to
provisions of this rule, the character loses 1 point
of Rank from the spell that backfired. If the spell
was unranked, it is simply forgotten and must be
relearned (even if a General Knowledge spell).
Forgetting a spell or losing Rank takes place
after all other backfire results are applied. They
would not, for example, affect the possibility of
a spell reversing itself and affecting the character
who cast it in the same Pulse in which that
character forgets the spell. An Adept can be
stunned if forced to remove a number of points
of Fatigue or Endurance greater than one-third of
his Endurance as a result of a single backfire
result.

31. COUNTERSPELLS
AND RESISTING SPELLS
A character who is a target of a spell may
resist the effects of that spell if he is conscious
and unstunned. Resistance may be either Active
or Passive. A character engages in Active
Resistance by stating this intention. He may
perform no other action and his resistance affects
the chances of the spell backfiring or taking
effect at all. A character may Passively resist by
making a Resistance Check once a spell has
successfully impacted on him. A character is not
prevented from making a Resistance Check by
the fact that he is engaged in other activities at
the time the check is made. Both Active and
Passive Resistance are implemented using the
character's Magic Resistance rating. The
character's Magic Resistance is determined
whenever it is used by adding to the character's
Willpower any modifications due to the
character's Magic College or lack of a College as
well as special modifiers for Counterspells and
general situation at the moment the check is
made. A character's chances of resisting magic
may be increased by casting a Counterspell over
the character.
[31.1] A character who is conscious
and unstunned may make a Resistance
Check to determine if he successfully
avoids the effects of a spell.
The character's player rolls D100. If the
resulting number is equal to or less than the
character's Magic Resistance (as modified
according to 31.4), the character resists the spell
and it has no effect upon him. Otherwise, the
character is affected normally by the spell. A
character is never prevented from making a
Resistance Check because he is engaged in other
activity at the same time. A Resistance Check is
an automatic function. It is implemented any
time the character's player states that he wishes
to attempt to resist a resistible spell which is
about to take effect on him. Each character may
only make one Resistance Check per spell cast

DRAGONQUEST SECOND EDITION, PAGE 34

over him. Characters who are struck by a spell


as part of a backfire result may resist.
All spells listed under the individual
colleges contain a statement as to whether or not
they can be resisted and whether that resistance
can be Active or Passive. A character can only
exercise his powers of resistance against a spell
in the manner given for that spell. His resistance
will always be ineffective unless it is if a type
that can be used against the spell being cast.
[31.2] A character may choose to
Actively resist a particular spell by
stating his intention to do so, but may
do nothing else during the time he is
Actively resisting.
A character may not move, attack, cast his
own spell, or do anything else while engaged in
Active Resistance. When a spell which is being
Actively resisted is loosed, the Cast Chance for
that spell is reduced by the Magic Resistance of
the character with the highest Magic Resistance
who is Actively resisting the spell. A character
involved in combat on the Tactical Display must
spend one full Pulse to Actively resist the spell
after the spell has been prepared, but before it is
being loosed. A character who is Actively
resisting a spell does so in the manner described
in 33.1. He must announce whose spell that is
being cast he is Actively resisting at the moment
he chooses to Actively resist. His Active
resistance has no effect on any other spell and
does not prevent him from making a Resistance
Check whenever any spell (including the one he
is Actively resisting) impacts on him.
Example: A group of characters is about to
have a spell cast over them with a total modified
Cast Chance of 67%. One character with a
Magic Resistance of 27% Actively Resists. The
Cast Check result is 47, and the spell had no
effect (67-27=40; 47 is greater than 40) on
either the resisting character or anyone else
within the group. A backfire may never be
Actively resisted. A character whose
concentration is broken while he is Actively
resisting a spell still expends the necessary time
to Actively resist the spell, but is treated as if he
were simply engaged in Passive resistance. A
character's concentration is broken for this
purpose whenever he is subjected to a Melee or
Close Combat attack or otherwise has his
"elbow joggled." anything that would prevent a
character from preparing or casting a spell due
to breaking the caster's concentration would also
prevent Active Resistance (see 205.5).
Since the nature of a spell is not revealed
until actually loosed, a character could attempt
to Actively resist a spell not affected by Active
Resistance. In this case, the Active resistance
has no effect, but any time expended on
resistance is lost anyway.
[31.3] A character's Magic resistance will
be affected by whether or not he is
under the protection of a counterspell.
A counterspell is cast in exactly the same
manner as any other type of spell, but it is cast
only over a single specific character or area and
has as its object defeating the effects of other

spells cast by members of the specific College


against which the counterspell is directed.
There are 24 different counterspells, two for
each College. The General Knowledge spells of
each College are inhibited in their operation by
the General Knowledge counterspell for that
College. The Special Knowledge spells of each
College are inhibited in their operation by the
Special Knowledge counterspell for that
College. The counterspells affecting one
College will not affect any other College and
the counterspells for a particular College will
only affect the type of spell against which they
are directed (General or Special). A character is
always considered to acquire as part of his
General Knowledge the counterspells affecting
his College upon joining that College. He may
learn the counterspells affecting other Colleges
only by finding a member of another College
willing to teach that College's counterspells and
spending time and money learning the two
counterspells as described in 87.
Note: Counterspells are the only spells of
a College other than his own that a character
can learn. They are an exception to the general
rule that one can know only the spell's of one's
own College.
Members of the College of Namers
specialize in knowing the counterspells for all
Colleges. Consequently, Namers receive a
special benefit in regard to counterspells. All
counterspells of Colleges other than a
character's own College may only be practiced
by a character at Rank 0 (i.e., unranked) unless
he is a member of the College of Namers, in
which case he may achieve Rank with them.
Counterspells
are
always
General
Knowledge Spells of the College to which they
apply, but are considered Special Knowledge
spells when learned by a character of another
College. All counterspells of all Colleges are
General Knowledge spells of the College of
Namers.
A counterspell of any type may be cast on
one character (including the caster, himself) or
on the occupants or objects in a circle 15 feet in
diameter (or 7 hexes on the Tactical Display). It
will always add 30 (+3 per Rank) to the Magic
resistance of a character over which it is cast
(only) for purposes of resisting the type of spell
to which it applies. For example, a counterspell
affecting General Knowledge spells of the
College of Air Magics increases the Magic
resistance of the character over which it was
cast only when that character was resisting
General Knowledge of the College of Air
Magics. It would not protect or assist the
character when resisting the spells of other
Colleges or Special Knowledge spells of that
same College. Note: If a counterspell is cast
over a subject which normally does not resist
magic, it has a Magic Resistance of 30.
A counterspell may be cast over an area
instead of an individual. When cast over an
area, any individual occupying that area may
not use a spell of the type affected by the
counterspell until he vacates the affected area.
All individuals in the area would add 30 +3 per
Rank to their magic resistance when resisting

the type of magic affecting the counterspell so


long as they occupied the area affected by the
counterspell, but would not be so protected if
they moved out of the 15 foot diameter area of
the counterspell. Counterspells cast over an area
in combat must be cast over a single hex and the
six adjacent hexes (but the area affected could be
doubled or tripled as a result of an effective
cast).
A counterspell lasts for a number of
minutes equal to the results of minutes equal to
the results of a D10 die roll and an additional 1
per Rank. A character or area may never have
counterspells affecting more than one College
cast over him at the same time. If a being or area
were already under the effects of a counterspell
affecting more than one College, any
counterspell affecting another College would not
effect him. He would still be affected if he
occupied an area over which a counterspell
affecting another College had been cast, but only
for so long as he occupied the area. A character
may never benefit from more than one
counterspell against a particular spell (i.e., he
could not benefit from two counterspells against,
say, the General Knowledge of the College of
Illusion).
A character may always use magic even
when under the protection of a counterspell
(including a counterspell affecting his College).
Only area counterspells inhibit the casting of the
spell itself. A spell or ritual may never be
performed on ground that has a counterspell over
it affecting the College of which the magic is a
part.
The following list of characteristics applies
to all counterspells for all Colleges of magic:
Range: 25 feet + 25 additional/Rank
Duration: [D+5]+1 additional/Rank
Exp Multiple: 100 (for General Knowledge
Counterspell) or 200 (for Special Knowledge
Counterspell)
Base Chance: 40%
Resist: May only be passively resisted.
[31.4] The following modifications affect
a character's Magic Resistance by the
numbers shown:
Target and Caster are of the
same Branch of Magic

+ 15

Target and Caster are of opposed


Branches of Magic (see 34.1)

- 15

Target is not a member of any


college of magic

+ 20

Target is under protection of


counterspell affecting spell

+ 30*

Caster chooses to decrease target


character's Magic Resistance as
per 204.2

- 20

Target is standing on consecrated


ground

+ 50

*Plus 3 per Rank

MAGIC, PAGE 35

32. SPECIAL MAGICAL


PREPARATIONS
Special magical preparations include all of
those rituals not limited to a specific College
that are designed to augment the power of
characters or spells or invest areas or objects
with special magical properties. They are
employed according to the provisions governing
Ritual Magic (26 and 29).
All forms of special magical preparation
can be coded for purposes of recording them on
the Character Record Sheets by simply referring
to the number of the case in which they are
discussed (32.1, 32.2, 32.3, or 32.4).
[32.1] A character may increase his
chance of successfully casting a spell
by engaging in Ritual Spell Preparation.
The character's player announces his
intention of employing this option and states the
number of hours that will be spent in
preparation and the spell is increased by 3 per
hour (up to a maximum of 30 if 10 full hours are
spent in preparation). If, at any time during the
preparation, the character's concentration is broken, the entire process must be restarted from
scratch or abandoned and any time previously
spent in preparation is lost. A character's concentration is always broken by the necessity of
abandoning the Adventure Sequence and employing the Tactical Procedure. The character
can engage in no other activity while preparing
the spell. The spell must be cast immediately
upon completing the Ritual Preparation. The
Spell Preparation Ritual is a General Knowledge
Ritual that enhances spells only. A character
cannot achieve Rank with this Ritual.
[32.2] A character may increase his
Magic Resistance by 5 and his Magical
Aptitude by 1 for each hour spent in
Ritual Purification.
Ritual Purification always increases both
magic Resistance and Magical Aptitude by the
aforementioned amounts for each hour spent in
purification up to a maximum of 3 hours (for a
total increase of 15 to Magic Resistance and 3 to
Magical Aptitude). A character can only be
under the influence of one Ritual Purification at
a given time. The effects of the purification last
for a number of hours equal to (Rank with
Ritual Purification + D10)x the number of hours
spent in purification. The die is always rolled by
the GM who keeps the result secret until it is
time to inform the players that the result of a
purification has worn off. The ritual is always
interrupted by the necessity of suspending the
Adventure Sequence and employing the Tactical
Procedure and must abandoned or restarted from
scratch with all hours spent in purification being
lost. However, once a Ritual Purification has
been completed, the character can enter combat
and employ all of the benefits of the
purification. A character must announce when
he starts purification the number of hours he
will spend engaged in the ritual. He can engage
in no other activity (including moving, resting,
or employing other special preparations) while
engaged in this ritual. Only members of the

Colleges of Magic can purify themselves.


Ritual Purification is a General Knowledge
Ritual. The Experience Multiple for this ritual
200.
[32.3] A character may store the power
of a spell in an object in his possession
by employing an Investment Ritual.
The character's player announces that he is
beginning an Investment Ritual and states the
number of hours that will be spent in the ritual,
the object to be invested with power, and the
specific spell which will be stored in the object.
At the end of the ritual, the character's player
makes a Cast Check to determine if the ritual
has been effective. The Chance of the ritual
being effective is always equal to the character's Magical Aptitude plus 3 for each hour
spent in the ritual (up to a maximum of 10
hours or 30 percentage points) plus any other
modifiers normally associated with spells and
rituals (+ 3 per Rank with the investment
Ritual). It is possible to generate any of the
effects normally associated with spells when an
Invested spell is loosed (double or triple effect,
backfire, etc.) using this ritual. If the Cast
Check dice roll is equal to or less than the Cast
Chance, the object of the ritual is invested with
the power of the spell which is to be stored in
it.

An object which has a spell stored in it in


this manner may be used to cast the spell at no
Fatigue cost by any character (including
individuals who are not members of a College
of Magic) who knows how to activate the
object. Only those individuals who know the
Investment Ritual of the College that was used to store the spell in the object or who have
been told by the character who stored the spell
in the object how to activate the power therein
may use the object's power. It is not necessary
for a character to know the spell stored in an
object in order to employ the object to release
the spell.
Each object invested with spell power in
this manner has a number of "charges" in it
equal to the Rank the character who invested

the object possessed with the Investment Ritual


at the time the item was invested. Whenever the
power in the item is used, the number of
remaining charges is reduced by i. When no
charges remain, the item is no longer invested
with the power of the spell. It may be reinvested.
A particular object may never be invested with
more than one spell at the same time. A
character may only invest an object with a spell
he knows.
Whenever a spell is released from an object in which it was invested, the spell is treated
as if it was being cast by the character who
originally stored it in the object. It always
emanates from the spot occupied by the object,
but is treated in all other ways as if cast by that
character as he was when he originally invested
the object with the spell power (i.e., the spell
would be ranked as it was when originally stored
in the object).
A spell invested in an object may only be
dispelled (i.e., removed and dissipated) by a
Namer casting the proper counterspell over it. If
an attempt at investing an object with a spell's
power backfires, the effect is as if the spell being
invested in the object had backfired. It is applied
immediately. When an object invested with a
spell is used, any backfire resulting from its use
affects the user of the object rat her than the
object itself. The Investment Ritual is a Special
Knowledge Ritual. The Experience Multiple for
this Ritual is 300.
[32.4] A character may employ Ritual
Magic to cast a Ward over an area which
he occupies or is near.
A Ward is an automatic spell that is
activated by the intrusion of objects or living
beings into the area it occupies. Whenever a
character wishes to create a Ward, he announces
his intention and engages in one or more hours
of Ritual Preparation to create the Ward. At the
end of the preparation, he immediately checks to
see if the Ward is cast by making a Cast Check.
If the Cast Check is successful, the Ward is cast.
If the Check is not successful, no Ward exists
and the attempt must be started from scratch and
abandoned.
The Base Chance to create a Ward is equal
to the creator's Magical Aptitude. This number is
modified by adding 3 for each hour spent in
preparation (up to a maximum of 10 hours or 30
percentage points) plus any other modifiers
normally associated with spells and rituals (+3
per Rank with the Ward Ritual). It is possible to
suffer backfire from an attempt to create a Ward.
In such cases, the spell being incorporated into
the Ward backfires immediately.
Once the Ward is cast, the entry or exit of
any object or being in the area occupied by the
Ward (determined by the range of the spell
incorporated into the Ward) can trigger the
Ward. Once a Ward has been triggered, it ceases
to exist. It takes full effect on the character(s) or
object(s) that triggered it, but is dissipated
thereafter. All Wards emanate from the exact
spot occupied by the individual who cast the
Ward (important for determining range).

DRAGONQUEST SECOND EDITION, PAGE 36

A character desiring to create a Ward must


announce what the Ward will consist of before
he begins the Ward Ritual. A Ward always
consists of a specific spell of the caster's
College (either General or Specific Knowledge)
that the GM considers suitable for incorporation
into a Ward. A Ward always consists of only
one such spell. More than one Ward cannot be
cast over a specific area (i.e., it is not possible to
cast three or four different spells over the same
doorway via a Ward).
Whenever he announces that he is creating
a Ward, a character's player must also announce
under what conditions the Ward will be
triggered. He can decide not to limit its effect, in
which case it will be triggered by anyone or
anything entering the area over which it is cast,
or he can limit it to affecting specific individuals
or anything in between. Thus, a character could
cast a Ward that would only be triggered by
passing trolls (or even more specifically, by the
third troll to pass through the area occupied by
the Ward). Characters (and the GM) should be
aware that it can be necessary to account for the
caster of the Ward and his fellow adventurers
having to pass through the Ward. This can be
accomplished by delaying the effect of the Ward
for a length of time sufficient to allow the party
to pass through (but no more than a few
minutes) or by making the Ward subject to other
specifications that permit the party to pass
through.
Once a Ward is in effect, any individual or
object could trigger the Ward and that enters the
area occupied by the Ward is automatically
subject to whatever individual spell was woven
into the Ward. Only those spells known by the
caster of the Ward can be woven into the Ward
and they take effect exactly as if the caster of
the Ward were present and casting the spell at
the spot occupied by the character or object that
triggered the Ward. All characters or objects
nearby that would normally be affected by the
spell are subject to its effects when it is cast as a
result of the Ward having been triggered.
Wards are dispelled in one of two ways:
either by a Namer casting a Special Knowledge
counterspell of the same College as the spell
incorporated into the Ward, or by being
triggered by an individual or an object. They
exist in perpetuity until dispelled.
The Ward Ritual is a Special Knowledge
Ritual. The Experience Multiple for this Ritual
is 400

implementing the proper actions discussed in


13 and 14 as modified herein.
Whenever a character attempts to cast a
spell, he first prepares it by implementing a
Pass action (see 13.4 and 14.8), as if he were
preparing a weapon, except that he announces
he is preparing a spell. Spell preparation takes
one full Pulse. On the next succeeding Pulse,
the character implements a Fire action in order
to loose the spell. He announces that he is
loosing the spell when it becomes his turn to
take action. He announces which hex or
character is the target of the spell. (Note: The
character can loose the spell at an adjacent figure despite the fact that he is using a Fire action
to get the spell off.) The casting character's
player rolls D100. If the resulting number is
less than or equal to the Cast Chance for the
spell, the spell has been successfully loosed. In
most cases, the target(s) of the spell then have
the opportunity to resist the effects of the spell
by Passively resisting unless they are stunned
or unconscious (however, see 33.1). The
Resistance Check is made as described in 31.1
(by rolling D100 against the character's Magic
Resistance). Unless the character successfully
resists the spell, he is fully affected by it.

33. INCORPORATING
MAGIC INTO COMBAT

34. THE COLLEGES


OF MAGIC

Ritual Magic cannot be employed by


characters occupying the Tactical Display.
Talent Magic can be used, operating automatically and requiring no special expenditures
of actions or time. Spell Magic is also available
to characters for use in combat, but requires the
expenditure of time in Pulses. Generally, any
attempts at casting spells in combat are resolved
similarly to attempts at casting spells during the
Adventure Sequence. However, the acts of
preparing, loosing, or actively resisting a spell
are only possible to characters who are

Magic is divided into 12 Colleges


representing specific types of magic. The 12
Colleges are divided into three Branches of
Magic. These Branches, and the Colleges
encompassed by each, are listed below:

[33.1] A character can Actively


resist a spell during combat by
implementing an Evade action.
The character must announce when he
chooses the Evade action that he is resisting
magic or it is assumed that he is attempting to
evade a physical weapon instead. Evading
magic never assists a character in dealing with
a physical attack and evading a physical attack
never has any effect on a character's Magic
Resistance. The Evade action always takes one
full Pulse regardless of whether it is being
employed to assist the character in coping with
magic or with physical combat.
[33.2] A character cannot cast or
actively resist a spell while
engaged in Close Combat.
[33.3] The Cast Chance of a spell is
affected only by the modifiers listed
in 27.7 and by those modifiers listed for
each College individually.
It is never affected by those modifiers
listed in 17.6.

The Thaumaturgies:
The College of Ensorcelments and
Enchantments
The College of Sorceries of the Mind
The College of Illusions
The College of Naming Incantations

The Elementals:
The College of Air Magics
The College of Water Magics
The College of Fire Magics
The College of Earth Magics
The College of Celestial Magics
The Entities:
The College of Black Magics
The College of Necromantic Conjurations
The College of Greater Summonings
[34.1] A character's Magic Resistance
is affected by the Branch of Magic of
which he is a practitioner.
A character's Magic Resistance is increased
by 5 whenever a Cast Check is implemented to
determine if he has been affected by a spell
generated by a member of the same Branch of
Magic. A character's Magic Resistance is
decreased by 5 whenever a Cast Check is
implemented to determine if he has been affected
by a spell generated by a member of an opposed
Branch of Magic. A character's Magic
Resistance is unaffected whenever a Cast Check
is implemented to determine if he has been
affected by a spell generated by a member of a
neutral Branch of Magic. A character's Magic
Resistance is increased by 20 whenever a Cast
Check is implemented to determine if he has
been affected by a spell generated by a member
of any College of Magic if that character is not,
himself, a member of a magical College. The
Branches of Magic are aligned relative to each
other as shown in this chart:
Alignment

THAUM

THAUM

ELEMENTAL ENTITY

Same

Neutral

Opposed

Same

Neutral

Neutral

Same

ELEMENTAL Neutral
ENTITY

Opposed

[34.2] Each College of Magic has


its own individual requirements
which must be met before a
character of that College can employ
any of the powers of spells of his
College.
All such requirements are listed and
explained in xx.l for each College.
[34.3] The Adepts of a College are
subject to certain modifications to their
ability to successfully cast spells.
All such modifications are listed in xx.2 for
each College.
[34.4] The spells and powers available
to practitioners of each College are
broken down into General Knowledge
and Specialized Knowledge.
A character is assumed to have mastered all
of the General Knowledge of his College upon
choosing that College. The General Knowledge
attained is always at Rank O. Characters may

MAGIC, PAGE 37

only increase their proficiency at


employing General Knowledge by expending
Experience Points to attain Rank with that
knowledge. Specialized Knowledge includes all
of the special spells and procedures of the
College not normally taught to novices. Such
knowledge may be accumulated only by
expending both time and money to learn it.
Special Knowledge is learned at Rank O and the
Rank the character has with that knowledge may
be increased in the same manner as for
increasing the Rank of General Knowledge
spells and procedures through expending
Experience Points to progress once the
knowledge has been mastered at Rank O. The
maximum Rank attainable with a spell or ritual
is 20.
[34.5] A character may only employ the
powers and spells of one College.
A character may never employ the
knowledge, powers, or spells of a College of
which he is not a member, except for counterspells and Invested spells. Characters may only
be members of one College at any one time. A
character may change his College, but, if he
does so, he immediately loses all knowledge
(General and Special) from his old College and
all Rank in magical activities and must spend
six months in a house of his new College
learning its discipline so as to master its General
Knowledge. He may engage in no other
activities while in the house. Once a character
has renounced his old College, he may never
return to it or relearn its General or Special
Knowledge.
[34.6] A character is limited in the
number of spells and rituals of lower
rank that he may know.
A character may only employ talents,
spells, and rituals that he knows. He may know
any number of talents, but may only know a
number of spells and rituals of Rank 5 or lower
equal to his Magical Aptitude. He may know an
unlimited number of spells and rituals of Rank 6
or higher. The General Knowledge spells and
rituals of his College count against this total.
[34.7] A character may not enter any
College of Magic except the College of
Naming Incantations unless he has the
Magical Aptitude to account for mastery
of the General Knowledge spells and
rituals of that College.
He may not acquire additional spells above
and beyond his Magical Aptitude unless he
attains Rank 6 or higher with spells already
learned so as to make room for the acquisition
of additional knowledge. Once a character is a
member of a College, he may lose the use of
General and Special Knowledge as a result of a
decrease in Magical Aptitude, but he may never
be forced to quit the College as a result. In such
cases, the GM always determines what spells or
rituals are forgotten by the character as a result
of his reduced capacity. All talents, spells, and
rituals are numbered and coded and are
explained individually in xx.3, xx.4, xx.5, xx.6,

and xx.7 of their College.


[34.8] The talents, spells, and rituals
of all Colleges are numbered and
coded for easy identification.
All magic powers are coded as follows:
T=Talent Magic; G=General Spell; S=Special
Spell;
R=Special
Knowledge
Ritual;
Q=General Knowledge Ritual. All talents are a
form of General Knowledge. Talents, rituals,
and spells are numbered within their code.
All counterspells are coded CS followed
by the number of the section in which their
College is described, and a G or S (for General
or Special Knowledge). Thus, the General
Knowledge counterspell of the College of Air
Magics would be coded CS40G by anyone
wishing to use this shorthand method (which is
especially useful on Character Record Sheets).
All forms of Special Magical Preparation
are coded by reference to their case number
(32.1, 32.2, 32.3, or 32.4).

35. MAGIC CONVENTIONS


The following 12 sections dealing with the
Colleges of Magic employ a number of
conventions common to most fantasy roleplaying games. It is important that the reader
grasp these conventions. The following list
touches on the most important of them.
1. Range is always given as the distance from
the Adept. It can be a linear measurement
between Adept and target or it can be a radius
within which the Adept can cast a spell. In
some cases, ranges and radii cannot be depicted
entirely accurately on the Combat Display due
to the anomalies of the hex grid. When
converting range measurements to the hex grid,
each 5 foot increment of range is considered a
hex. Thus, a spell with a range of 35 feet would
have a range of 7 hexes on the Tactical Display.
If only part of a hex is within the effective
radius of a spell's range, the entire hex is
automatically considered to be in range. The
same is true of the area affected by a spell. For
example, a Wall of Stone cast as a circle around
a character and his companions and having a 10
foot radius, would protect all characters within
2 hexes of the Adept (one intervening hex). All
hexes 3 or more hexes away from the Adept
would be outside the wall. Measurements are
always taken from the middle of the hex, and so
a 10 foot radius would include 2'/2 feet of the
Adept's hex.
2. Duration is a measurement of how long a
spell lasts after it is cast. In some cases, it will
have an immediate effect and then dissipate. In
others, the effect will linger longer. When
converting minutes into Pulses, each minute a
spell lasts equals 12 Pulses. If a spell is cast in
the middle of a Pulse, that Pulse still counts as a
full 5 second increment in the duration of the
spell, regardless of how much time remains in
the Pulse. Sometimes a spell must be
concentrated upon in order to continue having
an effect. In such cases, the Adept takes Pass
Actions while concentrating. For the most part,

though, spells which would endure for more than


one Pulse remain in effect regardless of what
may happen to the Adept after the spell has been
loosed.
3. Spells fall into two separate groupings: those
directed at specific targets and those which cover
an entire area, affecting all targets within that
area. Some spells can be used in both ways. For
example, a spell which could be employed
against a single target +1 additional target per
Rank might, at Rank 6, be employed against a
single target or against 7 targets (which would
give it much the same practical effect as an area
spell). If a multi-target or area spell is Actively
Resisted, the Magic Resistance of the target with
the highest Magic Resistance is applied to the
Base Chance and will affect whether or not the
spell backfires or is cast at all on any of the
targets. This "umbrella of protection" effect is
very important in protecting weak characters, but
players must understand that a character can only
Actively resist a spell if he is a target of the spell
or is in the area affected by it. Sometimes, a spell
will take effect even if resisted. In such cases,
the spell may have a reduced (usually halved)
effect.
4. Often range, duration, and damage from spells
will be given as "x+y additional per Rank." The
translation of this arcane phrase is simply that
the particular attribute of the spell lasts for x
minutes or has a range of x feet and that this
number is increased by y minutes or feet for
every Rank that the character has achieved with
that spell. Unless otherwise noted, the unit of
measurement added per Rank will be the same as
the unit of measurement used in the base range
of the spell.
5. Often the Base Chance will be equal to some
characteristic of the Adept or some multiple of
that characteristic. In such cases, the characteristic or multiple is treated in all ways as a normal
Base Chance and may be modified accordingly.
All modifications are applied after any multiplication of the appropriate characteristic.
6. A Difficulty Factor will sometimes be given
for resisting a spell. This is always a number
(which may increase or decrease according to
Rank) by which the character's Willpower (or
any other operative characteristic) is multiplied.
7. Most of the magic in DragonQuest is designed
to be flexible in application and requires that the
GM determine exactly how he wants a spell to
work in his world. In addition, the effects and
procedures given are meant to apply to
humanoid characters and characters of human
size. An Incinerate Spell that should fry a human
might do little more than make a dragon
uncomfortable, for example. To close every
loophole and fully explain every application
would be impossible. Therefore, these matters of
interpretation have been left in the game and
guidelines have been provided in the form of the
spell descriptions.

DRAGONQUEST SECOND EDITION, PAGE 38

36. THE COLLEGE OF


ENSORCELMENTS
AND ENCHANTMENTS
This College is concerned with general
magic, but especially with charming and
enchanting individuals and objects.
[36.1] Adepts of the College of
Ensorcelments and Enchantments may
practice their arts without restriction.
[36.2] There are no modifiers to the Base
Chance of performing any talent, spell,
or ritual of the College except as listed
in 27.7 or under the descriptions of the
specific spells, talents, and rituals of the
College.
[36.3] Talents
1. Witchsight(T-1)
The Adept has a Base Chance equal to his
Perception +4 per Rank achieved with this talent

[30.1] BACKFIRE
TABLE
Dice Backfire Result
01-10 How unfortunate! Not only do you fail
to cast the spell, but your Fatigue is reduced by
a number equal to the Fatigue already expended
in the attempt.
11-17 Worse yet! You fail to cast the spell, and
your Fatigue is reduced by a number of points
equal to twice the Fatigue already expended in
the attempt.
18-22 For shame! You should be grateful that
your teachers cannot see you in your hour of
degradation. Not only do you fail to cast the
spell, but your Fatigue is reduced by a number
of points equal to three times the Fatigue
already expended in the attempt.
23-24 This is simply not your day. You fail to
cast the spell and you must reduce your Fatigue
by a number equal to four times the number of
points already expended in the attempt.
25 Magic may not be your calling. You might
consider a future in animal husbandry instead.
You have failed to cast your spell and your
Fatigue is reduced by a number of points equal
to five times the Fatigue already expended in the
attempt.
26-35 Your spell has reversed itself and is
presently taking full affect on your own person
instead of on the intended target.
36-45 Once again your spell has reversed itself
as in result 26-35. However, this time, in
addition to the effects of the reversal, your
Fatigue is reduced by a number of points equal
to the Fatigue expended in attempting to cast the
spell.
46-50 Your companions may well curse your
name for this! The GM assigns a number to
each character within Range and rolls D10.The
character whose number is first rolled is the
target of the spell. If no character's number is
rolled, the GM rolls again until one character's
number is rolled.

[36.4] General Knowledge Spells

2. Spell of Telekinesis (G-2)


RANGE: 15 feet + 15 additional per Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The effects of this spell are identical to
those for the spell of that name (S-9. p.41) of
the College of Sorceries of the Mind.

1. Spell of Charming (G-1)


RANGE: 15 feet + 15 additional per Rank
DURATION: 1 hour + 1 additional per Rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 15%
RESIST: May be actively & passively resisted.
EFFECTS: The effects of this spell are identical
to those for the spell of that name (S-1, p.44)
of the College of Naming Incantations except
that the target's Generic True Name need not be
known to cast the spell. If the Generic True
Name is known, the Base Chance is increased
by 15. If the Individual True Name is known
and used, the Base Chance is increased by 25.

3. Spell of Enchanted Sleep (G-3)


RANGE: 15 feet + 15 additional per Rank
DURATION: 1 hour + 1 additional per Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 15%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may send 1 entity which
normally spends any time sleeping into a deep
enchanted sleep which will last for the duration
of the spell or until the entity is wakened by
another entity (by being shaken, etc.). The target
may not be wakened if the spell is Rank 10 or
higher, but must continue to sleep until the spell
wears off.

Dice
Backfire Result
51-56 A result similar to 46-50 except that the
spell's effect is doubled (GM choosing what
attribute of the spell will be doubled).
56-60 Your spell takes effect, bur only at half
strength.
The
GM
determines
what
characteristic is to be halved and does so
(rounding down).
61 You are cursed with total blindness lasting
D10 weeks.
62 You are cursed with total blindness lasting
a number of weeks equal to two times D10.
63 You are cursed with total blindness lasting
a number of weeks equal to three times D10.
64 You are cursed with total deafness lasting a
number of weeks equal to the result of a D10
die roll.
65 You are cursed with total deafness lasting a
number of weeks equal to two times D10
66 You are cursed with total deafness lasting a
number of weeks equal to three times D10.
67 You are cursed with being totally mute for
a number of weeks equal to the result of a
D10die roil.
68 You are cursed with being totally mute for
a number of weeks equal to two times D10.
69 You are cursed with being totally mute for
a number of weeks equal to three times D10.
70 You are cursed with insomnia and nightmares and may only regain half Fatigue
(rounded up) during sleep periods for D10
weeks.
71 You are cursed with insomnia and nightmares and may only regain half Fatigue
(rounded up) during sleep periods for a number
of weeks equal to two times D10.
72 You are cursed with insomnia and nightmares
and
may
only
regain
half
Fatigue(rounded up) during sleep periods. for a
number of weeks equal to three times D10.
73-75 You are cursed with a virulent skin
disease which will cause you intense pain and
make you hideous to look upon. The disease

Dice
Backfire Result
will reduce your Physical Beauty by 10 and your
Willpower by 3 until cured by magic or the arts
of a healer. Once cured, the disease will still
reduce your Physical Beauty by 1 for each full
week during which it affected you. This
reduction is a permanent result of scarring.
76-80 You are cursed with periodic muscle
spasms of random occurrence and unpredictable
duration which tend to leave you limp and
exhausted. The spasms will persist until you are
cured by magic or the arts of a Rank 2 healer.
Reduce Dexterity by 5 and Endurance by
half(round down) until you have been cured.
81-85 You begin to suffer from intense and
regularly recurring migraines which reduce your
Willpower by 1 and your Magical Aptitude by 3
until you are cured of your affliction either by
magic or the arts of a Rank 2 healer.
86-90 You become arthritic and enfeebled and
will remain so until cured by manic or the arts of
a Rank 3 healer. Reduce your Fatigue by half
(round down) and subtract 4 from Dexterity and
3 from Agility until cured.
91-95 You have become subject to creeping
senility which will last until cured by
magic(only) and which will become worse as
time goes on. Your Magical Aptitude is
immediately reduced by 2 and is reduced by an
additional 2 at the beginning of each week until
cured. Once cured of your affliction, you will
have to relearn any spells forgotten during the
period of your illness. All spell attempts made
during the illness will have their Base Chance of
taking effect reduced by 10.
96-100 You are cursed with total amnesia and
lose all skills, ranks and magical abilities for a
period equal to one day times D10. During this
time, you may not cast spells, use special skills
or talents or use a weapon except in its unranked
state. Your friends will have to care for you
since your surroundings are totally unfamiliar
and your survival defenses will have been quite
effectively short-circuited. You will willingly
take their orders and advice, but you would just
as willingly follow an ogre into his cave if he
asked you.

of seeing objects or entities which are normally


invisible or which have been rendered invisible
by magical means (i.e., such spells as Walking
Unseen, Blending, and Invisibility). The
Experience Point Multiple for this talent is 150.

MAGIC, PAGE 39

4. Spell of Walking Unseen (G-4)


RANGE: 1 foot + 1 additional/Rank
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE:
BASE CHANCE: 40%
RESIST: May not be resisted
EFFECTS: Identical to the spell of that name (G5, p.53) of the College of Earth Magics.
5. Spell of Speaking to Enchanted
Creatures (G-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 10%
BASE CHANCE: 40%
RESIST: May not be resisted
EFFECTS: The spell gives the Adept the ability
to speak and understand the language of all
magical creatures.
6. Spell of Location (G-6)
RANGE: 10 miles + 5 additional/Rank
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The Adept may determine the
direction in which he will find any person or object of his desire which he has previously encountered or studied and which is within range.
The direction will be indicated by a large
glowing arrow.
7. Spell of Mass Charming (G-7)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 850
BASE CHANCE: 5%
RESIST: May be actively & passively resisted.
EFFECTS: Charms 1 entity per Rank as long as
the Adept maintains his concentration. The spell
takes 3 minutes to take effect and the effects
linger 3 to 5 minutes after concentration is
broken. The effects are identical to S-1, p.44 of
the College of Naming Incantations.
8. Spell of Invisibility (G-8)
RANGE: 15 feet + 15 additional/Rank
DURATION: 5 minutes + 5 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 45 %
RESIST: May not be resisted.
EFFECTS: At Ranks 1 through 15, the target
becomes invisible, but may not initiate an attack
(by making a Strike Check) without first
becoming visible again. At Ranks 16 and up, the
target may attack while invisible. The target
may always choose to become visible again at
any time while the spell is in effect. Once he
chooses to become visible, he may not again
become invisible as a result of the effects of that
spell. A new Spell of Invisibility may be cast
over him.
9. Evil Eye Spell (G-9)
RANGE: 15 feet + 15 additional/Rank
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May only be passively resisted.
EFFECTS: Any target who fails to resist has his
Strike Chance and his Magic Resistance reduced
by 1 per Rank (minimum of 1).

[36.5] General Knowledge Rituals


1. Ritual of Enchantment (Q-1)
The Adept may enchant any entity of his
choice who is in his physical presence during
the ritual. The Adept may not enchant himself.
The ritual takes 1 hour and requires that the
Adept first draw a Pentacle within which both
he and the subject of the ritual must remain
during the entire ritual. The Adept may perform
no other actions while implementing this ritual.
The Base Chance of the ritual being successful
is 80% plus 1 per Rank. The effects last a
fortnight at Ranks 1 through 10, 3 months at
Ranks 11 through 19, and until dispelled at
Rank 20. The Experience Multiple for this spell
is 125. It requires that the Adept burn 1 ounce
of black myrrh at a cost of 100 Silver Pennies
or the ritual will be ineffective.
The target of this ritual will be either
blessed or cursed (caster's choice) with an increase or decrease in the target's Base Chance
of doing anything or suffering any good or ill
fortune by plus or minus 1 per Rank. All Strike
Chances, Resistance Checks, etc., directly
affecting the target will continue to be altered
in this manner until the effects of the ritual
wear off. If the ritual is used to curse, the curse
is minor.
2. Ritual of Creating Crystal
of Vision (Q-2)
The Adept can create a crystal that acts in
the same manner as a Waters of Vision Spell
(S-8, p.49) of the College of Water Magics. To
do so, the Adept must remain in the same place
and take no other action. He performs the ritual
over an available piece of crystal (the bigger
the crystal, the better the image will ultimately
be) in his possession. The Base Chance of
creating the Crystal of Vision is 75% + 1 per
Rank. The Experience Multiple is 200. The
Adept must burn 1 ounce of ambergris during
the ritual at a cost of 1,000 Silver Pennies. The
resulting crystal may be used once per day for
10 minutes +1 minute per Rank (GM's should
carefully time consultations) in the same
manner as the Waters of Vision.
3. Ritual of Creating Sleep Dust (Q-3)
The Adept must spend 3 hours preparing
and implementing this ritual and must expend
10,000 Silver Pennies (-500 per Rank) to
purchase the necessary ingredients prior to
making the attempt. If the attempt fails, the
ingredients are ruined and may not be reused or
resold. The Base Chance of success is 80% + 1
per Rank. If the ritual succeeds, one ounce (a
single dose) of sleep dust results. When thrown
in the face of one target it has the effect of an
instant Spell of Enchanted Sleep of the same
Rank as the sleep dust. The sleep dust will only
remain fresh for three weeks after manufacture.
The Experience Multiple for this ritual is 250.
Note: The effects of sleep dust can be
passively resisted by the victim, but with a
reduction of 20 to his Magic Resistance.

4. Ritual of Manufacturing
Poison Dust (Q-4)
This ritual works in the same manner as Q3 and employs the same numbers for all
purposes. However, instead of causing the victim
to fall asleep, it inflicts D - 5 (+ l for every 2 or
fraction of 2 Ranks) damage due to poisoning on
individuals who fail to resist. Like sleep dust,
poison dust must be thrown in the face of the
target.
[36.6] Special Knowledge Spells
1. Ventriloquism Spell (S-1)
RANGE: 90 feet
DURATION: 5 minutes + 3 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST: May not be resisted
EFFECTS: The spell allows the Adept to project
his voice and alter it so that it sounds like any
other voice the Adept has heard. The voice may
be projected so that it appears to be emanating
from anywhere within the radius of the spell.
2. Bolt of Energy Spell (S-2)
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 50%
RESIST: May only be passively resisted
EFFECTS: The Adept may cast a bolt of energy at
a target and will, as a result, inflict [D - 5] + 1
per Rank damage on the first person or object
through which the bolt passes.
3. Spell of Opening (S-3)
RANGE: 15 feet + 15 feet for every 2 or fraction
of 2 Ranks
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: Instantly opens locks, bolts, and doors,
including those locked by the Mage Lock Spell
(S-6).
4. Spell of Enchanting Weapons (S-4)
RANGE: 5 feet + 5 additional/Rank
DURATION: 20 seconds x [D - 5] x Rank (1, if
unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted
EFFECTS: Increases the Base Chance to hit with
the weapon over which it is cast by 1 + an
additional 1 per Rank and increases the damage
done by the weapon by 1 for every 3 or fraction
of 3 Ranks.
5. Web of Entanglement Spell (S-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration / maximum: 15
minutes + 15 minutes per Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 35%
RESIST: May only be passively resisted.
EFFECTS: This spell works similarly to the Web
of Fire Spell (S-4, p.50) of the College of Fire
Magics except that it allows the Adept to project
a sticky web instead of a web of fire from his
fingertips. Any objects or individuals

DRAGONQUEST SECOND EDITION, PAGE 40

immediately between the caster and the target of


the spell (along the flight path of the web) will
be struck by the web and ensnared. The web can
ensnare a number of human-sized targets equal
to the Rank of the spell. Ensnared characters
may not move, and can only take actions in
every other pulse. In order to free himself from
the web, each en-snared character's player must
roll his character's Physical Strength or less on
D100 or successfully cut the web. The web is
cut whenever any Strike against it with a
weapon that is rated for type B damage results
in 10 or more Damage Points to the web. Once
any character cuts the web, all characters cease
to be ensnared by it.
6. Mage Lock Spell (S-6)
RANGE: 15 feet + 15 additional/Rank
DURATION: 1 hour + 1 additional/Rank (until
dispelled at Rank 20)
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The spell may be cast over any portal
(door, window, etc.) that can normally be
opened or closed. It effectively locks the portal
with an unpickable lock. The portal may still be
forced open by brute strength. The Physical
Strength(s) of all characters attempting to force
a portal locked in this manner are added
together and multiplied by the Difficulty Factor
of the task. The Difficulty Factor is always a
function of the Rank of the spell:
Rank
Difficulty Factor
1-5
3
6-10
2
11-20
1.5

BASE CHANCE: 20%


RESIST: May not be resisted.
EFFECTS: Subtracts 2 per Rank from the Strike
Chance of any character attempting to hit the
target with a physical weapon. At Rank 11 and
above it also permits the character's armor to
absorb 1 additional point of damage. This spell
may be cast on one target only and the target
must be armored.
10. Wizard's Eye Spell (S-10)
RANGE: 15 feet + 15 additional/Rank
DURATION: 1 minute + 1 additional/Rank.
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept creates an invisible, intangible eye which he can move about within a
radius equal to the spell's range. The eye
originates in the same spot as the Adept and
operates as would any normal eye except that it
is not attached to the Adept physically.
11. Spell of Slowness (S-11)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds x [D - 5] x Rank (x 1, if
unranked)
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The spell affects 1 target plus 1 additional target per 2 or fraction of 2 Ranks. All
entities subject to this spell have their running,
crawling, flying, or swimming speed halved
and have the time it takes them to do anything
on the Tactical Display doubled (e.g., they
could only attack once every two Pulses).

7. Spell of Enhancing Enchantment (S-7)


RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds + 5 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 25%
RESIST: May only be passively resisted.
EFFECTS: The Rank of this spell is added to one
characteristic of any spell being cast within
range unless the caster of the subject spell
successfully resists. Only range, duration, base
chance, or (where appropriate) damage may be
affected by this spell.

12. Spell of Quickness (S-12)


RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds x [D - 5] x Rank ( x 1, if
unranked)
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The spell affects 1 target plus 1 additional target per 3 or fraction of 3 Ranks. The
target's TMR is doubled, his Initiative Value is
increased by 10, and he can perform Actions
twice as fast.

8. Spell of Levitation (S-8)


RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes x [D - 5] x Rank ( x 1, if
unranked)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 25%
RESIST: May be actively & passively resisted.
EFFECTS: Causes the target of the spell to rise
into the air 15 feet + 1 additional foot per Rank
at the rate of 2 feet every 10 seconds. The spell
is limited to vertical movement and will in no
way propel the target horizontally.

[36.7] Special Knowledge Rituals


There are no Special Knowledge Rituals of
the College of Ensorcelments and Enchantments.

9. Spell of Enchanting Armor (S-9)


RANGE: 15 feet + 15 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 200

Each point Adept's Willpower is greater


than target's Willpower.
Each point Adept's Willpower is less
than target's Willpower.
All modifiers are cumulative.

1
-2

[37.3] Talents
1. Resist Temperature (T-1)
Adepts of this College suffer 1 (+ 1 for each
5 or fraction of 5 Ranks) less Damage Points
from either heat or cold (or fire or ice) used as
weapons. They are immune to extremes of temperature. The Experience Multiple for the Talent
is 250.
2. Resist Pain (T-2)
Adepts of this College are more or less
immune to pain. They cannot be tortured or
stunned. In addition, if there is a chance that
their concentration may have been broken, 5 (+ 1
per Rank) is always added to the Base Chance of
their maintaining the concentration despite intrusions. Their concentration is never automatically broken (i.e., is never broken without a
check to see if they maintain concentration). The
Experience Multiple for this Talent is 300.
3. Sensitivity to Danger (T-3)
Adepts of this College always add 5 (+ 1
per Rank) to their chances of detecting an
ambush (see 80.2). The Experience Multiple for
this Talent is 300.
[37.4] General Knowledge Spells
1. Spell of Extrasensory
Perception (G-1)
RANGE: 30 feet + 15 additional/Rank
DURATION: 30 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The Adept can sense the presence and
general mood (but not the exact nature) of any
entity within range of the spell.
2. Spell of Limited Precognition (G-2)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 20%
RESIST: May not be resisted
EFFECTS: The Adept may see (unclearly) into
the future a number of hours equal to 1 (+ 1 per
Rank) and may ascertain events that may or may
not be important to him.

[37.1] Adepts of the College of Sorceries


of the Mind may practice their arts
without restriction.

3. Mind Cloak Spell (G-3)


RANGE: May only be cast over self.
DURATION: 1 hour + 2 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept cloaks his own mind so
that his thoughts cannot be detected or "read."
The Adept's Resistance versus Mental Attack (S1) is increased by 10 + 2 additional per Rank
while the spell is in effect.

[37.2] The following numbers are added


to the Base Chance of performing any
talent, spell, or ritual of the College of
Sorceries of the Mind.

4. Spell of Empathy {G-4)


RANGE: Adept must touch subject until
Rank 10.
DURATION: Immediate

37. THE COLLEGE OF


SORCERIES OF THE MIND
The College of Sorceries of the Mind is
concerned with the manipulation of the mental
powers of sentient beings.

MAGIC, PAGE 41

EXPERIENCE MULTIPLE: 200


BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell allows the Adept to feel the
emotions and physical sensations the target of
the spell is currently experiencing. It also allows
the Adept to absorb wounds from Endurance
and Fatigue at a rate of 2 points cured for every
1 which the Adept agrees to subtract from his
own Fatigue (never Endurance). Thus, an Adept
could remove 6 Damage Points from a character
by inflicting 3 of the 6 on himself (the other 3
being eliminated). At Rank 10 or higher, the
Adept can cast this spell on characters who are
15 feet (+ 15 additional feet per Rank) or less
from him.
5. Spell of Hypnotism (G-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may lull an entity of his
choice that is within range into a trance-like
state in which he will be subject to suggestion.
The spell may only be cast over a target with
whom the caster is normally able to
communicate verbally. It can never be cast over
a totally hostile character. Once the subject has
been hypnotized, the Adept can make
suggestions which the subject will readily
accept unless they conflict directly with his best
interests. The subject will remain suggestable so
long as concentration is maintained and will
continue to implement suggestions for 3 (+ 3
additional per Rank) hours after the suggestion
has been made, even when no longer
hypnotized. The subject will never have any
idea where the suggestions it is implementing
came from.
6. Spell of Controlling Animals (G-6)
RANGE: 30 feet + 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept gains control over the
every action of one animal within range. If he
releases the animal or his concentration is
broken it may attack him.
7. Spell of Controlling Person (G-7)
RANGE: 30 feet + 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 650
BASE CHANCE: 30%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept gains control of the every
action of one person within range. He may
control the physical activities of that person (but
may not cause him to cast spells). The subject
always acts as if he was also affected by a Spell
of Slowness (Ensorcelments and Enchantments,
S-1). The spell continues in effect until the
Adept's concentration is broken or he releases
the victim.

[37.5] General Knowledge Rituals


1. Ritual of Binding Will (Q-1)
The Adept may employ this ritual in order
to bind the will of 1 entity that is physically
present and either unconscious or otherwise
restrained. The ritual takes 1 hour to perform
and lasts for 1 day + 1 additional day per Rank.
It has a Base Chance of 10 (plus 5 per Rank)
and an Experience Multiple of 500. The Adept
may perform no other action while engaged in
the performance of this ritual. Once bound, the
subject will remain bound until the effects of
the ritual wear off or he breaks the psychic
bounds restraining him. The subject gets a
chance to passively resist once during the
performance of the ritual and once at the end of
each day. If he successfully resists, the bonds
are broken and he is free. Until that time, he
will be the loyal retainer of the Adept and serve
him in all things. The Adept may never release
the subject from servitude voluntarily, and the
magic continues to work even after the Adept is
dead (the subject will dispose of the body and
take the deceased's personal effects to his
widow/widower). If the ritual backfires, the
Adept loses D10 from his willpower;
hypnotism (G-5) may cure this loss.
[37.6] Special Knowledge Spells
1. Spell of Mental Attack (S-1)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 25%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may cast this spell at any
character within range who can be seen or
whose position has been pinpointed via
Telepathy (S-2). If the target fails to resist a
successful spellcast, he falls unconscious. In
addition, at Ranks of 15 and above he loses [D5] (minimum of 1) from Willpower. This loss
from Willpower may be cured via hypnotism
(G-5) only (once hypnotised, the subject is
totally cured).
2. Spell of Telepathy (S-2)
RANGE: 30 feet + 30 additional per Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 550
BASE CHANCE: 10%
RESIST: May only be passively resisted.
EFFECTS: The spell gives the Adept the ability
to completely read the every thought of all
entities within Range. The entity is pin-pointed
whenever his thoughts are read.
3. Phantasm Spell (S-3)
RANGE: Works at any range
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 1%
RESIST: May not be resisted.
EFFECTS: The spell conjures a beast with an
Endurance and Fatigue with a combined value
of 20 (+ 5 additional points for each 3 Ranks).
The creature is a physical entity which must be
targeted at a particular victim. It will then track
the victim down and attack him until either the

victim is killed or the phantasm is dispelled


(using a counterspell). The phantasm always hits
for [D - 4]+ 1 additional point per Rank damage.
It need not make a Strike Check when it hits.
The phantasm is invisible to all but the victim.
4. Spell of Molecular Disruption (S-4)
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 1%
RESIST: May be passively resisted (then suffers
half damage).
EFFECTS: Spell causes cellular damage to any
living being or being in corporeal (substantial
rather than insubstantial) form, doing [D + 1] + 1
additional point per Rank damage to any single
target that fails to resist and half damage (round
up) to any target that successfully resists.
5. Spell of Molecular Rearrangement
(S-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 1000
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may rearrange the cells of
any object that fails to resist, turning it into
anything of the same mass that he desires.
6. Force Shield Spell (S-6)
RANGE: Works at any range
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: Reduces the Base Chance of the Adept
being hit by 5% (+ 1% additional per Rank).
7. Spell of Healing (S-7)
RANGE: Adept must touch target.
DURATION: Immediate
EXPERIENCE MULTIPLE: 375
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The Adept may heal the subject of 2
(+ 1 per Rank) Damage Points that have been
removed from the subject's Fatigue or
Endurance.
8. Spell of Invisibility (S-8)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The Adept may cause the target of this
spell to become impossible to sense in any
fashion unless the observer's Player rolls his
Perception or less on D100.
9. Spell of Telekinesis (S-9)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: Allows the Adept to lift 2 pounds and
move it at the rate of one mile an hour. The
Adept may move an additional 5 pounds or
move the chosen mass at an additional 2 miles an
hour per Rank.

DRAGONQUEST SECOND EDITION, PAGE 42

10. Spell of Telekinetic Rage (S-10)


RANGE: 30 feet + 5 additional/Rank
DURATION: Concentration/maximum of 60
seconds + 10 seconds/Rank
EXPERIENCE MULTIPLE: 750
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept creates a storm of force
emanating from him which hurls any object or
character away from him at bone-breaking
speed out of the range of the spell. Any
character who fails to resist suffers [D - 5] + 1
per foot travelled damage.
[37.7] Special Knowledge Rituals
1. Ritual of Binding Elements (R-1)
The Adept can bind any element (Earth, Air,
Fire or Water) as if he were performing the
binding ritual for the College dealing with that
element. The ritual is conducted in exactly the
same manner as the specific ritual for binding
the element the Adept is attempting to bind, but
the Base Chance is only 1%. In addition, the
Experience Multiple is 600. In all other ways
the binding is executed according to the rules
governing the appropriate ritual of binding from
the College concerned with the element being
bound.

38. THE COLLEGE


OF ILLUSIONS
The College of Illusions is concerned with
the creation of stimuli designed to fool the
senses of an observer so that he will accept the
existence of what is in fact nonexistent. All
illusions will automatically be believed in (and
cannot be resisted) unless and until the observer
makes a successful attempt to consciously "disbelieve" in the illusion. The normal Resistance
Check procedure is replaced by the action of
disbelieving. In addition, the Victim of an illusion may continue to attempt to disbelieve
during succeeding Pulses. In order to disbelieve
after an illusion has taken effect, an observer
must remain stationary and do nothing else
while trying to disbelieve. If involved in
combat, the observer must employ an Evade
Action in order to attempt to disbelieve.
The difficulty of disbelieving an illusion is
dependent upon the Rank of the illusion. All
attempts at disbelieving are rated for difficulty,
the Difficulty Factor being the number by which
the observer's Perception is multiplied to determine the Base Chance of his disbelieving. The
Difficulty Factors per Rank of the illusion are:
Illusion Rank
0-1
2-5
6-10
11-15
16-20

Difficulty Factor
4
3.5
2.5
2
1.5

The illusion affects a Primary and a


Secondary Sense

-5

The observer has been warned that he is


sensing an illusion

The Adept casting the illusion is known to


be present and to be casting a spell.

Unless disbelieved, the illusion will affect


the observer as if it were real. However, only
tactile illusions can touch or be touched (and so
do damage, in general).
General Knowledge illusions may only be
composed of one-sense illusions. The Special
Knowledge of this College consists of the
ability to create multi-sense illusions rather
than different spells. Any object or entity may
be created by an illusion, but the Adept is
limited to creating illusions equal to a man in
size. He may multiply either the size of the
illusion or the number of illusions created by
Rank (1, if unranked).
Note: The distinction between primary
and secondary senses is left to the GM's
discretion. The primary sense of an entity is
that which he relies on most strongly. This will
usually be sight, but may be sound or smell (or
even touch). In some cases, furthermore, an
entity's primary sense may have been destroyed
(in combat, say) and he may have elevated a
secondary sense to primary status. A human
would, for example, normally rely most heavily
on sight, but a blind human might find sound a
more useful stimulus because of his impaired
state. In order for an illusion to directly harm an
entity, it must be composed of a Tactile Illusion
(G-5) plus an illusion directed at the entity's
primary sense. Other illusions may impair his
functioning temporarily or influence his actions, but only illusions which meet these
conditions can result in actual injury or death in
and of themselves.
[38.1] Adepts of the College of Illusions
may practice their arts without
restriction.
[38.2] The following numbers are added
to the Base Chance of performing any
talent, spell or ritual of the College of
Illusions:
For each sense above 1 affected by
an illusion

-5

For each point the Adept's


Willpower is above 15

For each point the Adept's


Willpower is below 15

-1

[38.3] Talents

The Base Chance of disbelieving an


illusion is modified by the addition of the
following numbers:
The illusion affects only a Secondary
Sense

The illusion affects only a Primary Sense

10

1. Witchsight (T-1)
The Adept has a Base Chance equal to his
Perception (+ 5 per Rank achieved with this
talent) of seeing objects which are normally
invisible or which have been rendered invisible
by magical means (i.e., such spells as Walking
Unseen, Blending, and Invisibility). The Adept
also possesses the night-vision of an Elf. The
Experience Multiple for this Talent is 200.

2. Projected Image (T-2)


The Adept can, by remaining stationary and
concentrating for the duration of the talent's
workings, project an image of himself standing
within 15 feet (+ 15 additional feet per Rank) of
his actual position. While he continues to
concentrate, the illusion of himself will remain
and his actual person will be invisible. Once he
breaks his concentration, he will become visible
and the illusion will fade. It takes about 10
seconds minus 1 second per Rank for the image
to form and the Adept to become invisible. The
Experience Multiple for this Talent is 150.
[38.4] General Knowledge Spells
1. Flash of Light Spell (G-1)
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 20%
RESIST: May only be passively resisted.
EFFECTS: Unlike other spells of this College,
this spell is no illusion at all. Instead, the Adept
expends 2 Fatigue Points (in addition to the other
Fatigue Point costs for the spell) to create a
blinding flash of light. All entities who are
facing the Adept when the spell is loosed must
either resist or be blinded for 20 seconds.
Blinded characters have their Base Chance of
Striking reduced by 50 and they may move at
half their normal Tactical Movement Rate. The
Adept is unaffected by the spell since it
emanates from his own body.
2. Visual Illusion Spell (G-2)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/maximum of 10
minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: Must be disbelieved instead of
resisted.
EFFECTS: This spell creates a visual illusion
which will be fully as mobile as the object or
entity it represents and will seem to have all of
the characteristics of the object or entity.
However, if it touches another entity or object or
is touched by another entity or object, it will
immediately fade.
3. Audio Illusion Spell (G-3)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/maximum of 10
minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: Must be disbelieved instead of resisted.
EFFECTS: This spell creates the illusion of sound
or sounds of the Adept's choice.
4. Olfactory Illusion Spell (G-4)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/maximum of 10
minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: Must be disbelieved instead of resisted.
EFFECTS: Creates a smell (and/or taste) of the
Adept's choice.

MAGIC, PAGE 43

5. Tactile Illusion Spell (G-5)


RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/maximum of 10
minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 10%
RESIST: Must be disbelieved instead of
resisted.
EFFECTS: This spell creates a tactile illusion of
the Adept's choice. It can also be used to cause 1
target + 1 additional target for every 3 (or
fraction) Ranks to experience physical
sensations of hunger, pain, wellbeing, etc.
Unless such sensations can be attributed by the
target to some outside stimulus other than the
Adept, the illusion cannot harm the victim. All
damage inflicted on a victim by an illusion
remains once the illusion is disbelieved. It is
real (not illusory) damage.
[38.5] General Knowledge Rituals
1. Ritual of Illusory Fog (Q-1)
The Adept can, by spending one hour in
the performance of this ritual, create the illusion
of fog or mist in an area within 30 feet + 30
additional feet per Rank of the Adept. The fog
or mist will last so long as the Adept
concentrates on maintaining it and it is not
dispelled by magic. The ritual has a Base
Chance of 50% (+ 5 per Rank) and an
Experience Multiple of 50.
[38.6] Special Knowledge Spells
There are no Special Knowledge spells for
this College. However, an Adept may learn how
to combine two or more types of illusion (Sight,
Sound, Smell, Touch) by expending 600
Experience Points for each combination. The
Adept can then combine the various illusions
into a single illusion which will seem more real
to the observer and be harder to disbelieve.
Whenever a combined illusion is created,
its Rank is equal to the total Rank of all
elements of the combined illusion divided by
the number of senses of which the illusion is
composed (rounded down). The Base Chance of
casting a combined illusion is equal to the Base
Chance of casting the most difficult element of
the illusion (lowest modified Base Chance) as
modified In 38.2.
Generally, only Special Knowledge (combined) illusions will be able to directly harm or
kill entities. An entity must believe in the
illusion (not have disbelieved) and it must be
composed both of a Tactile Illusion and of a
Primary Sense Illusion for the entity to suffer
direct injury. In addition if the illusion involves
a particular entity or substance which is usually
detected by a Secondary, rather than a Primary
Sense, then that Secondary Sense must be
included as well. In some special cases, the GM
may wish to allow a Secondary Sense Illusion to
take the place of a Primary Sense Illusion. For
example, poison gas would require a Tactile
Illusion (to create the sensation of choking in
the victim) and possibly an Olfactory Illusion
rather than a Visual Illusion (if the gas is invisible, but not odorless) in order to be effective,
even though it is being directed at humans
whose sense of sight is their Primary Sense.

[38.7] Special Knowledge Rituals


There are no Special Knowledge Rituals
connected with the College of Illusions.

39. THE COLLEGE OF


NAMING INCANTATIONS
Members of the College of Naming
Incantations specialize in the knowledge of all
True Names and of magic in general
(counterspells in particular); they are usually
simply called Namers.
All things made in the "Divine Creation"
in a DragonQuest world were given a Generic
True Name at that time. The GM should decide
whether this was done by a supreme being or
by the first Namer. This name is in an ancient
language, and the translation into the Common
tongue would yield such terms as Man, Elf,
Tiger, Oak, Bee, Rattlesnake, Granite, Rose,
etc. All such names when uttered in their
ancient form by a Namer give the namer power
to control the object, and these Generic names
are taught to an apprentice Namer during the
Namers' training. It is possible a Namer would
encounter an object whose Generic name he
would not be familiar with, and the GM must
adjudicate what objects the Namers in his world
are familiar with. Namers may learn a Generic
True Name they are not familiar with by
encountering the object to which the Name
refers. Once acquired, the Name may be studied
at any time. To achieve Rank with a Generic
True Name, the name must be studied for a
number of weeks equal to the Rank to be
achieved, at no Experience Point cost.
All sentient entities (player character
races, dragons, mermen, nagas, etc.) are given
an Individual True Name upon reaching
maturity; this name is either given to them by
the aforementioned supreme being or the local
Namer. All sane sentient entities will know
their own Individual True Name and no force -physical or magical -- can coerce the entity to
reveal it. They may choose to reveal it,
however. The Name also cannot be forced from
the Namer who named the entity, if that method
of naming is chosen. An entity will be called by
his Given (or Use) Name, which is given to him
by his parents. Both the Individual True Name
and the Given Name will be in the entity's
native tongue. When an Individual True Name
is bestowed upon an entity, it also becomes
known to the Naming Demons (see the demon
descriptions in the College of Greater Summoning). Other than an entity choosing to
reveal his True Name, using a Demon is the
only other method of acquiring an entity's True
Name, although Adepts of various Colleges
have been known to record important entity's
names in magic tomes. Namers know only their
own Individual True Name upon completing
their education. All other Individual True
Names must be learned before they can be
used. They can be learned by spending one
month in study after the Name has been
acquired, and may achieve Rank with the Name
by spending additional months of study equal to
the Rank to be achieved (at no Experience
Point cost). The Generic True Name of an
entity must be known before the Individual
True Name may be studied.

[39.1] There are no special requirements


for using the Naming Incantations.
[39.2] The following numbers are added
to the Base Chance of performing any
talent, spell or ritual of the College of
Naming Incantations:
Namer has never before encountered
- 25
target's generic type
Namer does not know (has not
learned) target's Generic True Name

- 15

Each Rank Namer has achieved with


Generic True Name of object or nonsentient being

Each Rank Namer has achieved with


Individual True Name of sentient
being

These additions to the Base Chance are


cumulative and are tacked onto the Base Chance
in addition to those modifiers listed in 27.7. Note
that both Rank with a particular spell or ritual
and Rank in the use of the Name of the target
both affect the Base Chance.
[39.3] Talents
1. Detect Aura (T-1)
All living (and most formerly living) entities possess an Aura which may be read for
clues concerning the nature of the entity. Objects
made of formerly living matter will also possess
an Aura, but one which is much weaker. The
following categories of Auras are listed in order
of strength (weakest to strongest):
Formerly living matter as part of an object
A formerly living entity (not including undead)
Living plants
Lower orders of living animals
Undead types
Higher orders of living animals
Humans and most humanoids
Elves and other long-lived sentients
Whenever confronted by an object whose
nature is unknown to him, a Namer may tell the
GM that he is attempting to detect the being or
object's Aura. The GM rolls D100. If the result is
less than or equal to the Namer's modified
Perception, the GM must tell the Namer which
of the aforementioned categories of Aura he is
seeing and answer one question of the Namer's
choice about the being or object (but need not
give its Individual True Name). If the dice roll
falls within the span of possible results necessary
to achieve double or triple effects when casting a
spell (see section 27), the Namer may ask the
GM two (for double effect) or three (for triple
effect) questions. The GM may be as vague or
specific as he desires. The Namer's Perception is
modified by adding the following to it:
For every 5 feet (after first 5)
separating the Namer from the being or
object whose Aura he wants to read

-1

For each Rank the Namer has with the


Detect Aura Talent

A being may actively (but not passively)


resist having his Aura read in which case the
being's Willpower is subtracted from the Base
Chance of reading the Aura. The Experience

DRAGONQUEST SECOND EDITION, PAGE 44

Multiple to increase one's Rank with this Talent


is 75.
[39.4] General Knowledge Spells
Namers do not possess normal General
Knowledge Spells. Instead, their body of
General Knowledge consists of the ability to
cast counterspells against all Colleges of Magic,
and Namers may loose a counterspell without
preparing it. All counterspells are part of the
General Knowledge of each Namer when he
completes his apprenticeship. They are known
at Rank 0. They do not count against the number
of spells and rituals the Namer may know unless
and until Ranked. A Namer may know a number
of spells and rituals other than counterspells of
Rank 5 or lower and a number of counterspells
of Ranks 1 to 5 equal to his Magical Aptitude.
For example, a character could know 3 spells of
Rank 5 or less and 12 counterspells of Ranks 1
through 5 if he had a Magical Aptitude of 15 (or
any combination of spells, counterspells, and
rituals equal to 15).
Since there are 12 Colleges of Magic and
each has a General Knowledge counterspell and
a Special Knowledge counterspell, there are 24
possible counterspells which a Namer may
know. All counterspells work as described in
31.3, regardless of who is using them or what
College of Magic they affect.
[39.5] General Knowledge Rituals
1. Ritual of Dissipation (Q-1)
A Namer may always use any counterspell
he presently knows to cause the effects of a
spell cast over an individual or object to be
dissipated (removed) by performing the Ritual
of Dissipation. The Namer treats this ritual as if
he were employing Ritual Spell Preparation (see
32.1) except that he must cast the appropriate
counterspell in order to accomplish the
dissipation of the spell. In order to perform this
ritual, the Namer must know the exact name of
the spell that was cast over the character or
object, what College the spell was a part of, and
whether or not the spell was a General or
Special Knowledge spell. Only spells (not
rituals) may be dissipated using this technique.
Only namers may use counterspells to dissipate
spells once they have been cast. Adepts of other
Colleges may use counterspells to send entities
which they have personally summoned back to
their own dimensions. In such cases, the
counterspell need not be cast as part of a ritual.
Only Namers, however, may dispell magic by
using this ritual. At least 1 hour must be spent
implementing this ritual. The Namer may not
simply cast a counterspell over a character or
object to achieve the same effect. Characters
may never achieve Rank with this ritual, though
the specific counterspell used may be Ranked.
[39.6] Special Knowledge Spells
1. Spell of Charming (S-1)
RANGE: 15 feet + 15 additional/Rank
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 40%
RESIST: May be actively & passively resisted.

EFFECTS: The Namer may influence the actions


of any one entity whose Generic True Name he
knows by casting a Spell of Charming over the
individual. If, in addition, the Namer knows
and pronounces the victim's Individual True
Name, the Base Chance of the spell taking
effect is increased by 50 and the effect of the
spell is increased. The victim of the spell will
see the caster as his true friend and will readily
accept most suggestions emanating from him.
Sworn enemies of the caster (or of his race) will
not be affected by this spell unless the victim's
Individual True Name is spoken and, even then,
the duration of the spell is halved.
The caster may either suggest actions to
the victim or may order him to act in a certain
way on pain of losing the caster's "friendship."
Any suggestion that is not directly and
obviously inimical to the victim's interests (as
defined by the GM, but usually limited to
actions that would be injurious or fatal to the
victim) will be acted upon 90% of the time. The
caster may only insure 100% compliance with a
request by making it an order based upon the
friendship that binds the victim and caster
together. In such instances, however, the victim
immediately makes a Resistance Check. If he
resists, the spell is broken and he immediately
attacks the caster in a rage. Otherwise, the
victim will accept the order and be 100%
faithful to it for the remainder of the spell.
Whenever any suggestion is made that would
lead to the victim's injury or death, another
Resistance Check is made. If the check is
unsuccessful, the victim will accept the
suggestion. Otherwise, the spell will be broken
and he will attack the caster.
2. Spell of Compelling Obedience (S-2)
RANGE: 5 feet + 5 additional/Rank
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 10%
RESIST: May be actively & passively resisted.
EFFECTS: The Namer may cast this spell over
any target(s) whose Generic or Individual True
Names are known to him. Once successfully
cast, the spell permits the caster to order the
target to do anything within its physical
capabilities which is not obviously suicidal.
The spell may affect a number of targets equal
to or less than the caster's Rank with this spell.
No target may resist an order once it has failed
to initially resist the spell. The Base Chance is
increased by 25 if the caster pronounces the
Individual True Name of all the spell's targets.
[39.7] Special Knowledge Rituals
1. Ritual of Magic Divination (R-1)
A Namer may determine if an individual or
object is currently or has, been recently under
the effects of a spell by employing the Ritual of
Magic Divination. The object or individual
must be present 'during the ritual which lasts
for 1 hour. At the end of the ritual, the Namer's
player makes a Cast Check to determine if the
ritual has had the desired effect. The Base
Chance for this check is 40%. The Base Chance
is modified by the addition of 10 for each Rank

the Namer has in the use of the ritual. It is


reduced by 5 for each week (or fraction of a
week) since the spell was cast. If the ritual is
successful, the nature of the spell (its exact name
and College) is revealed to the Namer. There is
no possibility of backfire from this ritual. The
Experience Multiple to increase by one Rank is
250.

40. THE COLLEGE OF AIR


MAGICS
The College of Air Magics concerns the
shaping of the powers of the element of air.
[40.1] Adepts of the College of Air Magics
may only practice their arts if they are in
contact with air.
They may never practice air magic while
underwater or in a vacuum. They may never
summon creatures of the air into an environment
where avians could not survive.
[40.2] The following numbers are
added to the Base Chance of
performing any talent, spell, or
ritual of the College of Air Magics.
Caster occupies a mountain top
20
Caster is underground or Otherwise - 15
totally enclosed*
Caster is only partially enclosed **
-5
*Total enclosure is defined as being surrounded by walls or earth in a windowless area
where there is no direct and immediate
communication with the air outside.
**Partial enclosure is defined as being in a
cave or dwelling or similar walled or earthenclosed area, but being in sight of a window or
means of egress or other means of direct contact
with the air outside. All modifiers are
cumulative.
[40.3] Talents
1. Predict Weather (T-1)
The adept predicts with some accuracy
what the weather will be like over the ensuing
three days in the area within range of his talent.
The talent operates effectively within a radius of
10 miles of the adept (+ 10 additional miles per
Rank). The adept's player announces that he is
checking the weather (sniffing the air and such)
and then rolls D100. If the result is equal to or
less than the adept's modified Perception, he is
successful in making a prediction. In addition to
other modifiers affecting the operation of this
talent, the player adds 5 for each Rank he has
achieved with the talent. If the adept is successful in making a prediction, the GM secretly
rolls D100 to check the accuracy of the
prediction. The following results may occur:
Dice
01-05

Accuracy
Totally wrong (opposite of the
prediction occurs)
Generally incorrect (fairly wide
05-10
divergence)
Generally correct (close, but not
11-85
totally accurate)
86-100 Almost totally accurate (say, within
1 degree)
Following this dice roll, the GM delivers

MAGIC, PAGE 45

the prediction arrived at by the character as if it


were generally correct. The workings of the
talent may not be resisted. It has an Experience
Multiple of 150.
[40.4] General Knowledge Spells
1. Spell of Resistance to Cold (G-1)
RANGE: 10 feet + 10 additional/Rank
DURATION: 10 minutes X [D - 5] X Rank ( X l,
if unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May not be resisted
EFFECTS: The target of this spell gains 2 per
Rank to its Magic Resistance for purposes of
resisting a spell which damages via cold. In
addition, 1 is subtracted from the damage done
by any fire damage spell for every 2 Ranks.
2. Spell of Ice Creation (G-2)
RANGE: 15 feet + l0 additional/Rank
DURATION: Rank X 6 minutes (1 X 6, if
unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 25%
RESIST: May not be resisted
EFFECTS: The spell creates a film of ice 1 inch
thick and equal to one square foot per Rank or a
cube of ice at the rate of 6 cubic inches per
Rank.
3. Spell of Mage Wind (G-3)
RANGE: 10 feet + 10 additional/Rank
DURATION: 5 minutes X D10 X Rank ( X 1, if
unranked)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may summon a wind
strong enough to power a longship at the rate of
5 knots (+ 1 additional knot per Rank), unless
the ship is facing into the wind. If facing into
the wind, the speed of the prevailing wind is
subtracted from the ship's speed in knots (the
rate at which it is propelled by the mage wind).
The Adept may freely alter the direction of the
mage wind during the spell.
4. Spell of Communication With Avians
(G-4)
RANGE: 35 feet + l0 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 20%
RESIST: MAY NOT BE RESISTED.
EFFECTS: Gives the Adept the power to communicate with any flying creatures within range
of the spell.
5. Wind Whistle Spell (G-5)
RANGE: Works at any range
DURATION: D10 hours
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The Adept is able to create a wind of
up to 30 knots over the area he occupies. The
wind will take D-2 minutes to arrive and the
Adept's Player must state before that time what
direction the wind is blowing. The actual

velocity of the wind is determined by rolling


D100:
Dice

Velocity

01-10
11-25
25-50
51-75
76-90

20 knots
10 knots
3 knots
10 knots
20 knots

91-100

30 knots

The Adept may add or subtract (his


choice) a number equal to his Rank from the
dice roll used to determine velocity. He need
not announce his intention to do so until after
he has rolled the dice and ascertained the result.
6. Spell of Conjuring Mist (G-6)
RANGE: 20 feet + 20 additional/Rank
DURATION: 1 minute X DI0 X Rank (X l, if
unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept creates a 10 cubic foot
volume of mist or fog. He may add an additional 10 cubic feet per Rank to this volume.
However, all the fog must fall within the
Adept's range. It may be of any shape and may
be moved by the Adept so long as it is all
within range. Subtract 1 from the Base Chance
for each knot of wind currently blowing.
7. Spell of Summoning Avians (G-7)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may summon one flying
entity (other than a dragon) per Rank
(minimum of 1). The avian must be native to
the area and the Adept must state the species he
is calling (one per spell) before attempting the
spell. The avians will appear 5 minutes (-30
seconds per Rank) after the spell has been cast.
This spell requires that the Adept's player
actually whistle to call the desired flying
creatures. If he can't whistle (or if his character
is not in a position to vocalize), he may not cast
the spell.
8. Spell of Detecting Fumes (G-8)
RANGE: 30 feet + 10 additional/Rank
DURATION: Immediate (during Pulse, if desired)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: The Adept may detect the presence
of fumes or vapors and has a 25% chance (+ 1
per Rank) of identifying them.
[40.5] General Knowledge Rituals
1. Ritual of Windspeak (Q-1)
The Adept can speak with the whispering
spirits of the wind, learning what they have
seen or heard and even soliciting their aid. All
winds within a range of 300 feet + an additional

300 feet per Rank can be communed with in this


manner. The Adept must spend one hour
performing this ritual and may not move or
engage in any other activity during that time.
The Base Chance that the ritual will be effective
is equal to the Adept's Magical Aptitude + 5 for
each Rank the Adept has achieved. The ritual has
an Experience Multiple of 150, and there is no
backfire.
2. Ritual of Binding Air (Q-2)
The Adept may bind the element of air
within a radius of 10 feet + 10 additional feet per
Rank for a period equal to 1 hour (+ 1 additional
hour per Rank) while maintaining his
concentration. It takes an hour to perform the
ritual which has a Base Chance equal to the
Adept's Magical Aptitude (+ 4 per Rank). It may
not be resisted unless the area contains an
already extant Air Elemental (who may both
actively and passively resist). The results of the
ritual are similar to those for the binding of other
elements. The Adept gains control of all of the
facets of the element. He can control the
weather, shape the winds, even create an Air
Elemental similar to the Fire Elemental
described in 42.5. The Experience Multiple for
this ritual is 750, and if it backfires, a violent
storm results.
[40.6] Special Knowledge Spells
1. Windstorm Spell (S-1)
RANGE: 30 feet + 30 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May only be passively resisted.
EFFECTS: The Adept creates a windstorm within
an area with a radius of 30 feet + 30 additional
feet per Rank. All characters within this area
except the Adept must either resist or suffer D 6 (+ 1 for every 2 Ranks) damage and must
check to determine if they remain standing. Each
character's Player rolls D 100. If the result is less
than or equal to the sum of the character's
Physical Strength and Agility minus the Rank of
this spell, the character remains standing.
Otherwise, the character falls prone.
2. Spell of Storm Calling (S-2)
RANGE: Works at any Range.
DURATION: Variable
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The Adept may summon any storm
front which may exist anywhere in sight. Upon
reaching the spot occupied by the Adept, the
storm front will slow and finally cease moving
and begin to downpour (snow, rain, hail, sleet, or
whatever else the GM feels the clouds may
contain). Generally, a storm front can be seen for
20 to 30 miles. If no front can be seen, the spell
can still be cast, but the Base Chance is reduced
by 20. The storm front will take D10X3 (- 1 per
Rank) minutes to arrive.
3. Spell of Ice Construction (S-3)
RANGE: 15 feet + 5 additional per Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 225

DRAGONQUEST SECOND EDITION, PAGE 46

BASE CHANCE: 15%


RESIST: May not be resisted.
EFFECTS: The Adept may create 10 cubic feet
of ice (+ 10 additional cubic feet per Rank) in
any shape(s) of the Adept's choice. The objects
always appear entirely within range of the
Adept and may not appear on top of or inside
(partially or wholly) any character or entity.
4. Spell of Controlling Avians (S-4)
RANGE: 1 mile + 1 additional/Rank
DURATION: Concentration/maximum of 1hour +
1 additional per Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may control 1 avian (+ 1
additional avian per Rank) within range unless
the avian successfully resists. If the Adept fails
to gain control or loses control, the avian will
immediately attack him and his companions.

8. Spell of Hibernation (S-8)


RANGE: May only be cast over self or adjacent
character
DURATION: Variable according to Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 20%
RESIST: May be actively or passively resisted.
EFFECTS: The Adept may cause himself or one
other character to enter a state of suspended
animation lasting for the following periods
(dependent upon Rank):
Rank
1-3
4-8
9-11
12-16
17-19
20

Duration
1 week
1 month
3 months
6 months
1 year
Any duration of the adept's
choice

5. Spell of Freezing Wind (S-5)


RANGE: 10 feet + l0 additional/Rank
DURATION: 30 seconds + 30 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May be actively & passively resisted.
EFFECTS: The spell causes arctic conditions to
prevail in a 10 foot cube. The area may be increased by 1 foot (all dimensions) per Rank.
Any character in this area (including the adept)
must resist or take D-4 (+ 1 per Rank) damage
due to freezing. Increase the Base Chance of
infection as a result of damage from this spell
by 30. If a creature of fire (efreet, salamander or
elemental) is caught within the effective area of
the spell, the creature takes D-1 (+ 1 per Rank)
damage.

10. Barrier of Wind Spell (S-10)


RANGE: May only be cast over self.
DURATION: 30 seconds + 30 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell forms a barrier of wind
around the Adept that decreases the Strike
Chance of any attacker in Melee Combat by 5 (+
1 for each Rank). Hurled weapons and missile
weapons have their Strike Chance reduced by an
additional 2 per Rank (instead of 1).
11. Snow Simulacrum Spell (S-11)
RANGE: Caster must shape object and touch
it to cast spell.
DURATION: Concentration/maximum of 1
hour + 1/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 2%
RESIST: MAY NOT BE RESISTED.
EFFECTS: The caster must form a human or
animal figure out of snow. This sculpture may
then be animated by the spell. The animated
sculpture will have the same characteristics as
the sculptured entity except that all
characteristics are reduced 25%. Although no
longer composed of snow, the simulacrum will
have an adverse reaction to the presence of heat
and flame and will take an additional 2 points
damage from heat and flame attacks. The time
required to actually build the sculpture will
depend upon the size of the entity being sculpted
and must be determined by the GM.

6. Spell of Ice Projectiles (S-6)


RANGE: 25 feet + 5 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 30%
RESIST: May only be passively resisted.
EFFECTS: The spell attacks one target within
range per Rank (minimum of 1). If the target
fails to resist, he suffers D - 3 (+ 1 per Rank)
damage due to being pierced by type-A
weapons made of ice. In addition, his chance of
infection is increased by 10 as a result of any
wound from ice projectiles.
7. Lightning Spell (S-7)
RANGE: 60 feet
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 225
BASE CHANCE: 30%
RESIST: May only passively resist (then suffers
half damage).
EFFECTS: The Adept may throw a single bolt of
lightning 60 feet long from his fingertips. The
bolt must extend the entire 60 feet and will rebound any feet not traveled initially. Any target
that is in the path of the bolt must successfully
resist or suffer D + 5 damage + 1 additional
point for every 3 or Fraction Ranks (and become
automatically stunned).

coming either to the weapon or the user of it.


The Base Chance of hitting with the weapon is
increased by 1 and by an additional 1 for each
Rank the Adept has acquired with the spell. The
damage done by the weapon is increased by 1 for
every 3 Ranks (or fraction of 3) the Adept has
acquired with the spell. The damage is increased
by 1 per Rank (instead of for every 3 Ranks) if
used against a Fire character.

The target of the spell will awaken when


the spell is over with no ill effects except that
his Physical Strength will be reduced by D-6
due to muscle atrophy. This reduction is temporary and the character can regain his previous
Physical Strength at the rate of 1 point per day.
Physical Strength cannot be reduced below 1.
9. Weapon of Cold Spell (S-9)
RANGE: 5 feet + 5 additional/Rank
DURATION: 20 seconds X [D - 5] X Rank ( x 1,
if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The weapon over which the spell is
cast becomes infernally cold without harm

12. Wall of Ice Spell (S-12)


RANGE: 20 feet + 10 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The Adept may create a wall 2 feet
thick, 10 feet tall and 20 feet long or a ring 2 feet
thick, 10 feet tall and with a 5 foot radius or a
pillar 15 feet high and 4 feet thick made of ice.
He may increase any dimension by 1 foot per
Rank. This spell may not be cast on top of
characters.
13. Ray of Cold Spell (S-13)
RANGE: 35 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 30%
RESIST: May only passively resist (then suffers
half damage).
EFFECTS: The spell projects a ray of frozen air at
a target. Anything standing between the caster
and the target blocks the ray. Anything struck by
the ray (target or another character or object)

MAGIC, PAGE 47

must either resist or suffer D-1 (+ 1 per Rank)


points of damage due to freezing. If a character
successfully resists, the damage is halved (round
up). Regardless of whether full or half damage
is suffered, the Base Chance of infection
increases by 20.
14. Spell of Sleep Gas (S-14)
RANGE: 30 feet + 10 additional/Rank
DURATION: 5 minutes + 5 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 5%
RESIST: May only be passively resisted.
EFFECTS: The spell creates a cloud of knockout
gas 20 cubic feet (+ 10 additional cubic feet per
Rank) in size anywhere entirely within the
Adept's range. Any character (including the
Adept) inhaling the gas must successfully resist
or suffer D-3 (+ 1 additional point per Rank)
damage. In addition, a second check must be
made against each character's Endurance. All
characters whose Players roll a D100 result
higher than their modified Endurance immediately fall unconscious. A character must
check to determine if he falls unconscious even
if he passes his initial Resistance Check.
15. Spell of Windwalking (S-15)
RANGE: l0 feet + 10 additional/Rank
DURATION: 30 seconds + 30 additional/Rank
EXPERIENCE MULTIPLE: 425
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept can propel a chosen target
through the air at 120 miles per hour.
16. Whirlwind Vortex Spell (S-16)
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 650
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: Creates a whirlwind around one
human-sized target for every 3 Ranks (minimum
of 1) or fraction of 3 Ranks. If the targets fail to
resist, they perish (are torn apart by the winds).
If the spell is cast, but a target's passive
resistance is successful, the target suffers D-4 (+
1 per Rank) damage instead of perishing.
17. Spell of Frozen Doom (S -17)
RANGE: 20 feet + 20 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: Turns the blood of one target entity to
ice. This spell is ineffective against targets
whose modified Magic Resistance is greater
than the modified chance of casting the spell
(though the spell could still backfire).
[40.7] Special Knowledge Rituals
1. Ritual of Controlling Weather (R-1)
The Adept may gather storm clouds,
increase or decrease the temperature by 5 (+ 1
additional degree per Rank), increase or
decrease the barometric pressure by 0.5 inch
(+0.2 inch additional per Rank) and/or cause 12
inches of precipitation to fall (+6 inches per
Rank) within a radius of 5 miles (+ 1 additional

mile per Rank) by spending 1 hour to perform


this ritual. The Adept may not move or engage
in any other activity during that time. He can
maintain these alterations in the weather as long
as he maintains his concentration on them
(maximum of 1 hour + 1 additional hour per
Rank). The Base Chance of effectively
employing this ritual is 9%, 5 is added to this
number for each Rank the Adept has achieved
with the ritual. The Experience Multiple for this
ritual is 450, and if a backfire occurs, the
weather affects the Adept.

[41.3] Talents

2. Ritual of Summoning and Controlling


Air Elemental (R-2)
The Adept may summon an Air Elemental
and temporarily bind him to service in exactly
the same manner (and with the same type of
results) as described for. the summoning of Fire
Elementals in 42.7, with the exception that the
summoning of an Air Elemental requires an
open or semi-enclosed area. An Air Elemental
cannot be summoned and bound by an Adept
who is underground and cut off from direct
access to the air outside, for example. All
procedures and numbers from 42.7 apply to this
ritual.

[41.4] General Knowledge Spells

41. THE COLLEGE


OF WATER MAGICS
The College of Water Magics is concerned
with the shaping of the powers in the element
of water.
[41.1] Adepts of the College of Water
Magics may only practice their arts if
they are in contact with or near water.
They may never practice their arts in a
vacuum or a totally waterless place. They may
not summon water-dwelling creatures into an
area that does not contain a body of water large
enough for the water-dwelling creature to
immerse itself totally. They may use their
magic while on land (in a non-arid area) but
suffer some diminution in their abilities.
[41.2] The following numbers are added
to the Base Chance of performing any
talent, spell or ritual of the College of
the Water Magics:
Adept is in physical contact with a
body of water*

20

Adept is on board a ship

10

Adept is on land, but in sight of a


body of water **
Adept is on land not in sight of
water
All bodies of water in vicinity of
Adept are frozen

5
- 10
- 20

*A body of water is a sea, lake, ocean,


pond, river, well, steam, spring, or other feature
containing large amounts of water (1,000
gallons or more) or existing as part of a larger
system or network of waterways. A barrel,
bucket, or tun of water does not qualify as a
body of water.
** Usually within 5 to 10 miles of a body
of water. All modifiers are cumulative.

1. Predict Weather (T-1)


The Predict Weather Talent of this College is
similar to the Talent of the same name of the
College of Air Magics except that the Adept of
the College of Water Magics must be at sea (on
an ocean, sea, or large lake) or within 15 miles
of a sea, ocean, or large lake for the Talent to
operate. The Experience Multiple for this Talent
is 75. In all other ways, the Talent is identical to
T-1 of the College of Air Magics (40.3, p. 44).
1. Spell of Calming Waters (G-1)
RANGE: 90 feet + 90 additional/Rank
DURATION: 15 minutes + 15 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 30%
RESIST: May not be resisted
EFFECTS: The Adept reduces the height of all
waves within range by 1 foot (+ 1 additional
foot/Rank) and reduces the size of swells by 1
foot for every 2 Ranks (minimum, 1 foot).
2. Spell of Wave Making (G-2)
RANGE: 90 feet + 90 additional/Rank
DURATION: 15 minutes X Rank (X 1, if
unranked)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The Adept increases the size of all
waves within range by 5 feet (+ 1 additional
foot/Rank) and increases the size of all swells
within range by 2 feet (+ 1 additional foot for
every 2 or fraction of 2 Ranks).
3. Spell of Speaking to Seabirds (G-3)
RANGE: 15 feet + l0 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST: May not be resisted
EFFECTS: The spell allows the Adept to communicate verbally with gulls, terns, penguins,
pelicans, and other seabirds.
4. Spell of Flotation (G-4)
RANGE: Caster must touch spell's target
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: Increases target's ability to swim by
50%. Decreases the target's chances of drowning
by 5 (+ 1 per Rank).
5. Spell of Navigation (G-5)
RANGE: Works at any Range
DURATION: : 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The spell attunes the caster's mind to
the sea and winds, allowing him to sail with less
chance of mishap. Decrease the chance of
veering off course, running aground, etc., by 5 (+
1 additional/Rank).
6. Water Purification Spell (G-6)
RANGE: Caster must touch the water being
purified

DRAGONQUEST SECOND EDITION, PAGE 48

DURATION: Immediate
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: Turns 1 quart (+ 1 per Rank) of salt
water into potable water.
7. Spell of Speaking With Aquatic
Mammals (G-7)
RANGE: 15 feet + 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 35%
RESIST: May not be resisted.
EFFECTS: The spell gives the Adept the ability
to communicate verbally (through sounds) with
dolphins, whales, porpoises, sea lions, seals, and
other aquatic mammals.
8. Spell of Summoning Aquatic
Mammals (G-8)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May not be resisted
EFFECTS: The Adept may summon 1 aquatic
mammal (+ 1 per Rank at Ranks above 5). It
will take 30 minutes (- 30 seconds per Rank) for
the mammal to arrive. The mammal must be
native to the area to be summoned.
9. MageWind Spell (G-9)
This spell is identical in all respects to the
spell of the same name in the College of Air
Magics (see 40.4, G-3, p.45).
10. Spell of Water Creation (G-10)
RANGE: Adept must touch substance from which
water is drawn
DURATION: Immediate
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 35%
RESIST: May not be resisted.
EFFECTS: The spell allows the Adept to extract
moisture from the air or from plants (providing
there is moisture available to be extracted) in the
amount of 1 pint (+1 additional pint per Rank).
11. Spell of Watersight (G-11)
RANGE: Adept must touch the target's eyes
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: Spell forms a transparent film over
the target's eyes enabling him to see under water
as if wearing goggles or a diving mask.
12. Spell of Water Breathing (G-12)
RANGE: Adept must touch target's throat
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: Spell forms a set of gills in the subject's neck which allow him to operate under the
water without affecting his ability to operate on
the surface.

13. Spell of Ship Binding (G-13)


RANGE: 90 feet + 15 additional/Rank
DURATION: Concentration/maximum of 2 hours
+ 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: This spell may be used to strengthen
the structure of any ship or boat, repair leaks
and holes, restep masts, etc. At Rank 10 and
above, a small sail craft may be constructed
instantly out of available wood using this spell.
At Rank 15 and above, a large craft may be
constructed (one 40 feet or more in length). The
effects of this spell are cancelled if the Adept
fails to maintain it by concentrating on it. At
the end of the spell, all of its effects are undone.
If the spell was used to build a ship or boat, the
craft immediately falls apart (even in midocean).
14. Spell of Seablessing (G-14)
RANGE: Adept must touch object or entity over
which spell is cast
DURATION: 1 week + 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: This spell may be cast on a character
or seagoing craft. It will decrease the chances
that the character or craft will encounter sea
monsters, meet pirates, or face typhoons by 5
(+ 1 per Rank).
[41.5] General Knowledge Ritual
1. Ritual of Binding Water(Q-1)
The Adept may bind the element of water
within a radius of 10 feet (+ 15 additional feet
per Rank) for a period equal to 1 hour (+ 1
additional hour/Rank) while maintaining his
concentration. It takes an hour to perform this
ritual which has a Base Chance equal to the
Adept's Magical Aptitude (+ 4 per Rank). It
may not be resisted unless the area contains a
Water Elemental (who may both actively and
passively resist). The results are similar to the
binding of all other elements. The Adept gains
control of all the facets of the element. He can,
for example, create an intelligent water sprite
(which will always have characteristics several
points lower than the Adept). Its every action
would have to be directed by the Adept,
however. At Rank 10 or higher, the Adept can
create a free-willed water sprite that will be
loyal to him but not require that its every move
be directed. Such entities will never leave the
water. The Experience Multiple is 750.
[41.6] Special Knowledge Spells
1. Spell of Liquid Purification (S-1)
RANGE: 15 feet
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: Turns 1 quart (+ 1 additional/Rank)
of any aqueous liquid into potable water.

2. Spell of Liquid Transmutation (S-2)


RANGE: Adept must touch the water to be
transmuted.
DURATION: Immediate.
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 100%
RESIST: May not be resisted.
EFFECTS: The Adept may turn one pint of
potable water into a general antidote for venom.
The number of doses created by the spell is equal
to [D - 5] (+ 1 per Rank). Each dose immediately
causes any venom to become inactive and will
cure one Endurance Point loss due to venom.
3. Waters of Healing Spell (S-3)
RANGE: Adept must touch water to be
transmuted
DURATION: Immediate
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may turn one pint of water
into a healing potion. The number of doses
created by the spell is equal to [D-5] (+ 1 per
Rank). Each dose will cure one Endurance Point
loss due to any cause except poison.
4. Waters of Strength Spell (S-4)
RANGE: Adept must touch water to be
transmuted
DURATION: Immediate
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: This spell will produce 1 dose of a
Strength Potion out of a pint of potable water.
When drunk, the potion adds [D + 2] to Physical
Strength for a period of 15 minutes, unless the
character is involved in combat during that time.
If a character becomes involved in combat, the
potion will cease to work after 15 combat Pulses
due to alterations in body chemistry.
5. Spell of Summoning Fish (S-5)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The spell summons 1 fish native to the
area at Ranks 1-9. At Rank 10 and above, it
summons [D - 5] fish. The spell may only be cast
while on a body of water or standing within 100
feet of a body of water.
6. Spell of Controlling Fish (S-6)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May only be passively resisted.
EFFECTS: The Adept can control 1 fish (+ 1
additional fish for every 2, or fraction, Ranks).
The fish will continue to serve him only so long
as he concentrates or until he tells the fish to go
away (move out of range of the spell). A fish that
is no longer controlled, but still in the vicinity
may attack his former master.

MAGIC, PAGE 49

7. Spell of Controlling Sea


Mammals (S-7)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 25%
RESIST: May only be passively resisted
EFFECTS: The spell operates the same way as S6 of this College (Spell of Controlling Fish),
except it affects aquatic mammals.
8. Waters of Vision Spell (S-8)
RANGE: Adept must touch water
DURATION: 10 seconds
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The Adept must touch a pool of still
water with his hand. He will then experience
visions (usually precognitive in nature) concocted by the GM. At Rank 5 and above, he
may use this technique to spy into an area to see
what is going on there. The distance from the
character to the area being spied into is 5 miles
(+ 15 additional miles per Rank).
9. Windsail Spell (S-9)
RANGE: 90 feet + 15 additional/Rank
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The Adept casts this spell over any
watercraft of a surface type equal to 2 tons (+2
additional tons per Rank) or less in weight. It
creates a sail of bound water sprites which will
not rip or break the mast and which will carry
the ship in the direction of the caster's choice
and at the speed of the prevailing winds.
10. Spell of Rain Calling (S-10)
RANGE: 15 miles + I additional/Rank
DURATION: 1 day
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: Will gather any rain clouds within
range over the area of the Adept and cause a
localized squall to follow him for one day.
11. Maelstrom Spell (S-11)
RANGE: 30 feet + 30 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 10%
RESIST: May only be passively resisted.
EFFECTS: The Adept creates a horrifying watery
vortex with a diameter of 10 feet (+ 10
additional feet/Rank) which exists entirely
within the spell's Range. All objects and entities
within 20 feet of the vortex must successfully
resist or they are sucked into the eye of the
vortex and down to the seabottom. This spell
will only be effective if cast over a large body of
water (sea, ocean, or lake).
12. Waterspout Spell (S-12)
RANGE: 60 feet + 60 additional/Rank
DURATION: 1 minute + 30 seconds/Rank
EXPERIENCE MULTIPLE: 750
BASE CHANCE: 5%
RESIST: May only be passively resisted.

EFFECTS: The Adept creates a tornado-like


formation over a body of water which has a
radius of 5 feet (+ 5 additional feet per Rank).
The tornado tears apart anything or anyone who
occupies the same space with it unless they
successfully resist. The tornado does [D-1] (+ 1
per Rank) Damage Points to a character who
resists successfully instead of destroying him
and scattering the bloody pieces to the winds.
The Adept may move the tornado in any
direction he desires at a rate of 10 knots +5
additional knots per Rank. It may never be
moved onto dry land.
[41.7] Special Knowledge Rituals
1. Ritual of Summoning and Binding
Water Elemental (R-1)
The Adept may summon a Water
Elemental and temporarily bind him to service
in exactly the same manner (and with the same
results) as described for the summoning of Fire
Elementals in 42.7 with the exception that the
summoning of a Water Elemental may only
take place if the Adept is on or within 20 feet of
a large body of water (lake, sea, or ocean). All
procedures and numbers from 42.7 apply to this
ritual.

42. THE COLLEGE


OF FIRE MAGICS
The College of Fire Magics is concerned
exclusively with shaping the element of Fire.
[42.1] Adepts of the College of Fire
Magics may only practice their arts in
an area where it is possible for fire to
exist.
They may not practice fire magic underwater or in a vacuum, for example.
[42.2] The following numbers are added
to the Base Chance of performing any
talent, spell or ritual of the College of
Fire Magics:
Caster or target is in medium or
light mist, fog, or rain
Caster or target is in heavy fog or
rain
Caster or target is within 30 feet of
medium fire*
Caster is within medium fire**

5
- 10
5
10

*A medium fire is defined as a good-sized


campfire.
** This modifier presupposes that the
caster is protecting himself with a spell or
charm from the effects of the fire.
All modifiers are cumulative. If the
cumulative modification to the spell or ritual is
greater (less) than 10, then the damage done by
the spell (if any) is increased (decreased) by 1.
[42.3] Talents
1. Infravision (T-1)
The Adept may identify the class of a heat
source which is within his range of vision.
Whenever the Adept attempts to make an
identification of this type, his player rolls DI00.
If the resulting number is equal to or less than
the Adept's Perception, the heat source is
identified. The Adept's Perception is modified

in the same manner as any Base Chance for


success in spell casting. In addition to other
modifiers, the Base Chance is modified as
follows:
For every 10 feet (after the first 10)
separating Adept from heat source

For each Rank the Adept has with


the Infravision Talent

The working of this talent may be actively,


but not passively, resisted. In the event that the
heat source is identified, the GM must tell the
Adept's player the species of the heat source (if
an entity), its general nature (if a physical
object), and if it is magical or not. He need
provide no other information. The Experience
Multiple for this Talent is 75.
[42.4] General Knowledge Spells
1. Spell of Pyrogenesis (G-1)
RANGE: 25 feet + 5 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 45%
RESIST: May only be passively resisted.
EFFECTS: One small flammable object (or entity)
within range may be caused to burst into flame.
Thereafter, the flames are fueled by the object or
entity. They may be extinguished. Note: This
spell is meant to be used to light matches and
cause insects and small furry animals to burst
into flames. It is not meant for use against
human-size characters.
2. Spell of Heat Production (G-2)
RANGE: 25 feet + 5 additional per Rank
DURATION: Concentration/maximum of 1 hour x
2 x Rank
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 35%
RESIST: MAY ONLY BE PASSIVELY RESISTED.
EFFECTS: The caster may cause the temperature
of one 15-foot cube to rise by 2F per Rank, or
he may concentrate the spell on a single object.
If he concentrates the spell on a single object, the
spell will cause that object to heat up rapidly,
making bronze red hot in [100 seconds - (Rank
X 6 seconds)] and heating other metals
accordingly. At Rank 17, bronze would become
instantaneously hot as a result of this spell.
3. Spell of Fire Resistance (G-3)
RANGE: May only be cast over self or adjacent
character
DURATION: 10 minutes X [D - 5] x Rank ( X 1, if
unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%.
RESIST: May not be resisted
EFFECTS: The single person or object over
which the spell is cast gains 2 per Rank
(minimum of 2) to his/its Resistance against a
spell of the College of Fire Magics that would
normally cause damage to the individual or
object. In addition, 1 is subtracted from the
damage done by such a spell for every 2 Ranks
the caster has with the Spell of Fire Resistance.
4. Spell of Light (G-4)
RANGE: 15 feet + 15 additional/Rank

DRAGONQUEST SECOND EDITION, PAGE 50

DURATION: 15 minutes X [D-5] x Rank ( X 1, if


unranked)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: One 10-foot cube (1000 cubic feet)
area may be brightly lit. The lighted area may be
of any shape (even pencil-thin) but must
emanate from the spot occupied by the caster.
5. Spell of Temperature Alteration (G-5)
RANGE: Caster must touch target
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: If the caster succeeds in touching an
adjacent character (part of the spell-casting
process) or in touching a heat-conductive object
in the target's possession (armor, shield,
weapon, etc.), the target immediately suffers [D4]+(1 X Rank) damage. If the target is touched
on a non-conductive surface, the damage is
halved (round up). If struck on an insulated
surface, no damage is incurred.
6. Wall of Smoke Spell (G-6)
RANGE: 10 feet + 10 additional/Rank
DURATION: 15 minutes X [D - 6] X rank ( x 1, if
unranked)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The caster may create two 5-foot
cubes of smoke per Rank. He may vary the
intensity of the smoke from light vapors to
thick, rolling smoke. The duration of the spell
will be decreased if cast out of doors in a
breeze, gusting or strong wind.
7. Spell of Fireproofing (G-7)
RANGE: Caster must touch target
DURATION: 24 hours X D10 X Rank ( X 1, if
unranked)
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The spell protects the subject from all
non-magical fire and heat effects. He cannot
suffer damage from non-magical fire while
under the effects of this spell.
8. Spell of Protection Against Magical
Fire (G-8)
RANGE: Caster must touch target
DURATION: 24 hours X D10 x Rank ( x 1, if
unranked)
EXPERIENCE MULTIPLE: 175
BASE CHANCE: 2%
RESIST: May not be resisted.
EFFECTS: The spell protects the subject entirely
from all magical types of fire or fire spells. He
can suffer no physical damage from the flames
or heat of a magically generated fire while under
the protection of this spell.
[42.5] General Knowledge Rituals
1. Ritual of Binding Fire (Q-1)
The Adept can bind the element of fire to
his will by performing a Ritual of Binding Fire
in an area where fire already exists. The ritual

requires that the Adept spend one hour in its


performance during which he may not move
and may perform no other action. At the end of
the ritual, the Adept's player rolls D100. If the
resulting number is less than or equal to 9, the
ritual is a success and the fire source over
which the ritual was cast is considered bound
for a length of time equal to the ability of the
Adept to retain his concentration over it
(maximum of 1 hour + 1 additional hour per
Rank). The chance that the ritual will be
successful is modified by the addition of the
following numbers:
For every 5 feet separating the Adept from
the fire being bound

Each Rank Adept has achieved in the use


of the ritual
5
A bound fire can be shaped by the
Adept who bound it into any desired form. Its
size can be increased (to a size which is greater
than its original size by a factor equal to the
square of the Adept's Rank). He can instill in
the fire intelligence equal to the Adept's, etc.
The higher the Adept's Rank with the ritual, the
greater the results of the ritual. For example,
whereas at Rank 1, the Adept could create a
Fire Elemental which he would have to guide at
every turn, at Rank 10, the same Fire Creature
might be endowed with free will, but would be
loyal to the purposes of the Adept. The ritual
cannot be resisted except by an intelligent being
composed of fire (and then only passive
resistance is possible). It has an Experience
Multiple of 750.
[42.6] Special Knowledge Spells
1. Wall of Fire Spell (S-1)
RANGE: l0 feet + 10 additional/Rank
DURATION: Concentration/maximum of 3 hours
X Rank ( X 1, if unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 25%
RESIST: No/Yes
EFFECTS: The caster can create a 5 foot high x
20 foot long wall of flames or a 5 foot high
circle of flames with a 5-foot radius or a pillar
15 feet high with a 2-foot radius. The caster can
increase any one dimension by 1 foot per Rank.
The spell, itself, cannot be resisted. Any
creature passing through the flames must
successfully Resist or will suffer [D-5] (+ 1
additional point per Rank) damage due to
burning.
2. Bolt of Fire Spell (S-2)
RANGE: 25 feet + 25 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May only be passively resisted
EFFECTS: Any target of the caster's choice is
struck by a bolt of fire emanating from the
caster's fingers. Unless the target successfully
resists, he/it will suffer [D - 5] (+ 1 per Rank)
damage from the bolt. The target's resistance is
reduced by 10 unless he is also a member of the
College of Fire. If the target fails to resist and

is, himself, flammable or is wearing flammable


clothing, the target will ignite as a result of the
bolt if the result of the Resistance Check is 91 or
greater. The bolt will always travel its full range
unless it hits a target, even if this means
bouncing off a wall and turning back on itself to
strike the caster.
3. Ball of Fire Spell (S-3)
RANGE: 20 feet + 20 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May only be passively resisted.
EFFECTS: This spell affects either a 20-foot
square area or a circular area with a 12-foot
radius. The entirety of the affected area must be
within the caster's spell range for the spell to be
effective. All targets within the blast radius that
do not successfully resist suffer [D-4] (+ 1 for
every 2 or fraction of 2 Ranks).
4. Web of Fire Spell (S-4)
RANGE: 20 feet + l0 additional/Rank
DURATION: Concentration/maximum: 15 minutes
+ 15 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May only be passively resisted (which
may halve damage).
EFFECTS: The caster projects a flaming web,
similar to a spider web in construction, from his
fingertips at a target (hex or object or character).
Any objects or entities standing between the
caster and the target are ensnared by the web
along with the target unless they successfully
resist. Any characters who do not resist suffer [D
- 2] (+ 1 per Rank) damage each Pulse that the
web is burning. The web continues to burn until
cut or until the caster ceases to concentrate on
the spell or the flames are otherwise
extinguished. The web may only ensnare a
number of characters equal to the caster's Rank.
Characters who resist successfully suffer only
half damage (round up). Individuals ensnared in
the web suffer no damage on the first Pulse they
are ensnared. In order to cut the web, a character
must successfully strike it with a weapon that
does type B damage and must inflict at least 5
points of damage as a result of that single strike.
5. Spell of Self-immolation (S-5)
RANGE: May only be cast over self or adjacent
character
DURATION: 45 seconds + 15 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May be actively & passively resisted.
EFFECTS: The target of the spell is temporarily
unaffected by heat or flame of a magical nature.
He is still affected by non-magical fires. In
addition, if the spell is successfully cast, the
target bursts into flames, inflicting [D - 5] (+ 1
per Rank) damage upon anyone within 5 feet of
him (friend or foe). All characters in hexes
adjacent to the target on the Tactical Display
would, for example, be affected. The target of
the spell suffers [D - 4] damage unless the spell
is Rank 10 or higher (total damage, not per
Pulse).
6. Imploding Fireball Spell (S-6)
RANGE: 20 feet + 20 additional/Rank
DURATION: Immediate (during Pulse)

MAGIC, PAGE 51

EXPERIENCE MULTIPLE: 225


BASE CHANCE: 20%
RESIST: May only be passively resisted (then
suffers half damage).
EFFECTS: The caster may strike a single target
with a ball of fire. If the target fails to resist
after being struck, the fireball does D10 (+ 1 per
Rank) damage. If the target successfully resists,
he suffers half damage (round up).
7. Weapon of Flames Spell (S-7)
RANGE: 5 feet + 5 additional/Rank
DURATION: 20 seconds x [D - 5] X Rank
( X 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted
EFFECTS: The spell is cast over a weapon of the
Adept's choice causing it to burst into flame
without damage to the weapon or the wielder of
it. The Base Chance to hit a target with the
weapon is increased by 1 and by an additional 1
for each Rank the Adept has acquired with the
spell and the damage done by the weapon is
increased by 1 for every 3 (or fraction) Ranks
the Adept has achieved with th.e spell. The
damage caused by the weapon is increased by 1
per Rank (instead of by 1 for every 3 Ranks)
when the weapon is used against a creature of
cold or water or against an undead creature. All
creatures which live in cold environments or in
water are considered creatures of cold or water.
At Rank 6, this spell may be used to create a
sword of flame without the necessity of casting
it over a sword (the weapon is created out of
air). At Rank 10, the caster can create any
flaming weapon of his choice out of air using
this spell (including missile weapons).
8. Demonic Firebolt Spell (S-8)
RANGE: 25 feet X Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 2%
RESIST: May only be passively resisted (then
suffers half damage).
EFFECTS: This spell works in the same manner
as the Bolt of Fire Spell (S-2) except that the
damage caused is [D - 2] ( + 1 per Rank).
9. Spell of Hellfire (S-9)
RANGE: 10 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 675
BASE CHANCE: 5%
RESIST: May only be passively resisted (then
suffers half damage).
EFFECTS: This invisible fire attacks one humansized target for every 3 (or fraction of 3) Ranks
the caster has achieved with the spell. The
target's Magical Resistance is automatically
reduced by 20. The spell does [D + 1] (+ 2 for
each Rank) damage. If a character successfully
resists, he suffers only half damage (round up).
10. Spell of Dragon Flames (S-10)
RANGE: 25 feet + 25 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 525
BASE CHANCE: 25%

RESIST: May only be passively resisted (then


suffers half damage).
EFFECTS: The caster can designate a single
target for this spell who is then struck by the
flames if the cast is successful. If the target fails
to resist the spell, it does [D + 1] (+ 4 per Rank)
damage. If the target resists, the damage is
halved (round up).
11. Web of Dragon Flames Spell (S-11)
RANGE: 20 feet + l0 additional/Rank
DURATION: Concentral ion/maximum: 15
minutes + 15 additional/Rank
EXPERIENCE MULTIPLE: 650
BASE CHANCE: 2%
RESIST: May only be passively resisted (then
suffers half damage).
EFFECTS: This spell operates in the same manner as the Web of Fire Spell (S-4} except that
the flames do [D + 1] (+ 2 per Rank) damage
and the web of dragon flame requires 10
damage points in a single Strike to be cut.
12. Storm of Fire Spell (S-12)
RANGE: 20 feet + 20 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 425
BASE CHANCE: 1%
RESIST: May only be passively resisted.
EFFECTS: This spell is similar to the Ball of
Fire Spell (S-3) except that the caster throws a
group of three fireballs all of which overlap at
least one other fireball by one cubic foot.
13. Malignant Flames Spell (S-13)
RANGE: 20 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 550
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: Any target of the caster's choice
within range is immediately wrapped in flames
which are visible only to the victim. The flames
do [D-5] (+2 per Rank) damage. In addition,
the target is subject to other damage if the spell
is Rank 5 or higher. In this case a number of
points equal to [D - 3] are removed from one
characteristic of the victim. The victim may not
regain these points for a number of weeks equal
to 4+ Rank of the spell. To determine what
characteristic is affected, the victim's player
rolls D10 and consults the list of results shown
below:
Die
1,2
3,4
5,6
7,9
9,10

Characteristic
Physical Strength
Manual Dexterity
Agility
Magical Aptitude
Willpower

A characteristic may not be reduced below


1 as a result of this spell.
14. Spell of Incineration (S-14)
RANGE: 25 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 2%
RESIST: May be actively and passively resisted.

EFFECTS: If the target fails to resist, it is reduced


to a pile of ashes. However, the spell will have
no effect on a character whose Willpower is
greater than the modified chance of casting the
spell (though the spell could still backfire).
15. Spell of Summoning
Salamander (S-15)
RANGE: Works at any range
DURATION: Until dispelled
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The caster may summon a salamander
which will then attempt to set afire anything
flammable that it can reach. The summoner will
have no control over the salamander. It may not
even be sent away except by dispelling it by
casting a Special Knowledge Counterspell over
it.
16. Spell of Summoning Efreet (S-16)
RANGE: Works at any range
DURATION: Until dispelled
EXPERIENCE MULTIPLE: 225
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The caster may summon an Efreet
which will be sympathetic to the summoner as a
fellow fire-user and will usually attempt to aid
him. If the Efreet does not agree to aid him
voluntarily, the Adept may still demand one
service in exchange for allowing the Efreet to
depart. This service must take the form of a
defined task to be performed in a matter of hours
or days (though the service may take place in
future at some indefinite time). The Efreet will
almost always serve the summoner in battle
against entities not associated with the College
of Fire Magic, but will never assist the
summoner in battle against a member of the
College of Fire Magic. Even demanding that the
Efreet attack a fellow Adept of the College of
Fire Magic as his obligatory service to the
summoner will not cause the Efreet to change his
attitude in this regard.
[42.7] Special Knowledge Rituals
1. Ritual of Summoning and Controlling
Fire Elemental (R-1)
The Adept may summon a Fire Elemental
and bind him to temporary service by performing
this ritual. The ritual takes two hours. It may
only be performed if the summoner remains
stationary and takes no other action during the
time the ritual is being performed. At the end of
the two hour ritual, the summoner's player rolls
DI00. If the resulting number is less than or
equal to the summoner's Magical Aptitude
(modified), then the Elemental is summoned and
controlled. If the result is 30 or more higher than
the modified chance of summoning and controlling the Elemental, then the ritual backfires
and the Elemental appears, but is uncontrolled
and will attack the summoner and his friends.
Any other result has no effect. The chance that
the ritual will be entirely successful is modified
by the addition of the following numbers:

DRAGONQUEST SECOND EDITION, PAGE 52

Each Rank that the Adept has achieved in


the performance of the ritual

Each point the Adept's Willpower is


above 15

A Fire Elemental always appears within 20


feet of the summoner. It has a combined
Endurance and Fatigue equal to 15 (+ 15 additional points per Rank of the ritual) and,
unless controlled by the summoner will attack
and burn until dispelled by a Special Knowledge
Counterspell of the College of Fire Magics.
Once controlled, the Fire Elemental remains
controlled until the summoner's concentration is
broken or he chooses to send the Elemental to
his own dimension with a Special Knowledge
Counterspell of his College. The Experience
Multiple for this ritual is 250.

43. THE COLLEGE


OF EARTH MAGICS
The College of Earth Magics is concerned
with the shaping of the powers of the earth itself
and of those entities and things that are rooted in
the earth or in contact with it.
There are two distinct branches of this
College, and a practitioner of Earth Magic can
be a member of only one branch at a time. He
may alter his affiliation, but is treated as if he
had quit his original branch and lost all
knowledge of Earth Magic until such time as he
has spent six months in study and meditation to
relearn the General Knowledge of the College in
a new form. The two divisions of this College
are:
1. Pacifistic Earth Magic: Usually practiced by
men who live in isolation in the wilderness, this
type of Earth Magic is very powerful, but
entirely defensive in nature. An adherent of this
division of Earth Magic will never attack
without provocation (i.e., unless attacked
himself or unless he sees animals or plants
attacked). He is unaffected by counterspells of
his College cast over an area he may occupy
while attempting to work the magic of his
College. In addition, the counterspells of his
College give only half the normal benefit to
characters attempting to resist his magic.
However, he may never participate in rituals of
this College which involve human sacrifice.
2. Druidic Earth Magic: This form of Earth
Magic is practiced by strong-minded individuals
who have no objection to the taking of human
life to further their magic. It is often practiced
communally since it is in part ritual magic.
Many of the rituals involve courting the darker
sides of earth by providing blood to quench its
thirst.
[43.1] Practitioners of the College of
Earth Magics must always be in contact
with the earth to perform magic of this
College.
A practitioner of this College is considered
in contact with the earth if he is in contact with
an item which is, itself, rooted in the earth (tree,
plant, foundation of a house, etc.). He would not
be in contact with earth if he were in the air or
in water where he could not

touch bottom, or if he were atop a piece of


furniture or an animal since they are not rooted
in the ground. An Adept in a man's arms is not
in contact with earth.
[43.2] The following numbers are added
to the Base Chance of performing any
talent, spell or ritual of the College of
Earth Magics:
Caster is wearing a sprig of fresh
5
mistletoe
Caster is in contact with earth, but
- 20
beneath water*
Caster is in a man-made dwelling
-5
without an earthen floor
Caster occupies a place of power **
20
*For example, beneath the ocean, if the
caster can find a way of breathing in such a
situation, the caster's BC would always be
reduced by 20.
** These can be any places frequented by
worshipers of earth. Examples from mythology
and literature might include: Stonehenge, Finn
McCool's Seat, The Hill of Tara, etc. If the
Place of Power is used for ritual sacrifice, then
a practitioner of Pacifistic Earth Magic would
receive no benefit.
These additions to the Base Chance are
cumulative. They are added to the modifiers
listed in 27.7.
[43.3] Talents
1. Detect Aura (T-1)
Whenever confronted by an object or
being whose nature is unknown to him, the
Adept's player may tell the GM that he is attempting to detect the Aura of the being or
object. The GM rolls D100. If the resulting
number is less than or equal to the modified
Perception of the Adept, the Aura is detected.
The Adept's Perception is subject to
modification in the same manner as any Base
Chance. This talent may be actively (but not
passively) resisted.
In addition to any other modifications, the
Adept's Perception is modified by having the
following numbers added to it:
For every 10 feet (after the first 10)
1
separating the Adept from the being or
object whose Aura he wants to read
For each Rank the Adept has with the
5
Detect Aura Talent
The results of detection are the same as
those given for this Talent in 39.3. The Experience Multiple for this talent is 75.
[43.4] General Knowledge Spells
1. Spell of Converse With Animals
(G-1)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration/max: 3 hours x Rank
( x 1, if unranked)
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: The caster may communicate with
fauna (whether verbally or symbolically, and to
what extent, are left up to the GM's descretion).
Physical contact between the animal and the

caster increases the Base Chance of successfully


casting this spell by 5.
2. Spell of Converse With Plants (G-2)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration/max: 3 hours x Rank (
x 1, if unranked)
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 25%
RESIST: MAY NOT BE RESISTED.
EFFECTS: The caster can communicate with flora
with which he is familiar. The mode and extent
of communication is up to the GM's discretion.
3. Spell of Controlling Animals (G-3)
RANGE: 10 feet + 10 additional/Rank
DURATION: Concentration: no maximum
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The caster controls the actions of any
animal that does not successfully resist. It will
serve him so long as he continues to concentrate.
If he releases the animal or his concentration is
broken, it may attack him or flee. The chance to
cast the spell is reduced by 5 if the Adept cannot
speak to the animal. If the Adept cannot make
eye contact, the Base Chance is reduced another
5. The Spell of Converse With Animals may be
used in conjunction with this spell if the animal's
language is known.
4. Spell of Blending (G-4)
RANGE: May be cast over self only.
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: In order to cast this spell, the subject
must remain stationary. If successfully cast, the
subject cannot be seen by non-magical means. If,
at any time while the spell is in effect the caster
moves, the spell is broken.

5. Spell of Walking Unseen (G-5)


RANGE: : 1 foot + 1 additional/Rank
DURATION: : 1 hour + 1 additonal/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The subject of this spell can move
unnoticed, not invisible. Even if someone looks
directly at the subject of the spell, he will
remain unseen. However, if someone touches
the subject of the spell, he is immediately
located and the spell is broken.
6. Spell of Healing (G-6)
RANGE: May only be cast over adjacent
character.
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May be actively & passively resisted.
EFFECTS: Through a combination of magic and
the application of healing herbs and salves, the
caster can cure 3 (+1 per Rank) Damage Points
suffered by a character due to disease or injury.
The spell takes about 5 minutes to cast.
7. Spell of Detecting Traps and Snares
(G-7)
RANGE: 20 feet + 5 additional/Rank
DURATION: D10 minutes +10 additional per
Rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: This spell reduces the Base Chance of
being trapped or ambushed while outdoors by
10 ( + 1 additional point per Rank).
8. Spell of Detecting Poisons (G-8)
RANGE: Must be in touch with object or
substance
DURATION: Immediate
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 55%
RESIST: May not be resisted.
EFFECTS: The spell requires a wand of either
ashwood, ivory or unicorn horn. The caster
touches the object or substance in which he
suspects poison. The wand will momentarily
turn black if poison is; in fact, present.
9. Spell of Lesser Enchantment (G-9)
RANGE: 10 feet + 10 additional/Rank
DURATION: : Ranks 1-10=a fortnight; Ranks 119 = 3 months; Rank 20 = spell lasts until
dispelled.
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The target of this spell is either blessed or cursed (caster's choice). The spell increases either the character's luck or misfortune
(depending on whether it operates as a blessing
or as a curse) by 1 on every dice roll in which
the character is directly involved. Note: This
spell cannot be cast over oneself.
10. Spell of Herbal Lore (G-10)
RANGE: May be cast over self only
DURATION: Immediate
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 25%
MAGIC, PAGE 53

RESIST: May not be resisted.


EFFECTS: The spell gives the caster the ability
to recognize herbs of magical significance
growing Wild.
11. Spell of Tracking (G-11)
RANGE: May be cast over self only
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 15%
RESIST: May not be resisted
EFFECTS: The caster adds 10 (+2 additional/Rank) to his chance of Tracking while
outdoors.
[43.5] General Knowledge Rituals
1. Ritual of Summoning Animals (Q-1)
The Adept must spend 1 hour implementing this ritual and may not move or
engage in any other activity during that time. If
his concentration is broken, the ritual is
destroyed and must be abandoned or restarted.
At the end of the ritual, the Adept's player rolls
D100. If the resulting number is equal to or less
than the Adept's Magical Aptitude, then a
number of small animals appear equal to the
Adept's Rank (1 if the Adept has no Rank with
the ritual). The animal the Adept attempts to
summon must be a native of the area.
Experience Multiple for this ritual is 150. If the
Adept chooses to vocalize his summons
(assuming he is not attempting to go undetected
since the vocalization must be in the form of a
shout or call), the Base Chance is increased by
25.
[43.6] Special Knowledge Spells
1. Earth Hammer Spell (S-1)
RANGE: 25 feet + 10 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May only be passively resisted.
EFFECTS: The caster conjures a giant maul of
stone which hurls itself at a target of the caster's
choosing. If the target fails to resist the spell, it
takes [D-5] (+ 1 per Rank) damage.
2. Hands of Earth Spell (S-2)
RANGE: 20 feet + 5 additional/Rank
DURATION: 1 hour+ 1 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 25%
RESIST: May only be passively resisted.
EFFECTS: The spell causes a number of hands
of stone equal to the Rank of the caster to
materialize out of the ground within range.
Each hand is 7 feet tall. Once they appear, they
remain stationary. They may clutch anything in
their grasp, but may not move from the spot on
which they surfaced. A character standing on a
spot where a hand materializes will be snatched
up and will be unable to move until the spell
dissipates.
3. Strength of Stone Spell (S-3)
RANGE: 10 feet
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.

EFFECTS: The target of this spell has his


Physical Strength or Fatigue (caster's choice)
increased by 1 for each Rank the caster has
achieved with the spell. The spell may not be
cast over oneself.
4. Armor of Earth Spell (S-4)
RANGE: 10 feet
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: May be cast over one target
individual. It reduces the Base Chance of hitting
that individual with any physical weapon by 2
for each Rank the caster has achieved with the
spell. At Rank 11 and above, it also absorbs 1
Damage Point per Strike.
5. Diamond Weapon Spell (S-5)
RANGE: 5 feet + 5 additional/Rank
DURATION: 20 seconds x (D-5) x Rank ( x 1, if
unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: This spell is cast over a weapon of the
caster's choice. It increases the Base Chance of
that weapon hitting a character by 1 per Rank
(minimum of 1). Any character attempting to
Strike a character who possesses a weapon that
has this spell in effect over it, breaks his own
weapon on a roll of 94-99 instead of 99.
6. Spell of Gem Creation (S-6)
RANGE: 10 feet
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 10%
RESIST: May not be resisted
EFFECTS: Creates one gemstone of random value
for each 5 (or fraction) Ranks. The gems
dissipate at the end of the spell.
7. Spell of Animal Growth (S-7)
RANGE: 10 feet + 10 additional/Rank
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 225
BASE CHANCE: 15%
RESIST: May be actively & passively resisted
EFFECTS: One mammal of the caster's choice is
doubled in size. The effects of this radical
change are determined by the GM.
8. Spell of Enchanting Plants (S-8)
RANGE: 10 feet +10 additional/Rank
DURATION: 1 day + 1 additional/Rank
EXPERIENCE MULTIPLE: 225
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The spell may impart partial mobility
to a number of plants (including trees) equal to
the caster's Rank. The plants may not uproot
themselves, but may move their branches and
leaves while remaining in the same spot. The
plant's actions are always under the control of
the caster so long as he maintains his
concentration. If his concentration is broken,
voluntarily or otherwise, the plants will be
controlled by the GM until the caster
reestablishes control and could conceivably
attack the caster.

DRAGONQUEST SECOND EDITION, PAGE 54

9. Spell of Binding Animals (S-9)


RANGE: 10 feet + 10 additional/Rank
DURATION: Infinite until dispelled
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 10%
RESIST: May be actively & passively resisted.
EFFECTS: This spell is similar to the Spell of
Controlling Animals except that the caster does
not have to concentrate on it to maintain it. The
spell will last until broken by the animal or
dispelled by magic. Any animal subject to this
spell makes one check per week against its
Willpower to determine if the spell is broken.
10. Spell of Conjuring and Controlling
Earth Elemental (S-10)
RANGE: 20 feet
DURATION: Concentration: No maximum
EXPERIENCE MULTIPLE: 225 for each portion
of spell
BASE CHANCE: 25% / 20%
RESIST: May not be resisted.
EFFECTS: This is a two-part spell. Each part of
the spell is learned, ranked and recorded
separately, but there is a single procedure and a
single Fatigue cost to cast the spell. The caster
has a BC of 25% of successfully casting the first
part of the spell. If successful, an Earth
Elemental with a combined Fatigue and
Endurance of 15 +an additional 5 per Rank
appears within 20 feet of the caster. The caster
must immediately make a second check with a
Base Chance of 20% to see if he controls the
Elemental. If successful in establishing dontrol
over the Elemental, the caster maintains control
until his concentration is broken or he banishes
the Elemental with a counterspell. If he fails to
gain control of the Elemental or gains control,
but has his concentration broken, the Elemental
will immediately attack him. A caster cannot
banish an Elemental he does not control.
11. Spell of Sinking Doom (S-11)
RANGE: 30 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 650
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: The spell opens a circular pit under a
single human-sized target per each 5 (or fraction) Ranks and sucks the unfortunate standing
over it into the bowels of the earth to be burned
in molten rock.
12. Wall of Stone Spell (S-12)
RANGE: 20 feet + 10 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 10%
RESIST: May not be resisted.
EFFECTS: Creates a 10 foot high x 20 foot long
wall of granite or a 10 foot high ring of stone
with a 20 foot radius or a pillar of stone 15 feet
high and with a 2 foot radius. The caster
increases any dimension by 1 foot per Rank. He
may not attempt to cast the spell on top of a
character.
13. Wall of Iron Spell (S-13)
RANGE: 20 feet + 10 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 250

BASE CHANCE: 5%
RESIST: May not be resisted.
EFFECTS: Same as for S-12 (Wall of Stone
Spell) except that the caster creates a wall of
cold iron.
14. Spell of Tunneling (S-14)
RANGE: 5 feet + 1 additional/Rank
DURATION: 30 seconds + 5 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 10%
RESIST: May not be resisted.
EFFECTS: The caster creates a circular opening
or tunnel 10 feet in diameter and 20 feet deep in
a wall, ceiling, floor, ground surface, cliff face,
etc. The caster may add 1 foot to either depth or
radius per Rank.
15. Trollskin Spell (S-15)
RANGE: 10 feet
DURATION: 1 minute + 10 additional seconds/2
Ranks (or fraction)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell allows the subject to
regenerate Endurance Points removed as a
result of damage incurred in combat. The target
begins to regenerate 30 seconds after a wound
is inflicted and continues to regenerate at the
rate of 1 Endurance Point every 10 seconds for
the duration of the spell. The spell will not help
regenerate wounds inflicted by acid or fire.
16. Spell of Smoking Magma (S-16)
RANGE: 25 feet + 5 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 7%
RESIST: May only be passively resisted (then
does half damage).
EFFECTS: The caster creates a pool of molten
rock which wells up from underground. The
pool has a radius of 5 feet (+ 1 additional foot
per Rank). Any character within the area
covered by the pool suffers damage of [D - 5] +
1 per Rank. If the character successfully resists,
this damage is halved.
17. Spell of Diamond Javelins (S-17)
RANGE: 30 feet + 10 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell causes diamond-tipped
javelins to fly from the earth at the caster's feet
and travel toward a target(s) of the caster's
choice. The number of javelins appearing is
always 1 + 1 additional javelin for every 2 (or
fraction) Ranks of the spell. The javelins have a
Base Chance equal to the Base Chance of
ordinary javelins of hitting their target + 3 per
Rank of the spell. Each javelin does [D - 4] (+ 1
per every 2 or fraction Ranks) damage.
18. Spell of Earth Transformation (S-18)
RANGE: 10 feet + 10 additional/Rank
DURATION: 3 hours + 1 additional/Rank
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 10%
RESIST: May only be passively resisted.

EFFECTS: This spell turns 3 cubic feet of stone


into mud or vice versa. The caster may add one
cubic foot to this figure per Rank. A character
standing on a spot containing a mudpuddle that
is turned to stone has an opportunity to passively
resist the effects of the spell. If he fails to resist,
he will become trapped in the stone that has
taken the place of the mud he was standing in. If
he resists, the mud turns to stone, but he is not
trapped.
[43.7] Special Knowledge Rituals
1. Ritual of Binding Earth (R-1)
This ritual takes one hour to perform and
involves the ritual sacrifice of a human (or
humanoid) being. At the end of the ritual, the
Adept's player rolls D100. If the resulting
number is equal to or less than the Base Chance
to employ the ritual successfully, the Adept
gains complete control over a 500 pound weight
of earth and stone (plus an additional 500 pound
weight per Rank). He can shape or move the
earth, change its consistency or instill
intelligence in it at his option. The Base Chance
to successfully employ this ritual is 10%. It can
affect any earth or stone within 10 feet (plus 10
per Rank) of the Adept. It cannot be resisted.
Once cast, it lasts for 1 hour plus an additional
hour for each Rank or until the Adept's
concentration is broken. The Experience
Multiple for this ritual is 500.

44. THE COLLEGE


OF CELESTIAL MAGICS
The College of Celestial Magics is concerned with the practice of those magic arts
having to do with shadow, night, and stars. There
are three distinct divisions of the College of
Celestial Magics. They are:
1. The Star Mages: Dealing with heavenly
bodies:
2. The Dark Mages: Dealing with night and
darkness.
3. The Shadow Weavers: Dealing with the power
of light and shadow.
All members of the College of Celestial
Magics must be associated with one of these
three divisions and may change divisions only by
forsaking their present division, losing all of
their current magical knowledge and entering a
monastery for 6 months of meditation and
training in the new divisions of their College.
Man's natural fear of the power of darkness
gives this College special power. Consequently,
in addition to the other information included
under this College, 44.8 contains the Fright
Table which must be rolled on as a result of
certain spells.
[44.1] Adepts of the College of Celestial
Magics may practice their arts without
restriction.
[44.2] The Base Chance of performing
any talent, spell or ritual of the College of
Celestial Magics is modified by the
addition of the following numbers:

MAGIC, PAGE 55

If adept is a Star Mage and:


-20
It is full daylight
-5
It is a starless night
15
It is a night of the new moon
5
It is a night of the full moon
If adept is a Dark Mage and:
-25
It is a day with bright sunlight
-20
It is a day with an overcast
5
It is twilight
-5
It is a moonlit night
10
It is a cloudy night or a night of the
new moon
15
He is in total darkness except for
artificial light*
He is in total darkness (not even
25
torches present)*
If adept is a Shadow Weaver and:
20
Is standing in bright sunlight
10
Is standing in medium sunlight
(late afternoon)
5
Is standing in direct rays of setting
Sun
10
It is twilight
5
It is full night
-10
Is standing in total darkness (no
light, including torches)
5
Is standing in light shadow
5
Is standing within 5 feet of deep
shadow
Is standing in deep shadow
15
*Total Darkness can only be achieved naturally
if the adept is underground. Artificial light is
light not cast by the sun or its reflection off of
other heavenly bodies or by the stars.
[44.3] Talents
1. Speak to Shadow Creatures (T-1)
The adept can speak to all shadow
creatures and most nocturnal animals within 10
feet (+ 10 additional feet per Rank). The
communication may be verbal in some cases,
but will usually employ a combination of
telepathic contact, sign language, and a few
verbal symbols at the lowest Ranks. The
Experience Multiple for this talent is 50.
2. Night Vision (T-2}
The Adept has the ability to see in the dark
with the same vision (near perfect) as a cat.
However,
everything
will
appear
monochromatic and somewhat distorted
(geometrical). The higher the Rank, the less
distorted the vision will be. The Experience
Multiple for this talent is 100.
3. Detect Aura (T-3}
This talent is identical in all ways to the
talent of the same name of the College of
Naming Incantations (see 39.3, T-l, p.4a)
[44.4] General Knowledge Spells
1. Spell of Blending (G-l)
RANGE: May be cast over self only
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 60%

RESIST: May not be resisted.


EFFECTS: Same as for the spell of the same
name of the College of Earth Magics (see 43.4,
G-4, p.52).
2. Spell of Light (G-2)
RANGE: 15 feet + 15 additional/Rank
DURATION: 15 minutes X [D-5] x Rank
( x 1, if unranked)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: One 10-foot cube may be brightly
lighted as described in the spell of the same
name (G-4, p. 45) of the College of Fire
Magics.
3. Spell of Darkness (G-3)
RANGE: 15 feet + 15 additional/Rank
DURATION: 15 minutes X Rank
( x 1, if unranked)
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The Adept creates a volume of
darkness (1000 cubic feet) of any shape he
desires. At Ranks 1-5, the spell creates darkness
equal to a cloudy night. At 6-10, it creates
darkness equal to a sealed room. At Ranks 11
and up, it creates absolute blackness that no
non-magical light source (including torches)
can penetrate. The volume of darkness created
may be increased by 500 cubic feet per Rank.
4. Spell of Shadow Form (G-4)
RANGE: 15 feet + l additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE' MULTIPLE: 150
BASE CHANCE: 10%
RESIST: May not be resisted.
EFFECTS: The target of the spell is enveloped in
a confusing pattern of shadows. Any attempt to
hit the target while the spell is in effect will
have 2 (+ 2 per Rank) subtracted from the
Strike Chance. This subtraction applies only to
physical weapons, not magic.
5. Wall of Starlight Spell (G-5)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: Creates a 10-foot high I foot thick
Wall of Light 20 feet long or a 10 foot high, 1
foot thick Ring of Light with a 5 foot radius, or
a pillar of starlight 5 feet thick by 15 feet high.
The Adept can increase any dimension by 1
foot per Rank. The spell may not be cast on top
of other entities. Shadow and darkness-aligned
creatures (including Dark Mages and Shadow
Weavers) suffer [D - 5] ( + 1 per Rank) damage
if they come in contact with the wall. Any
entity damaged by the spell must roll on the
Fright Table (see 44.8).
6. Wall of Darkness Spell {G-6)
RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: Works the same as the Wall of
Starlight except that light aligned creatures

(including Star Mages) suffer damage due to


contact with it.
7. Witchsight Spell (G-7)
RANGE: 15 feet + 15 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: This spell gives any one target of the
adept's choice the ability to see normally
invisible entities or objects or those which have
been rendered invisible by magic (i.e., via the
spells of Blending, Walking Unseen, and
invisibility). It also gives the target the night
vision of an Elf.
8. Strength of Darkness Spell (G-B)
RANGE: 15 feet
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The target's Physical Strength is
increased by I ( + 1 for every 2 or fraction of 2
Ranks) for the duration of the spell. This spell
may only bc cast by Dark Magics who are not
exposed to natural light (only torches or magical
light).
9. Spell of Walking Unseen (G-9)
RANGE: 1 foot + 1 additional/Rank
DURATION: 1 hour + 1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The target may move unnoticed (not
invisible) even if individuals are staring directly
at him. If, however, he touches or is touched by
an entity (or something worn or held by the
entity), the spell is immediately broken and he is
seen.
[44.5] General Knowledge Rituals
1. Ritual of Reading the Stars (Q-l)
The Adept may, by remaining in one place
and taking no other action except performing this
ritual, read something. of the future in the stars.
He must occupy a vantage point where he has a
clear view of the sky (not indoors or in a
hollow), and it must be a clear night. The ritual
may not be performed during the day or during
an overcast. It takes I hour to perform. The Base
Chance of success is equal to the Adept's
Magical Aptitude + 4 per Rank. The Experience
Multiple is 150. The GM provides all answers
writ in the stars in the form of generalized
statements that can be as accurate or misleading
as the GM feels appropriate.
2. Ritual of Summoning and Binding
Shadow Creatures (Q-2)
The Adept may summon and bind l creature
of night and shadow ( + 1 for every 5 or fraction
of 5 Ranks). The Base Chance of the ritual being
effective is 20o7o (+4 per Rank). Any shadow
creature called must be native to the area. If the
ritual succeeds, the creature will arrive in a state
of being bound to the will of the Adept. If it
backfires, the creature will arrive and attack the
Adept. If merely unsuccessful, the creature will
not arrive at all. Bound creatures will serve the

DRAGONQUEST SECOND EDITION, PAGE 56

Adept so long as he continues to concentrate on


controlling them (no maximum length of time)
or until released by the Adept. If his
concentration is broken, the Adept will be attacked. If he simply releases the creatures, they
will flee his presence. The Experience Multiple
for this ritual is 200. Creatures of night and
shadow include nocturnal animals and lesser
undead, for purposes of this spell.

[44.6] Special Knowledge Spells


1. Spell of Healing (S-1)
RANGE: May only be cast over self
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: Cures 1 point of Endurance or Fatigue
(+ 1 for every 2 or fraction of 2 Ranks).
2. Spell of Creating Shadow-Starsword
(S-2)
RANGE: 15 feet + 5 additional/Rank
DURATION: 20 seconds x [D - 5] x Rank
( x 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: Only Star Mages may create a
Starsword, and only Dark Mages or Shadow
Weavers may create a Shadow Sword. Any
sword within range may have this type of spell
cast over it. The sword will then have 1 ( + 1 per
Rank) added to its Base Chance and I (+ 1 for
every 3 or fraction of 3 Ranks) added to the
damage it will do whenever it is used against a
creature of opposite alignment. Starswords do
extra damage to creatures of night and shadow
and shadowswords do extra damage to all other
creatures.
3. Starfire Spell (S-3)
RANGE: 30 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 35%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept casts a bolt of staff ire at
any one target within range. The first entity or
object the bolt hits along its flight path suffers
[D - 4] ( + 1 per Rank) damage unless they
resist.
4. Meteor Spell (S-4)
RANGE: 60 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 10%
RESIST: May only be passively resisted.
EFFECTS: The Adept calls down from the
heavens a meteor with a 25 foot diameter which
crashes into an area within range, doing [D - 4]
( + 1 per Rank) damage to all entities within the
impact area who fail to resist. The meteor must
be targeted to hit a specific hex and takes 2
minutes to arrive (- 10 seconds per Rank). Only
Dark Mages and Star Mages may use this spell.

5. Shadow Wings Spell (8-5)


RANGE: 10 feet + 10 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May not be resisted.
EFFECTS: The caster creates great batwings of
darkness on himself or any single character
within range. These wings will bear the target
through the sky wherever he desires at a rate of
30 miles per hour (+ 1 mile an hour per Rank).
This spell may only be cast by Shadow
Weavers and Dark Mages.
6. Web of Starlight Spell (S-6)
RANGE: 30 feet + 15 additional/Rank
DURATION: Concentration/maximum of 15
minutes + 15 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25%
RESIST: May only be passively resisted
(which may halve damage).
EFFECTS: This spell operates in the same manner as the Web of Fire (8-4, p.50) of the
College of Fire Magics except that it affects
only creatures of night and shadow who must,
if damaged, roll on the Fright Table. It may
only be cast by Star Mages. Entities that are not
creatures of night and shadow may ignore the
web entirely. See 42.6 for details.
7. Web of Blackness Spell (8-7)
This spell is identical in all ways to S-6
above except that it affects only creatures of
light and may only be cast by a Dark Mage or a
Shadow Weaver.

5 feet wide. He may increase the length or width


by 1 foot per Rank. All targets occupying hexes
through which the fire passes must resist or
suffer [D - 4] ( + 1 per Rank) damage and must
roll on the Fright Table. The Base Chance of
infection is increased by 20 is a character suffers
damage from this spell.
11. Spell of Shadow Walking 18-11)
RANGE: May only be cast over self
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 550
BASE CHANCE: 1%
RESIST: May not be resisted.
EFFECTS: The Adept may cause himself to be
instantly transported from one spot which is in
shadow to another spot which is within shadow.
The destination must be in sight or must have
been carefully observed beforehand. The
destination may also be up to 5 miles (+ 1
additional mile per Rank) from the spot the
Adept currently occupies. Only Shadow
Weavers may use this spell.
12. Spell of Whitefire 1S-12)
RANGE: 30 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 1%
RESIST: May be actively & passively resisted.
EFFECTS: This spell is cast at a single target of
the Adept's choice that is within range. The
target must resist or it will be flash fried. The
target's Willpower must be less than the
modified chance of casting the spell or it will
have no effect upon him, though it may backfire.

8. Meteor Swarm Spell (8-8)


RANGE: 75 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 1%
RESIST: May only be passively resisted.
EFFECTS: This spell has the same effect as S-4
(Meteor Spell) except that 3 meteors are summoned. At least one cubic foot of each meteor
must overlap with one cubic foot of another
meteor. The meteors will arrive in 5 minutes
(- 20 seconds per Rank). Only Star Mages may
cast this spell.

13. Spell of Fear 18-131


RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: One target of the Adept's choice that is
within range is seized by almost uncontrollable
fear. The target's player must, if the target fails
to resist, roll on the Fright Table to determine the
result of the spell (see 44.8, p.57).

9. Dwarf Star Spell (8-9)


RANGE: 60 feet + 15 additional/Rank
DURATION: Concentration/maximum of 1
minute + 1 additional/Rank
EXPERIENCE MULTIPLE: 450
BASE CHANCE: 207O
RESIST: May be actively & passively resisted.
EFFECTS: The spell causes one target of the
Adept's choice which is within range to suffer
the effects of an increase in the force of gravity
of 1 gravity (+ 1 additional gravity per Rank)
unless the target resists.

1. Ritual of Conjuring end Controlling


Dark SpherelR-1)
The Adept may summon and control an
inky black sphere from another dimension. The
Adept must spend one hour performing the ritual
and may not move or perform any other activity
during that time. At the end of the ritual, the
Adept's player performs a Cast Check. The Base
Chance for this ritual being successful is 1% + 3
per Rank. If the ritual is successful the sphere
will appear within 15 feet of the Adept and will
continue to be directed by the Adept (moving at
a TMR of 9) so long as he concentrates on it
(maximum of 5 minutes + 5 minutes per Rank).
Once he stops concentrating, the sphere will
immediately return to its own dimension. If the
Adept fails to conjure the sphere, nothing at all
happens. If a backfire results, the sphere appears
and moves randomly about. Anything which
comes in contact with the Dark Sphere and fails

10. Black Fire Spell {8-10)


RANGE: 30 feet + 15 additional/Rank
Immediate
(during
Pulse)
DURATION:
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 2%
RESIST: May only be passively resisted.
EFFECTS: The Adept throws from his fingertips
a column of black flames 30 feet long and

[44.7] Special Knowledge Rituals

MAGIC, PAGE 57
Sphere and fails to resist is immediately disintegrated. Anything that resists, simply suffers D10 damage for each contact and is
thrown to the ground by the shock of contact.
The Experience Multiple for this ritual is 450.
[44.8] Fright Table
(see below)

pond to the questions of the Adept. Once the


dead initially respond, they will continue to
answer all questions automatically until
dismissed. This talent does not allow the
Adept to communicate with the undead, only
to summon the dead from the spirit world
and speak with them. It has an Experience
Multiple of 150.

[45.4] General Knowledge Spells

45. THE COLLEGE OF


NECROMANTIC
CONJURATIONS
The College of Necromantic Conjurations is concerned with the processes of life,
death, decay, and putrefication.

[45.1] Adepts of the College of


Necromantic Conjurations may
practice their arts without
restriction.
[45.2] The Base Chance of
performing any talent, spell, or
ritual of the College of
Necromantic Conjurations is
modified by the addition of the
following numbers:
It is a High Holiday of the "Powers
-10
of Light"*
It is a High Holiday of the College of
20
Necromantic ConjurationsH
It is the stroke of midnight on the night 30
of one of the High Holidays of the
College of Necromantic ConjurationsI
*This modifier may include any
holidays of the GM's invention that are
dedicated to the "Powers of Light."
However, all such holidays are presumed to
be known to all characters and must, therefore, be announced by the CM well in advance of the application of this modifier.
HThe College of Necromantic Conjurations recognizes one principle High Holiday:
Walpurgisnacht. The GM may create other
High Holidays as he sees fit (see note above).
IThis modifier is applied to any spell
loosed at the stroke of midnight or to any
ritual which is completed on the stroke of
midnight. This modifier is applied instead of
(not in addition to) the +20 modifier for
working the magic of this College on a High
Holiday of the College. Otherwise, all
modifiers are cumulative.

[45.3] Talents
1. Ask The Dead (T-1)
The Adept may, whenever he occupies
the place in which an entity has died, communicate
with the spirit of the entity if the
Adept could have communicated with the entity
while it was alive (knew its language, etc.)
and is aware that the place he occupies was
the site of the entity's death. Only questions
that can be answered with a simple yes or no
will be answered, and the dead can only provide
knowledge of events which transpired
while they were alive. There is a Base Chance
of 20% ( +4 per Rank) that the dead will resist

1. Spell of Conjuring Darkness (G-1)


RANGE: 15 feet+ 15 additional/Rank
DURATION: 15 minutes+ 15 additional/Rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The Adept creates a volume of darkness
of variable intensity of 500 cubic feet
(+500 additional cubic feet per Rank). At
Ranks 1-5, the darkness is equal to that
found on a cloudy night; at Ranks 6-10, to
that found on an overcast moonless night; at
Ranks 11 and above, to that of a sealed room
with no light source.
2. Spell of Putrescence (G-2)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The Adept may, by casting this spell,
spoil enough food to generously feed I person
(+1 additional person per Rank). The
food will thereafter be inedible.
3. Spell of Obscurement (G-3)
Range: 15 feet+ 15 additional/Rank

DURATION: 10 minutes+ 10 additional/Rank


EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May only be passively resisted.
EFFECTS: The Adept creates a 5-foot cube of
oily black smoke ( + I foot to each dimension
per Rank). The vision of all entities except
the Adept is reduced to 5 feet. The Adept's
sight is unaffected, and any character who
successfully resists is unaffected.
4. Fire and Brimstone Spell (G-4)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may cast a bolt of
sulphurous flame at a single target. If the
target fails to resist, it takes [D-4] ( +1 per
Rank) damage. The Base Chance of infection
is increased by 20 as a result of damage
inflicted by this spell.
5. Spell of Heating Metal (G-5)
RANGE: 15 feet+ 15 additional/Rank
DURATION: 20 seconds+ 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept can cause up to 1 cubic
foot of metal ( + I additional cubic foot per
Rank) to become hot, increasing its
temperature by 5+5 per Rank.
6. Spell of Harming Entity (G-6)
RANGE: 15 feet+ 15 additional/Rank
DURATION: 10 seconds+ 10 additional/Rank

[44.8] FRIGHT TABLE


Dice Result
01-20 Target is wary and suffers a subtraction of 5 from all Strike Chances for
remainder of Pulse.

21-25 Target flies into a berserk rage and immediately attempts to attack (within
the limits of movement) the object of his rage (the Adept or manifestation
that brought about the fear). He will Charge if possible and
attempt to Grapple. All Strike Checks against him are increased by 10 and
all Strike Checks which he makes are increased by 10.
26-76
n on

Target flees as rapidly as possible away from the source of his terror.
Character is immobilized as if stunned and adds 5 to all subsequent rolls on
the Fright Table this day.

91-96 Target becomes hysterical and will continue to stand in place and scream
until snapped out of it (GM determines how this occurs). Add 15 to
subsequent rolls on the Fright Table this day.

96-100 Target's hair turns white as he becomes totally catatonic (as if stunned). Add
15 to subsequent rolls on the Fright Table this day.

101-106 Target faints dead away (collapsing to the ground). He remains unconscious
for [D+6] minutes. Add 10 to all subsequent rolls on the Fright Table this
day.
107-110 Target suffers a heart attack. The result is the same as for 101-106 exept that
the target may not move about under his own power for the remainder of
the day and suffers a decrease of 2 in all characteristics until he has spent
one month resting in bed.
Ill + Target suffers a heart attack and must have medical attention (cardiovascular
resuscitation) within one minute (12 Pulses of combat) or die. If
he does survive, all subsequent rolls on the Fright Table are increased by 20 this day.

DRAGONQUESTSECOND EDITION, PAGE 58

EXPERIENCE MULTIPLE: 200


BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may cast this spell at any
one target within range. If the target fails to
resist, he 'will be in intense agony for the
duration of the spell and must check to see if
his concentration is broken. His Strike
Chance is reduced by 10 for the duration of
the spell. He suffers no Damage Points as a
result of the spell.
7. Spell of Noxious Vapors (G-7)
RANGE: 15 feet+ 15 additional/Rank
DURATION: 10 seconds x [D-5] x Rank ( x 1,
if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: lO%
RESIST: May only be passively resisted.
EFFECTS: The Adept creates a cloud of foul
yellow vapor which will affect all characters
(including the Adept) who are caught within
it. The cloud covers the entire area within
range of the Adept. At Ranks 0-5, it reduces
each character's range of vision by 10 feet.
At Ranks 6-10, it causes a light sleep lasting
until the spell ends or the sleeper is awakened. At Ranks 11-20, there is a 20Vo chance
that any character who fails to resist will contract consumption.
8. Spell of Warping Wood (G-8)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may twist a 2" x 2" x I'
area of a piece of wood into any shape of his
choosing. He may add 1" to any dimension
per Rank.
9. Ram of Force Spell (G-9)
RANGE: 5 feet + 5 additional/Rank
DURATION: Until task is completed
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 25%
RESIST: May be actively & passively resisted.
EFFECTS: Creates a 15'x 15' x 15' "column
of force" that will follow the Adept's command to execute one specific task ("smash
through that locked door", for example) and
then will dissipate. Will do [D-5] damage
per 10 second exposure to flesh which cannot
be pushed out of the way due to a wall or
other unyielding surface. It will slowly push
metal aside, but will be halted by stone.
10. Spell of Vapor Breathing (G-10)
RANGE: May only be cast over self
DURATION: 30 seconds + 15 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The spell permits the Adept to
breathe any atmosphere that contains sufficient
oxygen to keep him alive, filtering out
other substances. This spell does not permit
the Adept to breathe underwater.

[45.5] General Knowledge Rituals


1. Ritual of Summoning
and Binding Lesser Undead (Q-1)

The Adept may use this ritual to summon


and bind the Lesser Undead if he remains
stationary within a Pentacle (see 47,
The College of Greater Summonings) drawn
in or near an area where Lesser Undead may
habitually be found (near tombs, graveyards,
barrows, etc.). The Adept and his companions
must remain within the Circle of Protection
during the entire course of the ritual.
They may take no other action while the
ritual is taking place. This ritual lasts two
hours. At the end of that time, the Adept's
player rolls D100. If the resulting number is
equal to or less than the Adept's Magical Aptitude,
the ritual succeeds. The Adept's
Magical Aptitude is modified in the same
manner as any Base Chance of performing a
ritual. In addition, 3 per Rank is added to the
Adept's Magical Aptitude. If the Adept's
player rolls a number 40 or more greater than
the Modified Chance for this ritual to be effective,
the ritual backfires and the appropriate
number of undead appear unbound
within the Circle of Protection and
can attack the Adept and companions. The
spell summons 1 (+1 per Rank) Lesser
Undead and (unless it backfires) subjects
them to the will of the summoner for as long
as his concentration lasts (one week maximum).
Once the Adept's concentration is
broken or he releases the undead, they may
attack him and his companions. If the ritual
backfires or concentration is broken, the
Lesser Undead will attempt to attack the
summoner if possible. The Experience Multiple
for this ritual is 250. Undead summoned
successfully (i.e., not as a result of a
backfire) will appear within 20 feet of the
summoner's Pentacle.
2. Ritual of Converse With
The Dead <Q-2)
The Adept may converse with a dead entity
if he occupies the place the entity died or
was buried and calls forth the dead spirit using
this ritual. The ritual takes an hour to
perform and must be cast in a Pentacle. The
Adept must have known of the death (by
witness, hearsay, or reading) in order to summon
the dead spirit. He need not have known
or encountered the entity before. He must
understand a language spoken by the entity.
The Adept's player rolls D100 at the end of
the ritual and if the result is equal to the Base
Chance of performing the ritual, the spirit of
the deceased appears and will answer three
questions. Each question will be answered
with a riddle or puzzle. The Base Chance of
this ritual being effective is equal to the
Adept's Magical Aptitude (+4 per Rank).
The dead disappear whenever any character
who is not within the Pentacle occupies the
same general area. The Experience Multiple
for this ritual is 400. The GM creates all
riddles and puzzles in answer to the Adept's
questions. Undead may not be summoned or
conversed with using this ritual.

[45.6] Special Knowledge Spells


1. Spell of Causing Wounds (S-1)
RANGE: 15 feet + 5 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200

BASE CHANCE; 35%


RESIST: May be actively & passively resisted.
EFFECTS: The Adept may cause [D 4] (+1
per Rank) damage as a result of wounds to
one target within range unless that target successfully
resists. If the target suffers any effective
damage he suffers an increase of 10 to
the BC of infection as a result of his injuries.
2. Wall of Force Spell (S-2)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Concentration/maximum of 15
minutes + 1 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 30%
RESIST: May only be passively resisted.
EFFECTS: The Adept creates a 1" thick Wall of
Force which is 10 feet high and 20 feet long or
a 1" thick, 10 foot high Ring of Force with a
radius of 5 feet. The Adept can increase the
height or length by 1 foot (or radius by 3 inches)
per Rank. Any entity coming in contact
with the Wall of Force will either successfully
resist or be thrown back (fall Prone) and suffer
[D-5] (+1 per Rank) damage.
3. Wall of Bones Spell (S-3)
RANGE: 15 feet+ 15 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%
RESIST: May only be passively resisted.
EFFECTS: The Adept conjures a wall of interlaced
bones 1 foot thick, 10 feet high, and 20
feet long or a circle of bones 1 foot thick, 10
feet high and with a 5 foot radius. The Adept
may increase the height and thickness by 1
foot and the radius by 3 inches per Rank. An
entity coming in sight of the wall must either
successfully resist or roll on the Fright Table
(see 44.8). The wall can suffer 100 points of
damage and then turns to dust. Bright
sunlight inflicts 20 points per Pulse on the
wall.
4. Spell of Fear (S-4)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Concentration/maximum of 15
minutes+15 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 20%
RESIST: May only be passively resisted.
EFFECTS: The spell has the same effect as the
spell of the same name (S-13, p.56) of the
College of Celestial Magics.
5. Mass Fear Spell (S-5)
RANGE: 30 feet + 15 additional/Rank
DURATION: 30 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 10%
RESIST: May only be passively resisted.
EFFECTS: The spell has the same effects as the
Spell of Fear (S-13, p.56) of the College of Celestial
Magics except that all characters within range except the Adept must resist or roll
on the Fright Table.
6. Spell of Scarring Terrain (S-6)
RANGE: 15 feet+ 15 additional/Rank
DURATION:: 1 year+ 1 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%

MAGIC, PAGE 59

RESIST: May not be resisted.


EFFECTS: The Adept causes terrible ruin by
burning out an area of ground equal to 25
square feet ( + 25 additional square feet per
Rank). The ground will be so damaged that it
will be unable to support any flora for the
duration of the spell. Though the spell will
immediately whither any flora in the area it
effects, fauna will be unaffected.
7. Spell of Animation of the Dead (S-7)
RAHCE: 30 feet+ 15 additional/Rank
DURATION: 3 hours + 30 additional
minutes/Rank
EXPERIENCE MULTIPLE: 300
BASECHANCE:20%
RESIST: May not be resisted.
EFFECTS: The Adept animates 3 (+1 per
Rank) corpses within range. They will serve
the Adept in all ways. If the corpses are
recently dead, they will be zombies. If they
have been dead for more than a month, they
will be partially devoid of skin and will be
treated as skeletons for purposes of this spell.
8. Wraithcloak Spell (S-8)
RANGE: 15 feet+ I additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 15%
RESIST: May not be resisted.
EFFECTS: The Adept causes the target to appear
less corporeal and to be harder to hit.
The chance of successfully Striking the target
of the spell is reduced by 1 (+1 per Rank) for
the duration of the spell. In addition, the
target's stealth is increased by 10.
9. ShadowedWeapon Spell (S-9)
RANGE: 5 feet + 5 additional/Rank
DURATION: 20 seconds x [D-5] x Rank
(x 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 15%
RESIST; May not be resisted.
EFFECTS: The Adept may increase the
usefulness of any weapon within range. The
affected weapon has its Base Chance increased
by 1 (+1 per Rank) and the damage increased by I for every 3 or fraction of 3
Ranks. At Rank 6 or above, the Adept can
create a sword entirely of darkness which will
operate in the same manner as a normal
sword of its type (broadsword, tulwar, etc.)
which has had a Shadowed Weapon Spell of
. the appropriate Rank cast over it.
10. Hand of Death Spell (S-10)
RANGE: 15 feet+15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 5%
RESIST: May only be passively resisted.
EFFECTS: The Adept causes any single target
to sense the Adept's hand squeezing his heart
or similar organ to a pulp. Even if the
character resists, the sensation will remain
and will break the character's concentration
and subtract 10 from the character's Base
Chance of hitting another character or successfully
performing magic. If the character
fails to resist, he suffers [D + 1] damage that
Pulse and each succeeding Pulse that the

spell remains in effect and he fails to resist.


The spell remains in effect so long as the
Adept expends 2 Fatigue and implements a
Pass Action each Pulse. During this time, the
Adept must make visible squeezing motions
with his hand to simulate the squeezing of the
victim's organs. The Adept need not recast
the spell once he successfully looses it at his
victim. Even if the victim resists, the spell will
continue to operate so long as the Adept continues to make squeezing motions.
11. Hellfire Spell (S-11)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 315
BASE CHANCE: 1%
RESIST: May only be passively resisted (then
suffers half damage).
EFFECTS: This spell operates in the same manner as the Spell of Hellfire (S-9, p.51) of the
College of Fire.
12. Spell of Life Draining (S-12)
RANGE: Adept must touch target.
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 400
BASE CHANCE; l5%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept drains 1 ( +1 per
Rank) Fatigue from the target if the target
fails to resist. The Fatigue may be used to
repair the Adept's own Fatigue or Endurance
or to increase his Physical Strength for the remainder
of the Pulse on a one for one basis.
If the target has no Fatigue remaining, the
Adept may drain from Endurance instead.
He may not drain from both Fatigue and Endurance
in the same Pulse.
13. Spell of Agony (S-13)
RANGE: 30 feet+15 additional/Rank
DURATION: 10 seconds+ 10 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: l0%
RESIST: May be actively & passively resisted.
EFFECTS: The spell causes all entities in the affected
area except the Adept to suffer extreme
agony. No character who does not
resist may take any Action except to Pass.
Characters who successfully resist reduce all
Strike Chances by 30 and take twice as long
to perform any Action.
14. Phantasm Spell (S-14)
RANGE: Works at any range
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 400
BASE CHANCE: 5%
RESIST: May not be resisted.
EFFECTS: This spell is the same as the spell of
the same name (S-3) of the College of
Sorceries of the Mind

[45.7] Special Knowledge Rituals


1. Ritual of Summoning
and Binding Greater Undead (R-1)
This ritual works in the same manner
and under the same conditions as the Ritual
of Summoning and Binding Lesser Undead

(Q-1) except that the Base Chance is always


half (round down) the Adept's Magical Aptitude
and the Experience Multiple is 350.
The ritual summons Greater Undead and
must be performed in or near an area frequented
by them (barrows, churchyards, or
abandoned dwellings).
2. Ritual of Life Prolonging (R-2)
The Adept may prolong his life, remaining
unchanged and unaged for the duration
of the effects of this ritual. Once the effects
of the ritual wear off, the Adept will begin to
age at the rate of I year per minute until he
reaches the proper biological age to match
his chronological age. The Adept must remain
stationary and may take no other action
while performing the ritual. At the end
of the ritual, the Adept's Player rolls D100.
If the result is less than or equal to the Base
Chance (5 % + 5 per Rank), the ritual is effective.
If the ritual backfires, the Adept will increase
his age instead of decrease it or keep it
unchanged. Normally, the ritual's effects
last for 2 years (+2 additional years per
Rank), but at Rank 10 and above, the Adept
can immediately upon the ritual being completed
reduce his biological age by up to 2
years ( + 2 years per Rank) instead of (not in
addition to) halting aging. Any backfire
reverses the anticipated effect (accelerating
aging). The Experience Multiple for this
ritual is 350. The ritual takes 8 hours.
3. Ritual of Becoming Undead (R-3)
The Adept may become an undead by
employing this ritual. Once he joins the ranks
of the undead, he may not reverse the effect.
The Adept must draw a Circle of Protection
and a Pentacle (see College of Greater Summoning,
47) and remain within it throughout
the ritual. The ritual takes 2 hours to perform. During the course of the ritual, the
Adept must murder an entity of his own race
who occupies the Pentacle with him. The entity
may be bound, but must be conscious
during the murder. Upon the performance of
the murder, a Wight appears over the corpse
at Rank 0-10, or a Wraith at Rank 11-20.
This undead becomes chained to the place in
which the murder was committed until freed
by someone other than the Adept entering or
leaving the Circle of Protection. Upon being
released, the undead will hunt the Adept and
attempt to terminate his existence in revenge.
Once the murder is performed, the Adept's
Player checks to determine if it was a success.
The Base Chance that it will be a success is
10% (+3 per Rank). If it is a success, the
Adept joins the ranks of the undead as the
Greater Undead type of his choice. He may
leave the Circle of Protection without releasing
the undead imprisoned therein. If the
result is not a success and the Adept fails to
become undead, the undead imprisoned
therein will be released if the Adept attempts
to leave the Circle of Protection. If the ritual
backfires, the undead will immediately be
released and will attack the Adept inside the
Circle of Protection (which will be broken
and will not keep the undead imprisoned).
The Experience Multiple of this ritual is 550.

DRAGONQUEST SECOND EDITION, PAGE 60

46. THE COLLEGE


OF BLACK MAGICS
The College of Black Magics is organized
somewhat differently from other Colleges
in that its knowledge is available only to
those who make various pacts with the
Powers of Darkness. There are three pacts
which an Adept may make. They are
organized in order of importance:
1. The First Pact: Upon entering this College,
the Adept swears an oath of allegiance
to the Powers of Darkness. This is the First
Pact. In exchange for this oath, the Adept is
given all of the General Knowledge of the
College of Black Magic at Rank 0 and may
achieve up to Rank 15 with that knowledge.
He may not achieve Rank above 15 or learn
any of the Special Knowledge of the College
of Black Magics.
2. The Lesser Pact: In order to learn the
Special Knowledge of the College of Black
Magics, the Adept must make the Lesser
Pact. This pact consists of reaffirming the
Adept's allegiance and giving up a token of
that allegiance to the Powers of Darkness.
The GM and the Adept's player must arrive
at an agreement in advance as to what must
be given up. The Adept may offer anything.
The GM should insist on something that the
Adept's player is particularly proud of or has
found to be a strong point in his character.
The price should be stiff, but not totally crippling.
It could include reducing the Physical
Beauty of a particularly handsome character
by 10 points or more, taking the character's
eyesight, taking the character's shadow
and/or reflection, or any other price that involves
some sacrifice. Once the pact is agreed
to, the Adept may learn most Special
Knowledge of the College at Rank 0 and may
progress to Rank 15 with that Special
Knowledge and to Rank 20 with the General
Knowledge of the College. In addition, an
Adept who has sworn the Lesser Pact will be
given a Familiar in the form of a small animal
(cat, bat, dog, etc.). The Familiar will be
devoted to the Adept and will serve him
faithfully, but the Adept must always feed
the Familiar or it will die.
All Adepts who swear the Lesser Pact
will receive a Witchmark, an invisible mark
somewhere on their person through which
their Familiar will feed by sucking the
Adept's blood. Only the blood of the Adept
will suffice to sustain the Familiar and it will
lose 1 Fatigue (Endurance if all Fatigue is exhausted)
per hour that it has not been fed.
The Adept suffers a loss of 4 Fatigue Points
each time he feeds his Familiar. The Familiar
regains all lost Fatigue upon feeding.
Familiars are minor Devils (half the
characteristics and Rank of normal Devils
rounded down) who appear in animal form
except when required to adopt their natural
form by the Adept. See 47, the College of
Greater Summoning, for the characteristics
and abilities of Devils. The Adept may only
receive I new Familiar every 5 years and only
if his old Familiar has died.
3. The Greater Pact: If the Adept wants to
learn those spells and rituals that compose

the part of the Special Knowledge of this College


that he has been denied access to, he
must make the Greater Pact and sell his soul
to the Powers of Darkness. A character who
has sold his soul in this manner may never be
resurrected. However, he attains access to all
knowledge of the College of Black Magics
(General and Special) and may achieve up to
Rank 20 with that knowledge.
Once made, a Pact of this College other
than the First Pact may never be renounced.
An Adept who has made only the First Pact
may always quit the College, losing all of his
magic knowledge and abilities. However,
neither the Lesser Pact nor the Greater Pact
can ever be totally renounced. If an Adept
attempts to renounce them, he immediately
loses all knowledge and abilities acquired as a
result of his membership in the College and
suffers a curse of the GM's choice from the
Damnum Minatum. He may join another
College, but will never achieve higher than
Rank 15 with any knowledge of that College.

[46.1] Adepts of the College of


Black Magic may only practice
those talents, skills and rituals
permitted them by the Pact they
have made.
They may never practice any of the arts
of this College until they have made the
appropriate Pact. The First Pact must be sworn
before either the Lesser or Greater Pacts can
be sworn and the Lesser Pact must be sworn
before the Greater Pact can be sworn.

[46.2] The Base Chance of


performing any talent, spell or
ritual of this College is modified by
the addition of the following
numbers:
It is daylight
-10
Itisnighttime
10
The Adept has made the Lesser Pact 5
The Adept has made the Greater Pact 10
It is a High Holiday of the Powers
-10
of Light*
It is a High Holiday of the Powers
20
of DarknessH
*See 45, the College of Necromantic
Conjurations. HSame as above. The GM
must create the High Holidays for the
Powers of Darkness according to what those
powers are in his world.

[46.3] Talents
1. Witchsight(T-l)
The Adept has a Base Chance equal to
his Perception ( + 5 per Rank achieved with
this talent) of seeing objects which are
normally invisible or which have been rendered
invisible by magical means (i.e., such spells
as Walking Unseen, Blending, and Invisibility).
The Adept also possesses the night-vision
of an Elf. The Experience Multiple for this
talent is 200.

2. Projected Image (T-2)


The Adept can, by remaining stationary
and concentrating for the duration of the
talent's workings, project an image of
himself standing within 15 feet (+15 additional
feet per Rank) of his actual position.

While he continues to concentrate, the illusion


of himself will remain and his actual person
will be invisible. Once he breaks his
concentration, he will become visible and the
illusion will fade. It takes about 10 seconds
( 1 second per Rank) for the image to form
and the Adept to become invisible. The
Experience Multiple for this talent is 150.
3. Special Alchemy IT-3)
The Adept, upon making the First Pact,
gains certain knowledge of Alchemy. Among
the specific benefits accruing to the Adept
are the following:
A. The ability to distill venoms from such
plants as belladonna. See the Alchemist Skill.
B. The ability to distill a dose of a potion of
Toad Sweat that will remove blemishes,
warts, corns, pimples, etc., at the rate of I
disfigurement (wart, corn, etc.) (+1 additional
per Rank) per dose. The Experience
Multiple for this potion is 100 and its cost is
50 Silver Pennies. The Base Chance of
effectively preparing it is 60%.
C. The ability to make these amulets:
1. Amulet of Elder Flowers: Makes the
wearer proof against the Evil Eye. Cost: 50
Silver Pennies.
2. Amulet of Hypercium: Increases the
wearer's Magical Resistance by 10 to any
magical act performed by a demon. Cost:
100 Silver Pennies.
3. Amulet of Luck: Made from tiger's or
alligator's teeth, it increases the wearer's
Magical Resistance by 3 and subtracts 2 from
any Strike Check made against the wearer.
Cost: 300 Silver Pennies.
4. Amulet of Diamonds: Increases the
wearer's Strike Chance with any weapon by
2. Cost: 1000 Silver Pennies.
5. Amulet of Jade: No undead will willingly
approach closer than 30 feet to the wearer in
most cases. Cost: 500 Silver Pennies.
6. Amulet of Iron: No demon will willingly
approach closer than 10 feet to the wearer in
most cases. Cost: 250 Silver Pennies.
7. Amulet of Jet: No demon will willingly
approach closer than 50 feet to the wearer in
most cases. Cost: 600 Silver Pennies.
8. Amulet of Aquilaeus: The wearer
subtracts 10 from all rolls on the Fright Table.
Cost: 300 Silver Pennies.
9. Amulet of Alectorius: Made from the
corpse of a Black Cock which has been cured
on an anthill for 3 days, this amulet will
increase the average value of treasure found by
the wearer and his companions by 5%. Cost:
600 Silver Pennies.
10. Amulet of Amethyst: Wards bad dreams
and assists the wearer in achieving a restful
sleep. Increase the wearer's Fatigue recovery
during sleep periods by 2. Cost: 700 Silver
Pennies.
11. Amulet of Beryl: Increases the wearer's
ability to detect traps and ambushes by 5.
Cost: 500 Silver Pennies.
12. Amulet of Betony: Decreases the Base
Chance of infection by 5. Cost: 650 Silver
Pennies.

MAGIC, PAGE 61
13. Amulet of Bloodstone: Prevents miscarriage and decreases Base Chance of infection
by 10. Cost: 1000 Silver Pennies.
14. Amulet of Carbuncle: Decreases damage
done by poison by 2 points of damage per
Pulse or day. Cost: 1200 Silver Pennies.
15. Amulet of Calcedony: No undead will
willingly approach closer than 10 feet to the
wearer in most cases. Cost: 600 Silver Pennies.
The "cost" is the cost of materials
necessary to manufacture the amulet. Each
amulet requres 3 days to manufacture once
the necessary materials have been gathered or
purchased.
D. The ability to distill from a variety of
substances a Love Philtre which will cause
the imbiber to fall in love with the first entity
of whom he or she sets eyes after drinking it
(regardless of species or sex). The Base
Chance to prepare the Philtre is 30% ( + 3 per
Rank) and The Experience Multiple is 200.
The cost of the materials will average 600
silver pieces. The effects of the substance will
last for I week ( + 1 week per Rank).
E. The ability to distill from a variety of
substances a Potion of Fertility that increases
the chances of conception by 5% (+5 per
Rank). It has a 30% Base Chance of working
and may be actively or passively resisted by
the imbiber. The effects last one day. The
Experience Multiple for this potion is 200
and its value is 100 Silver Pennies. Note:
Base Chance of conception is normally 5%.

EFFECTS: The Adept curses any one target


within range with a particular unpleasantness
as listed below (Rank: Possible Curse):
1-3: The Adept may afflict the target with
boils, warts, clumsiness (subtract I from
Agility) or maladroitness (subtract I from
Manual Dexterity). If the effects of the curse
are doubled or tripled, the Adept may inflict
2 or 3, instead of one of these results.
4-6: The Adept may afflict the target with
gout, amnesia (subtract I Rank from all
magic and skills) or weakness (subtract 2
from Physical Strength).
7-10: The Adept may afflict the target with
total deafness, poor health (subtract 3 from
Endurance), financial disaster (bad luck
leading to a loss of wealth) or cowardice
(subtract 3 from Willpower and add 5 to all
rolls on the Fright Table).
11-13: The Adept may afflict the target with
total blindness, delerium tremens (subtract 5
from Manual Dexterity and reduce Perception
by 3) or total Amnesia (the target
remembers nothing from his own name to
any spells).
14-20: The Adept may afflict the target with
total muteness, leprosy, or accelerated aging
( 10 years per month).

[46.4] General Knowledge Spells


1. Spell of Fear (G-1)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The effects of the spell are the same
as for the spell of the same name (S-13, p.56)
of the College of Celestial Magics.
2. Spell of Darkness (G-2)
RANGE: 15 feet+15 additional/Rank
DURATION: 15 minutes+ 15 additional/Rank .
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: The effects of the spell are the same
as for the spell of the same name (0-3, p.55)
of the College of Celestial Magics.
3. Spell of Walking Unseen (G-3)
RANGE: I foot + I additional/Rank
DURATION: I hour+ I additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: The effects of the spell are the same
as for the spell of the same name (G-9, p.56)
of the College of Celestial Magics.
4. The Damnum Minatum (G-4)
RANGE: 15 feet+15 additional/Rank
DURATION: Until dispelled by the appropriate
counterspell
EXPERIENCE MULTIPLE: 500
BASE CHANCE: 50%
RESIST: Mav be actively & passively resisted

5. Spell of Storm Calling (G-5)


RANGE: Works at any range
DURATION: Variable
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The effects of the spell are the same
as for the spell of the same name (S-2, p.45]
of the College of Air Magics.
6. Wind Whistle Spell (G-6)
RANGE: Works at any range
DURATION:: D10 hours
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS. The effects of the spell are the same
as for the spell of the same name (G-5. p.45)
of the College of Air Magics.

7. Spell of Protection Against


Were-Creatures (G-7)
RANGE: 15 feet
DURATION: 30 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell creates an invisible Circle
of Protection with a 15 foot radius which will
not willingly be crossed by any were-creature
in beast form unless they successfully resist
the circle's effects upon first encountering it.
8. Spell of Summoning Enchanted
Creature (G-8)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept may summon I enchanted fantastical creature of his choice
( +1 additional for each 5 or fraction of 5
Ranks). Only creatures that are native to the
area may be summoned. It will take them 5
minutes to arrive and they will be uncontrolled
when they do arrive.
9. Spell of Putresence (G-9)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The spell has the same effect as the
spell of the same name (G-2, p.57) of the
College of Necromantic Conjurations.
10. Spell of Harming Entity (G-10)
RANGE: 15 feet+15 additional/Rank
DURATION:: 10 seconds+ 10 additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The effects of this spell are the same
as for the spell of the same name (G-6, p.57)
of the College of Necromantic Conjurations.
11. Spell of Igniting Flammables (G-11)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The spell causes flammable material
(cloth, paper, wood, and similar items, but
not flesh) to burst into flames. The flames
may be extinguished.
12. Spell of Hypnotism (G-12)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 40%
RESIST: May be actively & passively resisted.
EFFECTS: The effects of this spell are the same
as for the spell of the same name (G-5, p.41)
of the College of Sorceries of the Mind.
13. Mind Cloak Spell (G-13)
RANGE: May only be cast over self
DURATION: I hour+2 additional/Rank
EXPERIENCE MULTIPLE: 250

DRAGONQUEST SECOND EDITION, PAGE 62


BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: This spell has the same effects as the
spell of the same name (G-3, p.40) of the
College of Sorceries of the Mind.
14. Call Master Spell (G-14)
RANGE: May be cast at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 350
BASE CHANCE: lO%
RESIST: May not be resisted.
EFFECTS: The Adept may call himself (and his
plight where appropriate) to the attention of
the representative of the Powers of Darkness
with whom he signed his First Pact. The
Power may ignore the caster or may come to
his aid or otherwise respond. The response is
up to the GM. Whatever the result of the
spell, the Power will exact a price from the
Adept for any aid, no matter how paltry
(perhaps even insisting that the Adept swear
the Lesser or Greater Pact in advance of
receiving any aid). The Base Chance of
casting this spell is increased by 10 (instead of
5) if the Adept has made the Lesser Pact and
by 20 (instead of 10) if he has sworn the
Greater Pact.

[46.5] General Knowledge Rituals


1. TheTarot(Q-l)
The Adept may read the tarot to gain
insight into the future. It takes half an hour to
read the tarot and the Adept may not move
or perform any other action during that time.
The performance of the reading allows the
Adept to exercise during the ritual the
following actions:
A. Ask The Dead: This action is executed as
a talent in the same manner as the talent of
that name(T-1, p.57) of the College of
Necromantic Conjurations. Base Chance: 10%.
B. Limited Precognition: This action is
executed as a talent, but with the same results
as for the Spell of Limited Precognition
(G-2. p.40) of the College of Sorceries of the
Mind. Base Chance: 20%
C. Divining Enchantment: This action is
executed as a ritual (abbreviated to half an
hour instead of an hour) in the same manner
as the Ritual of Divination (R-1, p.44) of the
College of Naming Incantations. Base
Chance: 45 %
Only one of these three options may be
chosen per reading. The Base Chance for
each is modified by the Rank of the Adept
with the tarot, ( + 3 per Rank) not by the Rank
he may have with any of the talents, spells or
rituals mentioned. Once he has successfully
implemented one of these options, he must
begin a new reading in order to implement
another. The Experience Multiple for this
ritual is 500.

[46.6] Special Knowledge Spells


1. Spell of Converse With Animals
(S-1)
RANGE: 10 feet+10 additional/Rank
DURATION: Concentration/maximum: 3
hours x Rank ( x 1, if unranked)
EXPERIENCE MULTIPLE: 50

BASE CHANCE: lOO%


RESIST: May not be resisted
EFFECTS: This spell has the same effect as the
spell of the same name (G-1, p.52) of the
College of Earth Magics.
2. Spell of Nightvision (S-2)
RANCE: 15 feet+ 15 additional/Rank
DURATION: 1 hour+1 additional/Rank
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 60%
RESIST:May not be resisted.
EFFECTS: The Adept causes the target to
develop vision equal to that of a cat for
purposes of seeing in the dark, but
monochromatic and somewhat distorted
(geometrical). The greater the Rank of the spell,
the less distortion.
3. Spell of Blending (S-3)
RANGE: 15 feet+ 1 additional/Rank
DURATION: I hour + I additional/Rank
EXPERIENCE MULTIPLE: 50
BASE CHANCE: 60%
RESIST: May not be resisted.
EFFECTS: The target must remain stationary
for the spell to take (and retain) effect. If, at
any time, the subject moves, the spell is
broken. Any one target of this spell cannot
be seen except by magical means,
4. Spell of Blight on Crops (S-4)
RANGE: Sight
DURATION: 1year+ 1 additional/Rank
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: The spell causes 1 acre ( +1
additional acre per Rank) of orchard or
cultivated land within sight to lose fertility.
There is a 20% (+1 per Rank) chance of
future crops failing while this spell is in
effect. Those years that the crops do not fail,
they will be stunted.
5. Spell of Blessing on Crops (S-5)
RANGE: Sight
DURATION: 1 year+ 1 additional/Rank
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 40"%
RESIST: May not be resisted.
EFFECTS; The spell increases the richness of
the soil of 1 acre ( +1 additional acre per
Rank). For the duration of the spell everything grown in that soil will be proof against
locusts, droughts, flooding, frost, and other
natural disasters.
6. Spell of Pestilence on Livestock
(S-6)
RANGE: Sight
DURATION: 1 month+ 1 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: The spell may be cast on the livestock of any one owner as long as they are all
within sight. All livestock of that owner in
sight are cursed and will die in 3 weeks unless
they resist (individually) the curse. Any new
stock which come into contact with the infected stock while the curse is in effect will
also die.

7. Spell of Blessing on Livestock (S-7)


RANGE: Sight
DURATION: 1 month+ 1 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: The spell may be cast on the
livestock of any one owner if the livestock
are in sight. These animals will then be
resistant to natural disorders, such as rabies,
dysentary, worms, and hoof and mouth for
the duration of the spell.
8. Spell of Controlling Animals (S-8)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Concentration/no maximum
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: This spell works in the same manner
as the spell of the same name (G-3, p.52) of
the College of Earth Magics.
9. Evil Eye Spell (S-9)
RANGE: 15 feet+15 additional/Rank
DURATION: 1 day+ 1 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESlST: Ma.y only be passively resisted.
EFFECTS: The effects of this spell are the same
as for the spell of that name (G-9, p.39) of the
College of Ensorcelments and Enchantments.
10. Spell of Causing Disease (S-10)
RANGE: 15 feet
DURATION: 1 day+ 1additional/Rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The spell infects any one target with
any of the following diseases:
Rank
Disease
1-5
Measles
6-10
Consumption
11-15
Typhoid
16-18
Bubonic Plague
19-20
Pneumonic Plague
The target will not die of the disease, but
will become habitually ill and all who come in
contact with him (except the Adept who cast
the spell) will contract a potentially fatal dose
from him. In effect, the target becomes a
"carrier."
11. Spell of Blessing or Curse on
Unborn Child (S-11)
RANGE: Sight
DURATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 20%
RESIST: May be actively & passively resisted.
EFFECTS: The Adept may mar or bless any unborn child whose mother is in sight of him
while she is pregnant. The Adept may increase or decrease any one characteristic of
the child by 1 (+1 for every 3 or fraction of 3
Ranks).
If the victim fails to resist, he suffers a
wasting disease and loses D4 Endurance
for purposes of future resistance (only). If he
fails to resist for three straight months, he
dies. The Experience Multiple for this ritual
is 450. The Base Chance of the ritual working
is 20% (+4 per Rank). Only Adepts who

MAGIC, PAGE 63

[46.7] Special Knowledge Rituals


12. Spell of Virility (S-12)
RANGE: 15 feet
DURATION:: 1 day
Experience. MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The spell is cast over any target
(male only) of the Adept's choice within
range and increases the target's virility by 5
( + 5 per Rank). It lasts I day.
13. Spell of Creating Restorative (S-13)
RANGE: Adept must touch substance being
transmuted
DUKATION: Immediate
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May be passively resisted.
EFFECTS: The spell creates out of potable
water a potion which, when imbibed,
subtracts 2 from Endurance and adds 4 to
Fatigue. The amount subtracted from
Endurance is increased by I and the amount
added to Fatigue is increased by 2 per Rank.
The effects of drinking the potion may be
resisted. The Adept must take 10 minutes to
prepare I dose of the potion and must burn
200 Silver Pennies worth of costly oils during
the creation of the item.
14. Wall of Bones Spell (S-14)
RANGE: 15 feet+15 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%
RESIST: May only be passively resisted.
EFFECTS: This spell has the same effect as the
spell of the same name (S-3, p.58) of the
College of Necromantic Conjurations. Only
Adepts who have made the Greater Pact may
learn this spell.
15. Mass Fear Spell (S-15)
RANGE; 30 feet + 15 additional/Rank
DURATION: 30 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 400
BASE CHANCE: l0%
RESIST: May only be passively resisted.
EFFECTS: This spell has the same effect as the
spell of the same name (S-5, p.58) of the
College of Necromantic Conjurations. Only
Adepts who have made the Greater Pact may
employ this spell.
16. Spell of Agony (S-16)
RANGE: 30 feet+ 15 additional/Rank
DURATION: 10 seconds' 10 additional/Rank
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 10%
RESIST: May be actively & passively resisted.
EFFECTS: This spell has the same effects as the
spell of the same name (S-13. p.59) of the
College of Necromantic Conjurations. Only
Adepts who have made the Greater Pact may
learn this spell.
17. Fire and Brimstone Spell (S-17)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE; 250
BASF. CHANCE: 20%
RESIST: May be actively & passively resisted.

EFFECTS: The spell has the same effect as the


spell of the same name (G-4, p.57) of the
College of Necromantic Conjurations. Only
Adepts who have made the Greater Pact may
use this spell.
18. Spell of Animation of the Dead
(S-18)
RANGE: 30 feet+15 additional/Rank
DURATION: 3 hours + 30 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: This spell has the same effect as the
spell of the same name (S-7, p.59) of the
College of Necromantic Conjurations. Only
Adepts who have made the Greater Pact may
learn this spell.
19. Hellfire Spell (S-19)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 375
BASE CHANCE: 1%
RESIST: May only be passively resisted (then
suffers half damage).
EFFECTS: This spell has the same effect as the
spell of that name (S-11, p.59) of the College
of Necromantic Conjurations. It may only
be learned by an Adept who has made the
Greater Pact.
20. Shadow Wings Spell (S-20)
RANGE: 10 feet+10 additional/Rank
DURATION: 30 minutes + 30 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 25 %
RESIST: May not be resisted.
EFFECTS: This spell has the same effect as the
spell of that name (S-5, p.56) of the College
of Celestial Magics. It may only be learned
by an Adept who has made the Greater Pact.
21. Skin Change Spell (S-21)
RANGE: The Adept must touch the pelt
being enchanted
DURATION: Immediate
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may enchant any animal
pelt or skin in his hands so that anyone who
wears it will turn into the type of animal to
whom the pelt originally belonged, but will
retain his own mind and memories. He may
only resume his own form by having a
counterspell cast over him. Only an Adept
who has made the Greater Pact may learn
this spell. The pelt is destroyed once the
wearer is transformed.
22. Earth Tremor Spell (S-22)
RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 350
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: This spell causes a 5-foot square area
of ground (+25 additional square
feet/Rank) to shake and roll as in an
earthquake. Only an Adept who has made the
Greater Pact may employ this spell.

1. Ritual of Controlling Weather(R-1)


This ritual is identical to the ritual of that
name (R-1, P.47) of the College of Air Magics.
It may only be performed by an Adept
who has made the Greater Pact.
2. Ritual of Summoning Animals (R-2)
This ritual is identical to the ritual of the
same name (Q-1. p.53) of the College of
Earth Magics.
3. Ritual of Casting the Runes (R-3)
The Adept must prepare a piece of
paper or vellum on which are written the
Runes of Doom. The entire ritual of preparation
takes an hour. At the end of the hour,
the Adept chooses which of the demons from
the College of Greater Summonings will be
the executor of the doom and writes this
name on the paper as well. The Adept's
player must actually write this information
down since it will only come into play in the
future. Once the ritual is prepared, the Adept
then passes the sheet of paper on to the
victim whose name is written on the paper. The
victim must voluntarily accept the paper
(though he need not know what is on it).
Once he accepts it, the demon named on the
paper will hunt him down and kill him. Even
if the demon is destroyed, it will return as
soon as it is able and continue the hunt (see
the College of Greater Summoning for how
demons recover from injury and "death" in
their own dimension). Only by passing the
paper on to another entity who voluntarily
accepts it can the doom be transferred. If the
paper is destroyed, the doom will never be
lifted and can never be transferred. The
Experience Multiple for this ritual is 500. It's
Base Chance of success is l0% (+5 per
Rank). Only Adepts who have made the
Greater Pact may perform this ritual.
4. Ritual of Creeping Doom (R-4)
The Adept creates 13 Runesticks by
carving the appropriate maledictions into
human bones. He then performs a ritual over
them (duration I hour) and buries the sticks
beneath the dwelling of someone he wishes to
curse. It is best if the victim's name is carved
in the bones as well. For each month that the
bones remain in or under the victim's dwelling,
he must make a Resistance Check, the
Base Chance for which is composed of the
victim's Endurance multiplied by the
Difficulty Rating of the resistance. The
Difficulty Ratings are:

If the victim fails to resist, he suffers a


wasting disease and loses D4 Endurance
for purposes of future resistance (only). If he
fails to resist for three straight months, he
dies. The Experience Multiple for this ritual
is 450. The Base Chance of the ritual working
is 20% (+4 per Rank). Only Adepts who

DRAGONQUEST SECOND EDITION, PAGE 64


have made the Greater Pact may perform
this ritual.
5. The Hand of Glory (R-5)
The Adept must sever the right hand of
a convicted murderer who has been hung.
The hand may only be severed during the
new moon and must be wrapped in a winding
sheet. It must then be dried in the sun and the
blood entirely removed. When the desicated
hand is worn as an amulet, thereafter, it will
add 15 to the Base Chance of creating any
plague, blight, or curse or of animating the
dead. There is no Base Chance or Experience
Multiple for this ritual. It always works if it is
correctly performed. Only Adepts who have
made the Greater Pact may perform this
ritual.
6. The Dead Man's Candle (R-6)
The Adept makes a Dead Man's candle
by ritually cutting off the right hand of a
murderer as described in R-5 and making a
Hand of Glory. The fats and oils in the hand
are then rendered so that the hand can be
coated with them and a candle can be made.
The wick of this candle must be made of the
hair of a murderer (not the same one that
donated his hand). The Adept then says a
ritual over this candle. Thereafter, it may be
lit as part of any ritual of this College and will
increase the chance that the ritual is
successful by 20. There is no Base Chance or Experience Multiple to perform this ritual. It
always works if it is correctly performed.
Only Adepts who have made the Greater Pact
may perform this ritual.

47. THE COLLEGE


OF GREATER
SUMMONINGS
The College of Greater Summonings is
concerned exclusively with the summoning
and conrolling of entities from other dimensions.
All such summonings and associated
magical procedures are Ritual Magic.
Members of the College of Greater Summonings
possess no Talent or Spell Magic as a
result of their association with the College.
Their power lies exclusively in their ability to
summon and control beings via the
performance of special rituals.
All summonings of this College,
regardless of the type of being they are
designed to summon, are performed in the
same manner. First the summoner must perform a Ritual Cleansing of his body (requiring
from I to 10 hours). Then he must
prepare and implement the proper Ritual of
Summoning. The Ritual of Summoning,
itself, requires only one hour to execute.
Once he has performed the Ritual of
Summoning, he may wish to control the entity
he has summoned by implementing either a
Ritual of Binding or a Ritual of True Speaking.
Binding and True Speaking Rituals each
require one hour to prepare and implement.
If the summoner does not implement these
rituals immediately upon successfully summoning the entity who is their target, he will
have to engage in a new Ritual of Cleansing
before attempting to enact another ritual.

When performing the summoning


rituals of this College, the summoner
occupies a Circle of Protection which also
contains within it a Pentacle of Power. Unless
the summoner and his companions occupy
this protective area, there is a chance that
whatever they summon will be able to turn on
them and destroy them. Only the summoner
occupies the Pentacle. His companions
occupy the Circle, but are outside the Pentacle.

5. If the magic is a Special Knowledge


Ritual, it may only be performed on certain
days of the month and at certain hours of the
day (listed in 47.7).
6. The Adept must possess the necessary
tools and equipment to perform any ritual
and must have access to such substances as
clear water for the cleansing which precedes
each ritual.
If the Adept fails to meet any of these
requirements, he may not attempt to perform
any ritual of the College of Greater
Summoning. He may still exercise any special
Talent Magic he may possess and may cast
counterspells.

[47.2] The following numbers are


added to the Base Chance of
successfully performing a ritual of
the College of Greater
Summoning:

The summoned entity appears in the


vicinity of the Circle of Protection, but outside it (unless the ritual backfires and the Circle
is broken). In order to perform (and as
part of the performance of) the Rituals of
True Speaking and Binding, the summoned
entity is forced into the Triangle (outside the
Circle of Protection.
The Pentacle, Circle of Protection, and
Triangle must all be drawn on the ground by
the summoner before the rituals are performed.

[47.1] Members of the College of


Greater Summonings must meet
requirements of time, place
equipment, knowledge, and
circumstance in order to perform
their College's magic.
The following list of requirements must
be met in all or most situations wherein the
arts of the College of Greater Summonings
are practiced:
1. The Adept must know the spell or ritual
being employed.
2. If a summoning of an entity other than an
Incubus or Succubus is being performed, the
Adept must know the name of the entity
being summoned and speak it during the ritual.
3. Throughout all preparations for the ritual
and throughout the ritual itself, the Adept
must remain stationary. He may engage in no
other activity.
4. The space used for the performance of the
ritual must be large enough to accomodate
the ritual symbols and the entity being
summoned (usually, an area 30' x30' and 12'
high is adequate) and may not have been
affected by an area counterspell in the last 12
hours.

Each Rank the Adept has achieved


3
with the ritual
Adept occupies a Mana-rich place
15
Each hour (maximum of 10) Adept
3
spends in Ritual Cleansing prior to
performing the ritual
Ritual is part of the College's body of
20
General Knowledge and is begun at
midnight
Ritual is part of the College's body of
20
General Knowledge and is performed
while the moon Luna is 2,4,6,8,10,
12 or 14 days into its cycle.
These modifications apply only to
rituals. Counterspells are affected in the
same manner so far as Mana and Rank are
concerned. They are also affected by the
provisions of 32. They are unaffected by other
modifications.
Special Knowledge Rituals are affected
differently from General Knowledge Rituals
so far as the hour of the day or day of the
moon in which they are performed is
concerned. The affects of the hour and day on
these rituals is discussed in 47.7.

[47.3] Talents
There are no Talent Magics granted a
character simply because he is a member of
this College. However, there is a possibility
that the character may be assigned a
"companion" by a demon he has summoned.
Once a character has been assigned a
companion, he may automatically call forth
(and later dismiss) that companion. Once called
forth, the companion instantly appears to do
the bidding of the character. In this sense,
there is some Talent Magic available to
members of this College.
Upon dismissing a demon he has
summoned, the summoner may request that the
demon assign to him a companion from
among his legions of lesser spirits. The Base
Chance that a demon will grant this request is
listed under the "Lesser Spirits" heading for
each demon. The summoner's Player rolls
D100, and if the resulting number is less than
or equal to the Base Chance, the demon
grants a companion. If the number is half or
less than the Base Chance, the demon grants
two companions.

MAGIC, PAGE 65
A companion will be either a lesser Devil
or an Imp who is contantly "on call" to the
summoner. The companion is available until
one of the following events occurs:
1. The summoner requests a companion
from any other Demon except the Demon
who granted the summoner's current
companion (regardless of whether or not
the request is granted).
2. The companion is dispelled by having a
General Knowledge Counterspell of the
College of Greater Summonings cast over him
by the summoner.
3. The companion is forced into his own
dimension by a reduction in his Endurance
sufficient to cause unconsciousness in a
character.
4. The summoner voluntarily attacks the
companion or quits the College of Greater
Summonings.
When a companion is granted, the
summoner's player rolls D10. If the result is 1-4,
his companion will be an Imp. If it is 5-10, it
will be a devil. A separate roll is made for
each companion if more than one is granted.
Imps and devils are described below (see
VIII, Monsters, for a description of the
terminology used herein):
1. Imps
Description: Imps appear as three to four
foot high humanoids, but with horns, bat's
wings and barbed tails. They tend to be
muscular, but pot-bellied. Their skin may be
blue, green, or purple, but is usually red.
They have yellow eyes, flecked with silver
and their teeth (including prominent incisors)
are made of silver. Imps may also appear as
goats, spiders, bats or large rats, but these
are insubstantial forms and the imp cannot
use his powers in this plane except in his
natural and substantial form.
Talents, Skills and Magic: Imps may be
members of any Colleges of Magic except the
Entities as determined by the GM. Imps can
only be harmed by silvered weapons or
magic. Cold iron does not affect them. They
have no Skills. They have Rank 5 with all
magic.
Movement Rates (yards per minute):
Running: 350; Flying: 500
PS: 15-20 MD: 13-17 AG: 16-22
MA: 22-26 EN: 14-16 FT: 22-28
WP: 28-32 PC: 16-25 PB: 3-5
TMR: 7/10 NA: 3 DP per Strike.
Weapons: Imps may make a horn attack
during Close Combat with a Base Chance of
20Vo and possible damage of - I. Imp horns
may have a Rank of between I and 10
(controlling Player should roll DIO to determine
Rank). Imps may also make an attack in
either Melee or Close Combat with their long
tail. Its tip contains a sting with a quick
acting nerve poison (2-4 Damage Points per
Pulse). The sting, itself, is treated like a
dagger. Base Chance with tail is 30%. Imps may
use other weapons, but may not wear armor.
Comments: Imps are dangerous servants in
that they have a cruel sense of humor which
they are not adverse to visiting upon their

master and his friends. They may not be


bound or forced to speak true, so there is no
way to really control their actions. They will
lie, steal, sow dissension, or play practical
jokes (magical or nonmagical) on the average
of once per day (total). They will not knowingly get their master killed or maimed, but
are otherwise not overly considerate of his
wellbeing. They will use their powers in his
behalf when he demands it (though even here
their sense of humor may have an effect) and
will fight his enemies. Imps may be called
upon as needed and then returned to their
own dimension. Given their warped personalities, the wise master will keep them in
their own dimension as much as possible.
Imps have a 7% Base Chance of knowing
past, present and future events, but will
seldom speak truthfully of what they know.
2. Devils
Description: Devils appear as large muscular
humanoids with massive bat wings, horns
and fangs. They tend to have carmine skin
and green eyes. Their tails are sharp and
barbed and contain a poisonous sting.
Talents, Skills and Magic; Devils, like
imps, may be members of any College except
the Entities as determined by the GM. Devils
can only be harmed by silvered weapons or
by magic. Cold iron does not affect them.
They have no Skills, but possess Rank 10 with
all magic of their College. Devils know a little
of the past, present, and future of things (7%
chance of accuracy) and will speak truthfully
to the best of their knowledge in exchange
for their freedom. They may not be bound or
subjected to a Ritual of True Speaking.
Movement Rates (yards per minute)
Running: 400; Flying: 500
PS: 25-30 MD: 15-20 AG: 18-24
MA: 28-34 EN: 25-30 FT: 35-40
WP: 24-28 PC: 22-26 PB: 2-3
TMR:8/10 NA:5DPperStrike.
Weapons: Devils may make a horn attack or
bite in Close Combat and may sting with
their tail in Melee or Close Combat. Their
bite has a Base Chance of 30Vo and does + 2
damage. Their horns have a Base Chance of
25Vo and do +2 damage. Both are Rank
1-10 (controlling Player rolls D10 to determine
exact Rank). Their tail has a Base
Chance of 30% in Melee and a Base Chance
of 50% Close Combat and does - 1 damage.
It has a quick-acting nerve poison in it that
does 3 to 5 Damage Points per Pulse. A
devil's tail is always Rank 8. A Devil may use
weapons, but will not wear armor.
Comments: Devils are extremely powerful
companions, but tend to serve only with
reluctance. They will attempt to bargain for
their freedom in exchange for the use of their
magic powers in any situation that does not
involve immediate danger of death or maiming
of their master. They are required to
assist the master only in situations of imminent
danger and so will usually be able to bargain
successfully early in their service. Their
power to see things past, present, and future
is the same as that of Imps (7%). They will

never use this talent except in exchange for


their release from service and return to their
own plane.

[47.4] General Knowledge Spells


The College of Greater Summonings
General Knowledge and Special Knowledge
Counterspells are the only spells useable by
members of this College. See 31 for descriptions
of the nature and working of counterspells.

[47.5] General Knowledge Rituals


There are six rituals that an Adept learns
upon becoming a member of this College.
The first is the Ritual of Cleansing in which
the Adept bathes his body and meditates as a
prelude to attempting any other ritual. It is
not possible to attempt any other ritual of
this College unless one has first engaged in
the Ritual of Cleansing. There are three
summoning rituals that are part of the body of
General Knowledge of this College. They
are: the Ritual of Summoning Succubi, the
Ritual of Summoning Incubi, and the Ritual
of Summoning Heroes. There are two nonsummoning rituals associated with the
General Knowledge of this College besides the
Ritual of Cleansing. They are: the Ritual of
Binding and the Ritual of True Speaking.
These two rituals may only be employed after
a summoning ritual has been successful
completed. They are sometimes necessary to gain
the required services of beings from other
dimensions.
Also as part of the study of the General
Knowledge of this College the Adepts receive
a parcel containing the tools necessary to
their magic. The parcel consists of the
following:

Item
1 sceptre of dogwood

Weight
1 lb.

Value
250sp

1 broadsword of silvered
steel
1 mitre
1 cap
1 robe of virgin linen
1 girdle of lion's skin
imprinted with symbols
1 censor of silver and
gems

61b.
1 Ib.
51b.
31b.

500sp
50sp
10sp
20sp

3 Ib.

l00sp

21b.

3000sp

provided with a supply of materials which


together weigh 5 pounds and which must be
replenished on the average of every three
months at a cost of 1000 Silver Pennies.
These items include: A packet of charcoal, a
packet of powdered agrimony (for making
tea used in the Ritual of Cleansing), a 3
ounce tin of myrrh, a vial of white frankincense
dissolved in white wine, a 6 ounce pot
of sandlewood and powdered antimony, a 2
ounce tin of ambergris salve, an 8 ounce box
of multi-colored chalks (for drawing the
Triangle, Circle, Hexagram and Pentagram
necessary for the various Rituals of
Summoning).

DRAGONQUEST SECOND EDITION, PAGE 66


The Adept is also taught the Generic
True Names of all things that occupy dimensions other than his own and may be
summoned to this dimension, and the Individual
True Names of all heroes of other dimensions known to the College and of 72 great
Demons of the Seventh Plane. He does not
learn the rituals necessary to summon
Demons from the Seventh Plane only the
names of the Demons and how to identify
them. A member of this College may learn
additional Individual True Names of entities
from other planes by first acquiring them
from a Demon and then studying the True
Names in the same manner as a member of
the College of Naming Incantations.
The following Rituals constitute the major part of the knowledge of the Adept acquired in his general training:
1. Ritual of Cleansing (Q-1)
The Ritual of Cleansing must be
performed prior to any other rituals of this
College. The Adept cleans his body and purifies
his mind for from 1 to 10 hours. The Base
Chance of any succeeding Ritual being
successful is increased by 3 for each hour spent
in Ritual Cleansing. There is no Base Chance
for this ritual being successful. The Adept
states the number of hours he will expend on
the ritual and at the end of that period of
time, the Adept is cleansed. He may perform
no other activity while engaged in this ritual.
If his concentration is broken, he must
restart the cleansing from the beginning or
abandon the effort. Any rituals the Adept
desires to perform after the cleansing must be
performed immediately. He may perform
any number of rituals within three hours of
the cleansing, but these rituals must immediately follow each other. Any time spent in
any other activity destroys the effects of the
cleansing and a new cleansing must be
accomplished before another ritual can be
enacted.
2. Ritual of Summoning Succubi (Q-2)
This may be used to summon one or
more Succubi, who will arrive on this plane
favorably disposed towards the summoner
for having summoned them, and thus will
not immediately need to be bound. Succubi
arrive on this plane with only one goal: the
seduction of and copulation with humans.
Any deed the summoner desires of them
which will further their goal will be approved
of and encouraged by the Succubi. If the
summoner desires the Succubi to perform a
task not immediately related to their goal
they will have to be Bound and forced to do
the task. The Base Chance is 15%(+3 per
Rank), and it is reduced by 10 for each
Succubi above one being summoned at once. If
the ritual backfires, the Succubi will appear
and attempt to devour the summoner and his
or her companions.
Succubi remain on this plane and serve
for a number of days equal to D10+4. The
die is rolled individually for each Succubus
successfully summoned. The Succubi may
also be forcibly returned to their own plane
whenever their Endurance is reduced to the
point that they are reduced to unconsciousness
or a counterspell is cast over them bv

their summoner. Once returned to their own


plane, they may not return to the aid of the
summoner unless he performs another Ritual
of Summoning Succubi. The Experience
Multiple for this ritual is 300.
Succubi are lesser spirits of the seventh
plane. They appear always in the form of
tall, beautiful women with flowing hair
which hides their small horns. They also
possess membranous wings shaped like bats
wings that fold down so as to be all but invisible
when not in use. They have retractable
fangs which they sometimes use to open the
veins of those individuals whose blood they
desire to drink.
Succubi all possess mastership at Rank
10 of all spells and talents of the College of
the Mind. They possess the following talents:
Assassin, Courtesan, Spy, Thief, Troubador. All Skills of Succubi are Rank 10. Succubi possess the following characteristics:

PS: 16-21
MA: 26-30
WP: 26-30
TMR- 7/8

MD: 24-28 AG; 28-32


EN: 12-16 FT: 24-28
PC: 24-28 PB: 26-34
NA: 2 DP per Strike

Succubi have a movement rate while


running of 350 yards per minute and while
flying of 400 yards per minute.
Succubi may attempt to bite during
Close Combat with a Base Chance of 40%.
Their bite does + 2 damage to Fatigue each
Pulse. This drain continues so long as they
continue to bite (they need not make another
Strike Check). The Succubi will cease biting
only when they have become stunned or
unconscious or when their victim is dead.
They never inflict specific Grievous Injuries,
but may do Endurance damage. Their bite may
be Rank 1 -10(roll D 10 to determine its exact
Rank). Succubi do not wear armor and carry
only small weapons that are easily concealed.
They prefer envenomed weapons to all
others.
Succubi will, at the behest of their summoner, attempt to meet, seduce, and then
murder any individual of the summoner's
choice. They will pursue their victim until
returned to their own plane or until they
succeed in killing him. Their specialty is to gain
the confidence of the victim and then murder
him in his bed. They cannot be harmed except
by magic or by the touch of the Book of
Toth, an ancient tome of magical lore found
only in older and seldom frequented
libraries. This rare volume immediately and
permanently dissipates them, forcing them
back to their own plane.
3. Ritual of Summoning Incubi (Q-3)
This ritual operates in the same manner
of Q-2 (the Ritual of Summoning Succubi).
Incubi are exactly like Succubi, except
that they appear only in the male form,
rather than as females. They will tend to be
2-3 points stronger and will have 1-2 points
less Endurance than Succubi, but will otherwise
be the same. They also are immune to all
but magic and the Book of Toth.

4. Ritual of Summoning Heroes (Q-4)


The Adept may summon a great hero
from another dimension to assist him. This
hero may be any character from the body of
fantasy literature known to both the Adept
and the GM. The GM always sets the characteristics of the hero, his weaponry and
armor, the number and type of his companions
(if any), and the length of time and terms
under which he will remain in the Adept's
dimension and assist him. The GM may limit
the use of this ritual to periods when various
celestial bodies are in conjunction (once a
Game-Year or so). He need not inform the
Adept of any details concerning the results of
the summoning until it has been performed.
Example: The GM may allow the Adept to
summon Conan the Barbarian, but does not
tell him that Conan will appear wrapped in
bandages and infirm from a recent combat.
The Base Chance that this ritual will
succeed will vary according to the hero the
Adept is attempting to summon, but should
usually be set at less than 20Vo. The
Experience Multiple for this ritual is 500.
5. Ritual of True Speaking (Q-5)
Whenever any entity except a hero is
summoned, the summoner may wish to ask
him questions. In all cases, the veracity of the
entity summoned (Incubus, Succubus,
Demon) will be less than l00%. Sometimes it
will be very near 100%, but in the case of a
Demon who is particularly resentful that he
has been summoned (or one that is a habitual
liar) the chance of the entity telling the truth
may be as low as 5%. The only way to be sure
that the entity will tell the truth is to perform
a Ritual of True Speaking and then ask the
entity during the ritual for answers to the
desired questions. The entity is required
during the ritual to stand within a triangle and
give answers to the summoner's questions.
The ritual lasts for one full hour, and the
summoner may do nothing else during the
time the ritual is in progress except ask
questions. The effects of the ritual do not
extend beyond the end of the ritual. The Base
Chance of forcing the entity into the triangle
and successfully performing the ritual is
50%. The GM rolls D100 to determine the
success of the ritual. He need not inform
players of the result of the dice roll. The entity
may passively resist the effects of the
ritual. The Experience Multiple of this ritual
is 250.
6. Ritual of Binding (Q-6)
An Adept may perform a Ritual of
Binding in order to bind an entity other than
a hero to this plane. He cannot normally control
a Demon that is not bound except while
inside the Pentacle he occupied when he
summoned the Demon. Before he can leave the
Pentacle or require any service of the Demon
except for conversation and teaching of
Skills, the summoner must in most cases
perform a Ritual of Binding. The Base Chance
of successfully binding a particular demon is
equal to half (rounded down) the unmodified
Base Chance to summon that Demon initially.
The Demon can actively resist the workings
of a Ritual of Binding.

MAGIC, PAGE 67
Once bound, a demon will remain on
this plane for a number of days equal to
D10-3 (minimum of one day) and will serve
the summoner more or less willingly during
that time. In some cases, special conditions
must be met to bind the demon. Usually, this
means the giving of presents, most often
human life. If the demon resists such an
offering, he will have also broken the summoning
and may turn on the summoner despite
the fact that the summoner is protected by
the Pentacle. When this happens, the
summoner's player rolls DIOO. If the result is less
than or equal to the summoner's Magic
Resistance, the demon is banished to his own
plane. If the result is greater than the
summoner's Magical Resistance, the summoner
is overcome by the will of the demon and
voluntarily breaks the circle of protection
allowing the demon to enter the pentacle and
attack him.
Some demons will serve more willingly
and faithfully than others. The details of
which demons serve willingly and which
resist service even when bound are discussed
under the heading dealing with each particular
demon. A summoner may control only
one bound demon at a time, though he may
summon other demons (or non-demonic
entities) for purposes of conversation. He may
voluntarily dismiss a demon at any time prior
to the end of his service and the demon is
immediately returned to his own dimension
unless he has already broken the binding and
turned on the summoner. The Experience
Multiple for this ritual is 400.

[47.61 Special Knowledge Spells


There are no Special Knowledge Spells
for this College.

[47.7] Special Knowledge Rituals


There are six separate Special Knowledge
Rituals. Each is designed to summon a
particular Rank of demon. There are six
Ranks of demons: Duke, Prince, President,
Earl, Marquis, and King. Each Rank is subject
to certain limitations as to where and
when it can be summoned.
All Ranks of demons are summoned in
the same manner. The summoner announces
the demon he is summoning and that
demons' Rank. He then performs the appropriate Ritual of Summoning. At the end of
the ritual (i.e., after one hour), a check is
made to see if the ritual has been effective.
The summoner's player rolls D100. If the
result is equal to or less than the Base Chance
of summoning the particular demon that is
the object of the ritual, the demon is
summoned and appears before the summoner.
Otherwise, the demon does not appear and
the summoner may not make a further
attempt to summon that demon that day. He
may attempt to summon another demon
instead but must first repeat the Ritual of
Cleansing. The description of each demon
lists the Base Chance to summon that
demon.
Special Knowledge Rituals may only be
performed on days 2, 4, 6, 8, 10, 12 and 14 of

the cycle of the moon, Luna. They may be


attempted on other days, but can never have
any effect. There is a possibility that a character
could lose track of time and attempt to
employ a Special Knowledge Ritual on a day
when it will not work. In such cases, the GM
may choose not to inform the individual that
the ritual can have no effect and may allow
him to perform it anyway, only telling the
player why he has been unable to summon a
demon at the end of the ritual.
A character who knows a particular
Ritual of Summoning may summon any of
the demons of that Rank. The demons of
each Rank are listed and described in the section
dealing with the ritual used to summon
those demons. Each description includes: the
demon's name; the Base Chance of summoning
(and binding) him; the percentage chance
that the demon will agree to grant the summoner a companion from among his legions
of lesser spirits; the special Talents, Skills and
magical abilities of the demon; a quantification
(given as a span of possible numbers) of
the demon's characteristics; the demon's
natural armor (given under the heading NA
as the number of hits absorbed for each
Strike); the natural weapons of the demon
(and any other weapons habitually carried),
and any special comments on the demon's
nature or abilities. Also included is a short
physical description of the demon. Demons
may choose to bring along one or more
hellhounds when summoned.
Demons are possessed of certain qualities
not listed in their descriptions. All
demons exercise their Skills at Rank 15 and
magic powers at Rank 20. Demons are not
subject to specific Grievous Injuries.
Instead, they suffer Endurance damage. They
can only be harmed by magic or by silvered
weapons. Being creatures of mana, they are
not prevented from performing magic by the
presence of cold Iron. A demon automatically
recovers from all injury by spending one
full day in his own dimension. Once a demon
is dismissed (returned to his own dimension),
he cannot return to this plane in less than a
day. A demon who has been dispelled by a
counterspell or rendered unconscious, may
return to this plane (by being resummoned in
a new ritual) only after one full month in his
own plane (spent reforming the scattered
energy pulses that make up his being).
Demons may be controlled while the
summoner stands within the Pentacle which
he must draw to perform the summoning
ritual. They will speak to the summoner
under this circumstance and will sometimes
tell the truth. To insure absolute honesty, a
Ritual of True Speaking must be performed.
To insure that the demon will not destroy the
summoner once the ritual is over, a Ritual of
Binding must be performed. A demon who is
not bound must be dismissed at the end of
the summoning (once the summoner is done
speaking to the demon) and will then usually
return to his own plane. However, a demon
who is particularly savage or who has been
offered a gift which he rejects will attempt to
devour the summoner before departing. The
summoner's player must then make a check
against the summoner's Willpower to deter mine

if the summoner breaks the magical circle


protecting him and fights the demon or
remains safely within the Pentacle (in which
case, the frustrated demon departs).
Adepts are not provided with a Shield
when they are admitted to membership in the
College of Greater Summoning. Such is not
necessary to perform the rituals of the College.
However, they may wish to make or
have made a special Shield (actually a disc of
metal engraved with symbols of occult
power) to protect them during the summoning of demons (this shield is made by Adepts
of the College of Shaping Magics see Arcane
Wisdom). A summoner who does not
have a Shield can suffer backfire. A summoner who is using the proper Shield cannot
suffer backfire. Backfire from a Special
Knowledge Ritual consists of the appearance
of the demon being summoned, but inside
the circle of protection (Pentacle) so that the
demon is free to attempt to destroy the summoner.
In such cases, the demon may be
returned to his own dimension by a counterspell
(or by being rendered unconscious), but will
otherwise remain on this plane and freely roam
about attacking and destroying until somehow
banished. It will not, however, begin roaming
the earth until it has destroyed its summoner.
Backfire occurs whenever a player rolls a
number which is 30 or more greater than the
modified Base Chance of summoning a
particular demon while making a check to see if
that demon is summoned. A backfire is treated
as "no effect" if the summoner has the proper
Shield in his hand during the ritual.
The individual Shields that will protect a
summoner from backfire are discussed under
each individual Ritual of Summoning.
Shields only affect the summoning of
demons. There is no backfire due to an
ineffective attempt at employing any other Ritual
of Summoning. Rituals of True Speaking
and Binding may backfire (regardless of
whether or not a Shield is employed) and
result in the summoner being affected by his
own ritual and forced either to answer all
questions of the demon as truthfully as possible
or to serve the demon so long as the
demon remains on this plane. This backfire
result may be passively resisted.
Note: The interaction between a player
and the "demon characters" he summons is
the most important aspect of the workings of
this College, and the GM should strive to
keep players on their toes by developing the
demonic character as fully as possible (making
him cooperative about some things and
uncooperative about others, for example).
Some demons are savage in the extreme and
will always be out to do what damage they
can short of murdering the summoner
(and sometimes that is not excluded). Others
are milder and will pass up a golden opportunity to devour their summoner. The notes
on individual demons are meant to serve as a
guide to their characters as well as their abilities.
Their descriptions also give the forms in
which they may appear. Often, these forms
will be insubstantial and the demon will have
no power (nor will anyone have power over
him) while he is in those forms. However, the
information is included as clues for the GM
in structuring the demonic character.

DRAGONQUEST SECONDEDITION, PAGE68

1. Ritual of Summoning Demonic Dukes (R-1)


This ritual is used to summon the following demons from the
seventh plane; Agares, Aim, Alloces, Amdusias, Astaroth, Barbatos, Bathin, Berith, Bune, Crocell, Dantalion, Eligos, Furcalor,
Furcas, Gremory, Gusion, Havres, Murmur, Sallos, Uvall,
Valefor, Vapula, Vephar and Zepar. The demons of this Rank may
only be summoned between sunrise and noon on days when the
weather is clear and the sun can be seen. Any attempt to perform
this ritual at any other time will be totally ineffective.
The only Shield that will protect against the possibility of
backfire while summoning Dukes is a disk of purest copper 12
inches across, inscribed with the names and signs of all the Dukes
of the seventh plane. This shield may only be manufactured by a
Shaping mage. It weighs 2 pounds and the average cost of manufacture will be 3000+ Silver Pennies. It takes about three months
to manufacture. This ritual's Experience Multiple is 300.

AGARES: "The Duke of Changes"


Base Chance: 50%
Lesser Spirits: 31%
Description: Agares appears as an aged and enfeebled man
riding on a giant land turtle. A crow perches on his right wrist.
He speaks with a voice that is brittle with age.

Talents, Skills, and Magic: Agares is an adept of the College


of Illusions. He possesses the following skills: Alchemist,
Astrologer, Beast Master, Healer, Merchant, Navigator, Spy. He
inspires terror in the enemies (and sometimes the friends) of the
summoner (roll on Fright Table). He is a linguist and a masterful teacher of languages. He may also cause earthquakes at will.
He has the power to find those who hide themselves.
Movement Rates; Running: 50 yards per minute.
PS: 9
MD:12
AG:11
MA:33
EN: 14
FT: 26
WP: 35
PC: 36
PB: 10
TMR: I
NA: 3 DP per Strike
Weapons: Agares has no natural weapons. He is treated as a
human for purposes of unarmed combat. He may use weapons
and wear armor.
Comments: Agares has a 25% chance of locating any
individual of the summoner's choice (regardless of how far away
the individual may be). He cannot, however, locate individuals
on other planes of existence. The individual need not be hiding
(he may simply be lost, for example) in order for Agares to
exercise this power.

Magic, Page 69
AIM: "The Fire Duke"
Base Chance: 63%
Lesser Spirits: 26%
Description: Aim appears as a man with three heads. One head
is human, the other is that of a serpent, and the third is that of
a calf. He bears two stars on the forehead of his human head.
In one hand he carries a ball of fire that is eternally blazing. He
rides a large lizard with scales of midnight blue. Wherever he
goes. Aim is surrounded by billowing clouds of red-tinged
smoke.
Talents, Skills, and Magic: Aim is a master of the College of
Fire. He possesses the following Skills: Alchemist, Military
Scientist. He can set fire to any combustible object by touching
it with the hand wherein resides his fireball. The fireball may
not be thrown.
Movement Rates: Running: 250 yards per minute.
PS: 22
MD: 24
AG: 23
MA: 30
EN: 25
FT: 35
WP: 34
PC : 26
PB: 3
TMR:5
NA: 3 DP per Strike.
Weapons: Aim may bite in Close Combat with his non-human
heads. He has a BC of 45 % with his serpent head and a BC of
30% with his calf head. The serpent does +2 damage (plus D-3
per Pulse additional damage for poison) and the calf head does
+ 3 damage. The serpent's head is Rank 4 and the calf's head is
Rank 2. Aim may not wear armor. He may use only one
handed weapons.
Comments: Aim delights in all things having to do with fire
and will gladly start a blazing inferno for the joy of watching
the fire burn, even when bound. He must be watched carefully
for this reason.
ALLOCES: "The Warrior Duke"
Base Chance: 74%
Lesser Spirits: 36%
Description: Alloces appears as a man with a lion's face and
eyes made of hot coals. He wears burnished armor and rides a
great war horse. Alloces' flesh is like red gold. His voice is harsh
and booming. Those who look directly into his eyes see their
own death and are blinded for D+5 days afterward.
Talents, Skills, and Magic: Alloces is a practitioner of the arts
of the college of Celestial Magics. He possesses the following
Skills: Assassin, Navigator, Spy, Thief, Military Scientist.
Movement Rates: Running: 350 yards per minute.
PS: 30
MD: 28
AG: 32
MA: 29
EN: 26
FT: 38
WP: 32
PC : 29
PB: 10
TMR:7
NA: 3 DP per Strike.
Weapons: Alloces bite has a BC of 45Vo of doing + 3 damage
in Close Combat. It is Rank 7. Alloces is also armed as a knight
with broadsword and buckler and ax, mace and knife.
Comments: Alloces will gladly serve a master who promises
bloodshed, but will turn on the summoner if there is no fighting
for a prolonged period and will attempt to drag the summoner
into his mouth and devour him. Alloces may not be bound.
AMDUSIAS: "The Unicorn Duke"
Base Chance: 80%
Lesser Spirits: 29%
Description: Amdusias appears as a silver unicorn. He will shed
this insubstantial form and take on the shape of a tall, thin
man with a white beard after a few moments. His transformation is accompanied by the sound of trumpets.
Talents, Skills, and Magic: Amdusias is a practitioner of the
arts of the College of Celestial Magics. He possesses the following Skills: Beast Master, Healer, Ranger, Spy. He has the power
to command trees to do his bidding in the same manner as a
member of the College of Naming Incantations. He knows all
Generic and Individual True Names, but will tell these only if
his summoner is in dire need.
Movement Rates: Running; 250 yards per minute.

PS: 23
MD: 26
AG: 24
MA: 29
EN: 22
FT: 35
WP: 32
PC: 31
PB: 16
TMR: 5
NA: 3 DP per Strike
Weapons: Amdusias has no natural weapons and is treated as a
man for purposes of unarmed combat. He will refuse to wear
armor, but may employ all weapons.
ASTAROTH: "The Terrible Duke"
Base Chance: 66%
Lesser Spirits: 40%
Description: Astaroth appears in the form of a dark angel all
black and with a bloody mouth. He carries a viper coiled about
his right hand and he rides an infernal dragon. He speaks gaily
of horrible things and laughs readily at pain and disease. He is
exceedingly cruel.
Talents, Skills, and Magic: Astaroth is a practitioner of the
arts of the College of Necromantic Conjurations. He possesses
the following Skills: Alchemist, Assassin, Military Scientist,
Navigator. He knows the Generic and Individual True Names of
all things, but will only tell these if it pleases him and he thinks
that suffering may be increased thereby. He knows men's secrets
and will tell them.
Movement Rates: Running: 350 yards per minute.
PS: 27
MD: 26
AG: 28
MA: 32
EN: 26
FT: 35
WP: 35
PC: 26
PB: 8
TMR: 9 NA: 3 DP per Strike.
Weapons: Astaroth's breath is poisonous to the same degree as
chlorine and extends outward from his mouth 25 feet in a cone
10 feet wide at the base. He has no other natural weapons,
but will usually carry a heavy mace which he uses in
shattering the bones of his victims so that they will be crippled
and take a long time dying.
Comments: Astaroth will readily serve the summoner, but only
so long as he is pleased to do so. He will usually serve so long as
the summoner is involved in much death and cruelty and will
depart when these cease. Astaroth may not be bound. If the
summoner attempts to bind him, Astaroth will turn on him and
rend him and may claim his soul.
BARBATOS: "Duke of Virtues"
Base Chance: 53%
Lesser Spirits: 30%
Description: Barbatos appears as a hunter in the company of
an insubstantial host of soldiers led by four kings. He wears a
green hood fringed in scarlet and a gray cloak.
Talents, Skills, and Magic: Barbatos is a member of the
College of Naming Incantations. He possesses the following
Skills: Assassin, Beast Master, Healer, Ranger and Spy. He is
a linguist and understands the speech of birds and beasts as well
as men. He can break an enchantment used to seal a place or treasure
with his touch. He knows the Generic and Individual True
Names of all things on earth.
Movement Rates: Running: 350 yards per minute.
PS: 23
MD: 27
AG: 29
MA: 32
EN: 25
FT: 35
WP; 34
PC: 34
PB: 16
TMR: 8
NA: 3 DP per Strike.
Weapons: Barbatos has no natural weapons. He is treated as a
human for purposes of unarmed combat. He refuses to wear armor, but can employ any weapons.
Comments: Barbatos may not be compelled to tell the True
Name of anything, but he may choose to do so if the need of
the summoner is urgent.

BATHIN: "The Pale Duke"


Base Chance: 62%
Lesser Spirits: 30%
Description: Bathin appears as a pale and cadaverous man
riding a pale horse. His voice is soft and sad and can compel
others to love him.

DRAGONQUEST SECOND EDITION, PAGE 70


Talents, Skills, and Magic: Bathin is a practitioner of the arts
of the College of the Mind. He possesses the following Skills:
Alchemist, Beast Master, Healer, Troubador. He can transport
men from place to place through the air and knows all of the
virtues of herbs and stones. He is a patient teacher. The EP cost
to learn a skill is halved if the skill is learned with Bathin's aid.
Movement Rates: Running: 350 yards per minute.
PS: 23
MD: 25
AG: 24
MA: 29
EN: 22
FT: 30
WP: 34
PC: 26
PB:13
TMR:7
NA: 2DP per Strike.
Weapons: Bathin has no natural weapons. He is treated as a
human for purposes of unarmed combat. He may wear armor
and employ all types of weapons.
BERITH: "The Savage Duke"
Base Chance: 65%
Lesser Spirits: 26%
Description: Berith appears as a soldier dressed in red and
riding a red horse. His face is seamed with what appear to be
old scars and he has a black, bushy beard. His voice is subtle
except when he is enraged. On his head is a crown of gold which
appears to flame when the demon is aroused.
Talents, Skills, and Magic: Berith is a practitioner of the arts
of the College of the Mind. He possesses the following Skills:
Alchemist, Assassin, Merchant, Military Scientist, Spy, Thief.
He can turn all metals to gold by touch. He also has knowledge
of the past, present and future, but will only trade this
knowledge for a life of man or woman.
Movement Rates: Running: 350 yards per minute.
PS: 28
MD: 25
AG: 26
MA: 29
EN: 25
FT: 32
WP: 31
PC: 24
PB:11
TMR:7
NA: 3 DP per Strike.
Weapons: Berith has no natural weapons. He is treated as a
human for purposes of unarmed combat. Berith often carries a
rapier and a main-gauche, both of which he keeps envenomed
with a nerve poison. He will refuse to wear armor since this
would cover his beautiful clothes, of which he is inordinately
proud.
Comments: Berith delights in torture and will usually agree to
serve only upon being guaranteed that he can torture any
prisoners the party may take. These he will transport to another
plane once they are captured and bound over to him. There, he
will torture them at his leisure. If anyone attempts to deny him
this boon (including the summoner), he will attack them. He
may not be bound.
BUNE: "The Dragon Duke"
Base Chance: 64%
Lesser Spirits: 30%
Description: Bune appears as a giant green dragon with three
heads: one that is seemingly human, one that is like a dingo and
one that is like a gryphon. He speaks with a high-pitched, but
comely voice. His scales are jade and his talons are silver.
Talents, Skills, and Magic: Bune is a practitioner of the
College of Necromantic Conjurations. He possesses the following
Skills: Alchemist, Beast Master, Merchant, Military Scientist.
He is also a linguist and knows the Generic True Name of all
things. He will often bring his summoner presents in the form of
gems or silver in exchange for an early dismissal from this plane.
Movement Rates: (yards per minute): Run: 500; Fly: 800.
PS: 180
MD: 9
AG: 12
MA: 30
EN: 90
FT: 100
WP: 32
PC: 28
PB: 2
TMR: 10/16 NA: 11 DP per Strike.
Weapons: Bune may roll over one hex characters as described
in the multi-hex character rules. In addition, he may use his
gryphon head to peck and his dingo head to bite while in Close

or Melee Combat. Both have a BC of 35% and do + 2 damage.


They are Rank 3. Bune may use his talons in either Close Combat or Melee Combat with a BC of 50% and damage of + 6.
His talons are Rank 10.
Comments: Bune requires an offering of human life before he
will serve. Each head must have a life (3 total) and only lives
which are pleasing to the demon will be accepted. If disatisfied
with an offering, Bune can break any binding and will attack
and devour the summoner. He prefers newborn babies, but will
accept maidens when in a jovial mood.

CROCELL: "Duke of the Bath"


Base Chance: 71%
Lesser Spirits: 48%
Description: Crocell appears in the form of a dark angel with
flowing silver hair and yellow cat's eyes. His voice is great and
all-prevading and he ever speaks of things mystical and hidden.
Talents, Skills, and Magic: Crocell is a member of the College
of Water Magics. He possesses the following Skills: Alchemist,
Assassin, Astrologer, Healer, Merchant, Navigator, Spy,
Troubador. He has the power to warm or cool waters. He can
discover water even in the desert and can create the illusion of
waters to fool the unwary.

Movement Rates: (yards per minute): Run: 250; Fly: 500.


PS: 30
MD: 28
AG: 26
MA: 30
EN: 32
FT: 40
WP: 33
PC: 25
PB:11
TMR:5/10 NA: 4DP per Strike.
Weapons: Crocell has no natural weapons. He is treated as a
human for purposes of unarmed combat. He may, however,
carry a sword whose blade is of infernal ice that can never melt
and which inflicts burning wounds that later turn white and
waxy and eventually turn black and rot unless cured by magic.
He may also use any other weapons. He will not wear armor.

DANTALION: "The Duke of Faces"


Base Chance: 82%
Lesser Spirits: 36%
Description: Dantalion appears in whatever human form he
desires to put on and will wear the face of any man or woman in
an ever changing pattern or he may be compelled by the summoner
to wear only one face. In his right hand he carries a
heavy book in which are written all the thoughts of all men or
women who have ever been and only Dantalion can read the
book.
Talents, Skills, and Magic: Dantalion is a mighty mage of the
College of the Mind. He possesses the following Skills: Assassin,
Beast Master, Courtesan, Healer, Spy. He knows the Generic
and Individual True Names of all things, the thoughts of all
beings and all that has been or will be. He cannot speak of these
things, however, and any attempt at compelling him will lead to
his return to his own plane.
Movement Rates: Running: 400 yards per minute.
PS: 20
MD: 22
AG: 21
MA: 30
EN: 20
FT: 30
WP: 35
PC: 26
PB:23
TMR:8
NA: 2 DP per Strike.
Weapons: Dantalion has no natural weapons and is treated as a
human for purposes of unarmed combat. He may bear any
weapons or wear armor, but prefers not to do so since this
makes it harder for him to alter his shape at will.
Comments: Dantalion has great power, but there are limits
placed on its use. He can employ his powers, but never pass
them on. He can reveal the things he discovers as a result of his
powers, but the knowledge which enables him to exercise those
powers is forever hidden. He may never teach magic or Skills.
He can never prophesy for others.

MAGIC. PAGE 71

ELIGOS: "The Knightly Duke"


Base Chance: 55%
Lesser Spirits: 60%
Description: Eligos appears in the form of a goodly knight in
black armor and riding a dark warhorse. In his right hand he
carries a banner on a lance. It bears a legend which cannot be
read except from another dimension. In his left hand he holds a
curling serpent with ruby scales whose venom is acid.
Talents, Skills, and Magic: Eligos is a practitioner of the arts
of the College of Necromantic Conjurations. He possesses the
following Skills: Assassin, Beast Master, Mechanician, Military
Scientist, Ranger and Spy. He has the ability to predict with
25 Vo accuracy when and how wars will come and battles will be
lost and won. he can discover all things hidden within 25 feet of
him.

PS:23
MD:25 AG:24
MA:29
EN: 24
FT: 36
WP:35
PC: 24
PB: 12
TMR: 6
NA: 2 DP per Strike.
Weapons: Furcas has no natural weapons, but can call his
scythe to him from other dimensions at will. The Scythe has a
BC of 40%. It does + 8 damage and is Rank 10. It is a twohanded weapon. Only Furcas can wield the Scythe. He may use
other weapons as well.

Movement Rates: Running: 350 yards per minute.


PS:28
MD:24 AG:25
MA:29
EN: 26
FT: 35
WP: 31
PC: 28
PB:13
TMR:7
NA: 3 DP per Strike.
Weapons: Eligos has no natural weapons. He is armed with a
lance, sword, mace, battle axe and sabre. The sabre is
envenomed.
Comments: Eligos is a great leader of men and inspires his
allies whenever he enters battle. No one allied with Eligos will
ever flee from combat so long as he is present.

Talents, Skills, and Magic: Gremory is a master of the College


of Illusions. He possesses the following Skills: Assassin,
Merchant, Courtesan, Healer, Spy, Thief, Troubador. He can
procure the love of women and can discover the location of
treasures that are hidden within 50 feet of him. He knows the
events of the past, present and future to a small degree and will
prophesy for gain (15% accuracy).
Movement Rates: Running: 300 yards per minute.
PS:20
MD:28 AG:29
MA:30
EN: 19
FT: 30
WP: 36
PC: 31
PB: 28
TMR: 6
NA: 2 DP per Strike.
Weapons: Gremory has no natural weapons. He is treated as a
human for purposes of unarmed combat. He always carries
envenomed knives on his person and rings full of poison on his
fingers. His poisons are extremely swift-acting (10 hits per pulse
on the average). He will not wear armor, but may agree to carry
gilded weapons.
Comments: Gremory is a lover of beautiful women and will
prophesy, speak of the past, seek treasure or any other thing
desired by the summoner in exchange for the love of a comely
young woman. Gremory usually tires of such liasons after a few
months, however, and then may release his lover and return her
to her own plane or may devour her.

FURCALOR: "Duke of the Waters"


Base Chance: 68%
Lesser Spirits: 30%
Description: Furcalor appears as a humanoid with gryphon's
wings and green, scaly skin. His hair is like seaweed and he
smells of death and the sea. His voice is a whisper and is compelling when he suggests action to men.
Talents, Skills, and Magic: Furcalor is a practitioner of the
College of Water Magics. He possesses the following Skills:
Astrologer, Beast Master, Merchant, Navigator. He has the
power to command the beasts of the sea and to gather great
storms at sea, but he has no power away from water. He
breathes both water and air.
Movement Rates: (yards per minute): Fly: 600; Swim: 200.

PS:27
MD:25
AG:24
MA:33
LN: 77
FT: 35
WP:35
PC: 28
PB:11
TMR:12/4 NA: 4 DP per Strike.
Weapons: Furcalor has no natural weapons. He is treated as a
human for purposes of unarmed combat. He may wear specially
tailored armor (to fit around his wings) and may employ any
weapons.
Comments: Furcalor is obsessed with slaying men by drowning
them and he will pursue his calling ruthlessly at every opportunity unless bound by his summoner. He may only be summoned
when the summoner is at sea or near the ocean.

FURCAS: "The Reaping Duke"


Base Chance: 72%
Lesser Spirits: 20%
Description: Furcas appears in the guise of a cruel old man
with a long, plaited beard, dressed in pale armor and riding a
pale horse. In his hand he carries a scythe with which he cuts
down those he wishes to torment, for those who fall to his
scythe become his slaves and serve him in his own dimension.
He speaks harshly and is ever proceeded by a sound like the rattling of old bones.
Talents, Skills, and Magic: Furcas is a master of the College
of Necromantic Conjurations. He possesses the following Skills:
Alchemist Assassin, Astrologer, Merchant, Military Scientist,
Navigator, Spy.
Movement Rates: Running: 300 yards per minute.

GREMORY: "The Duke of Songs"


Base Chance: 76%
Lesser Spirits: 26%
Description: Oremory appears as a beautiful woman with flowing
auburn hair riding on a camel. He wears a fillet of white
gold and robes of black velvet trimmed in threads of white gold.
His voice is rich and melodic.

GUSION: "The Wise Duke"


Base Chance: 54%
Lesser Spirits: 40%
Description: Gusion appears in the guise of a mature and
strong man in a saffron robe. He speaks softly and his advice
always seems good in consequence.
Talents, Skills, and Magic: Gusion is a master of the College
of the Mind. He possesses the following Skills: Alchemist,
Astrologer, Healer, Mechanician, Merchant, Military Scientist.
He has the power to reconcile all but sworn enemies. He has
knowledge of past events and can say what is happening at any
moment in places that are far away. He can also see dimly into
the future.
Movement Rates: Running: 300 yards per minute.
PS: 23
MD: 25
AG: 24
MA: 29
EN: 21
FT: 30
WP: 32
PC: 21
PB: 18
TMR: 6
NA: 2 DP per Strike.
Weapons: Gusion has no natural weapons. He is treated as a
human for purposes of unarmed combat. He will not wear
armor, but will employ any weapons provided by the summoner.
Comments: Gusion's knowledge is never perfect. He only
catches glimpses of events past, present and future and one can
easily be misled by him, but he will always tell the truth as he
knows it.

HAVRES: "The Leopard Duke"


Base Chance: 78%
Lesser Spirits: 36%
Description: Havres first appears as a leopard with blazing
eyes, but this is an insubstantial form. At the command of the

DRAGONQUEST SECOND EDITION, PAGE 72


summoner, he will adopt the form of a dark man dressed in the
skin of a leopard and with a terrible face and eyes which blaze
with tongues of fire.
Talents, Skills, and Magic: Havres is a master of the College
of Fire Magics. He possesses the following Skills: Assassin,
Beast Master, Ranger. Havres has the power to create illusory
fires which will destroy those who believe them to be real, but
will do no harm to those who successfully disbelieve them. He
knows something of the past, present and future and can see into places where there is/was/will be fire.
Movement Rates: Running: 400 yards per minute.
PS: 30
MD: 25
AG: 32
MA: 30
EN: 28
FT: 36
WP:33
PC: 34
PB:8
TMR:8
NA: 3 DP per Strike.
Weapons: Havres has no natural weapons and is treated as a
human for purposes of unarmed combat. He may carry
weapons at the summoner's request. He will not wear armor.
Comments: Havres normally has only a lOVo chance of accurately telling of past or future events or events which are
happening far away, but if these events are happening close to
fire, his chances improve greatly. The larger the fire and the
closer it is to the event, the better Havres chances of seeing the
event.

MURMUR: "Duke of Thrones"


Base Chance: 75%
Lesser Spirits: 30%
Description: Murmur appears as a warrior in green armor,
riding on a gryphon and wearing a ducal crown. He is preceded
by shades blowing trumpets.
Talents, Skills, and Magic: Murmur is a practitioner of the
arts of the College of Necromantic Conjurations. He possesses
the following Skills: Alchemist, Assassin, Astrologer, Beast
Master, Healer, Mechanician, Merchant, Military Scientist,
Navigator. He also possesses the power to make the dead appear
before the summoner and speak to him of their lives and deaths
and to answer the questions he may put to them. .
Movement Rates: Running: 350 yards per minute.
PS: 27
MD: 23
AG: 25
MA: 29
EN: 23
FT: 35
WP: 33
PC: 31
PB:15
TMR:7. NA: 3 DP per Strike.
Weapons: Murmur has no natural weapons. He is treated as a
human for purposes of unarmed combat. He usually carries a
heavy war hammer, a shield and a brace of knives.

SALLOS: "The Mighty Duke"


Base Chance: 57%
Lesser Spirits: 30%
Description: Sallos appears as a mighty knight in silver armor
mounted on a crocodile and wearing a ducal crown on his head.
He comes in peace, though, and will fight only with reluctance.
Talents, Skills, and Magic: Sallos is a practitioner of the arts
of the College of Ensorcelments and Enchantments. He
possesses the following Skills: Beast Master, Healer, Military
Scientist, Ranger, Troubador. He has the talent to inspire love
between men and women.
Movement Rates: Running: 300 yards per minute.
PS:24
MD:25 AG:25
MA:29
EN: 26
FT: 34
WP: 32
PC: 31
PB;21
TMR:6
NA: 3 DP per Strike.
Weapons: Sallos has no natural weapon. He is armed with a
sword and a main gauche.
Comments: Sallos would rather drink and wench than fight
and kill and is, perhaps, something of a coward. Once in combat, though, he \vill not flee until all his enemies are dead.

UVALL: "Duke of Sands and Wastes"


Base Chance: 70%
Lesser Spirits: 37%
Description: Uvall appears first as a large black dromedary. At
the command of the summoner, he will leave this insubstantial
form and adopt the form of a man garbed in flowing robes and
burned dark, like one of the wild dwellers in the wastelands. His
voice is always hushed and he speaks with menace.
Talents, Skills, and Magic: Uvall is a practitioner of the arts
of the College of Illusions. He possesses the following Skills:
Alchemist, Assassin, Beast Master, Merchant, Ranger, Spy,
Thief. He has the power to procure for the summoner the love
of women. He also can cause others to love the summoner and
become devoted to him.
Movement Rates: Running: 350 yards per minute.
PS: 25
MD: 26
AG: 27
MA: 30
EN: 24
FT: 38
WP: 35
PC: 34
PB:13
TMR:7
NA: 3 DP per Strike.
Weapons: Uvall has no natural weapons. He is treated as a
human for purposes of unarmed combat. He usually comes
armed with a scimitar, spear and a brace of sharp throwing
knives which break when they enter the victim's body and leave
splinters that must be removed or they will burrow their way to
the heart and kill the victim in D10+3 days.
Comments: Uvall has a small knowledge of the past, present
and future of things and can be persuaded to speak (with 20Vo
accuracy) by a gift of a young boy to serve him on his own
plane. He is cunning and evil and will attempt to betray the
summoner even when bound, though he will not. directly attack
him.

VALEFOR: "The Duke of Thieves"


Base Chance: 52%
Lesser Spirits: 10%
Description: Valefor appears as a mountain lion with the head
of an ass. He has a sharp, braying voice and an unpleasant manner.
Talents, Skills, and Magic: Valefor is a practitioner of the
College of Ensorcelments and Enchantments. He possesses the
following Skills: Assassin, Ranger, Spy and Thief. He
sometimes represents himself as the god of thieves and the EP
cost to learn the thief skill is halved if the skill is learned from
Valefor.
Movement Rates: Running: 400 yards per minute.
PS: 30
MD: 4
AG: 32
MA: 33
EN: 29
FT: 36
WP: 35
PC: 35
PB: 4
TMR:8
NA: 4 DP per Strike.
Weapons: Valfor may bite in Close Combat with a BC of 25%
of doing + 1 damage. His bite is Rank 3. He may also use his
claws in Melee or Close Combat with a BC of 45%. He does
+2 damage with claws in Melee and +4 in Close Combat. His
claws are Rank 5. He may not wear armor or employ man-made
weapons.
Comments: Valefor will always counsel theft even where it involves stealing from companions and friends. He cannot be
broken of that habit, no matter how he is bound. His advice will
tend to be persuasive. Further, he will steal objects from castles
or inns where his summoner might stay and secret them in the
summoner's belongings.

VAPULA: "The Lion Duke"


Base Chance: 77%
Lesser Spirits: 36%
Description: Vapula appears as a tawny lion with the wings of
a gryphon and a red mane. He has great green eyes which seem
full of wisdom and his voice is a quiet rumbling.
Talents, Skills, and Magic: Vapula is a member of the College
of Earth Magics. He possesses the following Skills: Beast
Master, Healer, Ranger.

MAGIC, PAGE 73
Movement Rates: Running: 400 yards per minute.
PS:35
MD:4
AG:30
MA:32
EN: 28
FT: 36
WP: 34
PC: 31
PB:18
TMR:8
NA: 4 DP per Strike.
Weapons: Vapula may bite in Close Combat with a BC of 40%
of doing +4 damage. His bite is Rank 5. Vapula may also use
claws in Melee and Close Combat. He has a BC of 45% with
claws in Melee and a BC of 55% with claws in Close Combat.
His claws do + 6 damage and are Rank 8. He may not wear
armor or employ weapons.

2. Ritual of Summoning
Demonic Princes (R-2)
This ritual is used to summon the following demons from the
seventh plane: Gaap, lpos, Orobas, Seir, Sitri, Stolas, Vassago.
These demons may be summoned at any time of the day.
The only Shield that will protect against the possibility of
backfire while summoning Princes is a disk of hammered tin inscribed with the names and symbols of the Princes of the seventh
plane. This Shield may only be manufactured by a Shaping mage.
It weighs 3 pounds and the average cost of manufacture will be
3000+ Silver Pennies. It takes about three months to manufacture.
The Experience Multiple for this ritual is 350.

VEPHAR: "The Sea Duke"


Base Chance: 69%
Lesser Spirits: 29%
Description: Vephar appears as a mermaid with emerald scales
trimmed in silver and seaweed tangled in his hair. He may also
appear at times to be a beautiful woman, but this shape is insubstantial and is used only to lure sailors to their deaths. His
fingers are webbed and he has small gills behind his ears.
Talents, Skills, and Magic: Vephar is a master of the College
of Illusions. He possesses the following Skills: Beast Master,
Courtesan, Navigator. He can raise great storms at sea by willing it. Vephar also has the ability to cause horrible wounds by
looking upon a man. These will appear as gashes, but will
putrefy and fill with worms and within three days the victim will
die unless cured by magic.
Movement Rates: Swimming: 600 yards per minute.
PS: 12
MD: 19
AG: 18
MA: 30
EN: 18
FT: 30
WP: 34
PC: 26
PB:28
TMR:12 NA: 4 DP per Strike.
Weapons: Vephar has no natural weapons and is treated as a
human for purposes of unarmed combat. He may not wear
armor, but may employ weapons.
Comments: Vephar cannot exit the sea. he becomes totally
insubstantial and melts into his own plane if he attempts to do so.
He can guide ships through any waters (even in the absence of
sun and stars) and will always do so at the summoner's request.

ZEPAR: "The Red Duke"


Base Chance: 60%
Lesser Spirits: 26%
Description: Zepar appears as a slight warrior with a clubfoot
dressed all in red armor. He is of a dark mein and speaks in a
grating voice filled with contempt for all who inhabit this plane
Talents, Skills, and Magic; Zepar is a practitioner of the arts
of the College of Illusions. He possesses the following Skills:
Alchemy, Assassin, Merchant, Military Scientist, Spy and
Troubador. He is able to cause women to fall in love with men
and so allow themselves to be seduced. His touch, however,
makes women barren.
Movement Rates: Running: 350 yards per minute.
PS: 18
MD: 29
AG: 28
MA: 30
EN: 26
FT: 35
WP: 32
PC: 28
PB:13
TMR:7
NA: 3 DP per Strike.
Weapons: Zepar has no natural weapons. He is treated as a
human for purposes of unarmed combat. He may carry a variety
of weapons, but all will be smeared with foul venom which
inflicts horrible scarring injuries that may only be cured by
magic. Zepar's envenomed weapons do 2 points of damage per
hour to Fatigue or Endurance as a result of their poisonous
coating.
Comments: Zepar is an unfaithful servant who always resents
his summoner's ability to bring and hold him in this plane. He
will make common cause with his summoner's enemies if they
promise to return him to his own dimension, even if he is
bound. However, when bound, he cannot directly attack his
summoner and must act with guile.

GAAP: "The Servant Prince"


Base Chance: 52%
Lesser Spirits: 66%
Description: Gaap appears as a man dressed in animal skins
and accoutered for war. He is bronzed (as if by the sun) and
looks to be a man of the wilderness. Behind him come the insubstantial shades of four princes whom he appears always to
serve and guide.
Talents, Skills, and Magic: Gaap is a master of the College of
Ensorcelments and Enchantments. He possesses the following
Skills: Alchemist, Assassin, Beast Master, Healer, Mechanician,
Navigator, Ranger, Spy, Thief. He has the power to break the
ties between a magician and his familiar and to send the familiar
back to whence he came. He can teleport beings within their
plane by willing it.
Movement Rates: Running: 350 yards per minute.
PS: 28
MD: 26
AG: 27
MA: 31
EN: 28
FT: 36
WP: 33
PC: 35
PB:12 TMR:7 NA: 3 DP per Strike.
Weapons: Gaap has no natural weapons. He is treated as
human for purposes of unarmed combat. However, see below.
Gaap may wear no armor. He carries any weapons the
summoner provides.
Comments: Those who touch Gaap will have their senses
stolen for a number of minutes equal to DIOO. Thereafter, they
will awaken to find that they love that which they formerly
hated and hate that which they once loved. The effect of Gaap's
touch will last until dispelled by magic.

IPOS: "The Prince of Fools"


Base Chance: 49%
Lesser Spirits: 36%
Description: lpos appears as an angel with a lion's head, the
feet of a goose and the tail of a hare. He has a sweet voice and
is an accomplished musician.
Talents, Skills, and Magic: lpos is a master of the College of
Illusions. He possesses the following Skills: Healer, Spy, Thief
and Troubador. He can speak truely of what has happened or is
about to happen in a place he occupies. He has the talent of
making men bold and will use this talent no matter how he is
bound. Those affected by the talent add 10 to their Willpower
in the presence of lpos.
Movement Rates: (yards per minute): Run: 200; Fly: 400
PS: 24
MD: 21
AG: 18
MA: 34
EN: 26
FT: 35
WP: 38
PC: 29
PB:11
TMR:4/8 NA: 4 DP per Strike.
Weapons: lpos bites for + 2 damage in Close Combat. He has
a BC of 45% with his bite. It is Rank 4. lpos will not wear
armor. He will carry any weapons provided by the summoner.
Comments: lpos makes all men in his presence bold (not merely the summoner and friends) when he uses his talent. Further,
men are more likely to fight than talk when they are in the
presence of lpos and come among strangers. Those affected by
lpos talent will never flee danger and will fight to the death.

DRAGONQUEST

OROBAS: "The Equine Prince"


Base Chance: 65%
Lesser Spirits: 20%
Description: Orobas appears in the form of a great black
stallion with a carmine main and flowing carmine tail. His
hooves are silver and sharpened like those of a warhorse. He
speaks in the squeeling voice of a horse.
Talents, Skills, and Magic: Orobas is a practitioner of the arts
of the College of Naming Incantations. He possesses the following Skills: Beast Master, Healer, Navigator, Ranger, Spy, Thief.
Orobas knows the Generic and Individual True Names of all
things of this plane. He will gladly permit the summoner to acquire these names, but will provide them to no one else.
Movement Rates: Running: 500 yards per minute.
PS: 45
MD: 20
AG: 20
MA: 30
EN: 30
FT: 35
WP: 32
PC: 31
PB:24
TMR:10 NA: 4 DP per Strike.
Weapons: Orobas may bite for + 2 damage in Close Combat.
His BC for biting is 30% and his bite is Rank 2. He may use his
hooves to strike in Melee Combat or to trample in Close Combat. They have a BC of 40% in Melee and do + 3 damage. In
Close Combat they have a BC of 55% and do + 6 damage.
They are Rank 6. Orobas will wear the barding of a warhorse if
the summoner provides it. He uses no weapons.
Comments: Orobas is a faithful retainer and, once bound, will
look after the summoner's well being as if it were his own. He
will be especially careful to protect the summoner from the
powers and whiles of other demons or spirits the summoner may
encounter. He will even permit the summoner to ride him as a
horse.

SEIR: "The Willing Prince"


Base Chance: 75%
Lesser Spirits: 26%
Description: Seir appears as a handsome man with hair the color
of corn and eyes like ice riding a silver stallion with gryphon
wings. He speaks with a soft and cheerful voice and is of a good
nature and always amenable to the desires of the summoner.
Talents, Skills, and Magic: Seir is a practitioner of the College of Air Magics. He possesses the following Skills:
Astrologer, Healer, Merchant, Navigator, Spy, Troubador. He
has knowledge of all thefts and can sometimes tell where the
loot is hidden. He can pass over the entire earth at the twinkling
of an eye and can carry others with him. He brings abundance
of things in his wake.
Movement Rates: Running: 350 yards per minute.
PS: 25
MO: 22
AG: 26
MA: 29
EN: 24
FT: 32
WP:31
PC: 32
PB: 23
TMR: 7
NA: 3 DP per Strike.
Weapons: Seir has no natural weapons. He is treated as a
human for purposes of unarmed combat. Seir will not wear
armor or carry any weapons except a quarterstaff.
Comments: Characters in the company of Seir and his summoner will always experience a flood of good luck so far as
physical objects are concerned. The average value of treasure
they may acquire will be 10% greater than what they may
acquire when not in company with Seir.

SITRI: "The Beautiful Prince"


Base Chance: 47%
Lesser Spirits: 60%
Description: Sitri appears as a large, muscular man with the
head of a leopard and the wings of a gryphon. He may also appear
in insubstantial form as a man who is unbearably beautiful
and well-formed or as a lovely woman of sensual mein.
Talents, Skills, and Magic: Sitri is a master of the College of
Illusions. He possesses the following Skills: Assassin, Beast

SECOND EDITION, PAGE 74


Master, Courtesan, Spy, Thief, Troubador. Sitri has the power
to enflame men and women with the love of each other and to
cause them to show themselves naked and frolic with one
another in unseemly ways.
Movement Rates: (yards per minute): Run: 350; Fly: 400.
PS: 30
MD: 25
AG: 26
MA: 33
EN: 28
FT: 35
WP: 34
PC: 25
PB:35
TMR:7/8 NA: 3 DP per Strike.
Weapons: Sitri may bite during Close Combat with a BC of
45% and +2 damage. His bite is Rank 4. Sitri will wear armor
if the summoner has it specially made for him and will use any
weapons provided.
Comments: Sitri is a lover of all things carnal and will not be
prevented from encouraging carnal activity or using his special
talents, no matter how he is bound.

STOLAS: "The Raven Prince"


Base Chance: 54%
Lesser Spirits: 26%
Description: Stolas appears as a massive raven with talons of
silver and eyes rimmed with red. He speaks with a cracked and
horrible voice.
Talents, Skills, and Magic: Stolas is a mage of the College of
Air Magics. He possesses the following Skills: Assassin, Beast
Master, Navigator, Spy, Thief. He knows the magical powers
and virtues of all herbs and stones and will speak the truth
about these when requested to do so.
Movement Rates: Flying: 500 yards per minute.
PS: 14
MD: 6
AG: 12
MA: 29
EN: 21
FT: 28
WP:32
PC: 34
PB:13
TMR:10 NA: 3 DP per Strike.
Weapons: Stolas has a BC of 40% of doing + 1 damage in
Close Combat with his beak. It is Rank 4. He has a BC of
45% of doing + 3 damage in Close Combat with his talons.
They are Rank 6. Stolas cannot wear armor or use weapons.

VASSAGO: "Prince of Prophecy"


Base Chance: 45%
Lesser Spirits: 26%
Description: Vassago appears as an aged man riding a
crocodile and carrying on his right wrist a Goshawk. His eyes
are hollow and see into other dimensions, but he is blind in this
dimension.
Talents, Skills, and Magic: Vassago is a mage of the College
of Naming Incantations. He possesses the following Skills:
Alchemist, Healer, Troubador. Vassago has the ability to locate
things which have been hidden or lost if he is within 100 feet of
them. He also knows all Generic and Individual True Names,
but is reluctant to tell these names except to save the life of the
summoner.
Movement Rates: Running: 150 yards per minute.
PS: 12
MD: 13
AG: 13
MA: 35
EN: 17
FT: 28
WP: 37
PC: 19
PB:12
TMR:3 NA: 2 DP per Strike.
Weapons; Vassago has no natural weapons. He is treated as a
human for purposes of unarmed combat. Vassago cannot wear
armor or use weapons.
Comments: There is only a 40% chance that Vassago will
reveal a True Name in the absence of physical danger to the
summoner. There is only a 50% chance that he will willingly tell
the location of a hidden or lost object. He may be compelled to
speak of these things through the performance of a Ritual of
True Speaking.

MAGIC, PAGE 75

3. Ritual of Summoning
Demonic Presidents (R-3)
This ritual is used to summon the following demons from the
seventh plane: Avnas, Buer, Carnio, Foras, Haagenti, Labolas,
Malphas, Marbas, Volac and Voso. These demons may only be
summoned during daylight.
The only shield that will protect against the possibility of
backfire while summoning Presidents is a disk of base metal (other
than cold iron) coated with quicksilver. This shield may only be
manufactured by a Shaping mage. It weighs 3 pounds and the average cost to manufacture will be 4000+ Silver Pennies. It takes
about four months to manufacture. The Experience Multiple for
this ritual is 450.

His words appear before his hearers as letters written in the air
with fiery coals.
Talents, Skills, and Magic: Carnio is a member of the College
of Fire. He possesses the following Skills: Beast Master, Healer,
Ranger, Spy, Thief. Carnio is a great linguist and will willingly
teach his summoner the languages of birds and mammals and
also teach him to understand what has passed in a place by
reading the speech of running waters.
Movement Rates: Running: 400 yards per minute.
PS: 18
MD: 23
AG: 26
MA: 35
EN: 24
FT: 35
WP: 38
PC: 36
PB:14 TMR:8 NA: 2 DP per Strike.
Weapons: Carnio has no natural weapons. He is treated as a
human for purposes of unarmed combat. Carnio will wear any
armor provided by the summoner and will carry other weapons,
but will not use them unless his sword is damaged.
Comments: Carnio will always give true answers to all things.

AVNAS: "President of Fire"


Base Chance: 50%
Lesser Spirits: 36%
Description: Avnas appears as a pillar of fire and smoke.
Those who look into the flames can see the panorama of the
history of other dimensions and can sometimes read the events
of their own plane and even their own future. At the command
of the summoner, Avnas will abandon this insubstantial form
and take on the form of a small withered brown man.
Talents, Skills, and Magic: Avnas is a mage of the College of
Fire. He possesses the following Skills: Alchemist, Astrologer,
Healer, Mechanician, Merchant, Navigator. Avnas can locate
any treasure that is guarded by spirits, ghosts or other undead
and that is within 500 feet of him.
Movement Rates: Running: 350 yards per minute.
PS: 14
MD: 26
AG: 21
MA: 38
EN: 19
FT: 30
WP: 40
PC: 33
PB:12 TMR:7 NA: 2 DP per Strike.
Weapons: Avnas has no natural weapons. He is treated as a
human for purposes of unarmed combat. He may not wear
armor or use weapons.
Comments: Avnas may be ordered to take form as a pillar of
fire at any time. However, in that state, he cannot act on this
plane and his fire will not burn those who touch it. It will instead feel cold and dead and those who touch it will see their
own death.

BUER: "The Star President"


Base Chance: 37%
Lesser Spirits: 50%
Description: Buer appears always as a Centaur, armed with a
great bow. His skin is silver and shimmers like starlight. His hair
is all white and his eyes are the color of Mars.
Talents, Skills, and Magic: Buer is a master of the College of
Celestial Magics. He possesses the following Skills: Healer,
Navigator, Ranger, Troubador. Buer's touch can heal all hurts
and diseases, especially those which have been caused by magic.
He is a great teacher of languages and will freely pass on his
knowledge to others.
Movement Rates: Running: 500 yards per minute.
PS: 38
MD: 25
AG: 28
MA: 30
EN: 25
FT: 35
WP: 33
PC: 32
PB:19
TMR:10 NA: 4 DP per Strike.
Weapons: Buer uses weapons as a man. In addition, his hooves
do + 4 damage in Close Combat due to trampling. The BC for
use of hooves is 60%. They are Rank 8. Buer may use any
weapons, but may not wear armor.

CAWIIO: "The Thrush President"


Base Chance: 47%
Lesser Spirits: 30%
Description: Carnio first appears as a small thrush, but then
leaves this insubstantial form and takes on that of a yellowskinned man. He carries in his hand a sharp sword smeared with
venom. He does not speak, but is, nonetheless, a great disputer.

FORAS: "President and Lord of Seekers"


Base Chance: 42%
Lesser Spirits: 29%
Description: Foras appears in the form of a strong man,
unarmed and mild seeming.
Talents, Skills, and Magic: Foras is a master of the College of
Illusion. He possesses the following Skills: Astrologer, Healer,
Mechanician, Merchant, Navigator, Troubador. He has the
power to make men temporarily invisible. He is a linguist and a
teacher of language. He also has the ability to discover things
hidden (especially treasure) if he is within 50 feet of them.
Movement Rates: Running: 350 yards per minute.
PS: 33
MD: 28
AG: 28
MA: 32
EN: 27
FT: 35
WP: 34
PC: 27
PB:23
TMR:7
NA: 3 DP per Strike.
Weapons: Foras has no natural weapons. He is treated as a
human for purposes of unarmed combat. Foras will wear any
armor provided by the summoner and will carry and use
weapons.
Comments: Foras will grant long life (triple life span) to those
who will worship him and know no other gods or converse with
other demons. As a teacher he may pass on Skills at the rate of
one hour being equal to one month of training under any
human teacher and at half the normal EP cost.

HAAGENTI: "The Winged President"


Base Chance: 45%
Lesser Spirits: 33%
Description: Haggenti at first appears as a red bull with a
Gryphon's wings and horns tipped in gold, but this form is insubstantial and at the command of the summoner he will put on
the shape of a red man with black hair.
Talents, Skills, and Magic: Haagenti is a mighty member of
the College of Ensorcelments and Enchantments. He possesses
the following Skills: Alchemist, Healer, Merchant, Navigator.
Haagenti can change wine into water and water into wine with a
touch. He can also transmute all metalS into gold with a touch.
One hour spent learning alchemy under the tutelage of Haagenti
is the equivalent of two months learning from a human. The EP
cost to achieve Rank with this skill is halved (round down) when
taught by Haagenti.
Movement Rates: Running: 350 yards per minute.
PS: 40
MD: 25
AG: 23
MA: 35
EN: 28
FT: 40
WP: 38
PC: 24
PB: 13
TMR: 7
NA: 4 DP per Strike
Weapons: Haagenti has no natural weapons. He is treated as a
human for purposes of unarmed combat. Haagenti will wear
armor and use weapons provided by the summoner.
Comments: Haagenti's office is to make men wise and he will
instruct anyone (not merely the summoner) and demand no fee
if the lesson is well-learned, but will become enraged if he feels
that the pupil has been lax and will turn on him and rend him
with his powerful hands.

DRAGONQUEST

LABOLAS: "President and Master of Murderers"


Base Chance: 40%
Lesser Spirits: 36%
Description: Labolas always appears in the form of a winged
mastiff. His wings are always those of a Griffon and bear him
at great speeds. His mouth is covered in froth from his slavering
and gnashing of teeth.
Talents, Skills, and Magic: Labolas is a member of the College of Illusions. He possesses the following Skills: Assassin,
Beast Master, Military Scientist, Ranger, Spy, Thief. He can
teach any Skill of which he is possessed in an hour at no EP
cost, but demands as his reward a life. If the offering is not
pleasing to him, he will take the life of the summoner instead.
He prefers human lives to all others.
Movement Rates: Running; 350 yards per minute; Flying: 500
yards per minute.

SECOND EDITION, PAGE 76


Movement Rates: Running: 350 yards per minute.
PS: 26
MD: 29 AG: 24
MA: 29
EN: 26
FT: 38
WP: 32
PC: 25
PB: 16
TMR: 7
NA: 2 DP per Strike.
Weapons: Marbas has no natural weapons. He is treated as a
human for purposes of unarmed combat. Marbas will wear any
armor and use any weapons provided by the summoner.
Comments: Marbas is a speaker of truth and will never
knowingly deceive his summoner. He knows the Generic True Names
of all things and knows the Individual True Names of many
beings who are wealthy and famous.

VOLAC: "The Dragon President"


PS: 18
CM. 10

MD:3
FT: 30

AG: 15
WP-14

MA: 32
PC: 11

PB:2
TMR:7/10 NA: 4 DP per Strike.
Weapons: Labolas may bite in Close Combat with a BC of
50%. He does +2 damage and his bite is Rank 8. The bite of
Labolas always becomes infected. Labolas may never wear
armor or carry or use weapons.
Comments: Labolas is capable of reconciling enemies when he
so desires, but prefers strife and bloodshed. His psychic life requires manslaughter and he will seek to promote it at every opportunity, even among the summoner's family and companions.

MALPHAS: "President of Deceivers"


Base Chance: 45%
Lesser Spirits: 40%
Description: Malphas appears as a large crow, but this form is
insubstantial and will melt away at the summoner's request to
reveal the form of a dark man dressed in black velvet studded
with precious gems. His voice will be rough, but deep and
compelling.
Talents, Skills, and Magic: Malphas is a member of the
College of Celestial Magics. He possesses the following Skills:
Alchemist, Assassin, Beast Master, Merchant, Ranger, Spy,
Thief. He is also a master of spoken and written language. He
knows the art of magically raising houses and high towers. He
also knows the secret desires of the summoner's enemies and
will reveal those thoughts upon request.
Movement Rates: Running: 350 yards per minute.
PS:26
MD:25 AG:27
MA:29
EN: 25
FT: 35
WP: 30
PC: 30
PB:18
TMR:7
NA: 2 DP per Strike.
Weapons: Malphas has no natural weapons. He is treated as a
human for purposes of unarmed combat. Malphas will refuse to
wear armor. However, he will use any weapons provided by the
summoner.
Comments: Malphas will deceive the summoner knowingly and
willfully unless compelled to tell the truth by a Ritual of True
Soeakine.

MARBAS: "President and Master of the Seal"


Base Chance: 35%
Lesser Spirits: 36%
Description: Marbas first appears as a tawny lion with a black
mane and bloody muzzle, but this form is insubstantial. Upon
the order of the summoner, he will adopt the guise of a goldenskinned man with a shock of black hair.
Talents, Skills, and Magic: Marbas is a master of the College
of Illusions. He possesses the following Skills: Alchemist,
Mechanician, Merchant, Military Scientist. He has the power to
inflict on men rotting diseases by the merest touch. He also may
change the shape of men by his touch so that they become as
wolves or bears. He has knowledge of many of the secrets of the
universe.

Base Chance: 52%


Lesser Spirits: %
Description: Volac appears as a child with the wings of an
angel riding on the back of an infernal two-headed red dragon.
He speaks with a high pitched and silly voice, but his words are
always true, if not wise.
Talents, Skills, and Magic: Volac is a practitioner of the
College of Naming Incantations. He possesses the following Skills:
Beast Master, Ranger, Spy, Thief, Troubador. He can locate
treasure hidden anywhere within 25 feet of him. Volac can also
call serpents and cause them to obey him once they have arrived.
Volac knows and will tell the Generic True Names of all
things.
Movement Rates: (yards per minute): Run: 250; Fly: 500.
PS: 11
MD: 18 AG: 17
MA:36
EN: 18
FT: 30
WP: 39
PC: 35
PB: 26
TMR: 5/10 NA: 2 DP per Strike.
Weapons: Volac has no natural weapons. He is treated as a
human for purposes of unarmed combat. He may use weapons,
but will not wear armor.

VOSO:"The Leopard President"


Base Chance: 49%
Lesser Spirits: 30%
Description: Voso appears as a mighty leopard with terrible
green eyes and spots tinged with carmine. He speaks with a
cunning voice, the better to fool his victims. He will attempt to
devour the summoner unless bound.
Talents, Skills, and Magic: Voso is a great member of the
College of Ensorcelments and Enchantments. He possesses the
following Skills: Alchemist, Healer, Mechanician and Navigator.
He has the power to change a man's form by touch into another
form so that his victim does not know that he has been
ensorcelled and believes himself always to have had the form given
him by Voso. He knows many secrets.
Movement Rates: Running: 500 yards per minute.
PS: 35
MD: 4
AG: 32
MA: 35
EN: 29
FT: 36
WP: 37
PC: 31
PB: 20 TMR: 10 NA: 4 DP per Strike.
Weapons: Voso's bite does +2 damage in Close Combat. It
has a BC of 45% and is Rank 6. Voso may use his claws in
either Melee or Close Combat. They have a BC of 40%in Melee
and of 60% in Close Combat and do + 4 damage. They are
Rank 8. Voso will not use weapons or wear armor.
Comments; Voso knows the Generic and Individual True
Names of all things and beings. He will, however, reveal a True
Name only if he is provided with a human victim (preferably a
maiden or child since their flesh is the most tender). A new
victim must be provided for each True Name the summoner wishes
to acquire.

MAGIC, PAGE 77

4. Ritual of Summoning Demonic Earls (R-4)


This ritual is used to summon the following demons from the
seventh plane: Andromalius, Bifrons, Botis, Furfur, Malthus,
Marax, Raum and Renove. These demons may be summoned only
in woods and hills and only in places that are quiet. They may be
summoned at any time of the day or night.
The only shield that will protect against the possibility of
backfire while summoning Earls is a disk of hammered bronze inscribed with the names of the Earls of the seventh plane. This
shield may be manufactured by Shaping magicians. It weighs three
pounds and the average cost to mnaufacture will be 5000 + Silver
Pennies. It will take about four months to manufacture. The Experience Multiple for this ritual is 500.

ANDROMALIUS: "Earl of Justice"


Base Chance: 45%
Lesser Spirits: 36%
Description: Andromalius appears as a large man of fearsome
mean holding a viper in one hand. He dresses all in cloth of
gold.
Talents, Skills, and Magic: Andromalius is a member of the
College of Naming Incantations. He possesses the following
Skills: Alchemist, Astrologer, Beast Master, Healer, Mechanician,
Merchant Navigator, Ranger, Spy. He also has the ability
to discover any hidden treasure within 200 feet of where he is
standing.
Movement Rates: Running: 300 yards per minute.
PS: 26
MD: 23
AG: 24
MA: 29
EN: 25
FT: 35
WP: 30
PC: 33
PB:13
TMR:6
NA: 3 DP per Strike.
Weapons: Andromalius has no natural weapons. He is treated
as a human for purposes of unarmed combat. He will refuse to
wear armor, but will use any weapons provided by the
summoner.
Comments: Andromalius is dedicated to the punishment of
thievery wherever he finds it and to the return of the victims
valuables. He will turn on anysummoner who attempts to steal
while in his company. He may also react in the same manner to
underhanded dealing even with non-humanoid beings.

BIFRONS: "Earl of the Dead"


Base Chance: 38%
Lesser Spirits: 6%
Description: Bifrons may appear in insubstantial form as a
horned monster, but always appears as a handsome young man
when fully material.
Talents, Skills, and Magic: Bifrons is a member of the
College of Necromantic Conjurations. He possesses the following
Skills: Alchemist, Assassin, Beast Master, Merchant Ranger,
Spy, Thief. He is also a great Navigator and an hour spent
learning navigation from Bifrons is equal to a month spent
learning the art elsewhere and costs no EP's. Whenever he
passes a place of the dead at night candles will appear lit on
the graves.
Movement Rates: Running: 350 yards per minute.
PS: 23
MD: 26
AG: 28
MA: 32
EN: 24
FT: 31
WP: 34
PC: 32
PB: 22 TMR:7
NA: 3 DP per Strike.
Weapons: Bifrons has no natural weapons. He is treated as a
human for purposes of unarmed combat. Bifrons will wear any
armor and use any weapons provided by the summoner. He
prefers envenomed weapons.
Comments: Bifrons has the power to make dead bodies appear
as they did when they were alive so that it cannot be told that
they are dead and corrupted.

BOTIS: "The Ugly Earl"


Base Chance: 25%
Lesser Spirits: 60%
Description: Botis will first appear as a large, horrible snake of
insubstantial form. At the command of the summoner, he will
take on human form, but with great teeth and sharp horns. He
will be carrying an envenomed sword.
Talents, Skills, and Magic: Botis is a member of the College
of Ensorcelments and Enchantments. He possesses the following
Skills: Alchemist, Astrologer, Beast Master, Navigator, Ranger,
Spy. He has the power to make all but bitter sworn enemies
friendly to each other while in his presence. He also has the
ability to tell what has transpired in any place he occupies and
part of what will (may) transpire there.
Movement Rates: Running: 350 yards per minute.
PS: 27
MD: 24
AG: 25
MA: 30
EN: 25
FT: 35
WP: 30
PC: 35
PB:11
TMR: 7
NA: 3 DP per Strike.
Weapons: Botis may do + 1 damage with his bite in Close
Combat with a BC of 35% of hitting his target. His bite is Rank
4. He may make a single horn attack in Close Combat with a
BC of 30% of doing + 3 damage. His horns are Rank 6. The
venom of his sword does 6 damage points per Pulse. He will
wear any armor provided and employ other weapons if the summoner desires, but will prefer to use his sword.

FURFUR: "Earl of Storms and Lightning"


Base Chance: 32%
Lesser Spirits: 26%
Description: Furfur appears as a hart with a fiery tail. He may
also take on an insubstantial form as an angel, but only when
forced within a triangle and compelled by a Ritual of True

DRAGONQUEST

SECOND EDITION, PAGE 78

Speaking to utter truth instead of the falsehoods he prefers.


Furfur speaks with a rough and grating voice that is extremely
unpleasant.
Talents. Skills, and Magic: Furfur is a master of the College
of Air Magics. He possesses the following Skills: Alchemist,
Mechanician, Navigator, Ranger, Spy. Furfur can raise thunder
and lightnings and cause great storms to form. He also is able to
influence men and women to make love and participate in
perversions by the sound of his voice.
Movement Rates: Running: 400 yards per minute.
PS: 32
MD: 4
AG: 28
MA: 31
EN: 28
FT: 34
WP: 32
PC: 33
PB:18
TMR: 8 NA: 3 DP per Strike.
Weapons: Furfur may use his horns in Melee or Close Combat
and his hooves in Close Combat. His horns have a BC of 45%
and do + 4 damage. His hooves have a BC of 50% and do + 3
damage. They are both Rank 8. Furfur will not use weapons or
wear armor.
Comments: Furfur knows many secrets of things that have
happened or will happen on the earth, but he will not speak
truthfully unless compelled by a Ritual of True Speaking.

RAUM: "Earl of Theft and Destruction"

MALTHUS: "Earl of Death and Havoc"


Base Chance: 34%
Lesser Spirits: 26%
Description: Malthus appears in the form of a large, filthy buzzard. His feathers are black as night and his eyes are the color
of new blood. He carries about him the smell of carrion.
Talents, Skills, and Magic: Malthus is a mage of the College
of Necromantic Conjurations. He possesses the following Skills:
Alchemist, Assassin, Beast Master, Mechanician, Military Scientist, Navigator, Spy, Thief. He is a great general and can build
strong forts and organize warriors to march and to slaughter
and can keep them supplied by his arts when they are in far
places.
Movement Rates: (yards per minute): Run: 100; Fly: 500.

REMOVE: "The Beautiful Earl"


Base Chance: 30%
Lesser Spirits: 19%
Description: Renove first appears as a cloud of red mist, but
will adopt human form at the summoner's behest. He then
becomes a beautiful young boy with a melodious voice which is
unbearably sweet to the listener.

PS: 25
MD: 10
AG: 14
MA: 32
EN: 22
FT: 33
WP: 33
PC: 31
PB: 4
TMR: 2/10 NA: 3 DP per Strike.
Weapons: Malthus may attack with beak and talons in Close
Combat. The BC to Strike with either is 40%. His beak does + I
damage and his talons do +3. both are Rank 5. Malthus may
never wear armor or use weapons.
Comments: Malthus will never be a willing servant. If he does
agree to serve, he will do so only under the condition that he be
allotted a daily portion of human flesh and will be made free to
eat the flesh of the summoner if the required diet is not
forthcoming. He may not be bound.

MARAX: "The Learned Earl"


Base Chance: 27%
Lesser Spirits: 30%
Description: Marax appears as a bull with a man's face and is
exceedingly ugly.
Talents, Skills, and Magic: Marax is a mage of the College of
Celestial Magics. He possesses the following Skills: Alchemist,
Beast Master, Healer, Merchant Navigator, Ranger. He is
especially learned in the use of herbs and stones to produce
magic.
Movement Rates: Running: 400 yards per minute.
PS: 60
MD: 3
AG: 20
MA: 29
EN: 34
FT: 42
WP: 29
PC: 24
PB: 3
TMR: 8
NA: 6 DP per Strike.
Weapons: Marax may charge in the same manner as a multihex character in combat. His horns have a BC of 50% of doing
+6 damage in Close Combat and are Rank 5. His hooves have
a BC of 50% of doing + 5 damage in Close Combat and are
Rank 4. Marax will not use weapons or wear armor.

Base Chance: 36%


Lesser Spirits: 30%
Description: Raum first appears as a crow with bloody talons.
Upon the command of the summoner he divests himself of this
insubstantial form and adopts that of a tall, gaunt man.
Talents, Skills, and Magic: Raum is a Magician of the College
of Earth Magics. He possessed the following Skills: Assassin,
Beast Master, Healer, Merchant Ranger, Spy, Thief, Troubador.
He has the power to cause the earth to quake and to make fall
the walls of cities. He can make all but the summoner's sworn
enemies love him and be willing to lay down their lives in the
service of the summoner.
Movement Rates: Running: 300 yards ner minute.
PS:21
MD:28 AG:26
MA:29
EN: 26
FT: 35
WP: 33
PC: 31
PB:14
TMR: 6 NA: 2 DP per Strike.
Weapons: Raum has no natural weapons, he is treated as a
human for purposes of unarmed combat. Raum will wear any
armor and use any weapons the summoner provides.
Comments: Raum has some knowledge of what has been and
will be and will speak truthfully of what he knows about a place
he occupies.

Talents, Skills, and Magic: Renove is a mage of the College


of Illusions. He possesses the following Skills: Assassin, Beast
Master, Courtesan, Healer, Merchant, Navigator, Ranger, Spy,
Thief, Troubador. He also has a deep knowledge of rhetoric
and is a master of spoken and written tongues. He has the ability to reconcile all but the bitterest of enemies and is a great
teacher of the young.
Movement Rates: Running: 300 yards per minute.
PS: 13
MD: 26
AG: 28
MA: 35
EN: 19
FT: 30
WP: 35
PC: 31
PB: 30
TMR:6
NA: 2 DP per Strike.
Weapons: Renove has no natural weapons. He is treated as a
human for purposes of unarmed combat. Renove will wear any
armor and use any weapons the summoner provides.
Comments: An hour spent learning any of his Skills in the
company of Renove is equal to a month spent learning the same
Skill from any human teacher and costs half (round down) the
normal number of EP's. However, Renove's tastes are not
natural, and he will demand that the summoner either lie with
him or procure him others more to his taste in return for any
lessons.

5. Ritual of Summoning
Demonic Marquis (R-5)
This ritual is used to summon the following demons from the
seventh plane: Amon, Andras, Andrealphus, Cimejus, Decarabia,
Forneus, Leraje.Marehosias, Naberius, Orias, Phenex, Samigina,
Savnok and Shaz. These demons may only be summoned between
3 in the afternoon and sunrise.
The only Shield that will protect against the possibility of
backfire while summoning Marquis is a disk of fine silver inscribed
with the names of the Marquis of the seventh plane. This shield
may only be manufactured by a Shaping mage. It weighs 3 pounds
and the average cost of manufacture will be 7000 Silver Pennies. It
will take about five months to manufacture. The Experience
Multiple for this ritual is 550.

MAGIC. PAGE 79

AMON: "The Marquis of Fire"


Base Chance: 17%
Lesser Spirits: 40%
Description: Amon appears as a wolf with a serpent's tail. In
this form he has the capacity to spit fire balls to a distance of 20
feet. He may also appear as a raven-headed man (often with a
dog's teeth).
Talents, Skills, and Magic: Amon is a mage of the College of
Fire Magics. He has no Skills, but possesses the following
powers: He may give a true account of events that have passed
in the place he is standing and may guess accurately at what is
to come in that place. He also has the power to cause all but
sworn enemies to look upon each other as true friends and to
desire each other's company above others.
Movement Rates: Running: 400 yards per minute.
PS: 26
MD: 5/20 AG: 29/23 MA: 30
EN: 23
FT: 35
WP: 28
PC: 31
PB: 6
TMR: 8
NA: 3 DP per Strike.
Weapons: When in wolf form, Amon may use his claws to
rend in Close Combat with a BC of 50% and damage of + 2.
Amon's claws are Rank 8. In both wolf and man-raven form,
Amon may bite or peck in Close Combat with a BC of 45% of
doing +3 damage. Amon's bite is Rank 8. Amon's fireballs are
useable in Ranged or Melee Combat, have a BC of 40%, do +6
damage, and are Rank 9.
Comments: Where two numbers are given for one of Amon's
characteristics, the first applies to him in wolf form, the second
in raven-man form.

ANDRAS: "Marquis of Discord"


Base Chance: 35%
Lesser Spirits: 30%
Description: Andras appears as an angel with the head of a
raven. He rides a dire wolf and carries a magical sword aloft in
his right hand. The sword burns as with fire and drains 2
Fatigue Points when it hits in addition to any other damage it
may do. In all other respects, Andras' sword is treated as a normal broadsword.
Talents, Skills, and Magic: Andras is a mage of the College of
the Mind. He possesses the following Skills: Assassin, Beast
Master, Military Scientist, Spy, Thief. His presence in a party
will be an automatic cause of disruption and discord since he
delights in such things and may not be made to cease encouraging
bad feelings even when bound.
Movement Rates: Run: 350 yard per minute;
Fly: 450 yards per minute.
PS: 28
MD: 30
AG: 29
MA: 30
EN: 27
FT: 36
WP: 25
PC: 29
PB: 31
TMR:7
NA: 3 DP per Strike.
Weapons: Andras possesses no natural weapons. He is treated
as a human in unarmed combat. Andras may wear specially
manufactured armor and carry weapons provided by the summoner.
He will always use his sword, however, in preference to
other weapons unless it is broken.

ANDREALPHUS: "The Beautiful Marquis"


Base Chance: 37%
Lesser Spirits: 30%
Description: Andrealphus appears initially as a great and
beautiful Peacock, but this is an insubstantial form, and he is
without power in that guise. At the summoner's command, he
will be forced to adopt the form of a man.
Talents. Skills, and Magic: Andrealphus is a member of the
College of Illusions. He possesses the following Skills:
Alchemist, Mechanician, Merchant, Navigator. He is a great
teacher of all forms of measurement and celestial studies. An
hour in his teaching will increase the pupil's abilities in counting
and measuring fourfold. Any Skill dependent upon such talents
will also be increased thereby and subsequent increase in Rank
will cost only half EP's (round down).
Movement Rates: Running: 350 yards per minute.

PS: 26
MD: 25
AG: 25
MA: 30
EN: 24
FT: 35
WP: 32
PC: 25
PB:17
TMR:7
NA: 2 DP per Strike.
Weapons: Andrealphus has no natural weapons. He is treated
as a human in unarmed combat. Andrealphus may wear armor
and use weapons provided by the summoner, but only if they
are silvered or gilded. He will not use any other kind of armor
or weapons.
Comments: For a payment of the life of a human being, Andrealphus will turn the summoner into a bird for a period of
one hour. Each individual transformation or hour of transformation must be purchased by the sacrifice of an additional
human being. Andrealphus eats the souls of those sacrificed in
this manner. He must be present during the sacrifice.

CIMEJES: "Marquis of the Dark Continent"


Base Chance: 38%
Lesser Spirits: 20%
Description: Cimejes appears as a powerful black man riding
upon a black horse.
Talents, Skills, and Magic: Cimejes is a master of the College
of Ensorcelements and Enchantments. He Possesses the following skills: Alchemist, Beast Master, Healer, Merchant, Military
Scientist, Spy, Thief. He is a great linguist. He also has the ability to find things that have been lost or hidden (especially
treasure) anywhere within 100 feet of him.
Movement Rates: Running: 350 yards per minute.
PS: 26
MD: 24
AG: 24
MA: 29
EN: 27
FT: 38
WP: 31
PC: 32
PB: 18
TMR: 7
NA: 3 DP per Strike.
Weapons: Cimejes has no natural weapons. He is treated as a
human in unarmed combat. He will wear any armor and use any
weapons provided by the summoner, but will first insist that any
armor be lacquered black to match his skin.

DECARABIA: "The Maiquis in the Pentode"


Base Chance: 39%
Lesser Spirits: 30%
Description: Decarbia will first appear as a bright star burning
inside a pentacle of fire and will remain in this insubstantial and
powerless form until ordered to adopt human form by the summoner. Upon adopting human form, Decarabia will appear naked and remain so unless clothed by the summoner. He will
always be surrounded by a barely-detectable blue aura where his
skin is exposed.
Talents, Skills, and Magic: Decarabia is a member of the
College of The Mind. He possesses the following Skills: Alchemist,
Beast Master, Merchant, Ranger and Troubador. He can
command all types of birds by their Generic and Individual True
Names in the same manner as a Namer, despite the fact that he
is not a member of the College of Naming Incantations.
Movement Rates: Running: 350 yards per minute.
PS: 24
MD: 25
AG: 25 MA: 31
EN: 23
FT: 34
WP: 34
PC: 37
PB:26 TMR:7 NA: 3 DP per Strike.
Weapons: Decarabia has no natural weapons. He is treated as a
human in unarmed combat. He will wear any armor and use any
weapons provided by the summoner.

FORNEUS: "Marquis of the Waters"


Base Chance: 23%
Lesser Spirits: 29%
Description: Forneus appears as a great monster of the sea 30
feet long and 6 feet in diameter. His scales are precious stones,
his eyes are like fire and the flesh of drowned sailors clings to
his teeth.
Talents, Skills, and Magic: Forneus is the greatest mage of
the College of Water Magics. He possesses the following skills:

DRAGONOUEST SECOND EDITION, PAGE 80

Beast Master, Military Scientist and Navigator. He also is a


great linguist and may make men knowing in tongues. An hour
spent in his company in the learning of a language is equal to
two months of learning from any non-demonic teacher.
Movement Rates: Swimming: 600 yards per minute.
PS: 150
MD: None AG: 28
MA: 38
EN: 60
FT: 80
WP: 35
PC: 25
PB: 2
TMR:12 NA: 10 DP per Strike.
Weapons: Forneus may roll over one hex characters, using his
entire body as a weapon (but with no chance of falling) as
described in the multi-hex character rules. In addition, his bite
may be used in Melee or Close Combat to do 2D+5 damage
(total possible damage of 25) with a BC of 50% and a Rank of
10. Forneus may not wear armor. Since he has no gripping
members, he may not use weapons.
Comments: The Ritual of Summoning Forneus may only be
performed while at sea or on a coastline where Forneus can remain in the water. He may never appear on land.

LERAJE: "The Marquis of Archers"


Base Chance: 19%
Lesser Spirits: 30%
Description: Leraje appears as a man clothed in forest green
and carrying a great bow and quiver.
Talents. Skills, and Magic: Leraje is a member of the College
of Earth Magics. He possesses the following skills: Alchemist,
Assassin, Beast Master, Military Scientist, Navigator, Ranger,
Spy, Thief and Troubador. He also possesses the power to make
wounds that have been inflicted by arrows or quarrels putrify.
Add 60 to the Infection Chance whenever Leraje or anyone
assisted by him inflicts damage with arrows.
Movement Rates: Running: 350 yards per minute.
PS: 28
MD: 30
AG: 27
MA: 28
EN: 24
FT: 35
WP: 26
PC: 35
PB: 32
TMR:7 NA: 4 DP per Strike.
Weapons: Leraje possesses no natural weapons. He is treated
as manlike in that respect. However, the Greatbow he carries
may only be pulled by him. It has a Range of 450 hexes (2250
feet) and a BC of 75%. It does +6 damage. He will not wear armor, but may carry other weapons. Leraje will always use his
bow in preference to all other weapons, however.
Comments: Leraje is a lover of strife and will attempt to provide battle whenever possible. Chance encounters between normally neutral parties will usually end in a bloody combat to the
death if Leraje is present and this should be taken into account
by the GM.

MARCHOSIAS: "Marquis of the Seventh Throne"


Base Chance: 25%
Lesser Spirits: 30%
Description: Marchosias appears as a great Ox with the wings
of a Gryphon, the tail of a serpent and a breath of fire shaped
like a cone 6 feet long and 4 feet wide at the base. He may take
the shape of a man, but will be insubstantial and powerless in
this form.
Talents, Skills, and Magic: Marchosias is a practicioner of the
College of the Mind. He possesses the following skills: Beast
Master, Military Scientist and Ranger.
Movement Rates: (yards per minute): Run: 400; Fly: 300.
PS: 65
MD: 5
AG: 18
MA: 28
EN: 35
FT: 45
WP: 30
PC: 25
PB: 6
TMR: 8/6 NA: 6 DP per Strike.
Weapons: Marchosias may charge in the same manner as a
multi-hex character in combat. His horns have a BC of 40% of
doing +4 damage and are Rank 10. His hooves have a BC of
45% of doing + 5 damage in Close Combat. Marchosias breath

has a BC of 70% in Melee Combat, but may not be used in


Close Combat. It does + 10 damage and is Rank 3.
Comments: Marchosias loves a good fight and will always
counsel attack in any situation, often disobeying his summoner
in his desire to charge and rend the enemy.

NABERIUS: "The Valiant Marquis"


Base Chance: 21%
Lesser Spirits: 19%
Description: Naberius appears as a large black crane which
flutters around the summoner and speaks in a rough and grating
voice.
Talents, Skills, and Magic: Naberius is a master of the
College of the Mind. He possesses the following skills: Alchemist,
Assassin, Healer, Mechanician, Merchant, Military Scientist,
Navigator, Spy, Thief and Troubador. Naberius is a great
teacher and an hour spent in his company learning a skill is
equal to two weeks attempting to learn the skill with
nondemonic aid and allows the student to progress at half the
normal EP cost.

Movement Rates: (yards per minute): Run: 250; Fly: 350.


PS: 20
MD: 16
AG: 18
MA: 36
EN: 20
FT: 33
WP: 34
PC: 27
PB: 22
TMR: 5/7 NA: 3 DP per Strike.
Weapons: Naberius beak does + 3 damage in either Melee or
Close Combat with a 50% BC.. It is Rank 8. Naberius claws may
be used to grip weapons. In addition, they have a BC of 45% of
doing + 1 damage in Close Combat. They are Rank 6. Naberius
may not wear armor.
Comments: Naberius has the special power to restore lost
dignities by manipulating events to the summoner's advantage.
A summoner who has lost favor at court might use the power of
Naberius to help him regain his station. The GM must take this
special power into account.

ORIAS: "The Celestial Marquis"


Base Chance: 33%
Lesser Spirits: 30%
Description: Orias appears in the form of a lion, but with the
tail of a serpent. He bears in his front claws a pair of great
hissing serpents and rides a mightily-thewed warhorse.
Talents, Skills, and Magic: Orias is a mage of the College of
Celestial Magics. He possesses the following Skills: Beast
Master, Navigator. He can reconcile all but the most bitter
enemies and any summoner who finds his favor will be subject
to assistance in acquiring honors and dignities.
Movement Rates: Running: 500 yards per minute.
PS: 35
MD: 9
AG: 30
MA: 30
EN: 34
FT: 42
WP: 32
PC: 34
PB: 18
TMR: 10 NA: 4 DP per Strike.
Weapons: The demon's claws do + 4 damage in Melee and
Close Combat and have a BC of 40%. They are Rank 6. The
demon's bite does + 3 damage in Close Combat and has a BC
of 45%. It is Rank 4. Orias may not use weapons or wear armor.

PHENEX: "The Immortal Marquis"


Base Chance: 27%
Lesser Spirits: 20%
Description: Phenex always appears as the great bird, the
Phoenix. He speaks with the voice of a small child and sings
sweetly and hypnotically to any who will listen.
Talents, Skills, and Magic: Phenex is a practitioner of the
College of the Mind. He possesses the following Skills:
Alchemist, Beast Master, Healer, Mechanician, Merchant
Military Scientist, Navigator, Troubador. The songs of Phenex
will hypnotise his victims (including the summoner) who will
then willingly enter the demon's mouth to be devoured. Care
must always be taken when dealing with him.
Movement Rates: (yards per minute): Run: 200; Fly: 400.

MAGIC. PAGE81

PS: 75
MD: 16 AG: 18
MA: 30
EN: 26
FT: 32
WP: 33
PC: 27
PB:34
TMR:4/8 NA: 5 DP per Strike.
Weapons: The demon's beak does +6 damage in Melee or
Close Combat and has a BC of 40%. It is Rank 5. The demon's
claws do + 4 damage in Melee or Close Combat, have a BC of
35% and are Rank 3. Phenex may not wear armor or use
weapons.
Comments: Phenex is ever hungry for human flesh and will attempt to sing except when bound so as to draw victims close to
his mouth where they can be devoured.

SAMIGINA: "Marquis of Dead Souls"


Base Chance: 15%
Lesser Spirits: 30%
Description: Samagina appears as a small ass though he may
take on human form if the summoner so orders.
Talents, Skills, and Magic: Samagina is a master of the
College of Necromantic Conjurations. He possesses the following
skills: Alchemist Healer, Mechanician, Merchant, Military
Scientist, Navigator, Troubador. He has the power to converse
with and give an account of all beings who have died except for
servants of the Forces of Light.
Movement Rates: Running: 350 yards per minute.
PS: 25/23 MD: 5/20 AG: 20/25 MA: 30
EN: 30
FT: 40
WP: 30
PC: 32
PB:10
TMR:7 NA: 4 DP per Strike.
Weapons: When in the form of an ass, Samigina may bite in
Close Combat with a BC of 50% of doing + 2 with a Rank of
10. He may also trample with his hooves in Close Combat with
a BC of 50% or use his hooves in Melee Combat with a BC of
40%. His hooves are Rank 10 and do +4 damage. Samigina
will never agree to use weapons or wear armor.
Comments: Where two numbers are given for one of
Samigina's characteristics, the first is for his ass form, the second for his human form.

SAVNOK: "Marquis of Corruption"


Base Chance: 30%
Lesser Spirits: 50%
Description: Savnok appears as a great warrior with the head
of a lion riding a pale horse.
Talents, Skills, and Magic: Savnok is a member of the
College of Earth Magics. He possesses the following Skills: Beast
Master and Military Scientist. In addition, he possesses the
power to raise high towers, castles, and cities from out of earth
and stone and to shape for them furniture and armor. Any
wounds he inflicts will automatically become infected and will
not be cured except by magic.
Movement Rates: Running: 350 yards per minute.
PS: 28
MD: 30
AG: 29
MA: 30
EN: 26
FT: 35
WP: 33
PC: 29
PB:24
TMR:7
NA: 4 DP per Strike.
Weapons: Savnok's bite inflicts +4 damage in Close Combat
and has a BC of 50%. It is Rank 4. Savnok may appear wearing
any type of armor. He prefers axes, spears, and daggers, but
will use other weapons if the summoner provides them.
Comments: Savnok may start horrible plagues which cause
their victims to break out in rotten sores full of worms and
which will ultimately lead to death unless cured by magic.

SHAZ: "The Thieving Marquis"


Base Chance: 31%
Lesser Spirits: 30%
Description: Shaz appears as a great bird speaking with a
subtle voice.
Talents, Skills, and Magic; Shaz is a member of the College
of Illusions. He possesses the following Skills: Assassin,
Merchant, Ranger, Spy, Thief. He may will an individual to lose his
sight or hearing or ability to comprehend the spoken word if the
summoner so desires. He is an accomplished thief and a hoarder

of useful things (especially fine horses) which he keeps in his


dimension.
Movement Rates: (yards per minute); Run: 150; Fly: 450.
PS: 23
MD: 18
AG: 26
MA: 30
EN: 25
FT: 35
WP: 38
PC: 35
PB:18
TMR:3/9 NA: 3 DP per Strike.
Weapons: Shaz's beak does +2 damage in Melee or Close
Combat, has a BC of 50%, and is Rank 8. His talons do + 1
damage and have a BC of 40%. They are Rank 5 and may be
used in Melee or Close Combat. Shaz may not use weapons or
wear armor.
Comments: Shaz is an inveterate liar and deceiver. If
commanded to reveal information or fetch items from his hoard,
there is only a 50% chance that he will speak entirely true or
fetch the right items unless he is placed in a triangle and
compelled by a Ritual of True Speaking.

6. Ritual for Summoning


Demonic Kings (R-6)
This ritual is used for summoning the following demons from
the seventh plane: Asmoday, Bael, Balam, Beleth, Belial, Palmon,
Purson, Vine and Zagan. These demons may only be summoned
between 9 in the morning and noon and between 3 in the afternoon
and sunset.
The only shield that will protect against the possibility of
backfire while summoning Kings is a disk of hammered gold inscribed with the names of the Kings of the seventh plane. This
Shield may only be manufactured by Shaping magicians. It weighs
three pounds and the average cost of manufacture will be 15,000
Silver Pennies. It will take about six months to manufacture. The
Experience Multiple for this ritual is 600.

ASMODAY: "The Infernal King"


Base Chance: 13%
Lesser Spirits: 72%
Description: Asmoday appears as a man with three heads (that
of a man, a bull, and a ram). He has a serpent's tail and
breathes a cone of fire 25 feet long and 10 feet wide at the
extreme end. His feet are webbed like those of a goose, and he
comes riding upon a great infernal dragon and carries a heavy
spear with a banner. The blade of his spear is poisoned.
Talents, Skills, and Magic: Asmoday is a master of the College
of the Mind. He possesses the following Skills: Alchemist,
Beast Master, Military Scientist, Mechanician, Merchant,
Navigator, Healer. In addition, Asmoday has the power to
locate any treasure hidden within 50 feet of him. He also has the
power to turn those who serve him into beasts for short periods
if they so desire.
Movement Rates: Running: 350 yards per minute.
PS: 25
MD: 30
AG: 28
MA: 35
EN: 25
FT: 35
WP: 36
PC: 29
PB: 4
TMR:7
NA: 4 DP per Strike.
Weapons: Asmoday may make two horn attacks in Close Combat in addition to any other attacks. Each has a BC of 35% and
does +2 damage. They are both Rank 10. In addition, Asmoday's
breath of fire has a BC of 50% in Melee and of 80% in
Close Combat and does +4 damage. It is Rank 5. He may not
wear armor, but will accept other weapons for use in addition to
his spear if they are gilded.
Comments: Asmoday will not serve the summoner unless he is
provided with a maiden upon whom he may visit his carnal
desires once his service is complete. He will immediately
transport her to his own dimension upon agreeing to serve the
summoner. He may not be bound.

BAEL: "The King in the East"


Base Chance: 5%
Lesser Spirits: 66%
Description: Bael may appear as either a man, a toad, or a cat,
or he may appear as a man with the tail and claws of a cat and

DRAGONQUEST

the head of a toad. He is recognizable by his hoarse sinister


voice. The form he most often adopts and that he uses in
combat is that of the toad-headed man-cat. He may adopt a new
form at will.
Talents, Skills, and Magic: Bael is a master of the College of
Ensorcelments and Enchantments. He has the power to make
himself totally invisible at will.
Movement Rates: Running: 300 yards per minute.
PS:25
MD:23 AG:25
MA:30
EN: 23
FT: 35
WP:35
PC: 30
PB: 4
TMR:6
NA: 3 DP per Strike.
Weapons: Bite has a BC of 40%, does -1 damage, and is
always Rank 10. Claws have a BC of 45%, do +2 damage, and
are always Rank 10. Bite may only be used in Close Combat.
Claws may be used in either Melee or Close Combat. Bael will
not wear armor, but will use gilded weapons if the summoner
provides them.

SECOND EDITION, PAGE82

Talents, Skills, and Magic: Belial is a mage of the College of


Fire. He also possesses the following Skills: Merchant, Beast
Master. He will cause all but sworn enemies of the summoner to
look upon the summoner as their true friend as described in 39.
Movement Rates: (yards per minute): Run: 300; Fly: 400
PS: 28
MD: 30
AG: 23
MA: 31
EN: 25
FT: 37
WP: 30
PC: 30
PB:28
TMR:6/8 NA: 3 DP per Strike.
Weapons: Belial has no natural weapons. Belial will demand
gifts of gilded armor and weapons before he can be bound to
service. He will never return these to the summoner. He is
treated as a -human for purposes of unarmed combat.
Comments: The services of Belial must be paid for in advance
in the only coin he will accept: human suffering. As part of the
Ritual of Summoning Belial, the summoner must torture to
death a human being (preferably an innocent child or a maiden
since Belial prefers the suffering of innocents and may refuse an
offering of a warrior). He may not be bound.

BALAM: "The Terrible King"


Base Chance: 15%
Lesser Spirits: 40%
Description: Balam appears as a man with three heads (one of
a man, one of a bull, and one of a ram), the tail of a serpent,
and bright flaming red eyes that can be seen at a great distance.
He usually comes riding upon a great bear and carries a
Goshawk on one wrist. He speaks with a hoarse voice.
Talents, Skills, and Magic: Balam is a mage of the College of
the Mind. He possesses the following Skills: Alchemist,
Merchant, Spy, Troubador. He also has the power to make men
witty each hour spent in the company of Balam counts as one
month of training in the Troubador Skill and no EP's are
expended to advance in this skill as a result of his teaching.
Movement Rates: Running: 300 yards per minute.
PS:25
MD:23 AG:21
MA:34
EN: 22
FT: 32
WP: 30
PC: 30
PB: 3
TMR:6
NA: 3 DP per Strike.
Weapons: Balam may make two horn attacks in Close Combat
in addition to any other attacks. Each has a BC of 30% and
does +2 damage. They are both Rank 10. Balam will refuse to
wear armor, but will accept and use gilded weapons if the
summoner provides them. He will not always return these weapons.

BELETH: "The Mad King"


Base Chance: 9%
Lesser Spirits: 85%
Description: Beleth always appears in the shape of a large man
riding a pale horse. He is preceded by music and appears in a
rage whereat he will attempt to kill anything not within the
summoner's circle of protection. He breathes a cone of fire 25 feet
long and 10 feet wide at the extreme end.
Talents, Skills, and Magic: Beleth is a master of the College
of Fire Magics. In addition, he is possessed of the talent of
causing any individuals of the summoner's choice (not necessarily
humanoids) to submit to the sexual desires of the summoner
until he (the summoner) is sated.
Movement Rates: Running: 300 yards per minute.
PS:22
MD:23 AG:22
MA:29
EN: 24
FT: 35
WP: 30
PC: 26
PB: 10
TMR:6
NA: 3 DP per Strike.
Weapons: Beleth's breath has a BC of 50% in Melee Combat
and of 80% in Close Combat and does +4 damage. It is Rank 3.
Beleth will wear silver or gilded armor (he much prefers the
latter) if provided by the summoner and will use gilded weapons.
He will claim these as gifts before departing this plane.

BELIAL: "King of Fire"


Base Chance: 19%
Lesser Spirits: 50%
Description: Belial appears as a two-headed angel and may ride
a chariot of fire. He speaks with a comely voice.

PALMON: "King of Dominations"


Base Chance: 7%
Lesser Spirits: 100%
Description: Palmon appears as a man with a crown of light
upon his head and is often seen riding a dromedary. His
appearance will always be accompanied by the sound of trumpets
and cymbals played by an invisible band of demonic musicians.
His voice is heard as a roaring at first, but he can be compelled
to speak understandably as a man.
Talents, Skills, and Magic: Palmon is a master of the College
of the Mind. His Skills include: Alchemist, Astrologer, Beast
Master, Healer, Mechanician, Merchant, Military Scientist,
Navigator, Ranger, Troubador.
Movement Rates: Running: 300 yards per minute.
PS: 22
MD: 24
AG: 24
MA: 34
EN: 23
FT: 34
WP: 35
PC: 35
PB:25
TMR:6
NA: 3 DP per Strike.
Weapons: Palmon has no natural weapons. He is treated as a
human for purposes of unarmed combat. He will use weapons
and armor that are gilded if these are provided by the
summoner.
Comments: Palmon may be accompanied by two kings
(Abalim and Labal) who assist and protect him. Each will
possess characteristics 2 to 3 points lower than Palmon's. They
will possess the same Skills and Magics, but only at Rank 10.
Neither Palmon nor the two Kings may be behind.

PURSON: "The Comely King"


Base Chance: 11%
Lesser Spirits: 22%
Description: Purson appears as a muscular and wellproportioned man, but with the face of a lion and carries a
viper in his hand. He is preceded by trumpets and often appears
riding upon a bear. He may also appear in insubstantial form as
a fairy.
Talents, Skills, and Magic: Purson is a member of the College
of Namers and knows the Generic True Name of all things on
the Mundane Plane. He has an 80% chance of knowing the Individual True Name of any being he encounters. He possesses
the following Skills: Alchemist, Astrologer, Healer, Mechanician,
Merchant, Military Scientist, Navigator.
Movement Rates: (yards per minute): Run: 300; Fly: 500.
PS:21
MD:23
AG:23
MA:33
EN: 21
FT: 35
WP: 34
PC: 35
PB:12 TMR:6/10 NA: 3 DP per Strike.
Weapons: Purson's bite has a BC of 40% of doing + 2 damage
in Close Combat and is Rank 6-8. Purson will wear gilded armor
and use gilded weapons if they are provided by the summoner.

MAGIC PAGE 83

VINE: "The Lion-Headed King"


Base Chance: 12%
Lesser Spirits: 36%
Description: Vine always appears as a lion-headed man,
sometimes riding a great black horse and bearing a viper in his
hand.
Talents, Skills, and Magic: He is a mage of the College of
Naming Incantations. He also possesses the following Skills:
Alchemist, Merchant, Military Scientist, Navigator, Mechanician.
Vine has the ability to control weather, create earthquakes,
detect the presence of magic, and transport and bind stone into
magical dwellings.
Movement Rates: Running: 300 yards per minute.
PS: 23
MD: 25
AG: 25
MA: 35
EN: 22
FT: 33
WP: 32
PC: 36
PB: 8
TMR:6
NA: 3 DP per Strike.
Weapons: Vine's bite has a BC of 40% of doing +3 damage in
Close Combat and is always Rank 10. Vine will wear gilded
armor and use gilded weapons if these are provided by the
summoner.

ZAGAN: "The Winged King"


Base Chance: 17%
Lesser Spirits: 33%
Description: Zagan appears as a great bull with Gryphon's
wings, but may choose to adopt human form at will.

[30.1] BACKFIRE
TABLE
Dice Backfire Result
01-10 How unfortunate! Not only do you
fail to cast the spell, but your Fatigue is reduced by a number equal to the Fatigue already expended in the attempt.
11-17 Worse yet! You fail to cast the spell,
and your Fatigue is reduced by a number of
points equal to twice the Fatigue already expended in the attempt.
18-22 For shame! You should be grateful
that your teachers cannot see you in your hour
of degradation. Not only do you fail to cast the
spell, but your Fatigue is reduced by a number
of points equal to three times the Fatigue
already expended in the attempt.
23-24 This is simply not your day. You fail to
cast the spell and you must reduce your Fatigue
by a number equal to four times the number of
points already expended in the attempt.
25 Magic may not be your calling. You might
consider a future in animal husbandry instead.
You have failed to cast your spell and your
Fatigue is reduced by a number of points equal
to five times the Fatigue already expended in
the attempt.
26-35 Your spell has reversed itself and is
presently taking full affect on your own person
instead of on the intended target.
36-45 Once again your spell has reversed
itself as in result 26-35. However, this time, in
addition to the effects of the reversal, your
Fatigue is reduced by a number of points equal
to the Fatigue expended in attempting to cast
the spell.
46-50 Your companions may well curse your
name for this! The GM assigns a number to
each character within Range and rolls D10.
The character whose number is first rolled is
the target of the spell. If no character's number
is rolled, the GM rolls again until one
character's number is rolled

Talents, Skills, and Magic: Zagan is a master of the College


of Illusions. He possesses the following Skills: Alchemist,
Merchant. He can change blood or water to wine and wine to
blood at will. He can shape all metals into coins of the realm.
He makes men witty and one hour in his company is equal to 3
weeks experience in learning the Troubador Skill. Progress in
this Skill costs only half the normal EP cost if the summoner is
taught by Zagan. He makes fools wise (see Comments).
Movement Rates: (yards per minute): Run: 400; Fly: 300.
PS: 65/30 MD: 5/25 AG: 20/23 MA: 30
EN: 35
FT: 40
WP:28
PC: 25
PB: 6
TMR:8/6 NA: 6 DP per Strike.
Weapons: Zagan may charge in the same manner as a multihex character in combat. His horns have a BC of 40% of doing
+4 damage and are Ranked at 10. His hooves have a BC of
45Vo of doing +5 damage in Close Combat and are Ranked 8.
Horns may be used in Melee or Close Combat. Zagan will agree
to wear gilded armor while in his human form and will employ
gilded weapons in that form.
Comments: Any character in the presence of Zagan may have
his Willpower and Magical Aptitude increased by 10 and his
Perception increased by 5 at the discretion of the summoner.
This effect lasts as long as the character remains in Zagan's
presence. Where two numbers are given for a characteristic, the
first is for the bull form.

Dice Backfire Result


51-55 A result similar to 46-50 except that
the spell's effect is doubled (GM choosing what
attribute of the spell will be doubled).
56-60 Your spell takes effect, but only at half
strength. The GM determines what
characteristic is to be halved and does so (rounding down).
61 You are cursed with total blindness lasting
DIOweeks.
62 You are cursed with total blindness lasting
a number of weeks equal to two times D 10.
63 You are cursed with total blindness lasting
a number of weeks equal to three times D 10.
64 You are cursed with total deafness lasting
a number of weeks equal to the result of a DIO
die roll.
65 You are cursed with total deafness lasting
a number of weeks equal to two times D 10
66 You are cursed with total deafness lasting
a number of weeks equal to three times DIO.
67 You are cursed with being totally mute for
a number of weeks equal to the result of a DIO
die roll.
68 You are cursed with being totally mute for
a number of weeks equal to two times DIO.
69 You are cursed with being totally mute for
a number of weeks equal to three times DIO.
70 You are cursed with insomnia and nightmares and may only regain half Fatigue
(rounded up) during sleep periods for DIO
weeks.
71 You are cursed with insomnia and
nightmares and may only regain half Fatigue
(rounded up) during sleep periods for a
number of weeks equal to two times D10.
72 You are cursed with insomnia and
nightmares and may only regain half Fatigue
(rounded up) during sleep periods for a
number of weeks equal to three times D10.
73-75 You are cursed with a virulent skin
disease which will cause you intense pain and
make you hideous to look upon. The disease

Dice Backfire Result


will reduce your Physical Beauty by 10 and
your Willpower by 3 until cured by magic or
the arts of a healer. Once cured, the disease will
still reduce your Physical Beauty by I for each
full week during which it affected you. This
reduction is a permanent result of scarring,
76-80 You are cursed with periodic muscle
spasms of random occurrence and unpredictable duration which tend to leave you limp and
exhausted. The spasms will persist until you are
cured by magic or the arts of a Rank 2 healer.
Reduce Dexterity by 5 and Endurance by half
(round down) until you have been cured.
81-85 You begin to suffer from intense and
regularly recurring migraines which reduce
your Willpower by I and your Magical Aptitude
by 3 until you are cured of your affliction either
by magic or the arts of a Rank 2 healer.
86-90 You become arthritic and enfeebled
and will remain so until cured by magic or the
arts of a Rank 3 healer. Reduce your Fatigue by
half (round down) and subtract 4 from Dexterity
and 3 from Agility until cured.
91-95 You have become subject to creeping
senility which will last until cured by magic
(only) and which will become worse as time
goes on. Your Magical Aptitude is immediately
reduced by 2 and is reduced by an additional 2
at the beginning of each week until cured. Once
cured of your affliction, you will have to
relearn any spells forgotten during the period
of your illness. All spell attempts made during
the illness will have their Base Chance of taking
effect reduced by 10.
96-100 You are cursed with total amnesia
and lose all skills, ranks and magical abilities
for a period equal to one day times DIO. During
this time, you may not cast spells, use
special skills or talents or use a weapon except
in its unranked state. Your friends will have to
care for you since your surroundings are totally
unfamiliar and your survival defenses will have
been quite effectively short-circuited. You will
willingly take their orders and advice, but you
would just as willingly follow an ogre into his
cave if he asked you.

The Third Book

Skills, Monsters,
Adventure

DRAGONQUEST SECOND EDITION, PAGE 86

VII.
SKILLS
A character may acquire and refine skills
during a campaign. He can hone his talents in a
series of interrelated non-magical and quasimagical abilities, which combine to form a
single skill. A character's degree of talent is
measured by his Rank in a skill. He begins with
the simplest abilities at the lowest Ranks, and
gains the more difficult ones as he progresses
through the Ranks. His percentage chance of
successfully performing tasks associated with a
skill will increase as his Rank becomes higher.
The skills presented here are only those likely to
be used by a character during an adventure. The
fruits of the labors of those using other, more
plebeian, skills may be purchased. The
gamesmaster will be guided in determining the
price (in Silver Pennies) of the various goods
produced by craftsmen by the Basic Goods
Cost List (81.4). Weaponsmiths' products are
valued on the Weapons Chart (20.3); Armorers'

on the Armor and Shield Charts (18.1 and


17.5). The three factors which determine the
price of finished goods are the quality of the
material used, the man-hours spent in
construction, and the estimated Rank of the
craftsman (if one person produces the goods) or
of the overseer (if the effort is a team project).
However, if a character wishes to purchase a
custom-made or rare item, then he will have to
negotiate with the craftsman (represented by the
gamesmaster), and may defray costs by
providing some of the scarcer components
himself. The barter system is acceptable when
dealing in costly or rare items.

48. ACQUIRING AND


USING SKILLS
The rudiments of a skill are learned by dint
of hard practice and diligent study. A character
must spend a good deal of time and effort before
he can use a skill at novice level (Rank 0). The
character's ability with a skill can improve only
if he continues to work with it during and
between adventures.
[48.1] Any skill may be acquired at Rank
0 at a variable cost of Experience Points
and 8 weeks of game time (see 78.1).

All eight weeks must fall within a period of


six game months. Time spent on adventure may
not count toward the necessary eight weeks.
One skill may be acquired without the
expenditure of time and at a minimal expenditure in Experience Points (see 8.6).
[48.2] The method by which a character
learns a skill affects the Experience
Point cost to acquire that skill or to
increase the character's Rank.
If the character is taught by someone of
greater Rank in the skill, decrease any Experience Point cost by 10%.
If the character learns from a book, verbal
descriptions or practices with someone of equal
or lesser Rank in the skill, any Experience Point
cost is unmodified.
If the character practices with no useful
outside assistance, any Experience Point cost is
increased by 25%.
The availability of qualified teachers, and
the fees they charge the character for their
services, are left to the discretion of the GM.

SKILLS, MONSTERS & ADVENTURES, PG 87

[48.3] A character may attempt to


employ a non-magical skill any number
of times during a day.
The use of a skill does not, in and of itself,
prevent a character from using the same or any
other skill immediately afterwards. However, a
character might suffer adverse fortune (e.g., lose
Fatigue Points) while executing a skill, which
would inhibit his ability to act.
[48.4] The use of a non-magical skill is
rarely automatically successful.
A character usually has a chance of failure
when using a non-magical skill. Unless the
ability is described as an exception to this rule,
the maximum chance to succeed with it is never
greater than (90 + Rank)%. A character always
fails if the roll is greater than the modified
chance or 100 (regardless of rank).
[48.5] Very few of the abilities
associated with the various skills
are quasi-magical.
The following rules describe the only
quasi-magical abilities to be found in the skills
section: 50.7, 50.9, all of 52 and 55, 56.3 and
62.6.
[48.6] A character must practice
any skill he acquires or risk a
decrease in Rank.
A character must use one game day to
fulfill the practice requirement once a month for
one skill. If a character fails to practice a skill
for one month, he may satisfy the practice
requirement by the use of four game days during
the following month; if he fails to practice for
two months, eight game days will satisfy the
requirement during the third month of the cycle.
Days of practice during the second month may
count towards the third month requirement.
If a character has not sufficiently practiced
a skill by the third month, his Rank in that skill
is decreased by one. If the skill is at Rank 0, he
loses that skill.
Note: A character practices his skills of
speaking, reading and writing in a language
through conversation and correspondence; it
should be assumed that he is able to do this
independent of his other practice

49. SPECIAL SKILLS:


SPOKEN AND WRITTEN
LANGUAGES
Many languages and dialects are to be
found in a typical DragonQuest world. The
primary linguistic division is between species;
the secondary one is cultural. The prevailing
spoken language is the Common tongue, which
is spoken by most sentients. Illiteracy is quite
common, so there is no one universally
recognized written language. Generally, while
there may be spoken dialectic differences within
a language group, the contemporary writings in
that language will be virtually identical. Records
which date from separate eras will, of course,
employ different idioms and connotations of
certain words, reflecting the ongoing change in

that language. Each species will have a distinct


tongue, as will each national group of humans.
As he constructs his world, the GM will
decide which languages are spoken by beings in
the area in which the player characters will
adventure. Most creatures with an IQ greater
than 90 (which includes the majority of
humanoids) speak the Common tongue, if not as
a first language, then as a second. Common is
known as the "trade tongue," and most
interracial and international negotiations are
conducted in that language. When a written
record is necessary, each party usually obtains a
copy in their own language. Thus, an interpreter
will always be in demand.
Every beginning player character can speak
Common (see 49.6). If the character is nonhuman, they will also speak their racial
language or dialect. A human or shape-changer
character can read and write in Common, a skill
other non-human characters must acquire. When
characters encounter a creature who does not (or
will not) speak Common, they must either have
learned that creature's native tongue, or assay
sign language.
[49.1] The ability to speak a language
and the ability to read and write in that
language are separate skills.
[49.2] If a character's Rank in speaking a
language is greater than their Rank in
reading and writing that language, the
character expends one-half the
necessary Experience Points to acquire
or improve the latter.
The reverse is also true.
[49.3] The ease with which a character
can engage in conversation in a
particular language is indicated by their
Rank in it.
Rank
Ability
0 Has a grasp of pronunciation and
inflections; able to speak a few words.
1 Develops a limited vocabulary, consisting of
the most important words in the language (but
see Rank 5).
2 Understands grammatical construction of
language.
3 Capable of halting speech; understands
pedestrian conversation.
4 Becomes conversant with current idioms.
5 Concepts peculiar to the language or alien to
the character understood.
6 Moderate fluency: can make anything but
difficult concepts clear in conversation.
7 Able to make sense of another dialect of the
language after a decent amount of exposure to
it.
8 Native fluency: can pass for same.
9 Commands enhanced vocabulary.
10 Able to understand another dialect of
language with a minimum of study.
Note: If a character's vocal chords are not
designed to reproduce the speech of another
race, then the character will never be able to
pass for a native without magical aid.

[49.4] A character's facility for reading or


writing in a language is determined by
their Rank in that skill.
Rank
Ability
0 Knows the entire alphabet (for
symbology); able to recognize key words
or phrases.
1 Acquires a basic vocabulary, consisting
of the most important words (but see
Rank 5).
2 Understand grammatical construction of
language.
3 Can describe simple concepts in writing;
understands most simple books.
4 Becomes familiar with idioms.
5 Concepts peculiar to the language or alien
to the character understood.
6 Moderately fluent writer: can draft
correspondence and essays, retains some
awkward phrasings.
7 Able to make sense of another dialect of
language after considerable study.
8 Fully fluent writer: comfortable with the
language.
9 Commands enhanced vocabulary.
10 Able to understand another dialect of
language without much study; writer of
scholarly tracts and able to understand
meanings of ancient writings in language.
[49.5] The extent of a character's
vocabulary is indicated by the highest
Rank they have achieved in one of the
language skills.
Rank
Words Known
50 (plus phrases)
0
250 to 500
1
600 to 750
2
800 to 1000
3
l250 to 2500
4
3000 to 5000
5
10,000
6
20,000
7
25,000
8
40,000
9
50,000
10
[49.6] If a character begins with the
ability to speak or read and write in a
language, their Rank in that skill is
presumed to be 8.
Thus every character speaks Common at
Rank 8.

50. ALCHEMIST
Almost all natural chemicals can be
combined into a variety of useful mixtures by
expert hands. The potions which will be in most
demand by characters will be those that affect
the bodily functions of humanoids. The effects
of these potions range from stimulation and
depression of emotions to deadly poisons. In a
sense, alchemy is a "poor man's magic"; it is
more cost-efficient in affecting the actions of
beings than the use of mana, albeit not as easily
applied to the victim.
There are five main areas of study of
alchemy. The first is that of chemical analysis,
the ability to determine the effects of ingestion

DRAGONQUEST SECOND EDITION, PAGE 88

or application of a given liquid substance. The


others are: standard chemicals, medicines and
antidotes. poisons (including venom) and
potions. The creation of a potion requires the aid
of an Adept.
As a character gains experience in the field
of alchemy, they will increase the efficacy of
the mixtures they produce. The character will
also decrease the cost of goods (to themself).
An alchemist must know how to read and
write in one language if they wish to advance
beyond Rank 0.
[50.1] An alchemist gains the ability to
analyze chemicals at Rank 0.
An alchemist may identify a liquid by its
type (e.g., medicine, poison). If the liquid is not
a common one, the alchemist must spend (110 [10 x Rank] ) minutes using the proper
equipment to analyze the liquid's type.
If a liquid to be analyzed is particularly
well-known to the alchemist (such as water or
wine), they will recognize it almost
immediately.
If an alchemist wishes to determine exactly
what a not readily identifiable substance is, the
GM rolls D100. If the roll is equal to or less
than the alchemist's Perception plus (8 x Rank),
the alchemist is told the common name of the
substance in question (e.g., hemlock,
quicksilver). If the roll is greater than the
success percentage, the GM either informs the
alchemist that they are not sure or gives an
incorrect answer. The greater the roll, the more
likely the GM is to give false information.
[50.2] An alchemist can injure himself
while working with dangerous
chemicals.
Whenever an alchemist uses or analyzes a liquid
with potential injurious effects, there is a chance
that some of the substance will come in contact
with their person. The GM incorporates the
accident chance into any other alchemy-related
percentile roll; should there not be one, the
alchemist rolls D100. The chance of accident is
(30 - [(2 x Rank) + (Manual Dexterity)] %. If
the roll is within the span of numbers for
accident, the alchemist suffers from the
chemical. A roll of 100 always causes an
accident.
Example: An alchemist character with a
Manual Dexterity of 17 and of Rank 3 would
have a 7% chance of failure. Any roll from 94 to
100 will cause the alchemist to have an accident
The GM will determine the exact effects
upon the unfortunate character. The minimum
damage will be from formaldehyde-type
chemicals, which will cause about 1 Damage
Point and causes blisters. The maximum
damage from a non-magical liquid will be from
something on the order of non-dilute
hydrochloric acid, which will cause about 12
Damage Points per pulse, and possibly
permanent bone and tissue damage. The effects
of certain chemicals are described in the
following Cases. Unless either the GM or the
player have a fair knowledge of chemistry, the

alchemist should restrict himself to common


liquids.
If the alchemist is dabbling with dangerous
chemicals without using the proper equipment
(see 50.3), double the chance of accident. If an
alchemist is working in their lab, they may
prevent damage due to chemicals after the first
round (unless they are incapacitated during the
first round) by pouring the appropriate
counteragent upon the affected area.
If a combination of chemicals forms a gas
or a solid, the character's Agility value is
substituted for their Manual Dexterity when
rolling for accident.
[50.3] An alchemist will be able to better
perform their skill when using the proper
equipment or when working in a
laboratory.
It costs 500 Silver Pennies per year to
purchase basic equipment. This includes acidresistant (not proof) flasks, gloves, pipettes, etc.
A character may not mix chemicals to specified
measurements unless they use proper
equipment.
It costs 2500 Silver Pennies to construct a
lab, and 1000 Silver Pennies per year to
maintain it. An alchemist can only manufacture
medicines, antidotes, poisons, or potions or
distill venom in a lab. A laboratory may be
rented at a cost of 15 Silver Pennies per day.
The chance of an alchemist correctly
analyzing a chemical (see 50.1) is increased by
10 when they perform the analysis in a
laboratory.
The GM and an alchemist player should
scale costs and effects of improved alchemical
support material to the above rules.
[50.4] An alchemist must purchase the
components necessary to manufacture
each of their products.
A medicine costs (150 - [10 x Rank) Silver
Pennies. An antidote costs (250 - [15 x Rank] )
Silver Pennies. The costs for poisons and
potions are given with their rules (50.8 and
50.9). All costs given are for one creation
attempt; if that attempt fails, new ingredients
must be purchased.
The cost for a standard chemical will range
from 1 Silver Penny for a quart of flammable oil
to 2000 Silver Pennies for a fluid ounce of nondilute hydrochloric acid. The GM should scale
the costs of other chemicals appropriately.
[50.5] An alchemist can mix standard
chemicals beginning at Rank 3, and may
add one additional ability to their
repertoire at Ranks 5, 7 and 9.
An alchemist chooses their additional
ability from the following: medicines and
antidotes, poisons (including venom) and
potions.
[50.6] The ability to mix standard
chemicals allows the alchemist to
produce mixtures which can prove
useful on expeditions.

An alchemist may produce well-known


chemical combinations (e.g., oil and vinegar,
water and anything) at any Rank. The standard
chemicals ability allows the alchemist to
perform most distillations and extractions, and
mix the simplest of compounds.
For example, an alchemist can produce
Greek Fire and methane with the standard
chemicals ability. The components for 12
ounces of Greek Fire (enough to fill a grenado)
cost 600 Silver Pennies. Enough methane to fill
a grenado, can be manufactured at a cost of 300
Silver Pennies. If a creature is directly hit by a
grenado filled with Greek Fire, that creature will
suffer D10+7 Damage Points per Pulse until the
flames are extinguished (the virtue of Greek
Fire as a weapon is that it sticks to the target). A
partial hit will cause D10-3 Damage Points per
Pulse; if a shield is interposed between target
and grenado, the shield catches fire, though the
intended target suffers no more than 2 Damage
Points. A methane grenado creates a ball of fire
in the hex in which it detonates and the adjacent
six hexes. Any creature in one of these hexes
will suffer D10-3 Damage Points, but will be
able to avoid further damage by exiting the fire
hexes (methane is not a persistent inflammable).
Whenever an alchemist wishes to
manufacture standard chemicals, they must
spend D10 + 7 hours in a laboratory and pay For
the components. The quantity mixed does not
affect the time required, but an alchemist is
limited to the manufacture of one end product
during a given laboratory session.
An alchemist can produce standard chemicals for the use of local businessmen (e.g.,
embalming: fluid for the undertaker), and earn
between 50 and 75 Silver Pennies per full week
of labor. Alternately, they may produce
chemicals which are likely to be put to illegal
uses (e.g., a corrosive for iron) or manufacture
addictives (e.g., cocaine, heroin). The alchemist
must discover an outlet to sell such chemicals,
and the return on the goods is up to the GM's
discretion.
[50.7] Medicines and antidotes are used
to cure a being suffering from either
disease, fever or poison.
An alchemist may manufacture three types
of medicine: bactericide (remedy for disease),
antipyretic (remedy for fever) and salve (remedy
for skin inflammation). A bactericide or
antipyretic must be ingested, while one dose of
salve can cover up to two square feet of skin.
Whenever a being uses a medicine to
counteract an affliction from which they are
suffering, the GM rolls percentile dice. If the
roll is equal to or less than ([8 x Alchemist's
Rank] + [User's Endurance] ), the user is
completely cured. If the roll is above the success
percentage, the user subtracts 10 from their next
dice-roll to see if they naturally recovers from
their affliction (see 116). The failure of one
medicine to work has no effect upon any
subsequent medicines used by a being.
When an alchemist manufactures an
antidote, they must specify the type of poison
they are negating. Natural poisons are classified

SKILLS, MONSTERS & ADVENTURES, PG 89

by the source from which they stem. Thus, a


snake antidote will cure all poison from snakes,
and so on. Synthetic poisons (those manufactured by alchemists) are cured by an antidote
from an alchemist of equal or higher Rank than
the alchemist who created the poison. When a
being ingests the proper antidote, the poison in
their system will no longer affect them.
[50.8] Poisons cause damage when
introduced into the blood stream of a
being.
Poisons come from two sources: those
which occur in nature (venom from animals and
plants) and those which are created in a
laboratory (synthetic poisons). An alchemist
may distill venom and synthesize poisons.
A venom is distilled from either the poison
sacs of a poisonous animal (the most common
being a snake), or from certain plants. An
alchemist may distill D10-1 doses of poison
from poison sacs. The amount they may distill
from plants depends on the type of plant (GM's
discretion). An alchemist requires (11 - Rank)
hours to distill one dose of venom from either
source. The cost of a poison plant or sac is [750
+ (150 x Average Damage per Pulse)] Silver
Pennies, and there is no cost for the distillation
process.
Venom come in two forms: Nerve Agents
and Blood Agents. Nerve Agents work quickly
(doing damage every Pulse) while Blood Agents
(such as arsenic) work over a long period of
time, inflicting damage like Infections (see 116).
The damage a being will suffer from a dose of
Nerve Agent venom is equal to the damage it
would suffer from the venom of the source
animal or plant.
An alchemist may also manufacture
synthetic poisons (both venom and paralysants)
in their laboratory. A synthetic venom will do
[D10 + Alchemist's Rank) -5] damage points per
Pulse and costs [1000 - (75 x Rank)] Silver
Pennies to manufacture. If a synthetic paralysant
(see 116) is used to affect a being, the formula
used for the Willpower Check of the victim is
[(4 x Willpower) + 20 - (5 x Alchemist's Rank)]
. A synthetic paralysant costs [750 - (60 x
Rank)] Silver Pennies to manufacture. An
alchemist can produce up to three doses of
synthetic poison per day.
[50.9] Potions are created by an
alchemist with the aid of either an Adept
or a Healer.
Potions are designed to create a specific
effect when imbibed by a being. They are
manufactured in one-use doses and the entire
dose must be swallowed for the effect.
Magical potions are treated by the
concerted efforts of an Adept and the alchemist
(who may be one in the same person). Any spell
or talent which the Adept knows and which is
designed to affect only the Adept or some facet
of their own person may be imbued into a
potion. It takes two whole days of continuous
combined effort to create the potion. It is
successfully created if at the end of the time the
player roll is less than [(10 x Alchemist's Rank)
+ (Adept's Rank with the spell or talent)]. A roll
above this indicates the potion is useless and the

process must be repeated with new ingredients,


etc. The effect of a successful potion for the
imbiber is as if the Adept had already made a
successful Cast Check and the spell had taken
effect. The workings of magical potions are
immediate. The cost to manufacture a magical
potion is equal to [(Experience Multiple of spell
or talent x 20) - (Alchemist's Rank x 10)] .
An alchernist and a healer working
together may create a healing potion (again,
they may be the same person). The potions
possible and their Base Value are listed in
311.9. The time required to produce the potion
is the same as a magical one, and the equation to
see if the process was successful is [(10 x
Alchemist's Rank) + (3 x Healer's Rank)] . If
successfully created, the potion will act on the
imbiber as if a healer of the creator's Rank was
attempting to heal them must still be attempted).
The cost to manufacture a healing potion is
[(Base Value) - (50 x Alchemist's Rank)] Silver
Pennies.

51. ASSASSIN
Assassin is not a skill which should be
carelessly chosen, as the skill is not looked upon
with great favor by members of society (at least
until they need one). Assassins will vary in
philosophy and methods; they may be coldhearted but not necessarily evil. The GM must
allow assassins to practice their art as they wish,
and this may result in solo adventures.
[51.1] An assassin must be able to use
the sap or the garrote at a minimum of
Rank 1 before advancing past Rank 2.
[51.2] An assassin increases his chance
of causing a Grievous Injury as his Rank
increases.
If the assassin is attacking in a surprise
situation, his chance of causing a Grievous
Injury is increased by 2% per Rank (see 504.2).
A surprise situation is one in which combat has
yet to be joined, and the victim is not expecting
an attack.
If an assassin attacks a victim through a
rear hexside during combat, his chance of
causing a Grievous Injury is increased by 1%
for every Rank.
If an assassin attacks a victim through a
front hexside during combat, his chance of
causing a Grievous Injury is increased by 1%
for every three Ranks (round down).
An assassin does not gain the above
bonuses when engaging in Ranged Combat.
[51.3] An assassin may gain information
from a victim through torture.
The assassin must torture his victim for a
period equal to ([Victim's Willpower]
/[Assassin's Rank]) hours to try to gain an
important secret. The assassin's chance of
forcing the victim to reveal the secret is ([10 x
Assassin's Rank] - [4 x Victim's Willpower])%.
If the GM's roll on percentile dice is equal to or
less than the success percentage, the assassin
gains the exact information he requires.
If the assassin fails to gain the desired
information, he may try another torture attempt.
A victim can withstand a number of torture

attempts equal to one-fifth his Endurance (round


down) before he dies.
If the information an assassin seeks is not
of great importance to the victim, the GM
should decrease the time required to gain it and
increase the assassin's success chance appropriately.
[51.4] An assassin is trained to improve
his memory.
Whenever an assassin character wishes to recall
the details of a place or routine he has surveyed.
the GM rolls percentile dice. If the roll is equal
to or less than ([5 x Perception] + [2 x Rank] ),
the assassin has a perfect memory of the place
or routine. If the roll is greater than the
assassin's success percentage, the GM should
inveigle more and more erroneous information
into his description as the roll approaches 100.
The GM may decrease the success
percentage for difficult feats of memory.
[51.5] An assassin is able to buy
poisons, distilled venom and acids at
cost (i.e., no mark-up) from an
alchemist.
[51.6] An assassin causes his target
increased damage when attacking
through a rear hexside in Melee Combat.
Increase the damage caused by a blow
from an assassin by 1 for every Rank when he
strikes his target through a rear hex in Melee
Combat.
[51.7] An assassin increases his chance
of knocking out (see 108.5) his target
with a sap by 2 for each Rank he has
achieved in the skill.
[51.8] An assassin increases his chance
of performing any action involving
stealth (see 507.3) by 2 per Rank he has
achieved with the ability.
[51.9] An assassin must pay (500 + [100
x Rank] ) Silver Pennies per year for
"hush money," accouterments, and
implements of destruction.
The GM and the player should negotiate
prices for more sophisticated assassination
equipment, and fees for information and the hire
of henchmen.

52. ASTROLOGER
The celestial bodies have a definite, if not
entirely understood, effect upon the lives of the
inhabitants of a DragonQuest world. These
Great Powers seem to impose predestination
upon all but the strong-willed, and determine the
aspect of each being. The Sun, the Moon(s), and
the Planets regularly cause perturbations in the
flow of mana; the mighty Stars affect a world
across the vast reaches of space by their
positions relative to it. The study of the purpose
and method of the Powers is the science of
astrology.
An astrologer's main talent is a limited
ability to predict and shape the future. An
astrologer will be able to make clear, general
assertions, but will only be able to give obscure
clues when asked for specific details.
An astrologer must be able to read and
write in one language at Rank 8 if he wishes to

DRAGONQUEST SECOND EDITION, PAGE 90

advance beyond Rank 0.


[52.1] An astrologer may only try once to
answer a particular question or to
forecast the outcome of an event.
Once an astrologer has made a reading
(i.e., a determination about the future), he may
not seek to change or influence the reading
through his art. Other astrologers who attempt to
read the same future will receive the same
information that the first astrologer did. A
second astrologer may, however, receive some
clarification about the first's reading.
[52.2] The results of a reading will affect
the pertinent course of events.
The GM is expected to modify the outcome
of an adventure or happening in his world to
conform with a determination made by an
astrologer player characters or by an astrologer
at the behest of the player characters. The
determination does not preclude the characters'
actions from affecting the outcome of the
adventure or event: to the contrary, the GM
must interpret the reading dice-rolls engendered
by the characters' actions accordingly.
A prophecy can not be avoided by the
affected character(s) changing his plans. The
doom (which may be good) will follow him to
the undertaking he substitutes for that which
was predicted. However, if a character asks a
specific question (sees 52.5) predicated upon a
given action, the prophecy will not come to pass
unless and until that action is taken.
[52.3] An astrologer's Rank determines
how many beings he can directly affect
with a single prediction.
A being is directly affected by an
astrologer's art when the GM modifies the result
of an action taken by the being due to a
prophecy.
An astrologer can directly affect up to (5 +
[10 x Rank] ) beings with a single prophecy. If
an astrologer attempts a prediction which would
directly affect more beings than his Rank
allows, he receives no answer.
[52.4] An astrologer may make (and
possibly modify) a general prediction
during a reading.
When an astrologer wishes to make a
general prediction about a particular venture or
being, his player (or the GM, should the
astrologer be a non-player character) actually
uses a divinatory technique at his disposal. Such
a technique could be reading the tarot, casting
the I Ching, or any mutually agreed upon
method.
The result of the divination becomes the
astrologer's prediction. If the astrologer does not
wish to make the prediction, he may
immediately attempt to change it. The GM rolls
percentile dice, and if the roll is less than or
equal to ([5 x Willpower] + [4 x Rank] - 30), the
astrologer makes a second divination (which
may not be changed). If the roll is greater than
the success percentage, the astrologer is stuck
with his first prediction.
[52.5] An astrologer may seek an
answer for up to a number of

specific questions per month equal to


his Rank.
When a being poses a specific question to
an astrologer willing to attempt an answer, the
GM rolls percentile dice. If the roll is equal to or
less than ([6 x Astrologer's Rank] + [4 x
Astrologer's Perception]), the astrologer is able
to give a correct answer. If the roll is greater
than the success percentage, he mutters
meaningless gibberish.
All answers given to specific questions
must be, at the very least, obscure. The GM may
respond with cryptic poetry, much like the
Oracle at Delphi, or may choose to have the
astrologer supply a riddle (though the Player of
the astrologer does not know the answer
himself).
[52.6] An astrologer may not make a
general prediction or ask a specific
question concerning only himself.
One must consult another astrologer in
these weighty matters.
[52.7] An astrologer can determine the
aspect of a being after observing him.
After an astrologer has spent (60 - [5 x
Astrologer's Rank] ) consecutive minutes
observing a being, the GM informs the
astrologer of the being's aspect (see 45).
[52.8] An astrologer expends Fatigue
points when practicing his art.
Action

Fatigue Points
Expended

Make general prediction


Try to change general
prediction
Try to answer specific
question
Determine being's aspect

10
10
17
5

[52.9] An Astrologer must spend (250 +


[200 x Rank] ) Silver Pennies per year for
astrolabes, oculars, reference works,
and the like.
An astrologer who does not meet his
expenses operates as if he were two Ranks less
proficient. If his Rank is reduced to a negative
number, he may not practice astrology.

53. BEAST MASTER


A loyal animal or monster is likely to serve
its master far better than adventuring comrades
ever will. A beast master is one who trains these
creatures to obedience. He takes a wild animal
and, from an adversary relationship, develops a
rapport with it. He trains young animals from
birth, until they heed his every command. A
beast master will, in almost all cases, become
very fond of animals. He will defend them
against wanton cruelty and slaughter, and will
treat his personal charges as family.
A beast master will encounter three kinds
of animals: the easily domesticated (such as the
horse), the naturally wild (such as the pegasus)
and an intelligent or rebellious creature (such as
the unicorn). The latter can never be steadfastly
loyal to the beast master; such creatures always
have at least a subconscious desire to escape. A

beast master can be a slaver if he specializes in


training humanoids.
[53.1] The value of a beast master's
Willpower must be at least 15.
[53.2] A beast master may only train
animals for his own personal use until
he achieves Rank 5. He may domesticate
animals at any Rank.
A Beast Master will normally. use his skill
to train or domesticate animals for his own use.
Animals that spend their lives with a Beast
Master and are trained by him will be loyal to
their master and serve and protect him as much
as possible. If necessary, an animal can be
trained to temporarily serve another master (if
one week of mutual training is undergone), but
the animal will always obey the original master
before any new one.
If a beast master's Rank is 5 or greater, he
may train animal for other people. The being
who is acquiring the trained creature must spend
(12 - [Beast Master's Rank]) weeks before it
will accept him as new master, during which the
beast master must be present at least one day per
week. The creature will heed the beast master's
commands before those of its new owner for as
many years as the beast master's Rank at the
time the creature's ownership is transferred.
A beast master of any Rank may
domesticate, rather than train, animals. Such
animals can be commanded by any other person,
but will tend to wander off or revert to their wild
state if not supervised, tied up, or stabled. Pay
especial attention to this rule: horses and dogs,
the most common domestic animals, are
governed by it.
[53.3] A beast master acquires the ability
to train one type of animal and/or
monster at Ranks 0, 5 and 10.
A beast master may acquire the ability to
train additional types of creatures after he has
achieved Rank 10 by the expenditure of 2500
Experience Points per type.
A type consists of all creatures listed
within one rules section in the Monsters section
(e.g., avians). A beast master may choose,
instead, all creatures subsumed under a single
animal family (e.g., felines).
[53.4] A beast master must spend (12 Rank) months to train an animal or
monster, or a like number of weeks to
domesticate one.
If the creature
to be trained is...
Easily domesticated

Multiply the time


required by...
0.5

Naturally wild
1.0
Intelligent or rebellious
3.0
Raised by beast master
0.5
from adolescence
Domesticated by
1.0
another beast master
Caught in wilderness
1.5
The unmodified number of months
required is multiplied by all applicable mod-

SKILLS, MONSTERS & ADVENTURES, PG 91

ifiers. The time to train a monster or animal is


always dependent on the beast master's Rank
when he begins the process. Any increases in
Rank during the training or domestication
period have no effect on the time required.
[53.5] A trained animal or monster must
make a loyalty check whenever it
recognizes that its master is
endangering it, or whenever its master
commands an action that runs counter
to its instincts.
Whenever a loyalty check is required, the
GM rolls percentile dice. He multiplies the beast
master's Willpower by two, and adds four times
his Rank: if the creature is intelligent or
rebellious, six times his rank if the creature is
naturally wild, and eight times his Rank if the
creature is easily domesticated (if the owner is
not a beast master, use his Willpower value and
the Rank of the beast master when he trained the
creature). If the roll is less than or equal to this
success percentage, the trained creature will do
as his master commands. If the roll is greater
than the success percentage, the creature's
reactions will range from balking to fleeing to
turning on his master, as the roll increases
(GM's discretion).
[53.6] A domesticated creature must
make a loyalty check if the
circumstances described in Case 53.5
arise.
The GM rolls D100. If the resulting
number is less than or equal to ([Master's
Willpower] + [Beast Master's Rank] ), the
domesticated creature will perform the action. If
the roll is greater than the success percentage,
but less than or equal to two times that
percentage, the creature will balk. If the roll is
greater than two times the success percentage,
but less than three times that percentage, the
creature will take flight. If the roll is greater
than three times the success percentage, the
creature will turn on its master.
A roll of 100 always indicates that a
domesticated creature turns on its master. A roll
of 96 through 99 indicates that the creature takes
flight if the success percentage is 47 or greater.
[53.7] A beast master who intimidates
his creatures adds one to his Rank when
calculating training or domestication
time, but the GM adds 10 to any loyalty
check dice-roll for one of his creatures.
[53.8] A beast master may train or
domesticate as many creatures as his
Rank at one time. All creatures being
trained or domesticated concurrently
must be of the same type.
[53.9] A beast master must pay 150
Silver Pennies a year for equipment, and
must pay 100 Silver Pennies per
creature trained and 25 Silver Pennies
per creature domesticated during the
year.
He may halve the cost for upkeep of
creatures if he builds a stable. A horse-sized
stable costs (500 + [150 x Stalls] ) Silver

Pennies to construct, and costs (10 x Stalls)


Silver Pennies for repairs after the first year.

54. COURTESAN
Courtesanship is a social skill designed
expressly to satisfy the needs of lonely or status
conscious people. A master courtesan will be an
accomplished musician, able to play at least one
woodwind or string instrument. The master will
also be able to sing, recite and compose stories
and legends, perform mime, act out skits and
dance. The consummate courtier is also the
master of proper dress, and attractive
appearance and is able to simulate a great range
of emotions.
The abilities attendant to this skill are
usable by such a character in situations not
covered by the following rules, as are those of
the troubadour skill (q.v.). The GM should
improvise and allow a courtesan character to use
his skill in appropriate instances. If, far instance,
the party is at the mercy of a homely witch of
indeterminate age, a male courtesan should be
able to charm her and at least win his
companions' lives if he plays it right.
A courtier is a male courtesan.
[54.1] A courtesan must generate a value
for his Physical Beauty Characteristic
(see 43.5).
A courtesan character must pay an
additional Experience Point increment of 10%
to increase his Rank in the skill when:
1. His Manual Dexterity is less than 12;
2. His Agility is less than 15;
3. His Physical Beauty is less than 15; or
4. He is death-aspected.
A courtesan character decreases the Experience Point cost to increase his Rank by an
increment of 10% when:
1. His Agility is greater than 22;
2. His Physical Beauty is greater than 20; or
3. He is life-aspected.
All modifiers are cumulative.
[54.2] A courtesan acquires one ability
per Rank.
The character begins with one of the
following abilities at Rank 0. All acquired
abilities can be performed skillfully.
1. Play a woodwind instrument (e.g., flute)
2. Play a string instrument (e.g., mandolin,
lute, etc.)
3. Sing
4. Recite stories and legends
5. Compose stories and legends
6. Perform mime
7. Act out skits
8. Tell jokes
9. Dance
10. Dress well (e.g., formally)
11. Dress seductively
12. Appear attractive (by other culture's
standards)
13. Simulate wide range of emotions
14. Imitate accents
A courtesan may gain additional abilities
after achieving Rank 10 by the expenditure of
500 Experience Points per ability.

[54.3] A courtesan may attempt to


seduce a being with whom the
courtesan is sexually compatible.
The courtesan must arrange a meeting with
his intended paramour, either alone or with
persons who will not interfere while the
courtesan practices his wiles. The GM rolls
percentile dice: the courtesan's base chance of
success is equal to the courtesan's ([Physical
Beauty] + [10 x Rank] ). The GM then modifies
the success chance, dependent on the feelings
and condition of the seductee.
If the roll is equal to or less than the
success percentage, the seductee is infatuated
with the courtesan and will retire with the
seducer to a more private place. If the roll is
greater than the success percentage, the outcome
will depend on how great the roll is. A roll close
to the success percentage calls for anything
from "the body is willing but the spirit needs
more convincing" to polite refusal, while a high
roll can result in anything from mild
embarrassment to the courtesan to violent
consequences.
Player characters are not bound by the
result when a courtesan uses his skill on them.
[54.4] A courtesan's fee for services is
dependent upon Rank and gender.
A courtesan will receive (25+ [Rank
squared] ) Silver Pennies for a night's work. A
courtesan will receive (25 +- (Rank + 1)
squared] ) Silver Pennies for the same job. The
distaff side will do better at this profession in a
male-dominated society. The pay rates are
reversed in a matriarchy.
A courtesan is expected to charge a lower
per diem if hired for consecutive evenings.
[54.5] A courtesan's social position has
peculiar advantages and disadvantages.
A master courtesan is equally welcome at a
royal ball and at the lowest dive in town. At the
same time, a courtesan can be prevented from
practicing his skill or imprisoned if the local
authorities are so inclined. A courtesan should
keep in mind that it helps to provide services at
a discount or for free and to bribe the right
people to ensure freedom of action.
[54.6] A courtesan must pay (250 +
[350 x Rank] ) Silver Pennies per year
for finery and the props of the trade.
A courtesan who does not spend the above
amount operates as if he were two Ranks less
proficient. If the Rank of a courtesan is reduced
to a negative number, the use of the skill is
temporarily lost.
The above amount does not include
extraordinary aids, such as love philtres, but
does include perfumes and other frippery.

55. HEALER
The life span of one who lives in a fantasy
world is considerably longer than that of his
medieval counterpart. The disparity in age can
be attributed to the presence of healers where
mana exists. These partially empathic beings
can cure all the physical ills which beset a

DRAGONQUEST SECOND EDITION, PAGE 92

character during adventure. Healers do not


generally make good fighters, since active
engagement in combat is usually contrary to the
principles of their profession.
A healer will charge whatever his client
can afford for his lower Ranked abilities. The
charge for a miracle (the performance of an
ability Rank 8 or greater) will normally exceed
2000 Silver Pennies.
[55.1] The abilities which can be used
and the Fatigue Points expended when a
healer practices his art depend upon his
Rank.
A healer gains one or more abilities at each
Rank he achieves, according to the following
schedule:
Rank
Ability(ies)
0
Empathy
1

Cure Infection. Disease,


Headaches, Fever
2
Soothe Pain, Prolong Life
3
Heal Wounds, Transfer Fatigue
4
Neutralize Poison, Graft Skin
5
Repair Muscle, Preserve Dead
6
Repair Bones
7
Repair Tissues and Organs
8
Resurrect the Dead
9
Regenerate Limbs and Joints
10
Regenerate Trunk, Head and Vital
Organs
A healer must expend as many Fatigue
Points as the Rank at which he acquires an
ability he uses (exception: see 55.2, paragraph
2). Example: The regeneration of limbs (a
Rank 9 ability) will cost the healer 9 Fatigue
Points.
A healer may use only his empathy ability
if he is handless. A healer may use any of his
abilities (with the exception of resurrection)
upon himself.
[55.2] A healer must "lay hands" (place
his hands) on a being on whom he is to
use any of his abilities but empathy.
When he does so, he can automatically
detect the surface emotions of the
being. he is healing.
A being's surface emotions are those which
currently occupy their conscious mind. The GM
informs the healer of the general feelings of the
being with which he has empathy. Example: A
healer lays hands on a comrade who has
suffered a Grievous Injury. The GM informs the
healer that his comrade feels great pain. If the
healer lays hands on an assassin who is feigning
injury to lull any suspicion the healer may have,
the GM will inform the healer of the assassin's
murderous intent just before he announces the
result of the assassin's attack.
A healer may also choose the ability of
non-tactile empathy (though this has its
disadvantages; see below). A healer with such
empathy may attempt to detect the surface
emotions of a being no more than (2 x Rank)
feet away from him at a cost of 1 Fatigue Point.
The healer's success percentage is equal to his
([Perception] + 10 x Rank] ) if the other being
consents to empathic communication. Subtract

twice the being's Willpower if he Actively


Resists (see 31.2) the detection of his surface
emotions.
If a healer chooses the non-tactile empathy
ability, subtract his Rank from his Base Chance
to strike in Close Combat, and subtract one-half
his Rank in Melee Combat (Example: A healer
of Rank 8 would have 8% subtracted from his
Base Chance in Close Combat and 4%
subtracted in Melee Combat). If a healer only
has empathy when laying on hands, subtract
one-half his Rank from his Base Chance in
Close Combat, and one-fifth in Melee Combat.
Round fractions down in all cases.
[55.3] A healer cures fevers and
diseases, neutralizes poisons and grafts
skin in much the same manner that
medicines and antidotes do (see 50.7).
When a healer attempts to cure a being of
an affliction (i.e., fever, disease, or skin
problem), his success percentage is ([15 x
Healer's Rank] + [Patient's Endurance] ). The
GM rolls percentile dice: if the roll is less than
or equal to the success percentage, the patient is
cured. If the roll is greater than the success
percentage, the patient subtracts 10 from his
next dice-roll to see if he naturally recovers
from his affliction (see 24 and 85.2).
A healer must spend (30 - [2 x Rank] )
minutes to implement any of the abilities
covered in this rule.
A healer automatically neutralizes the
effects of a natural venom. A healer may
automatically neutralize the effects of a
synthetic poison created by an alchemist of
equal or lesser Rank. His success percentage to
neutralize a synthetic poison produced by an
alchemist of greater Rank than he is equal to (50
- [5 x Difference in Rank] )%.
A healer does not cure any bodily damage
(e.g., Endurance Point loss, broken bones)
previous to his laying on hands on the patient
with this particular ability (but see 55.8).
[55.4] A healer may soothe pain and
prolong life.
When a healer uses his soothe pain ability,
he numbs his patient's nervous system so that it
will not transmit pain sensations to his brain.
The ability also has a soporific effect upon the
patient, so that he will not inadvertently injure
himself while unable to distinguish hurtful
actions. The GM may, at his discretion, permit
the healer to use this ability as if he had fed or
injected his patient with a local or general
anesthetic, tranquilizer, etc. The effects of the
soothe pain ability last for the healer's (Rank
squared) hours.
When a healer uses the prolong life ability,
add D10 x ([Healer's Rank] +[Patient's
Endurance] ) days to the life of his patient. A
patient's life may not be prolonged to over three
times his natural life. A being with a prolonged
life has a reduced chance of resurrection (see
55.7).
A healer must spend (60 - [5 x Rank] )
seconds to implement the first ability, and a like
number of minutes to implement the second.

[55.5] A healer can cure Endurance


Points and transfer Fatigue Points.
When a healer uses the cure wounds (i.e.,
Endurance Points) ability, the patient is cured of
D10 + (Rank - 5) Damage Points.
When a healer uses the transfer fatigue
(points) ability, his patient gains one Fatigue
Point for each Fatigue Point the healer expends
(above the fatigue cost to use the ability).
A being may never have more Fatigue or
Endurance Points than the value of the relevant
characteristic. Excess points cured by the healer
have no effect upon the patient.
A healer may not use the cure Endurance
Points or transfer Fatigue Points abilities while
on the Tactical display (i.e., not while in
combat). It requires (11-Rank) minutes each
time the healer implements either of these
abilities.
[55.6] A healer may repair torn,
damaged, or broken muscles, bones,
tissues and organs.
At least one-half of a muscle, bone, or
organ to be repaired must remain in the patient's
body if the healer is to use one of these abilities.
Tissue may be grown from existing material in
or on the patient's body. The healer must spend
(50 - [3 x Rank] ) hours laying hands on the
patient and the body part will be whole again.
Generally, these abilities will be used to
repair the effects of Grievous Injuries.
A healer can act as a cosmetic surgeon.
First, he sedates his patient with the soothe pain
ability. He then slices and reshapes the skin,
muscles, and bones which are deemed unsightly,
and makes them whole with the appropriate
repair ability. Unless the healer has gained the
regeneration abilities (see 55.8), it is best that he
work with a healer partner.
[55.7] A healer can preserve the body of
a dead being in the hopes of having him
resurrected.
A healer may attempt the resurrection of a
being who is no more than (10 x Healer's Rank)
hours dead. However, a healer can suspend the
time limit on resurrection by preserving the
dead body of a being. Each time a healer uses
the preserve dead ability, the body will not
"age" for a number of days equal to the healer's
Rank. A healer must lay hands on a dead body
for (60 - [5 x Rank] ) minutes to preserve it.
A healer must have a body part at least the
size of a torso to attempt the resurrection of a
being. A healer will not succeed if he attempts
the resurrection of a living being from a severed
body part (there is only one life-force). If a body
is completely destroyed (perhaps burned), which
prevents the resurrection of the being, that thing
may become a revenant.
When a healer attempts to use the resurrect
the dead ability, the base success percentage is
equal to ([8 x Healer's Rank] )+[Patient's
Endurance] ). The base percentage- is modified
as follows:
1. Add 5% if the healer is life-aspected;
2. Add 5% if the patient is life-aspected;
3. Subtract 5% if the healer is death-aspected;
4. Subtract 5% if the patient is death-aspected;

SKILLS, MONSTERS & ADVENTURES, PG 93

1.

Subtract 1% for each year (or fraction


thereof) the patient's life has been
prolonged;
2. Subtract 1% for each day of regeneration
(see 55.8) it would normally require to
make the patient's body whole;
3. Subtract l0% if the patient's body is whole
but suffered Damage Points equal to or
greater than twice his Endurance when he
died (the patient's slayer may carve up the
body to bring this provision into effect);
and
4. Subtract 10% for each unsuccessful
resurrection attempt since patient died.
The minimum success percentage for
resurrection is equal to the Rank of the healer,
regardless of the total modifiers.
If the roll in D100 is equal to or less than
the success percentage, the patient is resurrected
with his body whole. His Endurance is
decreased by one, though all of his other values
remain as before he died. If the roll is greater
than the success percentage, the, patient is not
resurrected and his Endurance is decreased by
one. His body is preserved for one full day after
an unsuccessful resurrection attempt.
If the roll for resurrection is equal to or
greater than (90 + [Healer's Rank] ), the healer
has summoned a malignant phantasm, rather
than his patient's life-force. The phantasm will
drain some power from the healer, reducing his
Endurance value by D10-5 (minimum of 1). The
phantasm will then return to the netherworld.
When a being's Endurance Value is
reduced to zero or less, that being may no longer
be resurrected. Presumably, what remains of his
life-essence is absorbed by one of the Great
Powers.
A dead character may take no action with
his body. An Adept may compel his body to
speak by spell, and his life-force may be placed
in another body. which the player would then
control.
If a character's life-force is placed in
another's body, he retains any magical abilities;
his skill Ranks are halved (rounding down), his
combat abilities are those of the previous
inhabitant of the body. The temporary union of
life-force and body uses the value of the body's
first four characteristics, and the value of the
life-force's characteristics for the remainder.
[55.8] A healer can regenerate every
portion of a being's body.
A being's vital organs are his heart, liver,
stomach, small and large intestines, kidneys,
genitals, brain, and eyes. A healer must spend
(15 - [Rank] ) days regenerating each vital organ
(i.e., creating a new one). A regenerated vital
organ will immediately begin to function if
enough of the rest of the being's body is in
working order. Otherwise, the vital orphan will
be dormant until the healer can repair or
regenerate the necessary body parts.
If a portion of the body has been severed,
or there is a hole in a being's anatomy, the GM
measures the body part of the player which
corresponds to that which is missing from the
character's body. The healer will require a
number of days to regenerate the character's

missing body part equal to the measurement in


inches of the player's corresponding part. The
character's race does not affect the time
requirement; the circulatory system regenerates
at a constant rate for every race. Example: A
character's arm has been severed at the shoulder.
His player's arm measures 24 inches. The healer
can regenerate the character's arm in 24 (not
necessarily consecutive) days.
[55.9] A healer can manufacture certain
potions in conjunction with an alchemist
(see 50).
Potion
Base Value
Cure Disease
600
Cure Fever
(Graft) Skin Salve
Neutralize Poison
(specify type)

600
650
700

Cure Endurance
Points
Prolong Life

1500
2500

56. MECHANICIAN
Quite sophisticated devices can be
engineered without the aid of modern power
sources and techniques. A mechanician's most
complex products will involve pulley-,
hydraulic-, or spring-based motor systems,
which cause the operation of well-greased
moving parts. The mechanician is most often
called on to devise locks and traps to foil the
best efforts of thieves. His second most popular
line includes mechanisms for domestic use (e.g.,
windmills).
Mechanicians often build complex,
sometimes non-functional inventions. This is, in
part, due to the prevailing view that mechanical
gadgets are less efficient than magic at all but
the simplest jobs. Thus, the job of mechanician
is regarded more as an art than a skill.
A mechanician must know how to read and
write in one language at Rank 6 if he wishes to
advance beyond Rank O.
[56.1] A mechanician's progress in his
skill is inhibited by a low Manual
Dexterity value, and aided by a high
value in that characteristic.
A mechanician character must pay an
additional Experience Point increment of 10%
to increase his Rank if his Manual Dexterity
value is less than 15. Such a character decreases
his Experience Point cost to in- crease his Rank
by an increment of 10% if his Manual Dexterity
value is greater than 22.
[56.2] A mechanician can build
increasingly sophisticated traps as his
Rank increases.
The difficulty of removing a trap is
determined by its Rank. A mechanician may
build a trap of up to his current Rank. The
mechanician must spend (25 - [2 x Mechanician's Rank]) hours and at least (125 x Trap's
Rank) Silver Pennies to build a trap. The cost in
Silver Pennies is just for the physical framework
of the trap; if the trap is coated with poison,
filled with an explosive, etc., the mechanician
must pay for that material.

If a being fails to remove a trap, he has


triggered it.
1. If it is a physical trap, the being suffers D10+
[Trap's Rank] Damage Points. If the trap is
poisoned, coated with acid, etc., the being will
suffer additional damage.
2. If it is an explosive trap, it will release its
contents in a (10+ [Trap's Rank]) foot-long
cone. The base of the cone will be (Trap's Rank)
feet across. The hands of the being who
attempts to de-trap it must be in the cone. An
explosive usually consists of a gas, or something
on the order of Greek Fire.
3. If it is a magical trap (see 56.3), the stored
spell is cast upon the being who triggered the
trap. The spell is successful unless backfire
occurs.
Once a trap is triggered, it cannot again be
detonated until reset by a mechanician whose
Rank is at least equal to that of the trap. A
mechanician must spend (12- [Mechanician's
Rank]) hours to reset a trap. The only outlay he
must make in Silver Pennies is to replace the
contents. It is assumed that any repairs
necessary are made when a trap is reset.
A mechanician cannot construct a trap of
Rank 0.
[56.3] A mechanician can construct a
magical trap, in which an Adept can
store a spell.
The mechanician first must construct a
Ranked trap. He then silvers and enchants it in
conjunction with the mage, at a cost of (100x
Spell Rank) additional Silver Pennies. The
Adept must employ Ritual Magic for ([Spell
Rank + 10] - [Mechanician's Rank]) hours. The
spell is stored in the trap, unless backfire occurs.
When a magical trap is triggered, the GM
rolls percentile dice. If the roll is less than the
Adept's chance of backfire at the time the trap
was enchanted, the being who triggered the trap
may only try to Resist (the spell). If the roll is
within the backfire range, the silver on the trap
transmutes to slag.
[56.4] A mechanician may construct a
lock or a safe of up to his Rank.
A mechanician must spend (330 - [30 x
Mechanician's Rank]) minutes and (25x Lock's
Rank) Silver Pennies to construct a lock. A
mechanician must spend (15 - Mechanician's
Rank] days and (100 x Safe's Rank) Silver
Pennies to build a safe.
A mechanician may store up to one-fifth
his Rank (round up) traps on or adjacent to a
lock. A mechanician may store up to one- half
his Rank (round up) traps on or adjacent to the
lock mechanism of a safe. A trap which is on or
adjacent to a lock is automatically triggered it
not de-trapped before a lock or safe is open.
[56.5] A mechanician may earn
(25 + [10 x Rank]) Silver Pennies per day
for building or supervising the
construction of domestic devices.
Domestic goods will usually be mundane
products on the order of children's toys,
mechanical scythes, pulley lifts, and so on. The
mechanician must either establish himself in a

DRAGONQUEST SECOND EDITION, PAGE 94

town or promote his products for few days if he


wishes to be supplied with work.

[57.2] A merchant can buy items at a


cost cheaper than the asking price.

[56.6] The GM may, at his discretion,

Item Type

Discount to Merchant

allow a mechanician character to


construct devices of use on adventures
Under no circumstances may a mechanician build post-Renaissance weaponry.

Common

[5 x Rank] %

Uncommon

[2 x Rank] %

Costly or Rare

[1 x Rank] %

[56.7] A mechanician can remove his


own trap, open his own lock or safe
without disturbing or harming his device
in (12-Rank) minutes.
A spy or thief (see 61) is able to do the
same to the constructs of others.

If the GM is actively playing the role of the


seller, or another player is the seller, the
merchant must do their own haggling. There
will also be those items that the vendor cannot
afford to sell at the usual discount to the
merchant. The GM should use their discretion
here.

[56.8] A mechanician must pay (150 +


[150 x Rank]) Silver Pennies per year to
supply himself with a tool kit, raw
materials, and an area in which to work.
A mechanician who does not spend the
above amount operates as if he were two Ranks
less proficient. If the Rank of a mechanician is
reduced to a negative number, the use of the
skill is temporarily lost.

57. MERCHANT
Since adventurers are highly talented
individuals who often risk their lives, and a
person is usually compensated for the value of
the work they do, the player characters will fare
better than most economically. A merchant
character, blessed with the ability to earn even
more Silver Pennies, has the best of all worlds.
Their business acumen enables them to
command a stiff price for those goods they
vend, and to acquire that which they covet at
bargain rates. The merchant is not often fooled
in monetary matters, for them can be an expert
in evaluating the worth of rare and costly goods.
The economies of most DragonQuest
worlds do not promote the growth of capitalism.
Basically, the nobility has a vested interest in all
rural lands, which comprise the vast majority of
human-settled areas. An ambitious, dynamic
merchant could perhaps own the entirety of a
large town, but it is quite likely that a jealous
duke or prince would twist the king's justice to
break the merchant's power. Therefore, it
behooves a merchant to cultivate powerful allies
when their holdings burgeon.
A merchant must be able to read and write
in at least three languages at Rank 6 to use their
assaying ability.
[57.1] The merchant's ability to buy and
sell a particular item is dependent upon
its type.
Any item will be classified as one of three
types: common, uncommon, and rare or costly.
Items listed on the Basic Goods Cost List (see
505.4) are of the common type. Jewelry set with
semi-precious stones, spices from another
continent, and fine paintings are examples of the
uncommon type. Rare and costly items include
magic-invested objects, diamonds, roc's eggs,
giant slaves, etc. The GM must classify each
item with which a merchant wishes to deal.

[57.3] A merchant may mark up the price


of an uncommon or rare item.
A merchant can gain (1.5 x Rank)% above
the value of an uncommon item they are selling.
They can gain (0.5 x Rank)% above the value of
a costly or rare item they are selling. Again, the
proviso at the end of 57.3 holds true.
[57.4] A merchant can assay an item to
determine its exact worth.
The player characters will generally
receive a fair quote on the price of basic goods,
but must accept the word of the being with
whom they are dealing when conducting a
transaction involving uncommon, rare or costly
items. The odds of the player characters being
billed increase as they venture forth from their
native land(s). However, if a merchant is
amongst them, they can assay the value of any
item after (11 - Rank) minutes.
The success percentage for assaying a
common item is equal to the merchant's
([Perception] + [12 x Rank] )%, to assay an
uncommon item equal to ([Perception + [9 x
Rank] )%, and to assay a rare or costly item
equal to ([Perception] + [6 x Rank] )%. If the
GM's roll is equal to or less than the success
percentages, the merchant character is told the
exact value of the item in question. If the roll is
greater than the success percentage, the GM's
quote increasingly diverges from reality as the
result approaches 100. If the result is odd, the
quote is below the actual asking price; if even, it
is above.
[57.5] A merchant character may use
their skill to affect transactions involving
up to (250 - [50 x Rank Squared] ) Silver
Pennies per month, or a single
transaction of any amount.
The merchant must buy and sell at the
asking price for any transactions over their
monthly limit.
[57.6] A merchant can specialize in a
specific category of item assayal every
time they achieve a positive Rank
divisible by three.
The merchant chooses their specialty from
the following list (and any the GM should add):
1. Ancient Writings
2. Antiques
3. Archeological Finds
4. Art
5. Books

6. Gems
7. Jewelry
8. Land
9. Magic-Invested Items
10. Monster and Animal Products (e.g., furs,
eggs)
11. Precious Metals
12. Slaves
When a merchant assays an item of a
category in which they specialize, they add (2 x
Rank)% to their success percentages. It is
possible for a merchant to attain a 100% chance
of accurately pricing a specialty item (exception
to 48.4).
If a merchant wishes to add a new specialty
after they attain Rank 10, they must expend
1500 Experience Points per specialty.
[57.7] A merchant must spend
(15 + [5 x Rank] ) Silver Pennies per
week to keep up appearances, and
(100 + [175 x Rank]) Silver Pennies per
year to buy assayal reference works.
If the merchant fails to spend the former
amount, they operate as if they were two Ranks
less proficient for a full month. If they do not
spend the latter amount, they operate as if they
were four Ranks less proficient when
conducting an assayal (though they retain all
specialties). If their Rank is reduced to a
negative number they temporarily lose the
merchant ability.

58. MILITARY SCIENTIST


A military scientist can capably lead an
increasing number of men as he improves their
skill. He can prevent their men from fleeing
after he has gained their confidence. The main
ability of a military scientist is to anticipate and
react to enemy maneuvers quickly because of
their knowledge of tactics.
It is difficult for a commander to remain in
communication with their sub-commanders
during a large battle. Traditionally, when an
army exceeded 1500 men, the commander-inchief would divide their forces into a center,
left, and right flank. Once the fray begins in
earnest, the din, dust clouds, and general
confusion effectively isolates the commander
from all but the troops immediately in front of
him. Magic, of course, can abate this problem.
However, any magic used to facilitate
communications will not aid the troops in the
field. Usually, the best tactic is to devote magic
to the combat proper except when a critical
message must be relayed. If this is the case, the
outcome of the battle depends largely on the
efforts of the individual sub-commanders.
A military scientist must he able to read
and write in one language at Rank 6 if he wishes
to advance beyond Rank 2.
[58.1] A military scientist can lead (15 +
[Rank squared] + [4 x Willpower]) troops
effectively in battle.
Any being may attempt to lead an
unlimited number of troops in battle. However,
any troops beyond a being's effective limit
(assuming he is a military scientist) will usually
become disorganized in the midst of battle.
Generally, disorganized troops will be left to

SKILLS, MONSTERS & ADVENTURES, PG 95

their own initiative, and the individual solder is


unlikely to be able to coordinate with their
fellows left to their own devices.
A military `scientist can form a personal
guard. After drilling for (12 - Rank) months, or
being in combat for a like number of weeks, the
military scientist forms a personal guard of up to
([Willpower/2] + [Social Status/4] ) knights and
(20 + [2 x Willpower] + [Social Status/3] )
troops. These troops will be steadfastly loyal to
him, so he gains (2 x Rank)% above and beyond
their normal success percentage when
commanding only their personal guard. A
personal guard will follow all rational
commands from its leader (i.e., the military
scientist) in all but stress situations.
[58.2] A military scientist can rally
beings with whom he has drilled or
adventured to prevent them from fleeing
battle.
A military scientist must either have shared
one adventure with or drilled for (12 - Rank)
weeks with any being who he will attempt to
rally. The military scientist may not attempt to
rally a being who has fled for over 30 + [5 x
Military Scientist's Rank] seconds.
The military scientist must declare how
many beings he wishes to rally during one
round. If he is on the Tactical Display, he must
take a Pass action. His success percentage is his
([Willpower] + [10 x Rank] - [Number of
Beings])%. If the GM's roll on percentile dice is
less than or equal to the success percentage, the
beings cease to flee and will advance against the
foe beginning next round (unless seriously
injured, in which case they will hold a position a
safe distance away from the nearest enemy
being). If the roll is greater than the success
percentage, the beings continue to flee.
The success percentage is decreased by
25% for each time a military scientist fails to
rally a being(s) during one battle. If more than
one military scientist is attempting to rally the
same being, the highest success percentage of
all is used, and the Ranks of the remaining
military scientist(s) is added to that percentage.
A player must choose before the GM rolls
percentile dice whether he wishes his character
to be affected by a military scientist rally
attempt.
[58.3] A military scientist can sometimes
perceive the tactics employed by his
enemy before they are put to use.
When a military scientist attempts to use
his Perceive Tactics ability, his success
percentage is his ([Perception] + [9 x Rank] )%.
The GM rolls D100; if his roll is equal to or less
than the success percentage, he informs the
player of the military scientist character of the
enemy's plan in general terms. If the roll is
greater than the success percentage but less than
the success percentage plus (2 x Rank), the
military scientist is unsure of the enemy plan. If
the roll is greater than or equal to the success
percentage plus (2 x Rank), the GM misleads
the military scientist, with the information
becoming completely false as the roll
approaches 100.

The military scientist character must take a


Pass action to use his perceive tactics ability in
combat.
[58.4] A military scientist may add his
Rank to the initiative die roll in combat.
This addition to the initiative die roll
occurs only if the character is the Leader, not
Stunned or otherwise incapacitated, or engaged
in Melee or Close combat.
[58.5] The player of a military scientist
character may use more time to plan his
character's (and companions') actions
when engaged in combat on the Tactical
Display.
Normally, the games master will not allow
the players any time to plan their actions
between or during rounds. However, the player
of a military scientist character can request a
break period of (20 + [10 x Rank] ) seconds
between each and every round.
No more than one military scientist
character may use this ability per round.
[58.6] A military scientist can
temporarily increase the Willpower value
of the beings he leads.
A military scientist may increase the
Willpower value of all beings that he leads by
one-half his Rank (rounded down) as long as he
takes a Pass action every second round. If the
military scientist character is stunned or
wounded during a round, his followers lose the
Willpower bonus until he can Pass unmolested
again.
[58.8] A military scientist must spend
(50 + [50 x Rank] ) Silver Pennies per
year to supply himself with texts on
strategy and tactics.
If the military scientist fails to spend the
above sum, he operates as if he were one Rank
less proficient. If he is at Rank 0, he loses his
perceive tactics ability.

59. NAVIGATOR
The art of piloting a sea-going vessel and
that of ascertaining one's location are
inextricably linked. Humanoids must venture
across the waters in awkward ships, and are
unable to survive immersion in the sea except
for relatively short periods of time. Yet there are
many beings who dwell beneath the surface of
the ocean, and it is profitable for land-bound
peoples to engage in commerce with them.
Adventurers, with the assistance of an Adept,
will probably choose to try to despoil some of
the treasures of the deep.
A navigator can manage ships of increasing
size as he becomes more experienced. There is a
limit to the size of ships constructed, because of
their relative fragility (sea-creatures are wont to
destroy those vessels they consider overly
large). The navigator's other chief ability allows
him to locate directions with instruments and
read maps.
[59.1] A navigator can determine all
compass directions if he can view the
stars.
If the night is cloudy, or during the day, the
navigator's chance of correctly locating the
compass direction is equal to (25 + [7 x

Rank])%. If the roll is less than or equal to the


success percentage, the navigator has an exact
reading on the compass directions. If the roll is
greater than the success percentage, his reading
is off by one degree for each percentage point
by which he exceeds his success percentage (the
GM must decide in which direction the error is
made).
[59.2] A navigator may always determine
the compass direction of a Iandmark
relative to his position.
A landmark is defined as any object which
can be seen or to which a being can precisely
point (presumably by either instinct or magic).
A navigator may also judge the distance
between his position and a landmark if he can
see it. His success percentage to precisely gauge
the distance is equal to his (Perception + [10 x
Rank] ). If the GM's percentile roll is less than
or equal to the success percentage, the navigator
character is informed of the correct distance.
When the roll exceeds the success percentage,
the measurement is off by a percentage equal to
the difference between the success percentage
and the roll (the GM must decide whether long
or short).
[59.3] A navigator can read a map if he
can relate his physical surroundings to
the symbols on that map.
If a navigator tries to read a map which is
of the area in which he is presently located or is
of an area with which he is quite familiar, his
success percentage is equal to ([2 x Perception +
[8 x Rank] )%. If the GM's roll on percentile
dice is less than or equal to the success
percentage, the navigator is told the orientation
of the map (and his position, as near as can be
estimated). If the roll is between the success
percentage and ([4 x Perception] + [10 x Rank]
)%, the navigator is baffled by the map. If the
roll is greater than or equal to the second
percentage, the navigator character is given
false information by the GM.
[59.4] A navigator can competently pilot
a ship of up to (25 + [25 x Rank] ) feet in
length.
A competent pilot of ship has a negligible
chance of damaging or sinking a ship when
faced with normal weather and sea conditions.
When a ship is not steered by a competent pilot,
it is in very real danger of experiencing an
accident in choppy seas or during a storm.
[59.5] A navigator can consistently
maintain a ship's speed at (50 +
[5 x Rank] )% of its optimum speed.
If the ship is under crewed, the optimum
speed is calculated for the ship with its current
crew complement.
[59.6] A navigator can predict weather at
sea with a ([Perception] + [5 x Rank] )%
chance of accuracy.
The GM rolls percentile dice; if the roll is
equal to or less than the success percentage, a
navigator can correctly predict the weather for
the following (4 + [2 x Rank) hours. If the roll is
greater than the success percentage, the
.navigator's version of the upcoming weather
becomes more and more inaccurate as the roll
approaches 100.

DRAGONQUEST SECOND EDITION, PAGE 96

[59.7] A navigator can sometimes


recognize non-magical danger at sea
before subjecting his ship to it.
A navigator's success percentage to use his
perceive danger ability is ([3 x Perception] + [7
x Rank] )%. If the GM's roll is equal to or less
than half the success percentage (rounded
down), the GM informs the navigator character
of the precise danger his ship is facing. If the
roll is between one-half and the full success
percentage, the navigator intuitively senses the
direction and distance of the danger. If the roll is
greater than the success percentage, the
navigator is unaware of impending doom.
[59.8] A navigator must spend (250 + [25
x Rank] ) Silver Pennies per year to
maintain the best directional equipment
and nautical charts he can use.
If the navigator fails to spend the above
sum, he operates as if he is two Ranks less
proficient. If his Rank is reduced to a negative
number, he temporarily loses the use of the skill.

60. RANGER
A few hardy souls, known as rangers, are
trained to survive unequipped in wilderness
environments. A ranger develops an instinctive
sense of direction. He will become extremely
sensitive to signs of intrusion by humanoids,
and so will become an expert tracker and
recognizer of ambushes. The ranger is
knowledgeable in herbalist lore, which allows
him to distinguish the properties of plants. A
ranger will become comfortable with one
particular environment, and will operate best
there.
[60.1] A ranger acquires a "bump" of
direction as he increases his Rank.
A ranger instinctively knows the
relationship of each of the cardinal directions
(of the compass) to each other. He is able to
pinpoint true north to within (10 - Rank)
degrees. A ranger can also estimate the distance
he has traveled overland to within (90 +
Rank)% accuracy. The maximum amount of
travel which can be estimated by a ranger is (1 +
Rank) consecutive weeks worth (see 507.4). A
check must be made to determine the accuracy
of the Ranger's estimate each time he reaches
his time limit. Both the above rules are
exceptions to rule 48.4.
If a ranger is lost or wishes to travel out of
a wilderland by a direction other than that by
which he carne, his success percentage to
discover the shortest route out is ([2 x
Perception] + [7 x Rank] )%. The GM rolls
percentile dice, and if the roll is equal to or less
than the success percentage, the ranger character
chooses the quickest route. If the roll is between
one and two times the success percentage, the
ranger is unsure of which direction to go, and
may check again in (12 - Rank) hours. If the roll
is equal to or greater than twice the success
percentage, the ranger has decided upon a
random direction as the best.
[60.2] A ranger can sometimes
recognize an ambush in a natural
setting before he (or a fellow party
member) blunders into it.

A ranger has a ([3 x perception] + [5 x Rank])%


chance to detect an ambush or trap before he
steps into it. Subtract 5% per Rank of the thief
or ranger who set the trap or ambush from the
success percentage.
[60.3] A ranger can attempt to track the
progress of land bound beings through
certain types of terrain.
A ranger may only try to track somebody
through terrain which will show traces of
passage. For example, a human in armor can be
tracked through underbrush, but not across a
mountain normally.
A ranger's success percentage to track,
assuming that his quarry has attempted to
obscure signs of his passage, is ([Perception] +
[6 x Rank] )%. The percentage is doubled if the
quarry did not attempt to cover their tracks; it is
decreased by four times the Rank of a ranger
who used his craft in covering the tracks. If the
GM's roll on percentile dice is equal to or less
than the success percentage, the ranger may
track his quarry as far as the spoor goes. If the
roll is greater than the success percentage, the
ranger loses the trail an appreciable distance
before he could run his quarry to ground.
If a quarry's tracks can weather the passage
of time; a ranger may trace tracks of up to (2 +
[Rank Squared] ) days ago.
[60.4] A ranger can usually recognize the
effect a particular plant or animal
product will have upon a humanoid.
A ranger can always recognize a common
animal or plant product (e.g., pine cones, deer
meat). When a ranger tries to determine the use
of a less common animal or plant product, his
success percentage is equal to ([Perception]
+[10 x Rank] )%. If the GM's roll on percentile
dice is equal to or less than the success
percentage, the ranger discovers the properties
of the substance under analysis. If the roll is
between one and two times the success
percentage, the ranger is unsure of the
substance's use. If the roll is equal to or greater
than twice the success percentage, the ranger
mistakenly identifies the substance as something
else which it could appear to be.

A ranger may not specialize in more than


one environment.
[60.7] A ranger may increase the chance
of a favorable reaction (see 402) when
encountering an animal in the
environment of his specialty.
The reaction dice roll is increased by two
for every Rank the ranger has achieved. The
ranger forfeits this bonus if he (or any
accompanying party member) takes hostile
action towards the beast.

61. SPY AND THIEF


The spy and the thief practice their trades
covertly, in order to avail themselves of the
well-guarded wealth of the powerful. The spy
represents himself as one worthy of their
victim's trust to gain access to valuable
information. They will continue their
impersonation until the victim is sucked dry of
everything of value or until the spy is
discovered. The thief has a more prosaic task to
accomplish: for (hopefully) undisturbed removal
of property from a supposedly secure place of
storage. A thief usually seeks monetary rewards
for their efforts, and will cultivate contacts in
the underworld of their area of operations.
These contacts will enable them to discover
where the choicest items are stored, and aid
them in disposing of their ill-gotten gains.
If a spy or thief character wishes to use
their skill while not accompanied by the rest of
the party, the GM should run a solo adventure
(unless the task the spy or thief sets themself is
very easy). A thief who is caught in the act of
burglary is liable to the stiff penalties of
medieval times: a hand is removed for the first
(known) offense, a second time merits the
removal of the other hand or the eye opposite
the missing hand, with a greater degree of
dismemberment for each succeeding offense. A
spy had best not be captured after discovery: the
traditional punishment for an exposed spy was
to draw and quarter the prisoner.
The abilities of the thief and spy are
similar, but the two are separate skills. A thief
must be able to read and write in one language
at Rank 3 if he wishes to advance beyond Rank
3; a spy must be able to read and write in one
language at Rank 4 if he wishes to advance
beyond Rank 2.
When a character is both a spy and a thief,
his player may use the better of the two
percentages to perform a given ability.

[60.5] A ranger can forage for curative


plants in a woods habitat.
If a ranger spends a full day (about 12
hours) foraging in a woods area, he may do one
of the following:
1. Cure disease
2. Cure fever
3. Salve skin irritations
4. Restore lost Endurance Points
The herbs gathered by the ranger will,
when applied to his patient for (12 - Rank)
minutes, cure as if he were a healer of his ranger
Rank (see 55.3 and 55.5).

[61.1] If a chacacter's Rank as a spy is


greater than his Rank as a thief, the
character expends one-half the
necessary Experience Points to acquire
or improve the latter skill.
The reverse is also true.

[60.6] A ranger can specialize in one


particular environment.
When a ranger achieves Rank 2, he may
choose one of the environments listed in 63.1 as
his specialty. When a ranger performs an ability
in the environment of his specialty, he gains (2 x
Rank)% to his success percentage.

[61.2] A spy or thief can pick locks or


open safes with the aid of their tools.
The time a spy must spend to implement
their pick lock ability is (240 - [20 x Rank] )
seconds, and (30 - [2 x Rank] ) minutes to use
their open safe ability. A thief requires half the
time listed to perform either ability.

SKILLS, MONSTERS & ADVENTURES, PG 97

If the GM's roll on percentile dice is equal


to or less than the success percentage, the spy or
thief has opened the safe or picked the lock. If
the roll is greater than the success percentage,
the safe or lock resists the spy's or thief's best
efforts. If any trap remains in place when a spy
or thief attempts to open a safe or pick a lock, it
is triggered by that action.
For Spy to Pick Lock
([MD] + [4 x Rank] - [6 x Lock Rank] )
For Thief to Pick Lock
([2 x MD] + [6x Rank] - [6 x Lock Rank] )
For Spy to Open Safe
([MD] + [3 x Rank] - [7 x Safe Rank] )
For Thief to Open Safe
([2 x MD] + [5 x Rank] - [7 x Safe Rank] )
MD = Manual Dexterity
[61.3] A spy or thief can attempt to
detect traps and, should the spy or thief
succeed, can try to remove them.
A spy or thief can make one attempt to detect
traps (which requires 10 seconds) in a particular
location per day. A spy must spend (24 - [2 x
Rank] ) minutes to use their remove trap ability,
while a thief requires half that time.
The GM must make one percentile roll for
each trap to see if the spy or thief detects it. If

the roll is less than or equal to


percentage, the spy or thief notices
of the trap. lf the roll is above
percentage, they remain blissfully
the trap's presence.

the success
the location
the success
unaware of

For Spy to Detect Trap


([2 x Perception] + [7 x Rank] )
For Thief to Detect Trap
([Perception] + [11 x Rank] )
For Spy to Remove Trap
([MD] + [7 x Rank] - [5 x Trap Rank] )
For Thief to Remove Trap
([2 x MD] + [11 x Rank] - [5 x Trap Rank] )
MD = Manual Dexterity
When a spy or thief attempts to remove a
trap, the GM rolls percentile dice. If the roll is
less than or equal to the success percentage, the
spy or thief has removed the trap without
triggering it. lf the spy or thief has a trap
container (see 61.9), he may store the removed
trap. If the GM's roll is greater than the success
percentage, the trap is triggered (see 57.2).
[61.4] A spy or thief can sometimes
detect a secret or hidden aperture.
Any character can try to find a secret or
hidden aperture if they spend time sounding and
searching the appropriate wall, floor, or ceiling.

A spy or a thief has a ([2 x Perception] + [5 x


Rank])% chance of noticing that a secret or
hidden aperture is within (5 + Rank) feet of
them.
If the GM's roll on percentile dice is equal
to or less than the success percentage, the spy or
thief character senses that at least one hidden or
secret door is in their detection area (but is not
told how many). If the roll is greater than the
success percentage, the spy or thief does not
notice the aperture(s).
[61.5] A spy or thief can attempt to pick
the pocket of another being without
being detected.
A spy or thief has a base success
percentage equal to ([3 x Manual Dexterity] +
[6 x Rank])% to pickpocket a being. The
following modifiers are applied to the success
percentage:
The victim is unconscious
The victim is sleeping or stunned
The victim cannot see well in
current circumstances (e.g., human
at night)
The victim is inebriated
The pickpocket attempt is made in
an uncrowded area and the victim
has at least a slight suspicion of the
spy or thief's intentions
The object to be pickpocketed is in
a sealed pocket, pouch or
compartment
The object to be pickpocketed is
affixed to the victim's person or is
something used constantly during
the day by the victim
The object makes noise when
moved
The victim wears metal armor or
garments
The victim is an assassin thief or
spy: Subtract (5 x Victim's Rank)%

+50%
+25%
+10%
+5%
-15%

-20%
-30%

-25%
-5%

It is assumed that the spy or thief


attempting to pickpocket is not handicapped by
their physical condition; if they are, the GM
should modify the success percentage
accordingly.
If the GM's roll on percentile dice is equal
to or less than the success percentage, the spy or
thief filches the object desired without their
victim noticing. If the roll is between one and
two times the success percentage, the spy or
thief is detected by the victim just after the
object has been removed from its storage place.
If the roll is equal to or greater than twice the
success percentage, the spy or thief is caught
with their hand in the victim's pocket.
[61.6] A spy or a thief will develop a
photographic memory as they gain
experience.
A spy's success percentage to employ their
photographic memory ability is ([2 x Perception] + [12 x Rank] )%. A thief's success
percentage is ([Perception] + [10 x Rank] )%. A
spy or thief can use the ability without error for
up to (1 + [1 x Rank]) days. When a spy or thief

DRAGONQUEST SECOND EDITION, PAGE 98

uses the ability after the error-free time limit is


expired, reduce their Rank for success
percentage calculation (only) by one for each
day over that time limit.
If the GM's roll on percentile dice is equal
to or less than the success percentage, the spy or
thief can recall visual details, such as those of a
room or a piece of parchment, etc. if they
observed it for the requisite length of time. A
spy must have observed the object in question
for (120 - [10 x Rank]) seconds to use the
ability, and the thief must have spent twice that
time. If the roll is greater than the success
percentage, the spy's or thief's memory has more
and more gaps in it as the roll approaches 100.
A spy or thief tests their photographic
memory ability whenever they try to verbally
describe an object or place, whenever they call
on their memory to gain a mental image of the
object or place, or whenever they record it in
writing. If a spy or thief fails to recall an object
or place once, they cannot use the ability again
to try to recall the image of that object or place
unless they have sine returned to it.
[61.7] A spy increases their chance of
performing an activity involving stealth
(see 83.3) by 2% per Rank they have
achieved; a thief increases their chance
to perform stealth-related action by 1%
per Rank.
[61.8] A spy or thief acquires an ability
unique to their skill.
A spy may use their photographic memory
ability to recall spoken phrases. Even if a spy
does not know the language used, they can
reproduce the phrases phonetically. Additionally, when a spy concentrates for (60 - [5 x
Rank] ) seconds, they can extend their range of
vision and hearing to (100 + [5 x Rank])% of
what it normally is.
A thief can, as long as they can find a
purchase sufficient to bear their weight, climb
any structure. Their success chance when
climbing on a structure not made for that
purpose is ([4 x Manual Dexterity] + [10 x
Rank] - [Structure Height in Feet /10] )%.
Round the structure height down. If the GM's
roll is greater than the success percentage, the
thief has fallen in climbing the structure. To
determine the height at which the thief falls, roll
D100. Round the number off to the nearest 10%
(a roll of 5 is rounded down), and multiply the
height the thief sought to attain by that
percentage. A thief suffers ([Height in Feet /10]
Squared) Endurance Points when they fall.
[61.9] A spy or thief must spend (250 +
[150 x Rank] ) Silver Pennies per year to
maintain a proper set of thieving
equipment.
A spy or thief who does not spend the
above amount operates as if he were two Ranks
less proficient when performing any of the
abilities described in 61.2, 61.3, and 6l.5. If their
Rank for these abilities is temporarily reduced
to a negative number, they cannot perform them
until they meet expenses.

The above cost does not include any trap


containers (see the Basic Goods Cost List, 84.4)
that the spy or thief may wish to purchase

62. TROUBADOUR
In a DragonQuest world, a minstrel who
wishes to be welcome for his entertainment
abilities during his travels is known as a
troubadour.
A troubadour becomes a multi-talented
performer as he increases his experience in the
field. The troubadour is also a student of the
people he visits, and is as knowledgeable as a
scholar in the matter of customs. A troubadour,
being a skilled actor, can also be a master of
disguise. The most useful ability a troubadour
will gain is his bardic voice, which enables him
to influence the actions of all but the deaf.
The abilities subsumed in the troubadour
rules are usable by such a character in situations
not explicitly covered in the next few pages.
The GM should improvise and allow a troubadour character to use his skill in appropriate
instances.
[62.1] A troubadour acquires one ability
per Rank.
The character begins with one of the
following abilities at Rank 0. All acquired
abilities can be performed skillfully.
1. Play the instrument of the player's choice.
The character must acquire this ability anew for
each separate instrument he wishes to use.
2. Sing or chant.
3. Recite stories and legends.
4. Compose stories and legends.
5. Perform mime.
6. Mimic speech.
7. Act out skits or parody.
8. Tell and compose jokes.
9. Dance (especially folk dance).
10. Dress appropriately to all situations.
11. Simulate wide range of emotions.
12. Execute acrobatics.
13. Amuse small children.
14. Amuse semi-intelligent creatures.
15. Appear attractive.
A troubadour may gain additional abilities
after achieving Rank 10 by the expenditure of
500 Experience Points per ability.
[62.2] A troubadour's chance of
successfully performing minor magic
(see 42.2) is increased by 2 per Rank.
[62.3] If a troubadour is a mage of the
College of Illusions (see 223), they add 1
to their modified chance to cast a spell
for every Rank they achieve.
[62.4] When a troubadour uses his
Perception value to gain information
(see 42.3) about the customs or habits of
humanoids, add 2 per Rank he has
achieved to his success percentage.

[62.5] A troubadour can use disguise to


appear of a different humanoid race,
gender, or profession.
A troubadour cannot disguise himself as a
member of a race for which his size is
inappropriate (e.g., an elf troubadour cannot
disguise himself as a halfling) or as practitioner
of a profession for which he is basically
unsuited (e.g., a frost giant troubadour could not
imitate a jockey). A troubadour's disguise ability
is intended to fool someone who does not know
the humanoid the troubadour is masquerading; if
the troubadour is attempting to pass himself off
as an acquaintance of a particular being, the GM
will have to determine the chance of the
substitution being noticed.
A troubadour's base success percentage to
use this disguise ability is (12 x Rank)%.
Subtract:
1. Two times the Perception of the being to be
deceived by the troubadour if the troubadour is
impersonating a member of his own race.
2. Four times the Perception of the being to be
deceived by the troubadour if the troubadour is
impersonating: a member of another race.
3. (11 - [Troubadour's Rank] ) if he
impersonates a person of opposite gender.
If the GM's roll on percentile dice is equal
to or less than the troubadour's success
percentage, the being to whom the troubadour is
falsely representing himself is taken in. If the
roll is greater than the success percentage, the
being notices inconsistencies (with the role
being assumed) in the troubadour's appearance
or behavior. The inconsistency becomes more
glaring as the roll approaches 100.
If a troubadour is using disguise in close
proximity to a being, a check against their
success percentage must be made every hour.
[62.6] A troubadour can use their bardic
voice to charm, several beings at once.
A troubadour may use his bardic voice on
not more than (2 + [2 x Rank] ) beings who can
understand the language which he speaks. The
troubadour may not use the voice ability in
combat, but may use it against hostile beings. A
Willpower check must be made for every being
the troubadour hopes to affect. The success
percentage for the Willpower check is ([10 x
Troubadour's Rank] -[2x Being's Willpower]
)%. If the roll is less than or equal to the success
percentage, the being is charmed, as described
in the College of Ensorcelments and
Enchantments spell of the same name (see 221).
If the roll is greater than the success percentage,
the being is not affected.
A troubadour must spend (15 - Rank)
Fatigue Points every time he uses the bardic
voice ability.
[62.7] A troubadour must spend (50 +
[100 x Rank) Silver Pennies per year to
supply himself with the props necessary
for his trade.
A troubadour who does not spend the
above amount operates as if they were two Rank
less proficient. If the rank of a troubadour is
reduced to a negative number, the use of the
skill is temporarily lost.

SKILLS, MONSTERS & ADVENTURES, PG 99

VIII.
Monsters
The player characters represent only an
infinitesimal fraction of the inhabitants of the
DragonQuest world. The GM is responsible for
playing the part of those inhabitants that the
characters meet during their adventures. These
inhabitants will be of roughly two types: nonplayer characters (NPC's) and monsters.
Non-player characters are those inhabitants
who are of races or species from which a player
character could also come or which are closelyrelated to those races. Monsters consist of those
inhabitants who come from races or species
from which a player character could not come.
These two classes are further broken down into
other categories depending upon the element in
which the Players are most likely to encounter
them and whether or not they are common or
fantastical. Common monsters are those that
dwell throughout the DragonQuest world (as
interpreted by the GM) while fantast-

ical monsters are those rare species which are


highly magical and will tend to be found only in
isolated areas (especially areas that are manarich).
The GM pregenerates some monsters and
NPC's prior to play so that they may be brought
into play whenever the players' characters arrive
at their destination or otherwise stumble on
them. He need not keep detailed records on all
monsters. Instead, he may write the most
important information concerning a monster on
a 3" x 5" index card, with a master list of all
monsters kept on a single sheet. The GM may
wish to save time and effort by using the same
numbers for all NPC's/monsters of the same
race or species found in the same place, possibly
varied for one or two characteristics if additional flavor is desired. The GM creates these
characters and monsters by choosing (or randomly generating) a number which falls within
the parameters given for each type of character
or monster under the monster descriptions in
this Section.
Alternatively, the GM may wish to keep
index cards for various monsters, and pull one at
random whenever the characters are due to
encounter an NPC/monster. The GM may wish
to present his own monsters and NPC's to

characters whenever they randomly encounter


wandering monsters or NPC's (those not placed
in advance) or he may wish to use the mechanic
provided in this rule section (see 63).

63. ENCOUNTERING
MONSTERS AND NONPLAYER CHARACTERS
The frequency with which players'
characters will encounter monsters and NPC's
will be determined by the GM. There are two
types of encounters the players' characters may
have: encounters with pre-positioned monsters
and NPC's (usually in their lair or dwelling) and
encounters with wandering monsters and NPC's
in a more or less random pattern. The GM may
choose to use his own system for determining
when and how the latter are encountered or he
may choose to use the following system:
The GM secretly chooses the "Danger
Level" of the area through which the players are
adventuring. This level determines how frequently the GM must check to see if the
characters encounter a random (not previously
emplaced) monster or NPC, the Base Chance of
encountering anything (dependent in part on the
terrain), and the number which is added to the

SKILLS, MONSTERS & ADVENTURES, PG 99

VIII.
Monsters
The player characters represent only an
infinitesimal fraction of the inhabitants of the
DragonQuest world. The GM is responsible for
playing the part of those inhabitants that the
characters meet during their adventures. These
inhabitants will be of roughly two types: nonplayer characters (NPC's) and monsters.
Non-player characters are those inhabitants
who are of races or species from which a player
character could also come or which are closelyrelated to those races. Monsters consist of those
inhabitants who come from races or species
from which a player character could not come.
These two classes are further broken down into
other categories depending upon the element in
which the Players are most likely to encounter
them and whether or not they are common or
fantastical. Common monsters are those that
dwell throughout the DragonQuest world (as
interpreted by the GM) while fantast-

ical monsters are those rare species which are


highly magical and will tend to be found only in
isolated areas (especially areas that are manarich).
The GM pregenerates some monsters and
NPC's prior to play so that they may be brought
into play whenever the players' characters arrive
at their destination or otherwise stumble on
them. He need not keep detailed records on all
monsters. Instead, he may write the most
important information concerning a monster on
a 3" x 5" index card, with a master list of all
monsters kept on a single sheet. The GM may
wish to save time and effort by using the same
numbers for all NPC's/monsters of the same
race or species found in the same place, possibly
varied for one or two characteristics if additional flavor is desired. The GM creates these
characters and monsters by choosing (or randomly generating) a number which falls within
the parameters given for each type of character
or monster under the monster descriptions in
this Section.
Alternatively, the GM may wish to keep
index cards for various monsters, and pull one at
random whenever the characters are due to
encounter an NPC/monster. The GM may wish
to present his own monsters and NPC's to

characters whenever they randomly encounter


wandering monsters or NPC's (those not placed
in advance) or he may wish to use the mechanic
provided in this rule section (see 63).

63. ENCOUNTERING
MONSTERS AND NONPLAYER CHARACTERS
The frequency with which players'
characters will encounter monsters and NPC's
will be determined by the GM. There are two
types of encounters the players' characters may
have: encounters with pre-positioned monsters
and NPC's (usually in their lair or dwelling) and
encounters with wandering monsters and NPC's
in a more or less random pattern. The GM may
choose to use his own system for determining
when and how the latter are encountered or he
may choose to use the following system:
The GM secretly chooses the "Danger
Level" of the area through which the players are
adventuring. This level determines how frequently the GM must check to see if the
characters encounter a random (not previously
emplaced) monster or NPC, the Base Chance of
encountering anything (dependent in part on the
terrain), and the number which is added to the

DRAGONQUEST SECOND EDITION, PAGE 100

dice roll to determine the type of encounter the


characters have. All of these factors are included
on the Danger Table (63.1). If an encounter
takes place, the GM then consults the
Encounter Table (63.2) to ascertain the exact
nature of the monster or NPC encountered.
Whenever the Danger Table indicates that
an Encounter Check must be made, the GM
indexes the Danger Level of the area with the
type of terrain that is predominant. The
intersection of line and column on the Danger
Table results in the Base Chance of there being
an Encounter. The GM then rolls DI00, and if
the result is less than or equal to the Base
Chance of an encounter, an encounter occurs.
The GM rolls DI00 and adds to the resulting
number the modifier listed on the Encounter line
of the Danger Table for the Danger Level of the
area in which the encounter takes place. The
result is indexed with the appropriate terrain
type on the Encounter Table to find the name of
the monster or NPC the players encounter.
Beside the name of each monster/NPC is a
number which the GM adds to the result of a
D10 die roll. The modified die result is the
number of monsters or NPC's of the appropriate
type which the characters encounter (minimum
~ of 1). If the designation "Human" results, the
GM must again roll D100 and add to the result
the modifier given on the appropriate Encounter
Line of the Danger Table. The resulting number
is indexed with the Humans column on the Encounter Table to determine the class of humans
the players encounter. Next to the class is a
number which is added to the dice roll used to
determine the initial reactions of the monsters or
NPC's encountered (see 64). Note: Modified
results of greater than 125 are treated as 125.
Results less than 1 are treated as 1.
The GM may wish to vary slightly the
regularity with which he makes Encounter
Checks so as to keep the players from anticipating danger too easily.
[63.1] Danger Table
(see page 102)
[63.2] Encounter Table
(see page 101)

64. REACTIONS
TO ENCOUNTERS
Unless the GM has established a reaction for the
NPC/monster the player characters have
encountered, he consults the Reaction Table,
rolling D100 and adding to or subtracting from
the result whatever number he believes
appropriate to the situation in addition to those
modifiers listed on the Humans column of the
Encounter Table, where appropriate. The GM
determines the modifier before rolling the dice.
It should seldom exceed 30. The GM may add
negative numbers to the dice roll. The modified
dice roll number indicates the reaction of the
monster(s) or NPC(s) to the encounter as
follows:
Dice
01-10

Reaction
Enraged: Immediately attacks party.

11-30 Belligerent: Immediately attacks


unless somehow mollified.
21-30 Wary: Inclined to attack, but does not
immediately charge.
31-40 Unfriendly: Willing to communicate
on a limited basis, but will not cooperate and
may attack if patience is tried too severely.
41-60
Neutral: Willing to communicate or
to allow the party to pass by without hindrance.
Has no positive or negative feelings about the
party.
61-75 Pleasant: Willing to communicate,
including in his conversation useful hints about
the area, but still intent upon his own business.
76-85 Friendly: Willing to communicate and
provide minor assistance (such as providing
temporary lodging).
86-95 Charmed: Willing to assist the party in
any way which does not imperil the NPC/
monster's own interests. He may even be talked
into joining the party temporarily.
96-100 Enraptured: Willing to join the party
immediately upon being asked. Will totally
identify with the party and its interests even to
his own peril.
The nature and degree of any modification
will depend upon the race or species of the
monster or NPC encountered, on the manner in
which the characters habitually treat entities
they encounter, and on such unpredictable
details as whether the monster currently has its
young in tow and is thus primarily concerned
with their welfare. Once the initial reaction has
been determined, the ensuing interaction of the
characters with the monster or NPC will depend
upon the actual interaction of the players and the
GM, as modified by their respective perceptions
of the prejudices, perceptions, and characteristics of their characters.
[64.1] The Physical Beauty of a Monster
(or lack thereof) may cause characters
to react in unpredictable ways.
Whenever characters encounter a monster
whose Physical Beauty is less than 6, they must
make a Willpower check of (4 x Will-power). If
they roll above this result, they must then roll on
the Fright Table (see 44.8), and apply any
results before they take any other action. If
affected they receive another Willpower check
every second Pulse until they recover. Until that
time, they will act as the result on the Fright
Table indicates. Note: The relative Physical
Beauty of monsters will in part determine
character interaction with them and will also
determine in part the interaction of a party of
characters accompanied by such a monster with
other randomly-encountered NPC's or monsters.

65. HOW TO READ THE


MONSTER DESCRIPTIONS
Sections 66 through 76 list the various types of
fauna that may be encountered in the DragonQuest world. Each Section describes one type of
fauna and provides detailed information on
some specific representative examples of that
type. These sample creatures are discussed in
detail according to the format given above right.
Name: The name of the monster (or NPC type,
hereafter called simply "monsters").

Natural Habitat: The environment(s) in which


the monster is most likely to be found, including
subclasses of the 10 basic terrain types
discussed in 63.
Frequency of Appearance: There are 4
designations given under this heading, each
representing the relative rarity of the monster as
a guide to the GM in placing them in his world.
In ascending order of rarity, they are: Common,
Uncommon, Rare, Very Rare.
Number: The average number of specimens of
the monster which will be found together in one
place, usually expressed as a span of numbers.
In some cases, this span will be followed by a
single number which indicates that this is the
number most frequently found together.
Description: A description of the monster as
perceived by human senses.
Talents, Skills, and Magic: Includes a ist
and description of all the talents possessed by
the monster as well as any skills mastered and
whether the monster possesses any magical
talents or is an Adept of a College of magic.
Movement Rates: A list of the Flying,
Swimming, Running, Climbing, Crawling, and
Tunneling speeds of the monster. These are
given in yards (usually hundreds) per minute.
These numbers are used primarily in the
Adventure Sequence for purposes of
establishing chase speeds. The Movement Rate
of humanoids is Running: 250.
PS: Physical Strength. MD: Manual Dexterity.
AG: Agility. MA: Magical Aptitude. EN:
Endurance. FT: Fatigue. WP: Will-power. PC:
Perception. PB: Physical Beauty. TMR:
Tactical Movement Rate. TMR's are listed in
the same order as they are listed in Movement
Rates. A monster's TMR is equal to its
Movement Rate divided by 50. These
characteristics function in the same manner as
the characteristics of player characters except
for Physical Beauty, which measures the
relative emotional response (in ascending order
of approval from 1) of player characters to the
physical appearance of the monster (but not
NPC). These characteristics are given as a span
of number in most cases. The GM may choose
to pick a number from the span or he may
randomly generate a modifier to the lowest
number in the span (which serves as a base).
NA: The monster's Natural Armor, given as the
number of Damage Points (DP's) absorbed by
the monster's skin, scales, etc., for each Strike.
Weapons: The natural weapons of the monster
in the forms of claws, teeth, talons, etc. The
damage done by each natural weapon, its Base
Chance and, in some cases, its possible Rank,
are listed along with each weapon. Monsters
always add their Manual Dexterity to their Base
Chance with any natural weapon whether
Ranked or not. For purposes of Grievous Injury,
all teeth, horns, and tusks do type A damage.
Talons and claws do type B damage. Hooves
and other appendages to butt or kick do type C
damage.
Comments: Any special characteristics of the
monster, including its preferences in diet,
treasure that it may have scavenged, etc., are
discussed under this heading.

DRAGONQUEST SECOND EDITION, PAGE 100

[63.2] ENCOUNTER TABLE


Environment
CAVERN
+3
+5
+ 12
+5
+9
+3
+8
+ 12
2
1
+ 10
+ 15
+ 15
4
6
+1
7
+6
4
3
1
+1
+1
7
8
+ 15
+ 15
+ 20
+ 20
+ 20
2
7
8
7
8

Rat
Rat
Bat
Gnome
Gnome
Kobold
Goblin
Hobgoblin
Human
Human
Dwarf
Gnoll
Orc
Bear
Bear
Wolf
ST.Tiger
Neanderthal
Minotaur
Manticore
Manticore
DireWolf
Ogre
Troll
Chimera
Gnome
Goblin
Hobgoblin
Gnoll
Orc
Sasquatch
Gorgon
Doplganger
Basilisk
Dragon

CRYPT

FIELD

MARSH

OCEAN

PLAIN

+5
+7
+ 10
+8
+2
+1
+3
+3
+5
+9
4
+1
+3
+1
+3
3
3
1
3
1
1
+1
+3
1
+1
8
5
1
8
7
1
+1
+3
7
5

+3
4
+1
+1
+1
+3
+2
+6
+1
+3
+5
+1
+3
+2
+4
3
1
1
+1
+3
3
1
1
8
+3
8
6
5
4
3
8
6
7
5
3

+3
+1
+1
4
8
3
1
+2
+4
+5
+5
+ 10
8
7
3
+ 20
+ 40
8
7
+1
+3
+5
+ 10
+ 15
+ 20
+1
+3
+5
+7
+9
8
7
6
5
4

+1
+3
+5
+ 10
+ 15
2
+1
+5
+ 25
+ 30
6
4
4
3
+3
+5
+1
+3
+1
+3
1
+1
+5
+8
+ 10
6
4
2
8
8
8
8
8
8
8

+2
+5
+3
+8
2
+1
4
3
2
1
+3
+9
+4
+8
+1
+3
6
4
+3
+5
+ 10
+ 20
+ 30
+1
+5
+9
+ 15
+5
+9
+ 12
8
6
3
1
+1

Rat
Rat
Bat
Gnoll
Hobgoblin
Ghost
Ghost
Ghoul
Ghoul
Ghoul
Zombie
Zombie
Zombie
Skeleton
Skeleton
Human
NightGaunt
NightGaunt
Gargoyle
Gargoyle
Wight
Wight
Wight
Wraith
Wraith
Doplganger
Doplganger
Doplganger
Basilisk
Basilisk
Vampire
Vampire
Vampire
Spectre
Spectre

See next page for Notes.

Rat
Human
Halfling
Brownie
Kobold
Kobold
Hobgoblin
Hobgoblin
Ghoul
Ghoul
Ghoul
Gnoll
Gnoll
Satyr
Satyr
Ghost
Ghost
Human
Human
Human
Elf
Elf
DireWolf
Troll
Orc
Were
Vampire
Vampire
Vampire
Vampire
Wight
Wight
Wraith
Wraith
Wraith

Rat
Mongoose
LandTurtle
Wildcat
Boar
Human
Human
Human
Hobgoblin
Gnoll
Crocodile
Crocodile
Python
Mamba
Cobra
Piranha
Piranha
Troll
Troll
Fossergrim
Fossergrim
Nixie
Nixie
Nixie
Nixie
Suarime
Suarime
Suarime
Suarime
Suarime
Wyvern
Wyvern
Wyvern
Wyvern
Wyvern

Human
Human
Human
Human
Human
Barracuda
Shark
Shark
Human
Human
Eel
Eel
Octopus
Octopus
MantaRay
MantaRay
Harpy
Harpy
KillerWhale
KillerWhale
Merfolf
Merfolk
Merfolk
Merfolk
Merfolk
Squid
Squid
Squid
WhiteWhale
WhiteWhale
Kraken
Kraken
Kraken
Titan
Titan

ROUGH

Buzzard
+ 5 Gnome
Buzzard
+ 8 Gnoll
Dingo
+ 12 Dwarf
Dingo
+ 6 Hobgoblin
Jackal
5 Human
Hyena
3 Human
Human
1 Human
Human
6 Wildcat
Human
6 Leopard
Human
+ 3 Neanderthal
Elephant
+ 6 Neanderthal
Elephant
7 Boar
Mustang
6 Bear
Mustang
6 Troll
Human
+ 5 Human
Human
3 Ogre
Cheetah + 20 Orc
Lion
+ 1 HillGiant
DireWolf + 5 DireWolf
DireWolf 3 Sasquatch
Baboon
6 Manticore
Baboon
8 Gryphon
Baboon
7 Hydra
Centaur
2 StoneGiant
Centaur
+ 3 FrostGiant
Centaur
3 Hippogriff
Orc
4 CloudGiant
Human
4 Eagle
Human
8 Chimera
Human
8 Sylph
Unicorn
8 Pegasus
Unicorn
8 Titan
WoolyM. 8 Roc
WoolyM. 7 StormGiant
WoolyM. 8 Dragon

RUIN

WASTE

WOODS

+3
+8
+8
+ 10
1
5
3
1
+3
+5
+2
+4
+3
+5
4
7
6
5
3
1
+2
+5
+9
+9
+ 10
+ 20
4
8
4
3
2
4
7
8
8

+1
+5
1
+2
+3
+8
2
1
+1
+1
+4
+5
+6
+2
+4
1
+1
+3
+5
3
1
5
1
+5
+ 10
+ 15
+ 20
+ 10
+ 20
+ 25
8
8
8
8
8

8
4
8
6
8
4
7
4
6
8
4
4
2
+1
+3
8
6
3
8
+5
+ 10
8
8
6
7
5
4
+2
+5
+ 10
+ 10
+ 20
6
4
8

Rat
Bat
Gnoll
Hobgoblin
Ghost
Human
Human
Human
Skeleton
Skeleton
Zombie
Zombie
Ghoul
Ghoul
Troll
Troll
Ogre
Gargoyle
Gargoyle
Gargoyle
Human
Human
Human
Gorilla
Orc
Orc
Naga
Chimera
NightGaunt
Wight
Wraith
Vampire
Spectre
Basilisk
Titan

Dingo
Dingo
Jackal
Hyena
Buzzard
Scorpion
Asp
Camel
Camel
Jackal
Jackal
Hyena
Buzzard
Tarantula
Tarantula
Hobgoblin
Hobgoblin
Hobgoblin
Hobgoblin
Orc
Orc
Human
Human
Human
Human
Human
Human
Orc
Orc
Orc
Gryphon
Basilisk
Salamander
Phoenix
Sphinx

Weasel
Weasel
Wildcat
Wildcat
Goshawk
Goshawk
O. Outang
Owl
Bear
Bear
Wolf
Human
Human
Nymph
Satyr
Python
Mamba
Cobra
Naja
Leprechaun
Pixie
Dryad
Tiger
Leopard
Stag
Minotaur
Sasquatch
Human
Gorilla
Gorilla
Elf
Elf
Unicorn
Unicorn
Titan

Dice
Roll
01 05
06 10
11 15
16 20
21 25
26 30
31 35
36 40
41 45
46 50
51 54
55 58
59 62
63 66
67 70
71 74
75 78
79 82
83 86
87 90
91 93
94 96
97 99
100 102
103 105
106 107
108 109
110 111
112 113
114 115
116 117
118 119
120 121
122 123
124 125

HUMANS
+ 10
+8
+5
+ 15
+5
+ 15
5
10
+ 10
+5
+5
+5
+5
+5
5
+5
10
5
+5
5
10
5
5
10
5
10
10
10
5
15
30
30
20
15
30

Resident
Resident
Resident
Merchant
Merchant
Soldier
Brigand
Brigand
Soldier
Resident
Adventurer
Soldier
Pilgrim
Merchant
Resident
Adventurer
Brigand
Reaver
Merchant
Adventurer
Brigand
Soldier
Merchant
Resident
pilgrim
Adventurer
Reaver
Soldier
Merchant
Resident
Brigand
Reaver
Resident
Resident
Resident

DRAGONQUEST SECOND EDITION, PAGE 102

ENCOUNTER TABLE (continued)


KEY: The names in each terrain column are those of the species the characters
encounter when the dice roll for that species occurs. The Humans column of the
Encounter Table gives the class of the humans (or humanoids) encountered
followed by a number, which is added to the initial Reaction Check (see 64).
Human classes include the following: Resident: The indigenous inhabitants
of the area, including local tradesmen, farmers, nobles, witches, warlocks,
village idiots, constables, etc. Except in extremely dangerous areas, the locals
are likely to be friendly (or at least neutral) and to be generally mundane (few
heroes or great mages will be found among them). There will be exceptions to
this rule, especially when the players stumble on isolated cots in the woods
occupied by elderly women who keep cats. Substitute merchant for resident if
at sea. Merchant: Those traders who travel long distances between trading
centers, making high profits as a result of their willingness to risk venturing
through wild areas to ply their wares. Merchants will almost always be
accompanied by slaves and armed body guards. They will generally carry [D +
5] x 3,000 Silver Pennies worth of treasure or trade goods. Large parties (10 or
more) will usually include an Adept and/or heroic fighter (a fighter with
exceptional characteristics and Rank with weapons) hired by the merchant for
protection. If encountered at sea, the value of any treasure or trade goods will
be tripled and at least two thirds of the party will be armed soldiers with slaves
and sailors making up the balance. Sea-going merchants will always have at
least one (and possibly two or three) Adepts on board ship. Soldier: This class
includes everything from individual messengers of the local potentate through
medium-sized companies of condottieri. Soldier bands will include one heroic
fighter for every 10 soldiers and one Adept and one military scientist in every
band of 20 or more. Soldiers will usually be heavily armored (chainmail at the
least) and armed and will often possess booty worth [D-2] x 100 Silver Pennies.
per man. If at sea, double the value of treasure carried. Soldiers encountered in
military vessels at sea will always be accompanied by at least one (and
sometimes more) military scientists and Adepts. Brigands: This class
encompasses thieves, highwaymen, cutpurses, pirates, and other unsavory types
indigenous to the area. They will usually be lightly armed and will seldom
include in their ranks adepts or military scientists, though heroic fighters will
usually be present. Brigands will usually carry [D - 3] x 100 Silver Pennies
worth of coins and jewelry in addition to the value of their weapons (which are
often bejeweled). Seaborne brigands will have twice the treasure of their land
faring brethren. Usually, brigands will be content to steal all of the worldly
possessions of their victims and then allow them to depart with their lives.
Seagoing brigands may, however, impress one or more of their victims as
galley slaves and will sometimes amuse themselves by keelhauling the
remainder of the party or otherwise killing them all. Reavers: Reavers are
much like brigands except that they are not indigenous to the area and tend to
enjoy slaughter almost as much as looting. Reavers will always be
accompanied by 1 heroic fighter for every 8 men and 1 military scientist per 15
men. Each party will have one (and only one) Adept along (usually one versed
in the Elemental Colleges). They will always be mounted if encountered on
land. They will possess the same treasure and weapons as brigands, but will be
more heavily armored (chainmail or leather in addition to a cloth armor
undergarment). Reavers always kill their victims, usually by torture. If they
haven't the time to torture their victims on the spot, they will carry them off and
torture them later. Seagoing reavers will lock any of their victims they do not
make into galley slaves in the hold of the victims' ship, which they will then set
afire. Adventurer: This class includes characters similar to those of the
players, themselves. Adventurers will usually be in the company of one or more
non-humans or monsters. They will always be heavily armed and armored, will
inevitably include one or more Adepts in their company and will possess [D +
5] x 300 Silver Pennies each on the average. Pilgrims: All monks, holy men,
wandering hermits and the like are included in this class along with religious
pilgrims bound for one or another shrine. They will generally be lightly armed,
wear little or no armor and include no heroic fighters or military scientists.
They may number an Adept or two (usually of little note) among their
company. Except for hermits, they will possess [D + 3] x 100 Silver Pennies
each on the average. They will usually mind their own business, attacking only
out of fear and may sometimes be robbed without a fight. If a holy man or
monk is part of the company, he may secretly lay a curse on the players'
characters if they do the pilgrims harm.

[63.1] DANGER TABLE


DANGER
LEVEL

Low

Frequency

168

72

24

10%

20%

30%

45%

Cavern
Crypt*

Small

Moderate

High

Extreme

2%

17%

27%

37%

52%

Field

25%

40%

50%

60%

75%

Marsh

5%

15%

30%

40%

55%

Plain

10%

20%

30%

40%

Ocean

10%

25%

35%

55%

Rough

3%

13%

25%

40%

Ruin

10%

25%

35%

50%

Waste

5%

15%

25%

40%

15%

25%

40%

50%

- 25

- 10

+5

+ 10

+ 25

Woods
Encounter

Danger Level: The relative chance of an encounter with potentially hostile NPC's or monsters, given in five increments in
ascending order of danger from Low to Extreme. Frequency: The
frequency (in hours) with which the GM must make an Encounter
Check depending upon the Danger Level of the area occupied by the
characters. Cavern, Crypt, etc.: The 10 major terrain types in
which the characters may adventure. The percentage found by
indexing the terrain type with the Danger Level is the Base Chance
of any encounter (of any type) occurring when the characters are in
that type of terrain. Cavern includes all caves, tunnels, natural
caverns, and other underground areas which are not part of an
inhabited dwelling. Crypt includes all barrows, crypts, burial
mounds, graveyards, and other places of internment for the dead.
Field includes cultivated fields, vineyards, moors, heaths, etc.
(usually near inhabited areas). Marsh includes all swamps, metes,
ponds, etc. In addition, small streams and rivers are included herein,
but 10 is subtracted from the Base Chance if checking for an
encounter as a result of a stream or river crossing when other terrain
of this type is not present. Plain refers to all plains, steppes, and
other more or less open and flat or rolling terrain. Ocean includes
oceans, seas, and large lakes. If the adventurers are on a lake, the
Base Chance for this type of terrain in reduced by 10. Rough refers
to both hills and mountains, but 20 is added to the Base Chance if
the characters are in mountains instead of hills. Ruin includes all
abandoned dwellings (cities, castles, monasteries, villages, etc.).
Waste includes all deserts, wastelands, salt flats, etc., where life is
not likely to be found in profusion. Woods refers to all wooded
glens, forests, brush land, etc., where large amounts of common
wildlife are likely to be found and where few humanoids dwell. If
the area is deep forest, add 10 to the Base Chance of an encounter.
Encounter: The number added to the dice roll on the Encounter
Table which is used to determine exactly what type of NPC or
monster is encountered. #%: The Base Chance of an encounter in
the terrain type the adventurers occupy at the current Danger Level.
(-): No chance of an encounter occurring in this type of terrain at
this Danger Level. Note: Inhabited dwellings, cities, towns, etc.,
have not been included on this table, since the GM will almost
always prefer to inhabit these areas with monsters/NPC's of his own
choice.

66. COMMON LAND MAMMALS


[66.1] Apes and Prehumans
Apes and prehumans include baboons, gorillas, and orangutans in
addition to two classes of prehumans: neanderthals and sasquatchs. All
of these tend to be shy of humans and will usually dwell in high
mountains or deep jungle. They have three times the stealth of an
average human (30) and are often adept at tracking and have other
talents sometimes associated with the Ranger Skill.

BABOON
Natural Habitat: Plains
Frequency: Common
Number: 1-100 (20)
Description: Baboons are medium-sized apes, usually no more than 4
feet tall, and 120 pounds in weight. They are characterized by their
large heads and long sharp fangs. Baboons generally have light brown
fur, but may have brightly-colored (orange, blue, purple or red) faces
and/or rumps (especially females).
Talents, Skills, and Magic: Baboons possess no special talents or
skills. They are neither magic nor tool users and are only semiintelligent.
Movement Rates: Running: 350
PS: 12-18
MD: 16-20
AG: 18-22
MA: None
EN: 6-10
FT: 10-15
WP: 7-9
PC: 17-21
PB: 6-9
TMR: 7
NA: Fur absorbs 2 DP
Weapons: Baboons cannot attack except in Close Combat. They will
swarm over their victim, using their bite (Base Chance ot 65%, Damage
of + 4) to kill by increasing blood loss. Comments: Baboons tend to
be vicious and unpredictable, attacking without warning. They are tribal
in nature and do not fear men when in company with the rest of the
tribe. They can sometimes (30% chance) be assuaged by food (usually
meat).

Talents, Skills, and Magic: Neanderthals may have limited Beast


Master skills and will possess most Ranger skills at Ranks 1-6 (some at
higher Rank). They will have no talents and will not be magic users.
Neanderthals will have only a limited tool-using capacity and will
generally not use weapons more complicated than stones and clubs.
Movement Rates: Running: 300
PS: 18-25
MD: 13-15
AG: 12-14
MA: None
EN: 14-16
FT: 20-24
WP: 8-i0
PC: 13-18
PB: 8-10
TMR: 6
NA: Skin absorbs 1 DP
Weapons: Neanderthals will use rocks and sticks and sometimes
simple clubs and axes. They will rarely (15%) pick up and use a
dropped weapon of a more complex nature. They will be at a total loss
to figure out the workings of such complex weapons as bows. They
have prominent canines and will always attempt to enter Close Combat
where they will bite (Base Chance of 30%, -3 Damage) in addition to
striking.
Comments: Neanderthals fear other humanoids and will flee them if
possible. Some, however, are cannibals and will stalk other humanoids
as prey.

GORILLA (Mountain Gorilla/Great Ape)


Natural Habitat: Woods, Forest and Mountains
Frequency: Rare
Number: 1-40 (20)
Description: Gorillas reach 650 pounds and 6 + feet in height. They
usually have arm spans when full grown of over 10 feet. Gorillas tend to
have black fur, but older males will often have gray or silver fur. Some
species are entirely white. Both males and females have prominent
canines and are vicious fighters. Due to their great weight, gorillas
cannot move between trees in the manner of other apes.
Talents, Skills, and Magic: Gorillas have no special talents or skills.
They are not tool or magic users.
Movement Rates: Running: 350
PS: 30-40
MD: 20-23
AG: 14-17
MA: None
EN: 28-33
FT: 33-38
WP: 6-8
PC: 12-18
PB: 3-7
TMR: 7
NA: Fur absorbs 3 DP
Weapons: Gorillas may only attack via Close Combat. However, they
may enter Close Combat with an entity whose combined modified
Agility and Physical Strength is half or less their own by grabbing the
victim and pulling him into their hex. This maneuver requires a Charge
Action and is implemented in the same manner (except that the victim is
pulled out of his hex into the gorilla's. Gorillas may bite (Base Chance
of 30,-2 Damage) or rend (Base Chance of 50%, + 6 Damage) in Close
Combat, but not in the same pulse.
Comments: Gorillas will usually flee humanoids, but will
occasionally attack if led by a large, powerful male.

NEANDERTHAL
Natural Habitat: Woods, Rough, Caverns
Frequency: Rare
Number: 1-30 (8)
Description: Neanderthals are a species of pre-human characterized
by sloping foreheads, hairy bodies, limited intelligence, and a semierect posture.

ORANG-OUTANG (Man-Apes)
Natural Habitat: Woods, preferably deep Forest
Frequency: Uncommon
Number: 1-3 (1)
Description: Orang-outangs are 4-5 feet tall and may weigh up to 200
pounds. They are characterized by long, rust-colored fur over their
entire body except for the chest and belly. They stand semi-erect and
have long fore-limbs that reach almost to the ground. They use these
limbs to assist them in running and in climbing.
Talents, Skills, and Magic: Orang-outangs possess no skills or
talents and are neither magic nor tool users.
Movement Rates: Running: 300; Climbing: 100
PS: 15-15
MD: 16-22
AG: 18-23
MA: None
EN: 10-12
FT: 15-17
WP: 8-12
PC: 17-21
PB: 7-9
TMR: 6/2
NA: Fur absorbs 2 DP

SKILLS, MONSTERS & ADVENTURE, PAGE 104

Weapons: Orang-outangs attack in Melee Combat in the same manner


as humans (striking with bare hands). In Close Combat, they receive 1
attack per Pulse at a Base Chance of 40% for - 1 Damage and with a
possible Rank of 1-3.
Comments: Orang-outangs are not social in nature. They have a
strong sense of territory and will waylay trespassers. They are
vegetarians.

SASQUATCH (Yeti/Abominable Snow Man)


Natural Habitat: Woods, Rough (Lair in clearings or caverns)
Frequency: Very Rare
Number: 1-6 (1)
Description: The sasquatch is a large humanoid being, very shy. it is
covered in long brown fur which allows it to survive in even the coldest
climes. The sasquatch tends to be shy of humans and will run or hide
rather than attack except when its lair is threatened.
Talents, Skills, and Magic: The sasquatch is a natural tracker and
forester ahd will possess the Ranger skill at Ranks 1-8. The sasquatch
will not, however, possess any magic abilities and will not employ any
skill involving tools or weapons.
Movement Rates: Running: 300
PS: 24-30
MD: 15-25
AG: 14-18
MA: 1-6
EN: 25-35
FT: 30-40
WP: 10-15
PC: 22-26
PB: 5-8
TMR: 6
NA: Fur absorbs 3 DP
Weapons: Bare hands as per the Unarmed Combat rules, but with + l
damage. Hands may not be Ranked.
Comments: The sasquatch is a fairly docile creature, but the Yeti (the
mountain-dwelling version of the species) tends to be much larger and
meaner and will attack instead of running when its privacy is invaded.

1-5) in either Close or Melee Combat.


Comments: Cheetahs are extremely fast over short distances, but tire
rapidly. Their Movement should be quartered after their first few
minutes at a dead run. If captured young, cheetahs are especially
trainable. Cubs will generally sell for 300-400 Silver Pennies each.

HOUSE CAT
Natural Habitat: Fields (around people)
Frequency: Common
Number: 1-20 (2)
Description: House cats will tend to be 10-24 inches long and weigh
12-35 pounds. The larger breeds of Siamese and Burmese cats are often
bred for fighting ability and will appear more muscular and be much
larger than the average house cat.
Talents, Skills, and Magic: House cats have no talents, skills, or
magic. They are not tool users.
Movement Rates: Running: 450
PS: 3-4
MD: 19-21
AG: 22-24
MA: None
EN: 4-5
FT: 8-10
WP: 9-11
PC: 18-20
PB: 12-18
TMR: 9
NA: Fur absorbs 1 DP*
Weapons: House cats cannot Melee. They get one combined attack
(teeth and claws) in Close Combat with a Base Chance of 20% and
Damage of - 7.
Comments: *Applies only to Burmese and Siamese breeds. Familiars
will frequently appear in the more or less permanent shape of house
cats.

LEOPARD
[66.2] Felines
The following felines are covered in this section: cheetahs, house
cats, leopards, lions, sabertooth tigers, tigers and wildcats. Pumas,
panthers, cougars, jaguars and mountain lions are all similar to leopards
in their size and characteristics, though not in coloration. Lynx, bobcats
and ocelots all have the same size and characteristics as the wildcat,
though their appearance may differ somewhat. Siamese and Burmese
Temple cats have the same general characteristics as house cats, but
have a Base Chance of 25% of doing - 5 damage.
With the exception of house cats, all felines attack in the same
way. They have the option of either taking one bite or two claw attacks
per Pulse in Melee Combat and can take one bite and four claw attacks
in Close Combat. All cats will attempt to enter Close Combat when
forced into battle. Individual modifiers and Base Chances are given for
each feline. All felines will possess four times the stealth of the average
human (40).

CHEETAH
Natural Habitat: Plains and (sometimes) Woods
Frequency: Rare
Number: 1-4 (1)
Description: The cheetah. is spotted, but without the characteristic
pattern of the leopard. It is possessed of retractable claws and is leggy
and slender. Its head is dog-like in appearance. The cheetah is usually a
nocturnal hunter and will often advertise its presence by a hunting
scream as it leaps upon its victim.
Talents, Skills, and Magic: Cheetahs have no talents or skills and
are neither magic nor tool users.
Movement Rates: Running: 1200
PS: 20-23
MD: 22-25
AG: 30-34
MA: None
EN: 14-18
FT: 20-25
WP: 5-7
PC: 18-23
PB: 6-9
TMR: 24
NA: Fur absorbs 2 DP
Weapons: Bite does -2 Damage in Close Combat (Base Chance of
25%). Claws do - 3 Damage (Base Chance of 30%, possible Rank of

Natural Habitat: Woods, Rough, Plains


Frequency: Rare
Number: 1-4 (1)
Description: Leopards usually appear as butter-colored cats with 5
black spots. Some leopards, however, have shiny black coats and are
called black panthers. In either case, they usually weigh 130-180
pounds. They hunt during both day and night, though they will usually
be encountered at night.
Talents, Skills, and Magic: Leopards have no special skills or
talents and are neither tool nor magic users. They do have the ability to
climb trees and move between branches with ease and will follow prey
into the upper branches of trees if necessary.
Movement Rates: Running: 400; Climbing: 200
PS: 22-26
MD: 24-30
AG: 28-32
MA: None
EN: 15-18
FT: 20-25
WP: 6-8
PC: 18-23
PB: 7-10
TMR: 8/4
NA: Fur absorbs 2 1~P
Weapons: Bite has a Base Chance of 30% and Damage of - 2. Claws
have a Base Chance of 30% and Damage of - 3. Claws may be Ranks 13.
Comments: Leopards haunt game trails near rivers and streams (they
sometimes eat fish). They are stealthier than most other felines and will
seldom be seen except when they attack. The fur of adult leopards is
worth 200-300 Silver Pennies.

LION
Natural Habitat: Plains
Frequency: Uncommon
Number: ]-8 (2)
Description: Lions are large, tan cats. The males usually have great
black (sometimes red) manes and will usually scare game in the
direction of the females who are the better fighters and hunters.
Talents, Skills, and Magic: Lions possess no skills or talents and are
neither tool nor magic users.
Movement Rates: Running: 450
PS: 25-30
MD: 20-25
AG: 25-30
MA: None
EN: 20-25
FT: 25-30
WP: 12-16
PC: 18-23

SKILLS, MONSTERS & ADVENTURE, PAGE 105

PB: 5-10
TMR: 9 NA: Fur absorbs 3 DP
Weapons: Bite does + 1 Damage and has a Base Chance of 35%.
Claws do - 1 Damage and have a Base Chance of 45%. Males may have
1-3 Rank with claws. Females will have twice that Rank.
Weapons: Bite has a Base Chance of 20% of doing - 5 Damage.
Claws have a Base Chance of 25% of doing - 6 Damage and may be
Ranks 1-4.
Comments: Wild cats will usually not stray far from their lair. They
may be captured and sold as exotic pets in some areas, but will usually
not fetch more than 100-150 Silver Pennies. There is a 70% chance that
there will be D-1 young in their lair.

SABRETOOTH TIGER
Natural Habitat: Plains, Caverns
Frequency: Rare
Number: 1-8 (1)
Description: Sabretooth tigers are huge, dark yellow or dun colored
hunting cats with disproportionate fangs.
Talents, Skills, and Magic: Sabretooth Tigers have no special
talents or abilities and use neither tools nor magic.
Movement Rates: Running: 600
PS: 30-32
MD: 18-20
AG: 23-25
MA: None
EN: 20-22
FT: 33-36
WP: 8-10
PC: 21-25
PB: 7-10
TMR: 12
NA: Hide absorbs 5 DP
Weapons: Bite has a Base Chance of 50% of doing + 4 Damage.
Claws do + 3 Damage and have a Base Chance of 60% with possible
Rank of 1-5.
Comments: These cats have no fear of humanoids. If hungry, they
will readily attack a party of adventurers. They are valuable as
curiosities, and live cubs fetch 400-500 Silver Pennies each, while
mature cats fetch 3 times that amount.

TIGER (including Bengal Tiger and White Tiger)


Natural Habitat: Plains, Rough, Fields and Woods
Frequency: Uncommon
Number: 1-4 (1)
Description: Tigers are usually orange with black stripes, though
some types have thick, pale fur. All weretigers will have the latter
coloring when in their tiger form. Though varying greatly in size, most
tigers will be between 4 and 7 feet in length and weigh several hundred
pounds.
Talents, Skills, and Magic: Tigers have no special talents or skills.
They are not tool or magic users.
Movement Rates: Running: 450
PS: 24-28
MD: 22-26
AG: 25-30.
MA: None
EN: 20-24
FT: 25-29
WP: 8-10
PC: 18-23
PB: 5-9
TMR: 9
NA: Fur absorbs 3 DP
Weapons: Bite has a Base Chance of 45% of doing + 2 Damage.
Claws have a Base Chance of 30% of doing - 1 Damage and may be
Ranked 1-2.
Comments: Tigers are solitary, nocturnal hunters. They will attack
humanoids with little provocation, and some have been known to
develop a positive craving for human flesh. They enjoy swimming and
will be undeterred by a water barrier between them and their prey.

WILD CAT (Bobcat/Marsh Cat)


Natural Habitat: Plains, Woods, Marsh, Rough
Frequency: Uncommon
Number: 1-6 (1)
Description: There is some form of wild cat in most climes. They will
vary from 2 to 4 feet in length and from 25 to 90 pounds in weight.
Most wild cats have blunt tails with black tips. They often have tufted
ears and are sometimes spotted.
Talents. Skills, and Magic: Wild cats have no special talents or
skills. They are not tool or magic users.
Movement Rates: Running: 300-400
PS: 12-17
MD: 14-20
AG: 18-24
MA: None
EN: 10-13
FT: 15-18
WP: 8-10
PC: 16-21
PB: 8-11
TMR: 6-8
NA: Fur absorbs 2 DP

Weapons: Bite has a Base Chance of 20% of doing - 5 Damage.


Claws have a Base Chance of 25% of doing - 6 Damage and may be
Ranked 1-4.
Comments: Wild cats will usually not stray far from their lair. They
be captured and sold as exotic pets in some areas, but will usually not
fetch more than 100-150 Silver Pennies. There is a 70% chance that
there will be D-1 young in the lair.

[66.3] Great Land Mammals


This section describes large mammals which adventurers are likely
to encounter during land adventures. They include bears, boars, camels,
elephants, oxen, stags, and wooly mammoths.

BEAR
Natural Habitat: Woods, Rough, Caverns
Frequency: Uncommon
Number: 1-4
Description: Bears exist in any climate and have even been known to
live in desert habitats. Arctic and mountain bears will be white. Other
bears may vary in color from brown to black, and some will have
creamy or rust tinged fur. They will generally weigh between 500 and
1500 pounds. They tend to walk on all four feet, but may stand on their
hind legs to fight.
Talents, Skills, and Magic: Bears possess no special skills or
talents. They are not magic or tool users. However, Shape Changers
may use tools (and weapons) in their bear form.
Movement Rates: Running: 300
PS: 35-40
MD: 10-15
AG: 10-15 MA: None
EN: 30-35
FT: 35-40
WP: 8-10
PC: 18-22
PB: 6-10
TMR: 6
NA: Fur absorbs 4 DP
Weapons: Bears may make two claw attacks in Melee with a Base
Chance of 35% of doing + 2 Damage and may achieve Ranks 1-4 with
claws. They may bite in Close Combat with a Base Chance of 20% of
doing + 4 Damage. Bears may bite and claw during the same Pulse
while in Close Combat or they can attempt to "hug" their victim with a
Base Chance of 60% of doing + 8 Damage.
Comments: Bears are omnivorous. They are also curious. They will,
consequently, investigate and possibly attack a party of less than 6
humanoids. Larger parties will less likely be bothered. In spring, they
will have 1-2 cubs in their lair. Each cub will fetch 400-800 Silver
Pennies in an untrained state.

BOAR (Wild Pig)


Natural Habitat: Woods, Marsh, Rough
Frequency: Uncommon
Number: 1-3 (1)
Description: Boars grow to 550 pounds, are covered in long, dark
bristles and have long tusks. They tend to be both stupid and vicious.
Talents, Skills, and Magic: Boars have no special skills or talents
and use neither tools nor magic.
Movement Rates: Running: 350
PS: 22-27
MD: 14-18
AG: 20-25
MA: None
EN: 20-25
FT: 25-30
WP: 4-10
PC.' 12-16
PB: 6-10
TMR: 7
NA: Bristles absorb 4 DP
Weapons: Boars always attempt to charge their victims and either
impale them on their tusks or knock them to the ground and trample
them. Tusks do - 1 Damage with a Base Chance of 50% and Rank of 12. Feet do - 3 Damage with a Base Chance of 20%. A boar may only
attack in Close Combat. He may not trample and tusk in the same Pulse.
Comments: Boars tend to be nocturnal and will seldom be
encountered in daylight. They are omnivorous and will devour anything
they find laying about or will kill humanoids for food.

SKILLS, MONSTERS & ADVENTURE, PAGE 106

CAMEL
Natural Habitat: Waste, Plains
Frequency: Common
Number: 1-6 (3)
Description: A camel is a tawny, thin-legged creature often used as a
riding beast. Camels will have either one large hump on their back or
two. If the latter is in the case, the camel is called a dromedary.
Talents, Skills, and Magic: Camels' metabolisms allow them to
retain large quantities of fat and water, so they are able to survive for
long periods without eating or drinking. On average, a camel can live
for a week to ten days without water without suffering substantial ill
effects. While valued for this trait, they are difficult to train and so will
bring little money in an untrained state. Trained camels will bring 700900 Silver Pennies.
Movement Rates: Running: 600
PS: 25-30
MD: 12-15
AG: 11-14
MA: None
EN: 27-30
FT: 20-25
WP: 10-12
PC: 14-18
PB: 7-9
TMR: 12
NA: Hide absorbs 3 DP
Weapons: Bite has a Base Chance of 30% of doing - 1 Damage in
Melee or Close Combat. Camels may kick instead of biting in Melee
with a Base Chance of 25% of doing + 4 damage. Camels may only
kick into their rear boxes.

ELEPHANT
Natural Habitat: Plains,
Frequency: Common
Number: 1-50 (20)
Description: Elephants are 10 to 14 feet high at the shoulder and
weigh between 4 and 8 tons (with "Indian" Elephants being much
smaller on the average than "African" Elephants). They tend to be gray
in color, but may appear brown, yellow or red, depending upon what
type of mud they have been wallowing in. Elephants are four-hex
monsters.
Talents, Skills, and Magic: Elephants have no talents or skills and
are not magic or tool users. They are dexterous with their trunks and can
often use them to lift large burdens, shake trees, crush or throw objects
(like people) without much accuracy. They have a highly developed
sense of smell and poor eyesight.
Movement Rates: Running: 450
PS: 60-75
MD: 15-18
AG: 10-12
MA: None
EN: 40-50
FT: 45-55
WP: 10-14
PC: 10-12
PB: 6-8
TMR: 9
NA: Hide absorbs 5 DP
Weapons: The elephant's main weapons are his tusks, which. can be
used in Melee or Close Combat with a Base Chance of 15% of doing +
2 Damage. If the elephant is charging while making a tusk attack, the
Base Chance is 60% and Damage is
+ 8. The elephant can also attack with his trunk during the same Pulse
in which he Melee Attacks with tusks and has a Base Chance of 80% of
doing - 2 Damage. If an elephant runs over an entity in Close Combat,
he has a Base Chance of 50% of doing + 6 Damage (resolve one attack
per foot, total of 4).
Comments: Elephants will usually shy away from humanoids unless
provoked (70% chance that provocation short of attack will be ignored).
If one elephant is attacked, all nearby elephants will come to his
assistance, especially if the elephant is a cow or calf. Elephant tusks are
valuable (D + 3 Silver Pennies per pound of ivory with each tusk
weighing 100 pounds). Calves will sell for 1000 Silver Pennies and
adult bulls will sell for three times that if unharmed. Adult females may
fetch 1500 Silver Pennies if still in their breeding years.

Oxen generally have horns, but will seldom use them unless directly
attacked.
Talents, Skills, and Magic: Oxen have no special talent or skill and
are neither tool nor magic users. They will almost always be trained to
pull a plow or wagon.
Movement Rates: Running: 250
PS: 50-60
MD: 7-9
AG: 8-10
MA: None
EN: 25-30
FT: 32-40
WP: 7-9
PC: 12-15
PB: 6-8
TMR: 5
NA: Hide absorbs 3 DP
Weapons: Oxen may attack in Melee with their horns for + 3 Damage
(Base Chance of 20%). They may trample in Close Combat with a 40%
Base Chance of doing + 5 Damage (4 attacks per Pulse possible).

STAG
Natural Habitat: Woods (especially deep woods or forest)
Frequency: Uncommon
Number: 1-5 (1)
Description: Stags are great male deer, boasting large racks of antlers.
They will sometimes be accompanied by female deer and fawns (1-2
per couple). They generally have a tawny coat, but rare specimens are
black.
Talents, Skills, and Magic: Stags have no special talents or skills
and use neither tools nor magic.
Movement Rates: Running: 750
PS: 20-26
MD: 19-24
AG: 22-26
MA: None
EN: 15-20
FT: 20-25
WP: 10-11
PC: 20-25
PB: 12-13
TMR: 13
NA: Hide absorbs 3 DP
Weapons: Stags can attempt to horn with a Base Chance of 30% of
doing + 5 Damage in Close or Melee Combat (possible Rank of 1-4).
They can kick at a character occupying the hex opposite that they are
facing in Melee Combat with a Base Chance of 50% of doing + 3
damage.
Comments: Stags will be wary of humanoids, but will not flee them.
Their racks are extremely valuable (worth DI0+ 1 per point hundreds of
Silver Pennies). In addition, their hide will fetch 300 Silver Pennies (5
times that if the stag is black).

WOOLY MAMMOTH (Mastodon)


Natural Habitat: Plains (and sometimes Woods)
Frequency: Uncommon
Number: 1-10 (4)
Description: Mammoths are huge, hairy, evil-tempered elephantine
animals growing to twice the size of elephants. Mastodons are generally
longer and lower to the ground, but otherwise similar to the mammoth.
Both mammoths and mastodons are four-hex monsters.
Talents, Skills, and Magic: Mammoths possess no talents, skills or
magic. They are not tool users.
Movement Rates: Running: 500
PS: 65-80
MD: 15-18
AG: 10-12
MA: None
EN: 50-60
FT: 55-65
WP: 10-14
PC: 10-12
PB: 5-7
TMR: 10
NA: Hide absorbs 6 DP
Weapons: Mammoths attack in exactly the same manner as elephants,
but do 1 additional point of damage per attack.
Comments: Mammoths tend to be more irritable than elephants and
will be quicker to attack, but are otherwise similar. Their tusks are
valued the same as elephant tusks, but weigh only 50-80 pounds each.

OX
Natural Habitat: Plains, Fields (but only near man)
Frequency: Common
Number: 1-20 (2)
Description: Oxen are literally castrated cattle. This heading
subsumes all such forms of domesticated beasts (water buffalo, caribou,
etc.) used for pulling wagons, carts, plows, etc., or for carrying burdens.

[66.4] Small Land Mammals


This section describes those common small land mammals which
adventurers are likely to encounter and includes the following: dingoes,
hyenas, jackals, mongooses, rats, wolves, and weasels.

SKILLS, MONSTERS & ADVENTURE, PAGE 107

DINGO

MONGOOSE

Natural Habitat: Plains, Waste, Woods


Frequency: Common
Number: 1-12 (6)
Description: Dingoes are wild dogs, usually between 2 and 3 feet in
length and sometimes marked in the same manner as jackals. The
characteristics of dingoes are the same for all types of dogs, though,
unlike dingoes, other types may be trained and sold without restriction
(since they do not have the savage nature of wild dogs).
Talents, Skills, and Magic: Dingoes have no special talents or skills
and do not use magic or tools.
Movement Rates: Running: 350
PS: 6-10
MD: 15-20
AG: 16-20
MA: None
EN: 5-10
FT: 10-15
WP: 6-10
PC: 18-22
PB: 10-14
TMR: 7
NA: Fur absorbs 2 DP
Weapons: Dingoes may bite in Close Combat with a Base Chance of
65% of doing -4 Damage. They may not otherwise attack.
Comments: Dingoes hunt in packs. They will usually refrain from
attacking humanoids unless they catch an individual alone and are
hungry. They can be trapped and the pups are trainable, but they cannot
be sold to an individual who was not present at their training.

Natural Habitat: Woods, Rough, Marsh


Frequency: Common
Number: 1-20 (6)
Description: Mongooses have light gray fur and grow to a length of
about two feet. They are very common rodents in some parts of the
world, and are valued as snake-killers.
Talents, Skills, and Magic: Mongooses have no special skills or
talents. They are not tool or magic users.
Movement Rates: Running: 400
PS: 2-3
MD: 26-32
AG: 26-32
MA: None
EN: 4-6
FT: 6-8
WP: 18-20
PC: 20-24
PB: 10-12
TMR: 8
NA: None
Weapons: Mongooses get one bite in Close Combat at a Base Chance
of 80% of doing - 6 Damage.
Comments: Mongooses are especially valued as house pets and a
mongoose which is trained to remain in the vicinity of a dwelling (and
protect against snakes, especially cobras) will fetch 300-400 Silver
Pennies. They are relatively easy to train for this task.

RAT

HYENA
Natural Habitat: Plains
Frequency: Common
Number: 1-10 (6)
Description: Hyenas are light brown, snub-snouted animals about 4
feet in length. Their hides are specked with large dark brown rings.
They have short tails and rounded ears. The forelegs of a hyena are
longer than the rear legs, so when the animal stands, it seems to slope
downward from its shoulders to its tail. At night, hyenas can be
recognized by their barking howl.
Talents, Skills, and Magic: Hyena have no special talents or skills.
They do not use tools or magic.
Movement Rates: Running: 350
PS: 6-8
MD: 19-21 AG: 22-24
M.A: None
EN: 7-9
FT: 11-13 WP: 8-10
PC: 19-23
PB: 6-8
TMR: 7
N.A: Hide absorbs 3 DP
Weapons: Hyenas can only attack in Close Combat and then they bite
with a Base Chance of 60% of doing - 1 damage.
Comments: Hyenas are mainly scavengers, preying on the remains of
caresses left by the great cats and other hunters.

Natural Habitat: Caverns, Ruins, Crypts


Frequency: Common
Number: 1-100 (12)
Description: Usually about eight inches long, these animals can be
any combination of shades of black, white, or brown. Some larger
strains of rats can grow to 18 inches (with corresponding increase in the
damage they can do and their Base Chance of biting during Close
Combat -- see below).
Talents, Skills, and Magic: Rats have no special talents, skills, or
magical abilities.
Movement Rates: Running: 100
PS: 4-6
MD: 15-20
AG: 15-20
MA: None
EN: 1-2
FT: 2-3
WP: 8-16
PC: 17-20
PB: 4-8
TMR: 2
NA: None
Weapons: Rats have a Base Chance of 75% of doing - 7 damage in
Close Combat. They cannot attack in Melee Combat.
Comments: Rats are not tool-users, but they can dig holes and gnaw
through substances as hard as sandstone and lead, given enough time.
When in combat they tend to head for the eyes and other unprotected
areas, so the armor protection Rating of characters defending against
rats should be reduced by three or four points. A character has a 10%
chance of contracting a disease if he is in contact with rats for any
period of time. If a character is bitten by a rat, increase chance of
infection by 20.

WEASEL
JACKAL
Natural Habitat: Plains
Frequency: Common
Number: 1-8 (2)
Description: A jackal looks like a cross between a fox and a wolf, has
a speckled grey and brown coat, and is about 3 feet long.
Talents, Skills, and Magic: A jackal has no special talents or skills
and does not use tools or magic.
Movement Rates: Running: 300
PS: 5-7
MD:' 18-20 AG: 22-24
MA: None
EN: 6-8
FT: 9-12
WP: 7-9
PC: 20-23
PB: 7-9
TMR: 6
NA: Fur absorbs 2 DP
Weapons: Jackals can only attack in Close Combat. Their bite has a
Base Chance of 60% of doing - 2 damage.
Comments: Jackals, like hyenas, are scavengers, and are none too
courageous. They are curious, and will occasionally raid a human camp
searching for food, but they will run at the first sign of danger.

Natural Habitat: Woods


Frequency: Uncommon
Number: 1-2 (])
Description: Weasels have a brown coat during the summer, which
turns white as winter approaches. They are slim, and utterly vicious.
The pelts of weasels taken during winter are worth 40-70 Silver Pennies
each.
Talents, Skills, and Magic: Weasels are the only animals which can
stand the gaze and breath of the basilisk, and thus they are often trained
to kill them. They are, however, difficult to train and a trained Baiilisk
killer is worth 4,000-6,000 Silver Pennies. Other than this special
ability, weasels have no talents or skills. They use neither tools nor
magic.
Movement Rates: Running: 250
PS: 1-2
MD: 19-23
.All: 25-29
M.A: None
EN: 1-2
FT: 3-4
WP: 18-23
PC: 17-23
PB: 10-13
TMR: 5
N.A: Fur absorbs 1 DP
Weapons: Weasels may only attack in Close Combat by biting.
Bite has a Base Chance of 75% of doing + 4 damage.
Comments: Weasels are very curious, and they are thus fairly
easy to trap. If a pair of weasels is found in spring, there is a 80%
chance they will be accompanied by 4-8 young. Weasels are

SKILLS, MONSTERS & ADVENTURE, PAGE 108

bloodthirsty, and will gladly take on much larger creatures.

The larger avians can be used as steeds or will carry characters or


objects in their talons or claws. Generally, except for eagles, only
Fantastical Avians will carry characters or objects.

WOLF
Natural Habitat: Woods
Frequency: Uncommon
Number: 2-24 (6)
Description: The color of wolves' fur varies greatly with environment,
but they will usually be colored so as to blend in with their
surroundings. The thickness of the fur depends on the season.
Talents, Skills, and Magic: Wolves have no skills, talents or
magical abilities and are not tool users. Wolves have incredible stamina,
however, and can run for literally days at a time.
Movement Rates: All-out Run: 400; Steady Run: 250
PS: 10-12
MD: 18-20
AG: 18-20
MA: None
EN: 15-20
FT: 30-35
WP: 18-22
PC: 20-24
PR: 6-9
TMR: 8
NA: Fur absorbs 3 DP
Weapons: Wolves Melee Attack with their bite. (Base Chance of 60%
+ 1 Damage). In Close Combat, damage from biting goes up to +3.
Comments: Wolves travel in packs, although lone wolves can
occasionally be found. During the spring, a wolf's lair will be occupied
by from 3-12 cubs per female in the pack.

67. AVIANS
Avians include only those species listed in this rule Section,
though other Species have a flying capacity and the rules governing
flying in this section apply to all species using that option.
Whenever an avian (or any other entity that is a flyer) is air-borne,
the character's height above the ground and/or any obstacle may have to
be noted (especially in the case of combat situations). When calculating
the range between two characters when one or both are airborne, the
following formula is used: A2 + B2 = C2. A = the distance between the
two characters in feet. B = the difference between the height of the two
characters from the ground. C = the range between the characters. A
character may not attack another character in Melee Combat when one
or both are airborne unless the Range between them is 5 feet or less. A
character may not attack a character in Close Combat when one or both
are airborne unless they occupy the same hex and the height difference
is 3 feet or less. A character may not attack another character in Ranged
Combat when one or both are airborne unless the range to the target as
calculated in this Section is within the maximum range of the weapon or
spell the attacker is using.
The Base Chance of hitting an airborne character is always reduced
by 20. The Base Chance of an airborne character hitting a target on the
ground is reduced by 15 and the Base Chance of an airborne character
hitting another airborne character is reduced by 10. These reductions
apply to all physical combat, but not to magic.
Whenever an airborne character occupies the same hex as another
conscious, unstunned character and the height differential is 3 feet or
less, they are automatically in Close Combat. An air-borne character
will be pulled from the air and made to adopt a Prone Position in Close
Combat if the combined Physical Strength and Agility of the airborne
character are less than the combined Physical Strength and Agility of
the character on the ground. If both characters are flying or if the
combined Physical Strength and Agility of the airborne character is
equal to or greater than that of the non-airborne character, the Close
Combat will be conducted with the airborne character remaining
airborne and, possibly, with both characters airborne (GM's discretion
as to how much weight a flying character can carry into the air in such
circumstances).
An airborne character can enter the same hex as a stunned or
unconscious character or as a character who is 5 feet or more above or
below him without having to enter Close Combat. An air-borne
character can make a Charge Attack by "diving" on the target.

[67.1] Common Avians


Common Avians include buzzards, eagles, goshawks, owls.

BUZZARD
Natural Habitat: Plains, Waste
Frequency: Common
Number: 1-60 (10)
Description: These birds have dark brown plumage and thin,
unfeathered necks of a tannish color. Their beaks are black and snubtipped. They prey on the dead and near-dead (especially if
unconscious).
Talents, Skills, and Magic: Buzzards can see each other miles
away, and thus when one buzzard descends for a meal, others soon
follow. Except for their keen eyesight, buzzards possess no special
talents, skills or magic. They are not tool users. Movement Rates:
Flying: 600
PS: 3-5
MD: 15-17 AG: 14-16
MA: None
EN: 6-7
FT: 9-11
WP: 8-I0
PC: 17-20
PB: 8-10
TMR: 12
NA: Feathers absorb 1 DP
Weapons: A buzzard attacks in Close Combat with its claws and
beak. The claws' Base Chance is 45r/0, for - 5 Damage, while the bite's
Base Chance is 40%, for -6 Damage. A buzzard cannot attack in Melee
Combat.

EAGLE
Natural Habitat: Rough (usually mountainous)
Frequency: Uncommon
Number: 1-20 (1)
Description: Great Eagles are the largest of the birds of prey. They
have a wingspan of 7 feet when full grown. Their feathers are gray
except around neck and head (which is white).
Talents, Skills, and Magic: Eagles have no special talents or skills.
They are not magic users and do not use tools. They do have keen
eyesight.
Movement Rates: Flying: 1200
PS: 12-16
MD: 22-24
AG: 19-23
MA: None
EN: 9-12
FT: 17-20
WP: 11-13
PC: 20-24
PB: 10-12
TMR: 24
NA: Feathers absorb 2 DP
Weapons: Eagles can attack only in Close Combat with either beak
(Base Chance of 50% of doing - 1 Damage) or 2 talons (Base Chance
of%% of doing + 1 Damage) without penalty in the same Pulse. An
eagle may achieve Ranks 1-3 with beak and 1-2 with talons.
Comments: Eagles avoid humans except to occasionally steal goats or
other small animals from human flocks. They will sometimes attack a
party which ventures too near their nest.

GOSHAWK
Natural Habitat: Woods
Frequency: Rare
Number: 1-2 (1)
Description: Goshawks are the largest of the hawks. They are almost
21/2 feet in length. The feathers of a goshawk are primarily brown,
although the belly is pure white and some of the tail feathers are black.
The sharp beak and claws are black.
Talents, Skills, and Magic: Other than their excellent eyesight,
goshawks have no special talents, skills, or magical abilities and are not
tool users.
Movement Rates: Flying: 1100
PS: 4-6
MD: 18-20 AG: 20-22
MA: None
EN: 6-7
FT: 9-11
WP: 8-10
PC: 20-21
PB: 10-12
TMR: 22
NA: Feathers absorb 1 DP
Weapons: In Close Combat, a Goshawk can attack with two claws
and its beak in the same Pulse without penalty. The claw attacks have a
Base Chance of 80% and do - 3 Damage, while the beak attack has a

SKILLS, MONSTERS & ADVENTURE, PAGE 109

Base Chance of 65% and does - 4 Damage. The goshawk cannot attack
in Melee Combat.
Comments: Like the other birds of prey, the goshawk can be trained
to serve man in captivity. It will bring 700-1200 Silver Pennies as a
trained hunter. Other types of hunting birds (including goshawks and
gyrfalcons) will have characteristics 1-2 less than the goshawk, will fly
at speeds of 100-200 yards per minute less, and will have a value of
200-300 fewer Silver Pennies. They will otherwise be similar.

OWL
Natural Habitat: Woods
Frequency: Uncommon
Number: 1-6 (1)
Description: Owls can be of several types, but in general they are
between one and two feet in length. Coloring varies, but brown feathers
speckled with grey is a common coloration. Owls' eyes are both on the
front of the head, unlike most birds, and they tend to have large, dark
rings around the eyes.
Talents, Skills, and Magic: Owls see well in the dark and have
excellent hearing. They have no magical abilities, skills or talents and
are not tool users.
Movement Rates: Flying: 600
PS: 3-4
MD: 18-20 AG: 22-24
MA: None
EN: 3-4
FT: 5-7
WP: 7-9
PC: 20-22
PB: 9-11
TMR: 12
NA: Feathers absorb 1 DP
Weapons: In Close Combat, Owls can attack with one bite (Base
Chance of 55% and Damage - 6) and two claws (Base Chance of 50%
and - 7 Damage) in the same Pulse without penalty. Owls cannot attack
in Melee Combat.
Comments: Owls are primarily nocturnal predators, hunting small
mammals as well as birds. They are said to understand human speech
and to be friendly to man, often providing travelers with valuable
information.

[67.2] Fantastical Avians


Fantastical Avians include gargoyles, harpies, hippogriffs, pegasai,
phoenixes, race, and gryphons.

GARGOYLE
Natural Habitat: Ruins, Caverns, Crypts
Frequency: Rare
Number: 1-10 (2)
Description: Gargoyles are humanoid in form, but they have leathery
wings, sharp claws, a horn, a tail, and spiked elbows and knees. Their
skin is stony in appearance, and upon contact it feels very rough.
Gargoyles have deep-set eyes, and sharp, small teeth.
Talents, Skills, and Magic: Gargoyles possess no special skills or
talents. They have only limited magical abilities in general but may use
tools and even weapons.
Movement Rates: Flying:400; Running: 200
PS: 14-20
MD: 13-18
AG: 12-16
MA: 10-12
EN: 7-10
FT: 18-20
WP: 9-13
PC: 12-16
PB: 2-5
TMR: 8/4
NA: Hide absorbs 8 DP
Weapons: A gargoyle can use his horn, his claws, and his bite in
Melee and Close Combat. In any one Pulse, he may make up to two
strike attempts with any combinations of these weapons. Base Chance
for the bite is 45%, +2 Damage; Base Chance for the horn is 35%, + 1
Damage; Base Chance for the claws is 50%, - 3 Damage. Gargoyles
sometimes (but not often) will use weapons (instead of claws).
Comments: Gargoyles are hopelessly evil, and will attack
immediately any party that they think they have a fair chance of
handling. They can sometimes be found in the service of a highly evil
character, in which case they will usually show more restraint.

GRYPHON
Natural Habitat: Rough (especially mountainous)
Frequency: Very Rare
Number: 1-7 (1)
Description: The gryphon is a large beast with the body of a lion, the
head and wings of an eagle and back covered with feathers. The
gryphon's claws are so large that they can be made into serviceable
drinking horns. The gryphon is about 5 feet long and stands man-high
when full grown. Gryphon eggs (2-5 possible per nest) are solid agate
and quite valuable (4000-6000 Silver Pennies apiece).
Talents, Skills, and Magic: Gryphons have no special skills or
magical abilities, but. their special talent is locating buried treasure and
their nest will quite often be built near such treasure which they will
actively guard. A "domesticated" gryphon has a Base Chance of 60% of
locating any buried treasure within a radius of 250 feet of it. Gryphons
make valuable steeds, once tamed.
Movement Rates: Running: 200; Flying: 500
PS: 30-36
MD: 15-20
AG: 15-20
MA: 6-9
EN: 25-30
FT: 30-35
WP: 12-16
PC: 16-22
PB: 0-5
TMR: 4/10
NA: Hide absorbs 6 DP
Weapons: The gryphon is not a tool user, but has natural weapons in
the form of beak (useable in Melee and Close Combat with a Base
Chance of 65%, + 5 Damage, possible Rank of 1-3) and claws (useable
in Melee and Close Combat with a Base Chance of 60%, Damage of +
5, possible Rank of 1-4). The gryphon may attack twice with claws and
once with beak in the same Pulse.
Comments: Gryphons prefer solitude and will fly away when
approached if possible, but will always chase and attack horses (whose
flesh they prize). They are extremely valuable for use as mounts and
cost accordingly (16,000-20,000 Silver Pennies). They nest in cliffsides
and build their nests of spun-gold (value 8,000-10,000 Silver Pennies).

HARPY
Natural Habitat: Rough (lair in caverns or cliffs near water)
Frequency: Rare
Number: 1-20 (6)
Description: Harpies are buzzard-like birds with the upper bodies of
women. They have long claws, and pale, thin faces. They make a

SKILLS, MONSTERS & ADVENTURE, PAGE 110

tremendous amount of noise flying, and have a horrible smell.


Talents, Skills, and Magic: Harpies can speak, but have limited
magical abilities and no special skills or talents. They are occasionally
prophetic, although they will only speak a prophecy if it is evil and they
wish to torment the listener.
Movement Rates: Flying: 500; Running: 50
PS: 14-20
MD: 22-26 AG: 26-30
MA: 13-17
EN: 8-10
FT: 14-19
WP: 17-20
PC: 10-16
PB: 2-6
TMR: 10/1
NA: Feathers absorb 7 DP
Weapons: Unless cornered, harpies do not fight man. If they do fight,
they have their long talons (Base Chance of 70% + 5 Damage) to strike
with, both of which can strike twice in Melee or Close Combat in the
same Pulse at no penalty to the harpy.

HIPPOGRIFF
Natural Habitat: Rough (especially mountains)
Frequency: Very Rare
Number: 1-12 (2)
Description: Hippogriffs are similar to Pegasi in that they are
basically winged horses, but their head is that of some great bird of
prey, with a fearsome beak. The head differs from that of an eagle in
that it has large, feathered ears, almost like wings, at the back of the
head. The front legs of the hippogriff also resemble those of a bird of
prey, with huge talons and feathers. Talents, Skills, and Magic:
Hippogriffs have no magical or other extra-ordinary abilities, talents or
skills, and are not tool users.
Movament Rates: Running: 200; Flying: 400
PS: 18-20
MD: 19-22 AG: 16-19
MA: None
[iN: 15-18
FI': 25-30
WP: 12-17
PC: 17-20
PS: 8-11
TMR: 4/8
NA: Hide absorbs 4 DP
Weapons: In Melee Combat, the hippogriff can attack with two claws
and one bite in the same Pulse with no penalty. The bite has a Base
Chance of 65% and is +4 on Damage, while the claws have a Base
Chance of 55% and do + 2 Damage. In Close Combat, the hippogriff
can still attack with its claws normally, but the Base Chance on its bite
is reduced to 35%.
Comments: Hippogriff do not like people, and generally shun any
area that is habitated. They are trainable with difficulty. Their value is
3,000-4,000 Silver Pennies untrained and 3 times that price trained.
Hippogriff eggs are valuable (c. 800 Silver Pennies each) and very
young hippogriffs are even more so (1400-2000 Silver Pennies).

PEGASUS
Natural Habitat: Rough (primarily mountaintops)
Frequency: Very Rare
Number: 1-6 (1)
Description: Pegasi are winged horses with pure white coats tinged
with silver around mane and flowing tail. They are intelligent for
equines and can sometimes speak the common tongue.
Talents, Skills, and Magic: Pegasi have no special talents or skills
except for their flying ability. They are not magic or tool users.
Movement Rates: Running: 300; Flying: 500
PS: 55-60
MD: 15-17
AG: 15-18
MA: None
EN: 25-30
FT: 50-60
WP: 19-23
PC: 16-20
PB: 16-20
TMR: 6/10
NA: Hide absorbs 3 DP
Weapons: In battle, a pegasus attacks as a heavy war-horse.
Comments: Wild pegasi are tamable with difficulty. They will only
allow themselves to be bridled with gold, however. They can carry up to
300 pounds flying. They are worth, 4,000 to 5,000 Silver Pennies
untamed and 5 times that amount tamed.

PHOENIX
Natural Habitat: Woods, Rough, Plains
Frequency: Very Rare
Number: 1
Description: The Phoenix appears to be much like an eagle in profile
but is 3 times the size of an eagle. The bird's plumage is partly red and
partly gold, and is dazzlingly beautiful. The Phoenix is a four-hex
monster.
Talents, Skills, and Magic: The Phoenix is highly intelligent,
although it cannot speak. It does not have any magical abilities. The
distinguishing ability of the Phoenix is its ability to reproduce itself (see
'Comments'). Other than that it has no special talents or skills.
Movement Rates: Flying: 2000
PS: 17-20
MD: 20-24
AG: 17-20
MA: None
EN: 18-24
FT: 30-35
WP: 20-23
PC: 16-20
PB: 20-24
TMR: 40
NA: Feathers absorb 6 DP

SKILLS, MONSTERS & ADVENTURE, PAGE 111

Weapons: Phoenix cannot attack except in Close Combat when they


can make three attacks in one Pulse without penalty: one with beak
(Base Chance of 60% + 8 Damage) and two with talons (Base Chance
of 650/o + 6 Damage).
Comments: Phoenix are famed for their longevity and their method of
reproduction. When an old bird is nearing the end of its days (500
years) it builds a nest at the top of an oak or palm tree, and makes a pile
of cinnamon and spikenard in the nest upon which it lays itself down to
die. A worm springs out of the body of the dead phoenix, and after the
worm has matured, it becomes a phoenix itself. It then bears the parent
bird to the Altar of the Sun, where it is consumed in flames.

ROC
Natural Habitat: Mountain peaks
Frequency: Rare
Number: 1-2 (1)
Description: Rocs are huge birds with wingspans of up to 250 feet.
Except for their size, they much resemble eagles. Their body size is as a
four-hex monster.
Talents, Skills, and Magic: Rocs have no special talents, skills or
magic, and are not tool users.
Movement Rates: Flying: 2000
PS: 200-300
MD: 20-25
AG: 16-20
MA: None
EN: 150-200
FT: 250-300 WP: 16-20
PC: 17-21
PB: 3-7
TMR: 40
NA: Feathers absorb 8 DP
Weapons: Rocs are fearsome creatures in battle. They can engage in
Melee Combat from a range of 3 hexes, and they can take three attacks
in one Pulse without penalty. They attack once with a bite (Base Chance
of 75%, + 20 Damage) and twice with claws (Base Chance 700/o + 25
Damage).
Comments: Rocs often swoop down from their nests to pick up
elephants, etc. to take back to their lair and eat. A roc will sometimes
attempt to steal a party's cart animals or riding animals, but will rarely
carry off the characters themselves.

68. AQUATICS
Aquatics include only species described in this Section, though
other species may have the ability to swim or breathe water. All
aquatics except Dolphins and Whales can breathe water indefinitely.
Dolphins and Whales can remain submerged for 5 to 20 minutes only
before having to rise to the surface for air. Fish must move at least once
per minute or take D-3 damage to Fatigue due to suffocation. All
aquatics move within the water the same way that avians move through
the air and the rules for range and combat applying to avians (see 67.)
also apply to combat involving aquatics or others in an aquatic
environment.
[68.1] Fish
Fish include barracuda, manta rays, pike, piranha and sharks. All
fish except piranha are found in an oceanic environment. Piranha tend
to be found in streams, rivers, marshes and lakes. Fish must keep a
steady flow of water over their gills in order to breathe. They are nonintelligent, but very hostile.

BARRACUDA
Natural Habitat: Ocean
Frequency: Uncommon
Number: 1-6 (1)
Description: Barracuda are predatory fish about 6 feet long.
Talents, Skills, and Magic: Barracuda possess no magical
abilities or other special skills or talents. Movement Rates:
Swimming: 350
PS: 12-14
MD: None AG: 17-20
MA: None
EN: 6-8
FT: 11-14 WP: 8-10
PC: 14-16
PB: 4-7
TMR: 7
NA: Skin absorbs 4 DP
Weapons: Barracuda attack with their bite (Base Chance of 50% + 1
Damage).

Comments: Barracuda will not generally attack man unless threatened


or particularly hungry. They might, however, mistake a person carrying
jewelry or making quick movements for another fish and attack for that
reason.

MANTA RAY
Natural Habitat: Ocean
Frequency: Uncommon
Number: 1-100 (15)
Description: Manta rays are large, flat ocean creatures. Their bellies
are white, while the top is dark blue. They are triangular in shape, and
reach sizes more than 20 feet across, weighing up to 3000 pounds. The
eyes are set forward in front of the body on two foot long
protuberances, between which rests the mouth. They have a long, very
thin tail.
Talents, Skills, and Magic: Manta Rays possess no special talents,
skills or magic.
Movement Rates: Swimming: 200
PS: 35-40
MD: None
AG: 13-15
MA: None
EN: 16-19
FT: 24-28
WP: 10-12
PC: 12-14
PB: 5-8
TMR: 4
NA: Skin absorbs 4 DP
Weapons: Manta Rays can deliver killing blows with their massive
fins in Melee Combat, crushing the ribcages of swimmers, and breaking
in the sides of boats. Base Chance for the Manta: 65%, + 14 Damage.

PIKE
Natural Habitat: Ponds, Lakes, Rivers, Streams, Marsh
Frequency: Common
Number: 1-30 (1)
Description: Pike are 2 to 4 foot long fish which specialize in the
solitary hunting of other fish. They have needle-like teeth and spiky fins
and are covered with tough scales. Though usually not a danger to
humans, they can be called in large numbers by nixies and will attack at
the nixies' command.
Talents, Skills, and Magic: Pike have no skills, magic, or talents.
Movement Rates: Swimming: 300
PS: 8-11
MD: None
AG: 20-25
MA: None
EN: 5-10
FT: 10-]5
WP: 6-8
PC: 14-16
PB: 5-6
TMR: 6
NA: Scales absorb 1 DP
Weapons: Pike attack in Close Combat with a Base Chance of 30% of
doing - 4 Damage. In schools, each group of 5 attacks with a Base
Chance of 70% of doing + 2 Damage.

PIRANHA
Natural Habitat: River
Frequency: Rare
Number: 1-200 (50)
Description: Piranha are small fish with very sharp teeth and a vicious
temper.
Talents, Skills, and Magic: Piranha have no magic abilities, talents
or skills.
Movement Rates: Swimming: 300
PS: 1-2
MD: None
AG: 20-23
MA: None
EN: 1
FT: 1-2
WP: 4-5
PC: 14-16
PB: 5-6
TMR: 6
NA: None
Weapons: Piranha attack in schools. Every group of ten gets one
attack (Base Chance of 800/o, + 4 Damage). They can only attack in
Close Combat.
Comments: Piranha are voracious. They can devour an elephant in
minutes, and will immediately attack anything edible (primarily meatbearing) which falls into the water with them.

SKILLS, MONSTERS & ADVENTURE, PAGE 112

SHARK
Natural Habitat: Ocean
Frequency: Uncommon
Number: 1-50 (5)
Description: Sharks are long fish with very sharp teeth and tough
skin. A shark's color varies from light blue to white to orange,
depending on the waters that they are swimming in. Sharks reach sizes
in excess of 40 feet, at which point they are threats to boats as well as to
swimmers. Sharks are normally two-hex monsters.
Talents, Skills, and Magic: Sharks can detect the presence of blood
in the water from extremely long distances, and they will gather around
the blood, working themselves up into a killing frenzy. They can also
sense motion in water, especially in the form of the types of
disturbances caused by swimmers.
Movement Rates: Swimming: 350
PS: 35-45
MD: None AG: 12-16
MA: None
EN: 25-30
FT: 40-50 WP: 8-10
PC: 9-12
PB: 6-8
TMR: 7
NA: Skin absorbs 7 DP
Weapons: Sharks attack via their bite (Base Chance of 40%,
+ 8 Damage).
Comments: As soon as blood is drawn in waters containing sharks
(most waters do) there is a 60% chance that 10-60 sharks will be
attracted. Sharks teeth are fairly valuable (a set might go for 100 Silver
Pennies) as charms.
[68.2] Aquatic Mammals
Aquatic mammals include dolphins, great white whales, killer
whales, and merfolk. They are generally moderately intelligent and
neutral or, even, friendly to adventurers. Except for merfolk, they
cannot remain submerged indefinitely. Merfolk must keep a steady flow
of water over their gills in the same manner as fish.

DOLPHIN
Natural Habitat: Ocean
Frequency: Common
Number: 1-20 (4)
Description: Dolphins are mammals of the sea. They grow to 12 feet
in length and are basically fish-like in form (although their bodies are
more cylindrical than most fish). They have long, thin snouts, and are
generally greyish in color. Dolphins are two-hex monsters.
Talents, Skills and Magic: Dolphins have no talents, skills or
magic.
Movement Rates: Swimming: 400
PS: 25-30
MD: None
AG: 24-26
MA: None
EN: 12-15
FT: 20-25
WP: 15-17
PC: 14-17
PB: 12-15
TMR: 8
NA: Skin absorbs 4 DP
Weapons: Dolphins attack in Melee Combat by ramming with their
snouts with a Base Chance of 40% and - 1 Damage.
Comments: Dolphins will sometimes aid humans in need, and will
remember with a vengeance those humans who have harmed them in
the past. They will never attack humans unless provoked.

GREAT WHITE WHALE


Natural Habitat: Ocean
Frequency: Very Rare
Number: 1
Description: These creatures are the largest mammals found on sea or
on land. They reach lengths of 200-300 feet, and are a truly spectacular
sight when they rise three-quarters of the way out of the water, sending
spray hundreds of yards in all directions. These whales are pure white in
color.
Talents, Skills, and Magic: Great white whales cannot use magic
and have no special talents or skills.
Movement Rates: Swimming: 700
PS: 700-1000
MD: None
AG: 8-9
MA: None
EN: 300-400
FT: 500-600 WP: 8-10
PC: 12-15
PB: 4-6
TMR: 14
NA: Hide absorbs 8 DP

Weapons: Rather than doing actual damage to most creatures, the


great white whale simply swallows them alive (Base Chance 50%). If a
creature is swallowed alive, it is presumed dead unless it is somehow
magically saved. If a creature is large enough so that it cannot be
swallowed by the creature's 30 foot wide gullet, then the whale does D
+ 10 Damage. The great white whale can only attack in Melee Combat.

KILLER WHALE
Natural Habitat: Ocean (generally arctic waters)
Frequency: Rare
Number: 1-25 (20)
Description: Killer whales are black on top and white on their bellies.
They have fins on either side of their body, as well as one fin which
sticks up from their back much like the fin of a shark. Large males
reach 30 feet in length. Killer whales are 14-hex monsters.
Talents, Skills, and Magic: Killer whales have no special talents,
skills, or magic.
Movement Rates: Swimming: 400
PS: 40-45
MD: None
AG: 13-15
MA: None
EN: 35-40
FT: 60-70
WP: 12-13
PC: 15-17
PB: 10-12
TMR: 8
NA: Hide absorbs 3 DP
Weapons: Killer whales can attack either in Melee or Close
Combat with their bite (Base Chance of 50%, + 10 Damage).

MERFOLK (Sea People)


Natural Habitat: Ocean
Frequency: Rare
Number: 1-100 (1)
Description: Merfolk are half human, half fish, the top half being the
human half. Merfolk lose 3 points of Fatigue (and Endurance when
Fatigue is exhausted) for each hour they remain out of water.
Talents, Skills, and Magic: Merfolk get along very well with the
indigenous life of the sea, and they can summon fish of various types,
although they will only rarely summon the larger predators. Some
merfolk will have powerful magic, while others will be ignorant of
magic. All breathe both air and water.
Movement Rates: Swimming:. 350
PS: 10-25
MD: 14-25
AG: 16-21
MA: 13-23
EN: 12-14
FT: 20-24
WP: 13-18
PC: 14-20
PB: 18-30
TMR: 7
NA: Skin absorbs 2 DP
Weapons: The merfolk ride seahorses and can use weapons
underwater. They prefer pole-type weapons (especially tridents) and
stabbing knives and swords. They will wear fish-skin armor (similar to
leather armor) or laminated seashell armor (similar to lamillar armor)
when going to war.
Comments: Merfolk will often sit on a beach, waiting to ensnare a
human of the opposite sex, whom they will then bring down into the
deeps with them as lovers. They give the human a cap woven of gold
which has magical properties which allow the human to live and breath
under water. Down under the sea, the merfolk will have cities and
societies much like those on the surface, with wars, diplomacy, trade,
etc. Great treasure will often be found in the sea-peoples' underwater
lairs, often including gold from sunken wrecks. The merfolk are not
usually hostile to man, but they will occasionally force a boat to turn
back if it is trespassing on water they consider sacred or otherwise not
appropriate for man.
[68.3] Others
This section includes eels, kraken, octopi, and squids. These
creatures are often intelligent and usually hostile to adventurers.

EEL
Natural Habitat: Ocean
Frequency: Uncommon
Number: 1-4 (1)
Description: Eels are long, thin, grayish fish up to 7 feet in length.

SKILLS, MONSTERS & ADVENTURE, PAGE 113

Talents, Skills, and Magic: Eels have no special talents, skills, or


magic.
Movement Rates: Swimming: 300
PS: 18-20
MD: None
AG: 14-17
MA: None
EN: 8-10
FT: 14-16
WP: 10-11
PC: 17-20
PR: 6-8
TMR: 6
NA: Skin absorbs 3DP
Weapons: An eel attacks with its bite (Base Chance of 50%, + 2
Damage), which it can only use in Close Combat.

KRAKEN
Natural Habitat: Ocean
Frequency: Very Rare
Number: 1-2 (1)
Description: Kraken are huge, black, fierce octupoids. They have a
pointed beak and large, red eyes. A kraken's body is 30-40 feet long,
and its 8 tentacles are about as long as its body. Their hide is thick and
horny and they are 14-hex monsters.
Talents, Skills, and Magic: The kraken's most fearsome attribute is
its ability to rip ships apart with its hideously strong tentacles. It can
usually handle ships up to 40 feet in length, shredding and then entirely
consuming them and their contents within (D + 2) minutes after it
emerged from the depths. In addition, a kraken can use the maelstrom
spell from the College of Water Magics at rank 840.
Movement Rates: Swimming: 600
PS: 100-200
MD: 15-20
AG: 12-14
MA: 12-15
EN: 60-80
FT: 80-100
WP: 25-30
PC: 17-20
PR: 1-3
TMR: 12
NA: Hide absorbs 6 DP
Weapons: In any given Pulse a kraken can attack with up to 5 of its 8
tentacles. It has two options as to what it can do with these tentacles: it
can either try to damage a character with the tentacles themselves at a
Base Chance of 70%, and Damage of + 4, or it can attempt to draw the
adversary towards its beak at a Base Chance of 30%, and + 15 Damage.
Either option can be taken with any of the tentacles.
Comments: Krakens typically live by the shores of large, salt-water
bodies, pulling swimmers and small vessels down to their demise. If a
kraken's lair is found, it will frequently (80%) have a large treasure
(25,000-35,000 Silver Pennies in value) stock-piled. Krakens tend to be
unintelligent, but grow larger and more intelligent in cold water.

OCTOPUS
Natural Habitat: Ocean
Frequency: Uncommon
Number: 1-6 (1)
Description: Octupi are small bags of flesh with eight long thin
tentacles attached. They rarely grow to larger than 6 feet, from tentacletip to tentacle-tip. Their color shifts with their surroundings to provide
the maximum camouflage. The body is highly malleable, and can
usually fit into small cracks in coral beds. Rare species of giant octupi
may grow to 3 times normal size.
Talents, Skills, and Magic: When frightened, octupi can squirt a jet
of dark substance into the water, obscuring vision while they make their
escape.
Movement Rates: Swimming: 150; Climbing on Rocks: 75
PS: 8-12
MD: 15-17 AG: 14-16
MA: None
EN: 5-6
FT: 10-11 WP: 6-8
PC: 17-19
PB: 5-7
TMR: 3/1
NA: Skin absorbs 2DP
Weapons: In Close Combat, an octupus can attack once using its
tentacles (Base Chance of 80%, - 2 Damage).

SQUID
Natural Habitat: Ocean
Frequency: Rare
Number: 1-10 (1)
Description: These creatures are bullet-shaped, with 10 tentacles
streaming from the base of the bullet. They grow to 50 feet in length,
and their color changes according to the waters that they inhabit. The
Squid also has a beak and large, round eyes. Squids are 14-hex
monsters.
Talents, Skills, and Magic: The squid has no magic or special skills
or talents.
Movement Rates: Swimming: 600
PS: 60-70
MD: 25-30
AG: 10-13
MA: None
EN: 50-60
FT: 65-70
WP: 10-12
PC: 10-12
PB: 6-8
TMR: 12
NA: Hide absorbs 5 DP
Weapons: Squids attack with their tentacles, drawing their prey in
toward their beak. A squid can make up to 5 attacks each Pulse using its
tentacles, but the first time that it hits something, it must cease attacks
for that Pulse as it can only bite one thing at a time. The Base Chance
for each attack is 25%, with + 12 Damage. The squid can also choose
not to attempt to bite and merely squeeze with its tentacles, in which
case the Base Chance is 50%, and Damage - 1. It can score up to 5 hits
in this way.
Comments: Large squid generally prefer very deep water, and will
rarely be found at the shallower depths. Squid are carnivorous, and will
eat almost any meat (including man) that they can find.

69. LIZARDS, SNAKES AND INSECTS


[69. ] Lizards and Kindred
The following are included in this section: basilisks, crocodiles,
giant land turtles, gila monsters, hydras, land iguanas, salamanders,
suarime, and wyverns. Except for wyverns and suarime, these species
will be unintelligent.

BASILISK (Cockatrice)
Natural Habitat: All habitats except Plains and Oceans
Frequency: Uncommon
Number: 1-2 (1)
Description: The Basilisk is a fat reptilian creature about 5 feet long
and 2 feet in height. These are slow, heavily-armored lizards with
limited intelligence. They have strong jaws with two-inch fangs. They
are man-eaters, but infinitely prefer fish when they can get it. Basilisks
are usually brownish in color with lighter underbellies.
Talents, Skills, and Magic: A basilisk has no skills or magical
abilities to speak of, but does possess the special talent of turning a
target to stone with a glance. Anyone who is within 50 feet of the
basilisk may be attacked in this manner. The basilisk expends a Fire
Action and the figure against whom the action is directed undergoes an
attack as if from a Thrown Weapon (BC of 60%). A basilisk breathes a
cone of poison gas 5 feet by 3 feet wide as its base.
Movement Rates: Running: 125
PS: 6-12
MD: None
AG: 7-11
MA: None
EN: 12-14
FT: 15-20
WP: 12-16
PC: 15-20
PB: 5-7
TMR: 2
NA: Skin absorbs 6 DP
Weapons: The basilisk does not use weapons, but may bite (Base
Chance of 40%, Damage + 3) during Close Combat and may use its
gaze in Ranged, Melee and Close Combat and breath in Melee or Close
Combat. Any hit scored with its breath does D+ 10 Damage due to
poisoning (this Damage is not absorbed by armor). If a basilisk's gaze is
reflected back at itself, it is killed.
Comments: Basilisks are solitary creatures, but they are willing to
serve others in exchange for lavish supplies of food (12 pounds or more
per day).

SKILLS, MONSTERS & ADVENTURE, PAGE 114

CROCODILE
Natural Habitat: Marsh, Lakes, Rivers
Frequency: Common
Number: 1-50 (20)
Description: Crocodiles are heavily scaled lizards with small sharp
teeth. They attain lengths of 8 feet, and weights of up to 180 pounds.
Their scales are a very dark greenish-brown that blends in well with the
muddy water that they love to inhabit.
Talents, Skills, and Magic: Crocodiles have no special talents, skills
or magic.
Movement Rates: Running: 50; Swimming: 150
PS: 17-19
MD: 5-8
AG: 7-9
MA: None
EN: 7-9
FT: 15-18
WP: 7-9
PC: 8-10
PB: 7-9
TMR: 1/3
NA: Scales absorb 6 DP
Weapons: Crocodiles cannot attack except in Close Combat and they
attack with two claws (Base Chance of 50%, - 6 Damage) and their bite
(Base Chance of 10%, + 1 Damage). Comments: Crocodiles often
lurk just below the surface of murky waters, waiting for a tidbit to enter
the water. On land, however, crocodiles are rather timid, and they will
slip off into the water if they sense something approaching. If a
crocodile's jaws are grasped while they are still closed, it only takes a
PS of 12 to hold them closed, rendering the Crocodile's bite useless.
The crocodile's skin is used to make primitive armor (equal to leather)
and the teeth (about 60) are valuable (100 Silver Pennies each) as
charms.

GIANT LAND TURTLE


Natural Habitat: Marsh (or beach)
Frequency: Rare
Number: 1-30 (6)
Description: Giant Land Turtles have the form of an ordinary turtle,
with a thick green shell and claws instead of webbed digits. They are
about 5 feet long, and weigh about 700 pounds.
Talents, Skills, and Magic: Giant Land Turtles can withdraw their
head, tail, and limbs inside their shell in times of danger. They have no
magical or other special abilities. If the Turtle is not withdrawn into its
shell, there is a 80% chance that any blow will strike the shell anyway.
If the turtle is inside its shell, all strikes will be softened by the shell.
Movement Rates: Running or Swimming: 100
PS: 20-25
MD: None
AG: 5-7
MA: None
EN: 15-17
FT: 22-24
WP: 10-11
PC: 13-15
PB: 7-9
TMR: 2
NA: Shell absorbs 8 DP
Weapons: The Land Turtle can only attack by biting in Close
Combat'. Its Base Chance is 50% and its Damage is -2.
Comments: Despite their name, Land Turtles spend much of their
time in the water, where they will frequently be found. A land turtle is
capable of carrying a large burden (up to 400 lbs.) if one is willing to
keep a pace that the turtle can follow.

GILA MONSTER
Natural Habitat: Waste
Frequency: Rare
Number: 1-8 (1)
Description: Gila Monsters are black and yellow lizards with short,
thin limbs and a striped stubby tail.
Talents, Skills, and Magic: The gila monster has no special talents,
skills, or magic.
Movement Rates: Running: 100
PS: 3-4
MD: 8-10
AG: 7-8
MA: None
EN: 4-5
FT: 8-10
WP: 7-9
PC: 15-17
PB: 7-9
TMR: 2
NA: Hide absorbs 2 DP
Weapons: Gila monsters can bite in Close Combat, but they cannot
attack in Ranged or Melee Combat. The Base Chance for their bite is

50%, and it does - 3 Damage. If the bite penetrates any armor that might
be worn to do actual damage to Fatigue or Endurance, the target takes 2
DP per Pulse (not absorbed by armor) for the next D10 Pulses, or until
an antidote to the Gila monster's poison is administered.

HYDRA
Natural Habitat: Marsh, Caverns
Frequency: Very Rare
Number: 1-3 (1)
Description: A Hydra is a nine-headed snake. They are 12 to 15 feet
long, and have thick green scales. Hydras also have a foul smell and
venomous breath. Hydras are four-hex creatures.
Talents, Skills, and Magic: If a hydra is hit in combat for four or
more points of damage (after subtracting for the defensive benefits of
the hydra's scales) there is a 70% chance that one of the hydra's heads
has been destroyed. Two Pulses after a head is destroyed, two more
grow back, and on the beginning of the next Pulse after that they can
attack in combat. One of the hydra's original nine heads will be
immortal. This head cannot be killed, and does not regenerate as do the
others. Instead, if a hydra has no Endurance remaining, the head is
assumed to have been cut off. If the head is cut off, it can no longer
move or attack except in Close Combat. The only way to kill one of the
hydra's mortal heads is to burn it while it is regenerating (a successful
Strike with a torch will do this). Each time a head regenerates, the
Hydra gains three points of Endurance. (Note that this will occasionally
mean that a hydra will have more Endurance points at the end of a battle
than before). In any event, if a hydra's Endurance is ever reduced to
zero or below, all of the heads die except the immortal one mentioned
above.
Movement Rates: Crawling: 200
PS: 18-22
MD: 19-24
AG: 14-16
MA: None
EN: 30-35
FT: 40-45
WP: 18-23
PC: 14-17
PB: 4-6
TMR: 4
NA: Scales absorb 7 DP
Weapons: A hydra can attack once with each of its heads. Up to six
heads can attack without penalty in either Close or Melee Combat. The
Base Chance for one of a hydra's heads is 55%, and each bite does + 2
Damage. In addition, if a bite penetrates a target's armor to do damage
to Fatigue or Endurance, the target takes five DP per Pulse for the next
DI0 pulses due to the hydra's poison, which is deadly. Only antidotes
specifically designed for hydra poison will be effective against their
venom.
Comments: Hydras are vicious, but they are not overly intelligent.
They will attack anything that approaches their lair. A hydra's poison
lasts even after the creature dies, and can be absorbed through the skin
without a puncture.

LAND IGUANA
Natural Habitat: Woods and Waste
Frequency: Uncommon
Number: 1-4 (2)
Description: Iguanas are large lizards, sometimes reaching more than
3 feet in length. They are sandy to brown in color, and have ridges
along their back. They have a short, thick tail, and wrinkled skin around
their neck. Giant iguanas may be up to 3 times normal size and have
double or triple PS, EN, and FF.
Talents, Skills, and Magic: Iguanas have no magical abilities or
special talents.
Movement Rates: Crawling: 250
PS: 9-11
MD: None
AG: 14-16
MA: None
EN: 4-6
FT: 8-10
WP: 6-8
PC: 10-12
PB: 6-8
TMR: 5
NA: Hide absorbs 3 DP
Weapons: Iguanas can only attack in Close Combat. They get one
attack with their bite, which has a Base Chance of 50%, and does + 4
Damage.

SKILLS, MONSTERS & ADVENTURE, PAGE 115

SALAMANDER
Natural Habitat: Waste (particularly deserts)
Frequency: Rare
Number: 1-2 (1)
Description: A salamander is a three foot long lizard, reddish brown
in color, with fiery red eyes.
Talents, Skills, and Magic: Salamanders have the ability to set
things on fire by concentrating their gaze. The action is deliberate, in
that something will not be burnt unless the salamander wishes to burn it.
Only flammable items can be ignited. If a salamander concentrates its
gaze on a living creature, the creature takes D + 12 Damage. The gaze
can be resisted, and only one creature can be stared at any one time.
Treat the gaze as a Fire action on the Tactical Display.
Movement Rates: Running: 350
PS: 14-17
MD: 8-10
AG: 17-20
MA: None
EN: 12-14
FT: 15-20
WP: 21-24
'PC: 18-21
PB: 5-7
TMR: 7
NA: Scales absorb 4 DP
Weapons: A salamander can use its gaze in Close, Ranged, and Melee
Combat (range: 200 feet). In addition, a salamander can make a bite
attack in Close Combat with a Base Chance of 40%, doing + 2 Damage.
Comments: Salamanders love to set things on fire in a seemingly
random fashion.

SUARIME (Lizard Man)


Natural Habitat: Marsh, Caverns (near water)
Frequency: Rare
Number: 1-50 (8)
Description: Suarime are basically humanoid, but they are reptilian in
outward appearance. They have heavy scales along the entire body, and
have a long, heavy tail that they can use as a weapon to knock down
their victims. They also have claws and a long forked tongue. They are
about 7 feet tall, and are greenish-yellow in color.
Talents, Skills, and Magic: Suarime can fight normally under water,
but they must come up for air eventually, although they can hold their
breath for periods of more than 5 minutes. They have their own
language, but will rarely (5%) speak anything comprehensible to men.
They do not normally use magic, although intelligence varies widely.
Movement Rates: Swimming: 300; Running: 100
PS: 23-26
MD: 8-11
AG: 8-12
MA: 10-15
EN: 14-16
FT: 20-24
WP: 14-18
PC: 10-14
PB: 8-11
TMR: 6/2
NA: Scales absorb 6 DP
Weapons: Lizard men generally use simple weapons like spears
or clubs. The larger the weapon, the more the suarime prefer it as they
greatly enjoy using their strength to the utmost. Suarime will use shields
if they find them or capture them. Their claws have a Base Chance of
35% of doing + 1 Damage.
Comments: Suarime will eat anything and they feed on marsh birds
and underwater creatures, but they have a fondness for human flesh.

WYVERN (Mere Dragon)


Natural Habitat: Rough (hills mostly), Woods, Marsh
Frequency: Uncommon
Number: 1-5 (2)
Description: Wyverns are distant cousins of dragons, but are smaller
and not blessed with the intelligence of dragons. Usually, 6 to 10 feet
tall, the wyvern is portrayed as a one-hex character with its tail
extending into its Rear hex a short distance (just enough so that it can
knock a character standing in that hex off his feet). Wyverns are slate
gray in color and have tough armored hides.
Talents, Skills, and Magic: Wyverns, unlike their larger cousins, are
non-magical. Their shriveled front limbs are not suitable for grasping
much except already subdued prey. The wyvern's tail contains a
scorpion-like sting which may be used to infect a target in the hex the
wyvern is facing with poison (the sting is used in an over-the-head-

attack). It may not be used to attack characters behind it.


Movement Rates: Running: 75; Flying: 150
PS: 20-30
MD: 10-12
AG: 12-16
MA: 8-10
EN: 25-35
FT: 30-40
WP: 10-16
PC: 18-25
PB: 3-5
TMR: 1/3
NA: Hide absorbs 8 DP
Weapons: In addition to its tail which may be used in Melee (Base
Chance of 45%, quick-acting poison instead of Damage, no Rank) the
wyvern may bite in Melee and Close Combat (Base Chance of 40%
Damage of + 4, no Rank). A wyvern may not sting and bite in the same
Pulse. A wyvern can attempt to knock down a character in his Rear hex
using his tail. This type of attack is executed like a Shield Attack.
Comments: Wyverns do not know magic, but crave magical items
and will often be found to be hoarding or wearing same. Dragons
despise wyverns and wyverns fear dragons and the two will never be
found in each other's company. Wyverns are, by nature, somewhat
cowardly.

[69.2] Snakes
All snakes included in this section are non-intelligent and extremely hostile. Most are poisonous. They include: asps, king cobras,
mambas, pythons, and spitting najas. Snakes tend to lie in wait for prey
and will usually strike only from ambush or if startled.

ASP
Natural Habitat: Rough, Plains
Frequency: Rare
Number: 1-7 (1)
Description: The asp measures up to 21/2 feet in length. It has a
triangular head, flattened towards the rear, and a short, thin tail.
Talents, Skills, and Magic: Asps have no talents, skills or magic.
Movement Rates: Crawling: 150
PS: 2-3
MD: None
AG: 16-19
MA: None
EN: 1-2
FT: 3-4
WP: 14-18
PC: 14-17
PB: 8-10
TMR: 3
NA: None
Weapons: The asp can only attack in Close Combat (Base Chance of
65%, - 3 Damage). If they do any effective damage, the damage is not
scored against their victim but rather he suffers 2 DP/Pulse until he
takes an antidote to the venom.
Comments: These snakes hibernate together during the winter, and
thus very large groups may be found during hibernation.

KING COBRA
Natural Habitat: Plains, Woods, Marsh, Rough
Frequency: Rare
Number: 1-8 (1)
Description: Growing to 20 feet, the king cobra is the largest of all
poisonous snakes. It is usually dark brown in color, with a collapsible
hood behind its head with a sort of horseshoe marking on its back. The
king cobra is the mortal enemy of the mongoose.
Talents, Skills, end Magic: Cobras possess no talents, skills or
magic.
Movement Rates: Crawling: 200
PS: 20-25
MD: None
AG: 15-18
MA: None
EN: 12-14
FT: 15-20
WP: 14-18
PC: 12-17
PB: 7-9
TMR: 4
NA: None
Weapons: Despite its size, the king cobra cannot attack unless it is in
Close Combat. In Close Combat it attacks via its bite (Base Chance of
75%, + 4 Damage). Damage done does not count, but if any actual
damage would have been inflicted, the victim is poisoned, and suffers 2
DP per Pulse, as per nerve Venom.

SKILLS, MONSTERS & ADVENTURE, PAGE 116

MAMBA
Natural Habitat: Woods, Marsh
Frequency: Rare
Number: 1-4 (1)
Description: These snakes are not very large (less than 3 feet), but
their poison fangs grow to great size. They come in either green or
black, with the former a forest species, and the latter a marsh snake.
Talents, Skills, end Magic: Mambas possess no talents, skills or
magic.
Movement Rates: Crawling: 100
PS: 2-3
MD: None
AG: 12-15
MA: None
EN: 4-5
FT: 6-8
WP: 14-18
PC: 12-16
PB: 8-11
TMR: 2
NA: None
Weapons: The mamba cannot attack in Melee Combat. In Close
Combat it can bite (Base Chance 50%, -2 Damage). Damage is only
used to determine if the snake did in fact penetrate armor with its fangs
for the purpose of injecting its poison. Mamba poison is among the
most deadly found in nature: a victim takes 4 DP per Pulse until an
antidote is taken.

PYTHON
Natural Habitat: Woods, Marsh
Frequency: Rare
Number: 1-2 (1)
Description: The python is green and black, and sometimes reaches a
length of 33 feet.
Talents, Skills, and Magic: The Python can climb trees (large ones)
although slowly. It has no magical abilities, skills or talents.
Movement Rates: Crawling: 150
PS: 45,50
MD: None
AG: 8-12
MA: None
EN: 25-30
FT: 30-35
WP: 12-16
PC: 14-18
PB: 6-9
TMR: 3
NA: Scales absorb 3 DP
Weapons: Pythons may only attack in Close Combat. Pythons attack
by biting (Base Chance of 65%, + 6 Damage). If the bite penetrates
armor, it hangs on, and at the next opportunity wraps it self around its
adversary, crushing the life out of it. Wrap: Base Chance of 80%, + 8
Damage per Pulse the snake squeezes, no roll needed to hit once initial
squeeze has been made. Once the snake is squeezing, it can no longer
bite until it has squeezed its prey to death.

SPITTING NAJA
Natural Habitat: Rough, Woods
Frequency: Rare
Number: 1-2 (1)
Description: The spitting naja is a form of Cobra, without the hood,
but with the ability to spit their venom. Their scales are usually dark
brown in color.
Talents, Skills, and Magic: The spitting naja possesses no talents,
skills or magic.
Movement Rates: Crawling: 150
PS: 10-12
MD: None
AG: 16-18
MA: None
EN: 8-10
FT: 12-17
WP: 12-16
PC: 11-16
PB: 8-11
TMR: 3
NA: Scales absorb 1 DP
Weapons: In Melee Combat, spitting najas can only spit (Base Chance
of 40%). If they hit, (aiming at the eye) the person hit is blinded until
the eye is thoroughly washed. Unless the eye is washed promptly, the
blindness becomes permanent. In Close Combat, the naja gets a bite
(Base Chance of 65%, - 2 Damage for purposes of armor penetration).
The bite's damage is not actually sustained, but is rather used to
determine if the snake has penetrated armor so as to allow its venom to
work. The venom does 1 DP per Pulse (in addition to blinding the
victim) until an antidote is administered.

[69.3] Insects and Spiders


The species included in this section tend to be non-lethal to
human-sized beings individually, but most will be found, if at all, in
large numbers. They include the Black Widow Spider, the Fire Ant, the
Killer Bee, scorpions and tarantulas.

BLACK WIDOW SPIDER


Natural Habitat: Waste, Rough
Frequency: Very Rare
Number: 1-4 (1)
Description: Black widows are small, black spiders with thin hairless
legs and a red hourglass marking on their backs. They are 2-3 inches
long.
Talents, Skills, and Magic: Black widows have no special talents,
skills or magical abilities. They are not tool users, but they do spin
webs.
Movement Rates: Running: 75
PS: 1
MD: None
AG: 18-20
MA: None
EN: 1
FT: None
WP: 4-6
PC: 10-12
PB: 3-5
TMR: 1
NA: None
Weapons: A Black Widow spider can only attack in Close Combat,
using its bite with a Base Chance of 30%. If a hit is indicated, do not
check for damage, but instead follow this procedure: Roll D10; if the
die roll is greater than the bitten creature's Armor Protection Rating,
then the creature has been bitten and suffers the effects of the spider's
poison: otherwise there is no effect. A black widow's poison does 3
DP/Pulse for D10 Pulses until an antidote is applied.

FIRE ANTS
Natural Habitat: Plains
Frequency: Uncommon
Number: 500-5000 (500)
Description: A Fire Ant is a bright red ant about 2 inches long.
Talents, Skills, and Magic: Fire Ants have no magic skills, talents
or other special abilities. They are not tool users, but they will use twigs
and leaves to cross bodies of water.
Movement Rates: Running: 150
PS: 1
MD: None
AG: 11-13
MA: None
EN: 1
FT: None
WP: 5-7
PC: 10-12
PB: 2-4
TMR: 3
NA: None
Weapons: A Fire Ant can only attack in Close Combat. It bites with a
Base Chance of 25%. If the bite hits, roll D10. If the number rolled ffi
more than the bitten character's Armor Protection Rating, the character
takes 2 DP. Otherwise there is no effect.
Comments: Fire Ants tend to form into columns that eat through
anything in their way. These insects dislike the smell of oil, and if it is
put in the ants' path, they will go around it if possible.

KILLER BEE
Natural Habitat: Woods, Plains
Frequency: Uncommon
Number: 1-300 (200)
Description: A killer bee looks like a normal bee except that it is
about an inch and a half long.
Talents, Skills, and Magic: Killer bees have no magic abilities or
special talents or skills. They are not tool users, but do build hives.
Movement Rates: Flying: 500
PS: 1
MD: None
AG: 20-22
MA: None
EN: 1
FT: None
WP: 7-9
PC: 15-17
PB: 6-8
TMR: 10
NA: None

SKILLS, MONSTERS & ADVENTURE, PAGE 117

Weapons: Killer bees can only attack in Close Combat in which they
can sting with a Base Chance of 50%. If a bee succeeds in stinging roll
D10. If the roll is more than the armor protection rating of the stung
character, the character takes D-6 Damage (not absorbed by armor). As
soon as a bee hits a character (not necessarily penetrating armor via the
die'roll above) it dies.

SCORPION
Natural Habitat: Waste, Rough
Frequency: Rare
Number: 1-20 (1)
Description: A scorpion is a black-colored insect about 4 inches long.
The most prominent feature of a scorpion is its tail, which stretches over
its back.
Talents, Skills, and Magic: Scorpions have no special talents, skills
or magic.
Movement Rates: Crawling: 150
PS: 1
MD: None AG: 18-20
MA: None
EN: 1
FT: 1
WP: 8-10
PC: 11-13
PB: 4-5
TMR: 3
NA: None
Weapons: A Scorpion can only attack in Close Combat, in which it
uses its tail with a Base Chance of 65%. If the tail hits, roll D10. If the
die roll is more than the Armor Protection Rating of the character stung,
the character takes 4 DP/Pulse for D5 Pulses, or until an antidote is
applied.
Comments: An alchemist can use a Scorpion's tail to distill poison,
and so a scorpion can be sold for about 50 Silver Pennies in a major
town.

clouds on which the castle rests will be substantial (capable of bearing


weight), though they will appear to be clouds. Cloud Giants are 3-hex
figures.
Talents, Skills, and Magic: See 6.6
Movement Rates: Running: 600-700
PS: 24-42
MD: 4-22
AG: 3-21
MA: 4-22
EN: 30-48
FT: 18-24
WP: 4-22
PC: 5-23
PB: 5-23
TMR: 12-14 NA: None
Weapons: Cloud Giants favor the club and the sword, and will have
Rank 2-4 with these weapons. They will sometimes wear armor,
although it is rare to see a Giant clothed in anything heavier than
leather.

FIRE GIANT
Natural Habitat: Rough, Caverns
Frequency: Rare
Number: 1-4 (1)
Description: Fire giants are large humanoids about 12 feet tall.
Talents, Skills, and Magic: See 6.6
Movement Rates: Running: 400-500
PS: 15-33
MD: 4-22
AG: 3-21
MA: 4-22
EN: 20-38
FT: 18-24
WP: 4-22
PC: 5-23
PB: 5-23
TMR: 8-10
NA: None
Weapons: Fire giants prefer the club and sword, and will have Rank
1-3 with these weapons. Armor heavier than leather is rare, although it
does occur.

TARANTULA
Natural Habitat: Waste
Frequency: Rare
Number: 1-6 (1)
Description: Tarantulas are large, very hairy spiders about 4 inches
across.
Talents, Skills, and Magic: Tarantulas have no special talents,
skills, or magic abilities. They do not tool users and do not build webs.
Movement Rates: Running: 75
PS: 1
MD: None AG: 16-18
MA: None
EN: 1
FT: None
WP: 4-6
PC: 9-11
PB: 2-4
TMR: 1
NA: None
Weapons: Tarantulas only attack in Close Combat, biting with a Base
Chance of 25%. If a creature is bitten, roll D10, and if the roll is greater
than or equal to the bitten creature's Armor Protection Rating, the
creature suffers D-4 Damage due to the tarantula's poison.

70. GIANTS, FAIRIES


AND EARTH DWELLERS
[70.1] Giant Humanoids
This Section includes all larger than average size humanoid
species. Included are 6 flavors of Giants (Cloud, Fire, Frost, Hill, Stone
and Storm). All types of Giants except storm Giants and hill Giants can
be played by players. In general, the characteristics of Giants are the
same as those included under Character Generation (IV). Other giant
humanoids include Ogres, Trolls and Titans.

CLOUD GIANT
Natural Habitat: Rough
Frequency: Very Rare
Number: 1-4 (1)
Description: Cloud giants are huge humanoids between 15 and 20
feet tall. Cloud Giants will often build sky-castles on mountaintops.
These will seem to float on pillars of cloud and can only be reached by
a stone stairwell inside the pillars on which it floats. The pillars and the

HILL GIANT
Natural Habitat: Rough
Frequency: Rare
Number: 1-10 (5)
Description: Hill Giants are humanoids about nine feet tall. Their
features will usually be uncommonly gnarled.
Talents, Skills, and Magic: See 6.6. But note that a hill giant is not
affiliated with any element in particular, and thus has expanded options
as to his choice of College. His mastery of a College will usually be
minimal (about Rank 3) if he does belong to a College (25% chance).
Movement Rates: Running: 350-400
PS: 12-30
MD: 4-22
AG: 3-21
MA: 4-22
EN: 13-31
FT: 18-24
WP: 4-22
PC: 5-23
PB: 5-23
TMR: 7-8
NA: Thick hide absorbs 1 DP
Weapons: Hill giants will use all weapons, although they generally
prefer simple crushing weapons like the club or mace. They will have
rank 1-5 with these weapons. Hill giants rarely wear armor, although
they will occasionally (20%) wear chain-mail or leather.

FROST GIANT
Natural Habitat: Rough (especially mountains)
Frequency: Rare
Number: 1-25 (6)
Description: Frost giants are large humanoid between 15 and
20 feet in height. Frost Giants are 3-hex figures.
Talents, Skills, and Magic: See 6.6.
Movement Rates: Running: 600-700
PS: 24-42
MD: 4-22
AG: 3-21
MA: 4-22
EN: 25-43
FT: 18-24
WP: 4-22
PC: 5-23
PB: 5-23
TMR: 12-14 NA: None
Weapons: Frost giants generally use swords and axes, and will
frequently achieve rank 4 or higher with these weapons. Frost giants
will wear any type of armor, with metallic armor being Common.

SKILLS, MONSTERS & ADVENTURE, PAGE 118

STONE GIANT
Natural Habitat: Rough, Caverns
Frequency: Rare
Number: 1-6 (3)
Description: Stone giants are humanoids about 10 feet tall.
Talents, Skills, and Magic: See 6.6
Movement Rates: Running: 400-500
PS: 13-31
MD: 4-22
AG: 3-21
MA: 4-22
EN: 15-25
FT: 18-24
WP: 4-22
PC: 5-23
PB: 5-23
TMR: 840
NA: None
Weapons: Stone Giants prefer heavy weapons like hammers and
clubs. They will have rank 3-5 with these weapons. Stone giants
frequently wear leather armor and carry shields.

STORM GIANT
Natural Habitat: Rough (especially mountaintops)
Frequency: Very Rare
Number: 1-3 (1)
Description: Storm giants are huge humanoids about 20 feet tail.
Storm Giants are 3-hex figures.
Talents, Skills, and Magic: Storm giants have all the talents, skills,
magic, and other abilities noted in 6.6. In addition, they can control the
weather, bringing rain, wind, thunderstorms, and even a fair sky.
Depending on the difference between the weather they are trying to
create and the weather state at the time that they are doing so, it will be
from one to three hours until the effects of their control become evident.
Note that storm giants are not particularly affiliated with any of the
Elementals. There is a 50% chance that a storm giant will be a member
of a College. If he is a member of a College, a storm giant will have
rank 3-7 with General Knowledge spells, and Rank 2-5 with those
Special Knowledge spells that he knows (GM's option).
Movement Rates: Running: 700-750
PS: 27-45
MD: 4-22
AG: 3-21
MA: 4-22
EN: 30-48
FT: 18-24
WP: 4-22
PC: 5-23
PB: 5-23
TMR: 14-15 NA: None
Weapons: Storm giants prefer edged weapons, with axes being the
weapons they most commonly use. They will have Rank four or better
with the type of weapon that they use most frequently. Storm giants can
be found in any sort of armor, although chainmail is the norm.
Comments: True to their name, Storm Giants enjoy turbulent weather,
and there will frequently be a thunderstorm about their mountainous
home. Those traits mentioned in 6.6 are also applicable to storm giants.

OGRE
Natural Habitat: Rough, Woods
Frequency: Rare
Number: 1-20 (4)
Description: Ogres are large, ugly humanoid. They are 8 feet tall,
have flattened noses and large, sharp teeth. They will usually be
wearing rags.
Talents, Skills, end Magic: Ogres generally shun magic, although
there is. a 5% chance that an ogre will belong to the College of Earth
Magics if he has an MA of 15. The highest rank that an ogre will ever
attain with any spell is 5, and this only rarely.
Movement Rates: Running: 450
PS: 25-30
MD: 11-13
AG: 8-10
MA: 10-15
EN: 20-23
FT: 28-30
WP: 18-20
PC: 11-14
PB: 6-9
TMR: 9
NA: Thick skin absorbs 4 DP
Weapons: Ogres prefer to use large clubs over other weapons. Ranged
weapons are rare, but possible. Ogres will also use shields and wear
armor 80% of the time. If they do wear armor, it will usually be
chainmail or lighter. In Close Combat or in the absence of a weapon
ogres can also bite (Base Chance of 65%, + 4 Damage).

Comments: Ogres eat those travelers that they waylay and take their
treasure. They are intelligent enough so that they will not attack a party
if they are hopelessly outclassed, but they are stupid enough so that they
cat, also be easily outwitted. Ogres will usually have treasure in the
form of gold and ge. ms.

TITAN
Natural Habitat: See below
Frequency: Very Rare
Number: 1-2 (1)
Description: Titans are basically human, but they are between 20 feet
and 24 feet tall. They are also unusually muscular, and appear strikingly
handsome or beautiful. They can be of either sex. Titans are 3-hex
figures.
Talents, Skills, and Magic: Titans are highly magical. They can turn
invisible, disappear from this plane, and move through the air by willing
it. They can also use spells, talents, and rituals of any one College. They
are protected from physical attack by a magical aura which surrounds
them. This aura also adds 40 to their Magic Resistance. They will know
General and Special Knowledge of their College at Rank 10 and above.
Movement Rates: Running: 600; Flying: 300
PS: 60-70
MD: 12-16
AG: 13-17
MA: 19-26
EN: 30-40
FT: 50-60
WP: 17-20
PC: 16-18
PB: 19-21
TMR: 12/6
NA: Aura absorbs 12 DP
Weapons: Titans use human-type weapons of 4-times normal size
(improve Base Chance by 20%, multiply damage by 4 after
modification). They will sometimes wear armor (which functions in
addition to their aura) if they are doing something which is premeditated, and they know will be very dangerous.
Comments: Titans are basically good in nature, and they will help
people on occasion. They are often very touchy, however, and if they
think a human is being insolent they will not hesitate to kill him,
although sometimes (30%) they will just vanish. If a titan is inhabiting
this plane for some reason, it will have a large castle, very substantial
treasure, and numerous storm giant guards.

TROLL
Natural Habitat: Rough, Caverns, Ruins, Fields, Marshes
Frequency: Uncommon
Number: 1-3 (1)
Description: Trolls are large green, vaguely humanoid beings with
greenish black heads and extremities. They are well-muscled and 1onglimbed with thick, leathery skin. Their large teeth and claws are ideally
suited to rending the "manflesh" they so highly prize. A full-grown troll
may stand almost 15 feet high. Trolls are 3-hex monsters.
Talents, Skills, and Magic: Trolls possess no skills to speak of and
are not magic-users. They may use simple weapons, but may never
achieve any Rank with a weapon. Trolls possess the ability to
regenerate themselves at the rate of 1 Damage Point healed each Pulse.
Any damage inflicted by fire is, however, permanent and may not be
healed by regeneration. Trolls are not afraid of fire.
Movement Rates: Running: 300
PS: 30-50
MD: 10-14
AG: 12-16
MA: 5-8
EN: 30-40
FT: 40-50
WP: 18-25
PC: 20-25
PB: Always 0
TMR: 6
NA: Skin absorbs 5 DP.
Weapons: A Troll may use its hands (Base Chance of 55%, Damage
of + 6, no Rank) to Melee Attack or may use hands and teeth (Base
Chance of 35%, Damage of + 4, no Rank) in Close Combat. It may
Strike twice with hands and once with teeth each Pulse.
Comments: Trolls become enraged by the presertce of fire and will
kill anyone who uses it if possible. A severed portion of a troWs body
will produce a new troll in 20 Pulses. The only way to prevent this or to
keep a Troll from regenerating after death is to burn the Troll's corpse
(or any stray pieces). A Troll is unlikely to possess or guard treasure,

SKILLS, MONSTERS & ADVENTURE, PAGE 119

but may have a few "pretties" in his possession (gold or jewelry and
such). The net worth of such items will usually be no more than 500
silver pennies, but could equal 1,000 in rare instances.

[70.2] Fairy Folk


Fairy folk include brownies, dryads, elves, fossergrims,
leprechauns, nixies, nymphs, pixies, satyrs, and sylphs. They are all
roughly related, though their natures have diverged since the time when
they could claim a common ancestor. Brownies, Leprechauns, Nixies,
Pixies and Sylphs all take D-2 damage from physical contact with cold
iron in addition to any other damage that may be inflicted by a weapon
made of that substance. This damage is due to burning. Other fairy folk
do not suffer this effect, but prefer to use substances other than cold iron
for tools and artifacts. Only the Elves have overcome their fear of the
substance to the extent of habitually forging and using fine iron and
steel weapons.

BROWNIE (House Spirit)


Natural Habitat: Fields (usually around man or his dwellings)
Frequency: Uncommon
Number: 1-30 (6)
Description: Brownies are "little people" similar to Leprechauns, but
more sociable. They tend to be benevolent toward those who are not of
Faerie (unlike their wilder kindred who despise humans).
Talents, Skills, and Magic: Brownies specialize in using minor
magics to assist in keeping order, repairing minor damage, and doing
light work around human dwellings. They can bless or curse crops in
the same manner as a black magician. Their small help can also be
turned to mischief if they are affronted in any way. This might take the
form of falling roof tiles, collapsing floorboards, or other small
disasters.
Movement Rates: Running: 150
PS: 7-8
MD: 20-25
AG: 20-25
MA: 17-19
EN: 4-5
FT: 10-11
WP: 17-19
PC: 16-19
PB: 12-16
TMR: 3
NA: None
Weapons: Brownies have no natural weapons. They carry small
swords (treat as daggers), but do not use armor. They may also carry
bows which will have the same characteristics as the Small Bow (see
Weapons Table).
Comments: Brownies will aid the human inhabitants of an area in
exchange for food (a dish of milk left out each night). If disaffected,
they will seek out and give information to the household's enemies.

DRYAD
Natural Habitat: Woods
Frequency: Common
Number: 1-30 (I0)
Description: Dryads are insubstantial spirits living within the wood of
a specific tree. They can leave their tree and wander about, but may
never stray more than a mile from the tree. They usually appear in small
colonies.
Talents, Skills, and Magic: Dryads tend to be Adepts of the College
of Earth Magics, though some may be members of the Colleges of
Illusion or the Sorceries of the Mind. They will not usually be very
powerful in Colleges other than Earth, however. They have the special
ability of being able to take refuge deep within their tree if threatened.
Movement Rates: Running: 200
PS: None
MD: None
AG: None MA: 8-20
EN: None
FT: None
WP: 12-16 PC: 12-15
PB: 16-24
TMR: 4
NA: None. But see below
Weapons: Dryads use no weapons of any kind.
Comments: Dryads can only be harmed if their tree is killed by
chopping or burning it down. They are not usually inimical to man,
though "Black Dryads" do exist who practice Druidic rites (including

blood sacrifice). They will usually aid travelers, but are mainly
concerned with the well being of their trees.

ELF
Natural Habitat: Woods
Frequency: Uncommon
Number: 1-200 (20)
Description: An elf is a lithe humanoid, slightly smaller than
man-sized. They are unusually fair in appearance.
Talents, Skills, and Magic: See 6.5
Movement Rates: Running: 275
PS: 4-22
MD: 5-23
AG: 6-24
MA: 4-22
EN: 4-22
FT: 19-25
WP: 6-24
PC: 6-24
PS: 8-26
TMR: 6
NA: None
Weapons: Elves prefer bow weapons, and will have rank 4-6 with
them. Spears are also commonly used. Elves will not generally wear
metallic armor, although they may do so in unusual cases. The listed
characteristic ranges are for NPC elves only.

FOSSERGRIM
Natural Habitat: Streams, Rivers (especially near white water)
Frequency: Very Rare
Number: 6-12 (8)
Description: Fossergrims look much like Gnomes and are about the
same size. However, they are water dwellers and have a water-breathing
capacity in addition to their air-breathing capacity. They will always be
found in or near their lairs which will be located at the foot of waterfalls
or rapids wherever possible.
Talents, Skills, and Magic: Fossergrims have the ability to cast very
weak and limited illusions over water so as to make shoals and rapids
appear to be safe channels. They also have the ability to cast a charm
over an individual, causing him to swim into their lair (which will be in
an underwater cave) and be drowned. This works like a talent. Victims
must roll 2 x Will-power or less or succumb to the charm.
Movement Rates: Running: 150; Swimming: 100
PS: 8-12
MD: 18-20
AG: 15-17
MA: 12-14
EN: 8-10
FT: 16-20
WP: 16-18
PC: 15-17
PB: 8-10
TMR: 3/2
NA: None
Weapons: Fossergrims attack with their teeth in close Combat and
have a Base Chance of 40% of doing - 2 Damage. They may also use
small simple non-missile weapons (knives, short swords, and the like).
Comments: Fossergrims are carnivores and especially delight in
feasting on "the bigs" as they' call humans, elves, and their kindred.
Except for their special magical abilities Which they use to lure the
unwary into their halls, they possess little magic and few skills or
talents. What other magic they possess will be Water Magic.

LEPRECHAUN
Natural Habitat: Plains, Woods, Fields
Frequency: Very Rare
Number: 1-30 (8)
Description: Leprechauns are similar in almost all ways to Brownies,
but wilder and shyer of man. They tend to dress in muted shades of
brown and green and to seek out the deep woods where they are most at
home. They have 3 to 4 times the stealth of an average human and will,
as a result, seldom be seen unless they wish to speak with a party.
Talents, Skills, and Magic: Leprechauns possess the same Talent
Magic as Brownies. In addition, they will usually be masters of either
the College of Illusions or the College of Earth Magics. They have the
ability to teleport themselves limited distances (no more than a few
yards) by blinking. Leprechauns also have special skill with the Spell of
Sleeping (regardless of their College) and add 10 to the Base Chance for
the spell.

SKILLS, MONSTERS & ADVENTURE, PAGE 120

Movement Rates: Running: 200


PS: 7-8
MD: 19-22
AG: 25-28
MA: 19-21
EN: 5-6
FT: 10-12
WP: 15-18
PC: 14-17
PB: 9-14
TMR: 4
NA: None
Weapons: Leprechauns have no natural weapons. They will usually
have Short Swords (similar to Daggers) and will use Small Bows.
Comments: If a Leprechaun is captured and cannot escape, he will
buy his freedom either by revealing the location of his treasure (300400 Gold Pieces) or by granting the warder three wishes which the
leprechaun will attempt to grant in such a way that they turn to the
disadvantage of the recipient (usually in some really grisly way).

Comments: Nymphs dislike the intrusion of humans, but will attempt


to charm and seduce a particularly handsome man with their beauty
(40% chance) if they do not first flee (50% chance). If they flee, they
will attempt to punish those who frightened them. Nymphs can move
from place to place by entering the trunks of trees and then teleporting
from one trunk to another. It takes them 30 seconds to enter the trunk of
a tree and 1 second to teleport to any other trunk within I00 feet of the
tree they currently occupy.
Nymphs have little sense of normal human anatomy or capabilities and
will kill a human lover with their demands by permanently reducing his
Fatigue or Endurance at the rate of 1 point from either (GM's choice)
per week until the lover dies or escapes. The lover may make a check
against 2 times his Willpower at the end of each week to see if he runs
away from his sweet captors (leaving behind most of his weapons,
armor, and other possessions in his state of befuddlement).

NIXIE
Natural Habitat: Marsh
Frequency: Rare
Number: 1-40 (20)
Description: Nixies are water-dwellers with pale skin (through which
can often be seen green veins), golden hair, webbed fingers and toes,
and gills. They have a limited air breathing capacity similar to Merfolk.
They are recognizable by their sharp teeth which are covered in green
slime.
Talents, Skills, and Magic: Nixies will almost always have limited
abilities as Adepts of the College of Water Magics. They will have no
skills to speak of, but will have the talent of being able to automatically
summon [D + 1] x Rank with their talent (1, if unranked) large Pike to
their aid. Since these "water wolves", as they are called, have a special
fondness for Nixies, there will always be Pike in the area.
Movement Rates: Swimming: 350
PS: 13-23
MD: 10-20
AG: 14-21
MA: 10-18
EN: 10-18
FT: 12-24
WP: 14-20
PC: 14-22
PB: 8-18
TMR: 7
NA: None
Weapons: Nixies do - 2 Damage (Base Chance of 35%) in Close
Combat with their bite. In addition, they will often carry fishbone
weapons and shields and (rarely) wear fishskin armor (equal to leather
armor).
Comments: Nixies are fond of human flesh, though they will
sometimes refrain from eating a particularly beautiful humanoid
member of the opposite sex in order to enjoy their company longer.
They are capricious and cowardly and prefer to destroy their prey by
guile whenever possible. An invitation to a Nixie feast is usually a
prelude to treachery.

PIXIE
Natural Habitat: Woods
Frequency: Very Rare
Number: 1-100 (10)
Description: Pixies are small people about 2 feet in height, with
transparent wings, pointed ears, and almond-shaped eyes.
Talents, Skills, end Magic: Pixies are naturally invisible, but can
become visible at will. They can create full-fledged visible and audible
illusions, and can appear to change their form. They are also able to use
most counter spells, read peoples' minds, and cause disorientation and
the inability to think clearly in the victims of their pranks.
Movement Rates: Running: 150; Flying: 250
PS: 3-4
MD: 18-21
AG: 17-20
MA: 10-15
EN: 3-4
FT: 8-10
WP: 12-16
PC: 10-14
PB: 10-17
TMR: 3/5
NA: None
Weapons: Pixies use daggers and bows of short range (50 feet) but
with great effect. They have three types of arrow: one which does
[D10]-6 damage, one that puts their victims to sleep unless they roll 4 x
Willpower or less, and one that removes all memory from the victim for
[DI0]-4 days unless he rolls 4 x Willpower or less. The bow has a Base
Chance of 60%. They may wear leather armor.
Comments: Pixies are very hard to hit in combat ( - 30 from Base
Chance in addition to Defense). They are highly mischievous, and they
will often play pranks to annoy the foolish traveler who enters a forest
where pixies are said to dwell.

NYMPH

SATYR (Faun)

Natural Habitat: Woods, Fields (usually found with Satyrs)


Frequency: Rare
Number: 1-30 (6)
Description: Nymphs are beautiful humanoids with goat-like lower
limbs covered in soft curly hair. They generally prefer to go about
naked, but will wear light robes in cold weather.
Talents, Skills, and Magic: Nymphs will have some abilities of
either the College of Illusions or of the College of Earth Megice. They
will have twice the stealth of humans. In addition, any male character
who looks at a naked Nymph must roll 4 times his Willpower or less or
he will be charmed and will desire only to spend his days frolicking
with the Nymph (or her sisters).
Movement Rates: Running: 250
PS: 10-12
MD: 14-18 AG: 14-22
MA: 18-22
EN: 8-12
FT: 16-24 WP: 18-24
PC: 18-24
PB: 25-33
TMR: 5
NA: None
Weapons: Nymphs do not use weapons or fight in any way. They rely
exclusively on their beauty and magic for protection.

Natural Habitat: Woods, Plains


Frequency: Uncommon
Number: )-10 (6)
Description: Satyrs have the upper halves of a man and the legs of a
goat or horse, They have bristly hair, and short, black horns. Their skin
is a deep mahogany in color;
Talents, Skills, and Magic: Satyrs are somewhat magical, Their
magical abilities are usually focused through a pipe which they play to
charm, delight, or otherwise influence those around them. They are also
3 times as stealthy as humans, and can blend in with surrounding trees
(90% chance they will be undetected if they remain still). Satyrs have
the same power over women that nymphs have over men.
Movement Rates: Running: 400
PS: 12-22
MD: 19-22
AG: 18-20
MA: 15-18
EN: 10-18
FT: 18-28
WP: 15-18
PC: 18-20
PB: 9-12
TMR: 8
NA: Skin absorbs 2 DP.
Weapons: Satyrs use simple weapons like spears. Usually they will
have Rank 1-5 with the weapons they use.

SKILLS, MONSTERS & ADVENTURE, PAGE 121

Comments: Satyrs are much like centaurs in mentality: they enjoy


drinking, dancing, and generally making merry. In general they dislike
men, although they will occasionally attempt to seduce human females.
They will usually be accompanied by nymphs.

DWARF
Natural Habitat: Rough, Caverns
Frequency: Uncommon
Number: 1-500 (10)
Description: Dwarves are short, stout humanoids. They usually have
long beards.
Talents, Skills, and Magic: See 6.4.
Movement Rates: Running: 225
PS: 6-24
MD: 5-23
AG: 4-22
MA: 3-21
EN: 6-24
FT: 17-23
WP: 7-25
PC: 6-24
PB: 4-22
TMR: 4
NA: None
Weapons: Dwarves delight in axes and hammers and they will have
Rank 2-4 with these weapons. They also commonly wear heavy armor,
with chainmail being the type most frequently worn, although plate is
also occasionally used. The listed characteristic ranges are for NPC
dwarves only.

GNOLL

SYLPH
Natural Habitat: Rough (especially mountain tops).
Frequency: Very Rare
Number: 1-2 (1)
Description: Sylphs appear as human females, but have large, almost
transparent wings. They are usually very beautiful.
Talents, Skills, and Magic: Sylphs can turn themselves invisible,
and they are usually able to sense a party's intentions towards them, and
so avoid harm. Sylphs are also able magicians, specializing in the
powers of the College of Air Magics.
Movement Rates: Flying: 700; Running: 250
PS: 10-13
MD: 18-22
AG: 20-24
MA: 18-20
EN: 9-12
FT: 18-20
WP: 14-18 PC: 18-20
PB: 21-25
TMR: 14/5
NA: None
Weapons: Sylphs do not use weapons to attack. They use only their
magic to defend themselves.
Comments: Sylphs will aid a humanoid in need or befriend one to
whom they take a fancy. If somehow coerced they will have a large
treasure with which they may buy their freedom but it will usually be
hidden on a mountain top. It will be worth
[D + 5] x 300 silver pennies.
[70.3] Earth Dwellers
This section deals with those species who prefer dwelling in
caverns or earthen barrows, but who are distantly related to the Fairy
Folk. They include: Dwarves, Gnolls, Gnomes, Goblins, Halflings,
Hobgoblins, Kobolds, and Orcs. These beings all tend to prefer cool
shadows to bright sunlight, and all except Dwarves and Halflings
positively dislike sunlight and will not willingly venture into it.

Natural Habitat: All but Waste and Ocean (Usually Caverns)


Frequency: Uncommon
Number: 1-300 (40)
Description: Gnolls are dog-faced humanoids about 7 feet tall. They
are very strong, and usually wear armor. Their skin is fuzzy, and
yellowish-brown in color.
Talents, Skills, and Magic: Gnolls are good diggers if forced to do
so, but they will rarely attempt mining on their own, even though they
like caves. They have no magical abilities, although they will
sometimes have magical items which they will rarely know how to use.
Movement Rates: Running: 250
PS: 20-23
MD: 13-15
AG: 12-14
MA: None
EN: 12-14
FT: 20-24
WP: 10-12
PC: 12-16
PB: 6-9
TMR: 5
NA: Hide absorbs 2 DP
Weapons: Gnolls tend toward the larger weapons, usually axes. They
will use ranged weapons, however, and any large contingent will have a
fair number of archers. They usually wear light armor (leather or cloth)
but strong members of a group will sometimes have better armor.
Comments: Gnolls are very disorganized and travel in loose bands.
They like to raid towns and travelers to gain plunder as they disdain to
work themselves. Large bands will often have (value: [D + 5] x 100
Silver Pennies per Gnoll) treasure that has been previously looted.

GNOME
Natural Habitat: Rough, Caverns.
Frequency: Rare
Number: 1-200 (50)
Description: Gnomes are short, stocky humanoids, much like
Dwarves, but even shorter (3 feet). Typically they will be dressed in
chainmail or leather armor, with a heavy skullcap, although powerful
gnomes occasionally wear heavier armor as they "make light of
burden." Gnomes are usually brownish in color with hair between grey
and white.
Talents, Skills, and Magic: Gnomes are excellent stoneworkers, and
as such they can detect many things that have to do with the
construction of a building or the quality of a builder's job.
Movement Rates: Running: 150
PS: 10-14
MD: 10-13
AG: 14-16
MA: 13-17
EN: 8-10
FT: 16-20
WP: 19-22
PC: 14-18
PB: 10-13
TMR: 3
NA: None
Weapons: Gnomes will use daggers, short swords, clubs, and any
other weapons that they can carry easily.
Comments: Gnomes have a strong dislike for goblins, and will always
attempt to attack them. Gnomes are organized into bands, each of which
is competitive with the others, although not actually hostile. They are
usually friendly to man, and they are very friendly with the Dwarves,
their cousins, although they have a mild dislike of Elves. Large bands of

SKILLS, MONSTERS & ADVENTURE, PAGE 122

Gnomes will often (80%) have a fair amount (value: [D + 3] x 100


Silver Pennies per gnome) of treasure. Gnomes found in their lair will
have more treasure (value [D + 3] x 300 silver pennies per gnome) as
Gnomes are fond of hoarding.

GOBLIN
Natural Habitat: Caverns
Frequency: Uncommon
Number: 4-1000 (20)
Description: Goblins are humanoid in form, but have large fangs,
pointed ears, and skin ranging from brown to pallid grey. They are
usually very ugly, have foul breath, and an unpleasant odor. They wear
garments made out of dirty cloth, and usually wear leather armor,
carrying shields. More powerful goblins will sometimes carry better
armor. They are about 4 feet tall.
Talents, Skills, and Magic: Goblins are good at working with stone
if forced into it, and so they are good at detecting facts having to do
with stone (40% chance of detecting anything unusual or dangerous).
They can see in the dark. They are excellent at torture, which they
delight in. A goblin will in rare instances be an Adept of one of the
Entities.
Movement Rates: Running: 150
PS: 9-13
MD: 8-12
AG: 7-12
MA: 10-18
EN: 6-8
FT: 10-13
WP: 8-11
PC: 7-12
PB: 8-10
TMR: 3
NA: Skin absorbs 1 DP
Weapons: Goblins will use any sort of weapon that their strength
allows, although they generally prefer simple swords or clubs. They will
also often use crossbows and slings. They may have Rank 1-3 with
these weapons.
Comments: Goblins are highly evil, and will often waylay a party,
killing and looting. They love to cause discord, and will be deceitful
where violence will not work. Their lair (and treasure) will be well
guarded. Goblins dislike sunlight, and fight at a reduction in the Base
Chance of 10 when under a bright sun. They hate Dwarves and
Gnomes, and will attack them whenever possible. Goblins will usually
be in league with dire wolves if there are any in the neighborhood.

HALFLING
Natural Habitat: Caverns (Burrows), Fields.
Frequency: Uncommon
Number: 1-50 (6)
Description: Halflings are small humanoids, usually less than three
feet in height. They are inclined to be fat.
Talents, Skills, and Magic: See 6.7
Movement Rates: Running: 200
PS: 3-21
MD: 7-25
AG: 6-24
MA: 4-22
EN: 3-21
FT: 17-23
WP: 6-24
PC: 5-23
PB: 5-23
TMR: 4
NA: None
Weapons: Halflings prefer small weapons, maces and slings being the
most common, although short swords and daggers will also sometimes
be used. There is a 50o70 chance that a halfling will have Rank with at
least one of the weapons that h. is carrying. Rank with a weapon will
never be higher than Rank 4. The listed characteristic ranges are for
NPC halflings.

HOBGOBLIN
Natural Habitat: Anywhere
Frequency: Rare
Number: 1-500 (30)
Description: Hobgoblins are particularly large and vicious creatures
of basically the same strain as Goblins. They have the same fangs and
pointed ears as Goblins, but they grow to larger' than man sized, almost
7 feet. They are also usually equipped with better armor (chainmail
being the mean) as they are very strong and can more easily carry its
weight. Their skin is more hairy than goblins', although it is the same
brown to greyish color.

Talents, Skills, and Magic: Hobgoblins have Goblins' stone


working ability and their ability to see in the dark, but they do not
dislike sunlight, and often go out in the day on raiding parties. They
have the same magical abilities as Goblins.
Movement Rates: Running: 250
PS: 17-21
MD: 14-16
AG: 13-15
MA: 12-20
EN: 14-16
FT: 20-23
WP: 10-12
PC: 14-16
PB: 6-9
TMR: 5
NA: Hide absorbs 2 DP
Weapons: Hobgoblins use all weapons, and will usually use the
largest weapon their strength allows. They like whips and spears with
long, barbed points that break off in the wound. Hobgoblins rarely use
bows, although they will use slings and javelins. Hobgoblins will have
Ranks 1-3 with their favored weapons.
Comments: Hobgoblins are organized into Clans which are highly
competitive with each other and with their relatives, the Goblins and
Orcs. The Clans are headed by the strongest member of the group, and
fights for leader of the Clan are common. Hobgoblins are often hired to
lead bands of Goblins and Orcs, as their strength and size ensures that
discipline will be maintained.

KOBOLD
Natural Habitat: Fields, Caverns.
Frequency: Rare
Number: 1-10 (5)
Description: Kobolds are small, elderly-appearing Dwarvish types
who wear hoods of bright colors. They are about 2~/2 feet tall, and have
highly gnarled faces.
Talents, Skills, and Magic: Kobolds are very useful around the
house or farm, for they will perform many tasks relating to maintenance
of property or animals. They have no special magical powers, and they
are not as good at working with stone and at detecting unusual
constructions as the Dwarves. They can see in the dark.
Movement Rates: Running: 100
PS: 7-9
MD: 14-17
AG: 15-18
MA: None
EN: 6-8
FT: 12-14
WP: 14-17
PC: Ir2-16
PB: 8-11
TMR: 2
NA: None
Weapons: Kobolds carry Daggers and Hammers (Base Chance of
10%-2 damage). They do not wear armor.
Comments: A Kobold in the house is a blessing, for they will perform
all sorts of menial or semi-skilled tasks with great willingness and
ability, where such is possible. They will work for only shelter and
food. While travelling, they will most likely run away if they see a party
at a distance, but there is a 25% chance that they will be willing to trade
information and befriend a character. In general, Kobolds get along with
men better even than the Dwarves. Kobolds will almost never have
treasure, although if they do it will usually be something of value only
to them.

ORC
Natural Habitat: Caverns, Rough
Frequency: Common
Number: 1-1000 (25)
Description: An Orc is an ugly, stoop shouldered humanoid, much
like a goblin or hobgoblin (to whom they are related).
Talents, Skills, and Magic: See 6.8.
Movement Rates: 250
PS: 6-24
MD: 5-23
AG: 5-23
MA: 3-21
EN: 6-24
FT: 17-23
WP: 3-21
PC: 5-23
PB: 2-20
TMR: 5
NA: None
Weapons: The scimitar is the favorite weapon of the ores (Rank 1-4
with the weapon is typical) although other weapons will occasionally be
used. Short bows are the most common form of missile weapon. Orcs
will wear armor, with leather being the prevalent type. Orcs will also
commonly carry shields.

SKILLS, MONSTERS & ADVENTURE, PAGE 123

71. FANTASTICAL MONSTERS


Fantastical Monsters include a number of beings of legend, not
often seen by humans and related species. They tend to make their
homes in inaccessible areas where few men go. These species include:
centaurs, chimaerae, giant amoebas, gorgons, manticores, minotaurs,
nagas, sphinxes, and unicorns. Due to their rarity, live specimens are
usually of great value in the marketplace.

CENTAUR
Natural Habitat: Woods, Marsh, Rough, Caverns, Plains
Frequency: Uncommon
Number: 2-20 (4)
Description: Centaurs are half-man, half-horse. They are human
down to the hips, but they join the body of a horse where the neck
would normally be. Their lower half has hide, just as a horse, while
their top half is that of a normal man.
Talents, Skills, and Magic: Centaurs can have all the abilities and
skills of a human. Centaurs in general are good with bows and at
hunting, and have an affinity for healing and the art of prophecy.
Movement Rates: Running: 600
PS: 10-30
MD: 5-20
AG: 10-23
MA: 5-23
EN: 12-20
FT: 20-30
WP: 7-26
PC: 10-30
PB: 12-17
TMR: 12
NA: Hide absorbs 3 DF
Weapons: Centaurs use weapons as do men. They can hold up to two
Readiness Points worth of weapons, and they will usually have Rank in
one or more of their weapons.
Comments: Centaurs cannot resist alcohol and become violent when
drunk. Centaurs will only rarely let a human ride them, and only then at
pressing need. They eat raw flesh (including human flesh), and will
often abduct young maidens for food and other purposes.

CHIMAERA
Natural Habitat: Woods, Rough, Caverns, Ruins
Frequency: Very Rare
Number: 1-3 (1)
Description: The chimaera has the head of a goat, the foreparts of a
lion, and the rear section of a dragon.
Chimaerae are large (up to 12 feet long) and breath fire. They are 3-hex
monsters.
Talents, Skills, and Magic: The chimaera can breath a cone of fire.
Other than that, it has no special skills or magical ability. Movement
Rates: Running: 500
PS: 28-32
MD: 25-28
AG: 15-20
MA: None
EN: 20-22
FT: 30-34
WP: 14-19
PC: 13-20
PB: 3-7
TMR: 10
NA: Hideabsorbs8DP
Weapons: The chimaera has a fire breath that it can use in Ranged and
Melee combat. The range of the cone of breath is 50 feet and at the base
the cone is 20 feet in diameter. All within the cone suffer D+ 15
damage. A chimera must execute a Fire action to breath in this fashion.
In Melee Combat and Close Combat, the chimera has a bite like that of
a huge lion (Base Chance of 75% + 8 damage).
Comments: Chimaera thrive on ruin, and the area surrounding one of
their lairs will be a burned wasteland. In the area surrounding the lair, or
occasionally in the lair itself, there may be victims with some treasure
(25%, 1-6 bodies with 100-600 Silver Pennies, 25% each has something
else of value), but otherwise chimaera do net hoard wealth as do
dragons.

GIANT AMOEBA
Natural Habitat: Caverns, Ruins.
Frequency: Uncommon
Number: t-6 (1)
Description: A giant amoeba is a shapeless, flowing creature between
6 inches and 6 feet in diameter.
Talents, Skills, and Magic: A giant amoeba can sense any organic
material within 25 feet, and will move toward the closest anything they

such material that it can sense. Giant amoeba are able to eat anything
they come in contact with. They can slip under doors and through very
small cracks.
Movement Rates: Crawling: 50
PS: None
MD: None
AG: 3-4
MA: None
EN: 10-12
FT: 20-24
WP: 6-8
PC: 6-8
PB: 3-5
TMR: 1
NA: None
Weapons: A giant amoeba does not attack, per se, but rather attempts
to consume anything in its way. If a giant amoeba is ever in the same
hex on the tactical display as any living creature, that creature takes 2
DP per Pulse until it leaves the hex occupied by the amoeba. Note that
if a creature is fully consumed any weapons and other non-organic
materials will be left behind, although all bones will be consumed.
Comments: If a giant amoeba is reduced to 0 endurance as a result of
the attacks of normal (non-magical) weapons, the amoeba merely splits
into two amoebas, each with half the size, endurance, and fatigue of the
original amoeba. Magical weapons and magical attacks affect the
amoeba normally.
such material that it can sense. Giant amoeba are able to eat

GORGON (Medusa)
Natural Habitat: Woods and Wilderness (lairs in caverns)
Frequency: Very rare
Number: 1-3 (1)
Description: Gorgons are physically humanoid, but boast a head full
of writhing green snakes of a venomous nature. '[hey also have
hypnotic, burning red eyes. Gorgons like to appear as comely maidens
and often wear the attire of human females. They have large brazen
claws and hog-like teeth. They specialize in enticing males who they
then turn to stone.
Talents, Skills, and Magic: Gorgons 1~ossess no special skills or
magic as a rule, but may learn human skills and magic. They have the
special talent of turning those that look directly into their eyes to stone(
Any character facing a gorgon must roll four times his Willpower or
less each Pulse that he faces the beast or he succumbs to her
blandishments, looks into her eyes and is turned to stone.
Movement Rates: Running: 250
PS: 10-13
MD: 12-15 AG: 10-14
MA: 15-18
EN: 10-14
FT: 15-19 WP: 16-20
PC: 16-18
PB: Always 0 TMR: 5
NA: None
Weapons: In addition to her eyes, the Gorgon may Melee Attack with
claws (Base Chance of 50%, + 4 damage, Rank of 1-5) or Close
Combat using claws, teeth and hair (Base Chance of 30%, 0 damage
modification, but possible poisoning as from an asp bite and no Rank).
Gorgons may attack using hair, teeth and claws in the same Pulse. The
gorgon may attempt to turn a character to stone any time.
Comments: The gorgon's eyes only become visible at a range of 100
feet and she cannot turn a character to stone beyond that range. The
attempt to turn a character to stone is automatic whenever a character
faces the gorgon's front and requires no action.

MANTICORE
Natural Habitat: Rough, Caverns
Frequency: Rare
Number: 1-6 (1)
Description: Manticores have the body of a lion, bat-like wings, and
the head of a human, although larger to fit their bodies. At the tip of
their tail they have up to 12 spikes, which they can launch as weapons.
Talents, Skills, and Magic: Manticores have no magical properties,
and no special abilities other than the ability to launch their tail spikes.
Movement Rates: Flying: 500; Running: 350
PS: 28-32
MD: 20-25
AG: 26-30
MA: None
EN: 12-14
FT: 20-25
WP: 12-18
PC: 12-18
PB: 3-6
TMR: 10/7
NA: Fur absorbs 8 DP

SKILLS, MONSTERS & ADVENTURE, PAGE 124

Weapons: Manticores can use their tail spikes in Ranged Combat as if


they were heavy crossbows. They are able to launch up to 6 of the
spikes at any one time as long as the spikes are all aimed at spots within
6 feet of each other. In Melee Combat, the manticore can attack with its
two claws (Base Chance of 60%, + 5 damage). Once their tail spikes are
exhausted (they regenerate in about a day) manticores try to enter Close
Combat as soon as possible, where they can use their claws.
Comments: Manticores like to hunt, and their favorite prey is man.
They will lie in wait for a party, and then send their spikes whirling into
it. If the manticore's lair is found, there is a chance (30%) that it will
have dragged bodies with treasure on them into its cave.

NAGA
Natural Habitat: Crypts, Marsh
Frequency: Very Rare
Number: 1-6 (l)
Description: Nagas are humanoid above the waist, and have the body
of a serpent below. Male nagas have the upper half of a man, while
nagians (female nagas) have the upper half of a woman. Both types will
usually be 10-12 feet long.
Talents, Skills, and Magic: Nagas are frequently (85%) members of
one of the Colleges of Thaumaturgies. If a naga is a magic-user, it will
have Rank 2-8 with each of the General Knowledge spells, talents, and
rituals, and will have Rank 1-5 with those Special Knowledge spells and
rituals that they know (Usually 5-10 will be known). Nagas can also
read the minds of any that they can see, understanding both the thoughts
and intentions of the subject. This talent cannot be resisted.
Movement Rates: Swimming: 400; Crawling: 300
PS: 20-25
MD: 17-21
AG: 12-16
MA: 16-20
EN: 25-32
FT: 20-25
WP: 20-24
PC: 19-23
PB: 13-17
TMR: 8/6
NA: Scales absorb 5 DP
Weapons: Naga will use ordinary edged weapons 50% of the time,
and if they do use a weapon, they will have Rank 4-6 with
it. If they do not use a weapon, they can attack with a bite or a :\
constriction attack. The bite has a Base Chance of 55% and
does + 4 damage, while the constriction has a Base Chance of 40% and
does + 8 damage. The bite can be used in either Close or Melee
Combat, while the constriction can only be used in Close Combat. If a
naga's bite penetrates an enemy's armor (i.e. does damage to the
character's Fatigue or Endurance), then the victim takes 2 additional DP
per Pulse for DI0 Pulses because of the naga's poison. Only an antidote
specifically designed for naga venom will neutralize this poison. A naga
can also spit this poison up to a range of 40 feet. The spittle has a Base
Chance of 30% (modified for range as an ordinary hurled weapon) and
does D + 4 damage.
Comments: Nagas are often the guardians and keepers of knowledge.
They seek to preserve powerful knowledge from the use of those who
would not use it properly, and at the same time they try to deliver it to
those who could best use it for the cause of good. This knowledge might
be magical in nature, or of some other type. Nagas will use force to
defend the knowledge that they guard (which will usually be in the form
of a written tome) but will warn intruders beforehand, and allow them a
chance to get away.

MINOTAUR
Natural Habitat: Caverns, Woods, Rough.
Frequency: Very Rare
Number: 1-6 (1)
Description: Minotaurs are humanoid, with the head of a bull
and a very hairy hide. They have a tail, just like that of a bull.
Talents, Skills, and Magic: The minotaur has no special
magical abilities or talents. They are tool users and will
sometimes use simple weapons.
Movement Rates: Running: 300
PS: 22-26
MD: 18-20
AG: 14-17
MA: None
EN: 14-16
FT: 22-25
WP: 14-16
PC: 18-20
PB: 4-7
TMR: 6
NA: Hide absorbs 6 DP
Weapons: A minotaur can attack by butting with his horns, biting, or
attacking with a weapon. Butt: Base Chance of + 3 damage. Bite: Base
Chance of 30%, - 1 damage. A minotaur will hold Rank 1-5 with
whatever weapon it uses. The minotaur can use any combination of two
of these attacks in any one pulse without penalty. in Close Combat the
minotaur can use only his bite, but the Base Chance goes up to 50%.
Comments: Minotaurs are particularly vicious, and will attack
virtually anything that their dim intelligence tells them they have even a
mediocre chance of beating. These beasts generally like the dark, and
will only-rarely be found in the open after sunup.

SPHINX
Natural Habitat: Rough, Woods
Frequency: Very Rare
Number: 1
Description: A sphinx has the body of a winged lion, with the head
and breasts of a woman. A sphinx is usually about 12 feet long. A
sphinx has large, sharp teeth, and is a two-hex monster.
Talents, Skills, and Magic: Most sphinxes are accomplished
members of a College of Magic, usually one of the Thaumaturgies.
They will know all General Knowledge spells at Rank 6-9, and will
know all Special Knowledge spells at Rank 3-6. In addition, a sphinx
will know D10 counterspells from other Colleges. Sphinxes also have
excellent senses of smell. They will be able track as if they' had Rank 8
in the Ranger ability, and they will be able to detect the presence of
hidden or invisible characters 75% of the time.
Movement Rates: Running: 500; Flying: 600
PS: 30-35
MD: 22-24
AG: 17-19
MA: 12-22
EN: 40-50
FT: 60-75
WP: 20-23
PC: 17-19
PB: 4-6
TMR: 10/12 NA: Hideabsorbs6DP
Weapons: A sphinx can attack three times (once with a bite, and twice
with its claws) in the same Pulse without penalty. The bite has a Base
Chance of 75% and does + 8 damage. The claws have a Base Chance of
60% and do + 4 damage.

SKILLS, MONSTERS & ADVENTURE, PAGE 125

Comments: Sphinxes are proverbial riddle-lovers. They love to learn


new riddles, and will sometimes let a passerby live in exchange for a
good one. They also like to ask riddles, however. When a sphinx asks a
riddle, it will state what will happen to a character who does not answer
the riddle successfully, and what reward (usually just free passage) will
be given to those who do. A sphinx will always try to keep its word as
to what it will do if the riddle is answered, although there is a 2%
chance that it will simply kill itself if the riddle is answered correctly.

UNICORN
Natural Habitat: Woods, Plains
Frequency: Rare
Number: 1-8 (2)
Description: Unicorns are white equines with a single, long horn
coming out of their forehead. They have a single black, 2 foot long horn
set in a deer's head, very thick feet, and the tail of a boar.
Talents, Skills, and Magic: Unicorns are immune to poison, and a
character who possesses one of their horns is also immune. They are
also almost impossible to trap as they are very intelligent and wary.
They have 5 times the strength of an average human. They are unable to
cast spells in the usual sense.
Movement Rates: Running: 600
PS: 55-60
MD: None
AG: 16-19
MA: None
EN: 25-30
FT: 50-60
WP: 20-25
PC: 25-30
PS: 18-20
TMR: 12
NA: Hide absorbs 4 DP
Weapons: In Melee Combat, a unicorn uses its horn (Base Chance of
60% + 7 damage). In Close Combat, it can attack with its hooves as a
War-horse.
Comments: Unicorns are virtually untamable by ordinary men, but a
unicorn can occasionally be tamed by a virgin (40%) as unicorns love
purity and innocence.

72. CREATURES OF NIGHT AND SHADOW


The species portrayed herein include those primarily connected
with night and shadow and the Powers of Darkness. They include
Weres, Doppelgangers, Bats, and Dire Wolves. Other species which
may be nocturnal hunters or may be at their most powerful at night are
not included in this heading and are not affected by magic designed to
call, communicate with, or control Creatures of Night and Shadow.
Only the species listed herein are affected by these types of magic.

BAT
Natural Habitat: Caverns
Frequency: Uncommon
Number: 1-400 (100)
Description: Bats are rodents with leathery wings, They are greyishblack in color. They are found in dark places only as they are afraid of
light and fire.
Talents, Skills, and Magic: Bats can determine directions in the
dark by emitting high-frequency "pips" which reflect off of the
surrounding walls. They have no magical abilities or other special
talents and are not tool users.
Movement Rates: Flying: 500
PS: 2-3
MD: None
AG: 18-21
MA: None
EN: 1-2
R'~ 2-3
WP: 6-8
PC: 14-17
PB: 7-9
TMR: 10
NA: None
Weapons: Bats can only attack in Close Combat, where their bite has
a Base Chance of 40% and does - 7 damage. A character bitten by a bat
has a 10% chance of contracting rabies or some other loathsome disease
in addition to the possibility of infection.

DIRE WOLF
Natural Habitat: Woods, Rough, Plains, Field, Caverns
Frequency: Rare
Number: 1-10 (3)

Description: Dire wolves are wolves the size of ponies. Dire wolves
will be in league with the powers of darkness and will have almost
human intelligence. Their corpses disappear back into hell (from which
they are said to have sprung originally) if they are killed.
Talents, Skills, and Magic: Dire wolves have no special abilities but
they are exceptional trackers. They also never forget a smell. They may
possess knowledge of a limited number of spells of the College of
Ensorcelments and Enchantments or the College of the Sorceries of the
Mind.
Movement Rates: Running: 400
PS: 22-25
MD: 24-26
AG: 18-22
MA: 8-12
EN: 20-23
FT: 25-30
WP: 8-12
PC: 19-23
PB: 4-8
TMR: 8
NA: Fur absorbs 5 DP
Weapons: Dire wolves can attack, either in Melee Combat or in Close
Combat with their huge teeth (Base Chance of 65%, + 6 damage).

DOPPELGANGER
Natural Habitat: Caverns, Rough, Crypts, Woods
Frequency: Very Rare
Number: 1-8 (1)
Description: In their natural form, doppelgangers appear humanoid,
with thin arms, and sharp teeth and claws. They have thick, rubbery,
grey skin, and glowing eyes.
Talents, Skills, and Magic: Doppelgangers have the ability to form
themselves to look and act like any humanoid creature that is
approximately their size and body weight (150-250 lbs.). Even the
clothes and equipment of a person can be imitated, although magical
properties will not, of course, adhere to the duplicates. Doppelgangers
read the minds of the people they will later imitate so as to learn things
they will nee. d to know to duplicate the person properly. There is a
10% chance that a doppelganger's imitation will be detectable. See the
rules governing multi-sense illusions in the College of Illusions.
Movement Rates: Running: 250
PS: 12-16
MD: 14-17
AG: 16-18
MA: 20-25
EN: 8-10
FT: 15-20
WP: 22-25
PC: 15-17
PS: 4-8
TMR: 5
NA: Skin absorbs 4 DP
Weapons: In their natural form, doppelgangers can make one attack
with their bite (Base Chance of 50%, + 3 damage). Once having
imitated something, they fight as it does/did, using the same weapons at
a Rank two less than that achieved by the character being imitated.
Comments: Once a doppelganger has imitated someone, they will try
to kill that individual, attacking by surprise. They will then replace that
individual until they try the same maneuver with another member of the
party.

WERES
Weres are humans or humanoids who are afflicted with a specific
disease: Lycanthropy. They are adversely affected by the full moon and
on nights when Luna (the primary moon in worlds with more than one)
is full they change shape, becoming one of 5 types of creature. The
were may become a Bear, Boar, Tiger, Snake or wolf. The actual type
of beast the character becomes will depend on the type of beast from
which he contracted his illness. The only way that a character can
become a lycanthrope is if he is bitten for at least 1 point of effective
damage by a character who is already a lycanthrope while that character
is in his beast form. The victim will then during the next full moon (and
all succeeding full moons until he is killed) assume the shape of the
beast that bit him (wolf, snake, etc.). If a character is killed by a
lycanthrope, he does not become a lycanthrope himself; instead, he
usually becomes dinner.
A lycanthrope in his were form is always a beast. He has the
characteristics of the strongest specimen of the species whose form he

SKILLS, MONSTERS & ADVENTURE, PAGE 126

has assumed. A werewolf would have the highest possible


characteristics for a Dire Wolf, for example. A weresnake assumes the
form of a Python, but with the bite (and venom) of the King Cobra.
Werebears, wereboars and weretigers will have the highest possible
characteristics for their type of beast (+ 2 to PS, EN and FT, usually).
When in their beast form, weres are semi-intelligent. Their human
side is suppressed and the character is played by the GM. Weres are
primarily concerned with feeding and simple survival. They will spend
the entire period when the moon is full either laid up in a lair or hunting.
They will attack the character's friends as readily as any other prey.
Once a were returns to his normal human shape, he will be
enfeebled for D10 + 4 hours, desiring only to sleep. Upon waking, he
will remember what he did in his beast form (usually with regret).
A character can be cured of lycanthropy in exactly the same
manner as he is cured of a major curse. See Consequences
(84.5).
When in beast form, a were can only be harmed or killed by magic
or by silvered weapons. Pre-pubescent and post-menopausal individuals
never suffer the effects of lycanthropy (though they may contract the
disease).

73. SUMMONABLES
This section includes those entities, which normally do not appear
on this plane, but are summonable from their own dimension. These
entities include: demons, devils, djinns, efreets, elementals (earth, air,
fire and water), hellhounds, imps, incubi, and succubi. Devils, dem0ris,
imps, incubi, and succubi are described in the College of Greater
Summonings (section 47) which is concerned exclusively with the
summoning and control of these entities. The other summonable entities
are described in this section.
Generally, an entity summoned from another dimension will
require from 1 to 10 Pulses (5 to 50 seconds) to materialize once
summoned. In some cases, entities appear in a noncorporeal form and
must be commanded to take on substantial form. An insubstantial entity
has no power on this plane, but cannot be harmed. An entity in
substantial form, however, can be harmed and can harm others.

DJINN
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: A djinn is a male humanoid about ten feet tall,' with
darkly tanned skin and a black beard.
Talents, Skills, and Magic: A djinn has all the abilities of an air
elemental summoned by a magician with Rank 8 in the Ritual of
Summoning Air Elementals. In addition, a djinn can create matter
weighing up to 200 pounds. This ability can be used once per day. The
material created will have varying permanence, depending upon its
solidity. Wood, cloth and other light materials will last for as long as a
week, while steel, gold, or other hard substances will last only for hours.
Djinni cannot be harmed by non-magical weapons.
Movement Rates: Flying: 700; Running: 350
PS: 35-40
MD: 20-24
AG: 17-21
MA: 12-18
EN: 20-25
FT: 30-38
WP: 20-25
PC: 16-21
PB: 11-14
TMR: 14/7
NA: Skin absorbs 6 DP
Weapons: Djinni prefer large, curved weapons, with a double-sized
scimitar being the weapon most commonly used. Add 10 to the Base
Chance of any weapon a djinn uses, and double damage done because
of its size. A djinn will have Rank 4 or better with a scimitar.

Comments: Like efreet, if a djinn is discovered on this plane it will


either be in the service of some character or else be trapped in some
sealed container. If the container is opened, the djinn will serve
whoever released it as a slave, provided that it is not asked to do
anything suicidal. Having a djinn in a party can occasionally cause
problems because other creatures, such as efreeti (who are deadly
enemies of the djinni) will be attracted to the party.

EFREET
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: Efrecti are creatures of flame that have been trapped on
this plane. They are humanoid in form, about 12 feet tall, and their darkbrown skin flickers as if it were about to burst into flame at any
moment.
Talents, Skills, and Magic: An effect has all the talents and abilities
of a fire elemental summoned at Rank 12. In addition an efreet can
grant three wishes under certain conditions (see below). Efreeti can also
become invisible at will. Efreeti cannot be harmed by non-magical
attacks.
Movement Rates: Flying: 750; Running: 350
PS: 40-45
MD: 17-20
AG: 15-18
MA: 12-18
EN: 28-32
FT: 45-50
WP: 23-29
PC: 16-2]
PB: 8-10
TMR: 15/7
NA: Skin absorbs 6 DP
Weapons: Efreeti use edged weapons of ordinary shape but twice
normal size and weight. Improve the weapon's Base Chance by 10, and
double any damage done. An effect will have Rank 4 or higher with
whatever weapon it uses. In Close Combat an efreet can immolate an
opponent. Such an attack has a Base Chance of 65o70, and does D + 10
damage.
Comments: If discovered on this plane, an effect will either be in the
service of some character, or trapped in a sealable container, such as a
bottle. If the latter is the case and the finder of the efreet releases it from
its captivity, there is a 95o70 chance that the efreet will serve him
willingly. The other 5% of the time the efreet will attack. If the efreet
decides to serve, it will either grant three wishes, or become the
character's slave for a period of 1001 days (at the liberator's option). If
three wishes chosen, they must be used by the end of the day on which
the effect was released. If service is chosen, the effect will perform any
task asked of it that is not obviously suicidal. If a request involving
physical danger to the efreet is made of the erreel, there is a 10o70
chance ( + 10 for each additional request) that the effect will rebel
against its master and attack him.
Efreeti are creatures of fire, and thus they will not go to or be
found in frigid climates or underwater.

ELEMENTALS
Elementals are the physical manifestations of the four primary
elements: fire, earth, air, and water. They do not normally exist on this
plane, but are summoned by members of the Elemental Colleges. They
will always be hostile to their summoner, and will attempt to kill him if
they are released from his control.
Elementals are impervious to attacks made with non-magical
weapons. Magic does affect them. Each is vulnerable to its opposite
element and can be damaged by attacks involving that opposite. Water
and fire are opposite members, as are earth and air.
An elemental's Endurance, Fatigue, and Strength vary, according
to it summoner's Rank with the Ritual of Summoning Elementals.
Endurance and Fatigue vary as described in 42.7, while an elemental's
Physical Strength equals a base number for each of the elementals plus
five for each Rank the summoner has attained.

SKILLS, MONSTERS & ADVENTURE, PAGE 127

AIR ELEMENTAL
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: Air elementals appear as a whirlwind of a height equal to
their Endurance. They have facial features, which will appear on one
side of the whirlwind.
Talents, Skills, and Magic: Air elementals can predict weather with
complete accuracy. They can increase the speed of winds up to the
equal of their endurance, blowing in a line ten times their endurance in
width (measured in feet). They can also create windstorms per the
Windstorm Spell (College of Air Magics) at a Rank equal to their
summoner's Rank plus 4. They do not need to cast the spell, but rather
they can cause the windstorm just by willing it.
Movement Rates: Flying: 500 + (50 x Summoner's Rank)
PS: Base 15
MD: 25-30
AG: 32-37
MA: None
EN: 5-50
FT: 10-85
WP: 14-18
PC: 19-23
PB: 10-12
TMR: 10+(Adept's Rank)
NA: None
Weapons: Air elementals can materialize their fists to strike at their
opponents. They can take two attacks in the same Pulse without penalty.
The attacks have a Base Chance of 6570, and do D10 damage, + 1 per
Rank of their summoner.

EARTH ELEMENTAL
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: Earth elementals appear as humanoids with dirt-colored
skin and gravelly eyes. They will be as tall, in feet, as their Endurance.
Talents, Skills, and Magic: Earth elementals can sink into any
substance made of rock or dirt, and remain hidden with only 5% chance
of detection. They have a chance equal to their Endurance of knowing
the location of any intelligent creature standing on earth or rock. They
can move through the earth (without creating a tunnel or disturbing it in
any way) earth elementals can destroy stone structures by boring
through stone at the rate of two cubic feet per Pulse for each point of
Physical Strength available to the Elemental. Rock bored through in this
way will be turned to dust incapable of supporting anything.
Movement Rates Running: 200; Tunneling: 100
PS: Base 30
MD: 10-15
AG: 12-17
MA: None
EN: 5-50
FT: 10-85
WP: 14-18
PC: 16-20
PB: 5-8
TMR: 4/2
NA: 8DP
Weapons: Earth elementals pound their adversaries with their massive
fists. They can attack twice in the same Pulse without penalty, and do D
+ 6 damage if they hit, plus one additional point for each Rank of their
summoner.

FIRE ELEMENTAL
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: Fire elementals appear as leaping flames of a height in
feet equal to their endurance. The flames are humanoid in form.
Talents, Skills, and Magic: Any flammable substances (exclusive of
human-size or larger beings) that a Fire Elemental touches bursts into
flames, while non-flammable substances will experience a rise in
temperature equal to the Elemental's Endurance for every 10 seconds
the Elemental is in contact with the substance. Elementals can instantly
extinguish any normal fire within 100 feet. They can create a wall of
smoke, (as per the spell from the College of Fire Magics) at a Rank
equal to their summoner's Rank plus ten. They can also produce a wall
of fire (as per the spell from the College of Fire Magics) at a Rank equal

to their summoner's Rank plus five. Both of the above two walls can be
created as talents, without the necessity of preparing or casting a spell.
Only one wall of each type can be maintained at any one time, however.
Movement Rates: Running: 400 + 10 x Summoner's Rank
PS: Base 20
MD: 20-25
AG: 25-30
MA: None
EN: 5-50
FT: 10-85
WP: 14-18
PC: 14-17
PB: 5-7
TMR: 8 + (Adept's Rank/5)
NA: 3 DP
Weapons: Fire Elementals can attempt to immolate their adversaries.
The Base Chance for such an attack is 70%, and if the attack succeeds
D + 2 damage is done, with an additional point added for each Rank of
their summoner. If the attack is made in Close Combat, double the
damage done.

WATER ELEMENTAL
Natural Habitat: Other Planes
Frequency: Very Rare
Number: 1
Description: Water elementals appear as waves, although the water
does take on a basically humanoid form. The waves will be one-half as
tall, in feet, as the elemental's endurance.
Talents, Skills, and Magic: Water Elementals can disappear into
any body of water and become completely undetectable. They can
increase the size of waves and swells as per the Spell of Wave Making
from the College of Water Magics at a Rank equal to their summoner's
Rank plus four. They can also produce a whirlpool as per the Maelstrom
spell from the same College, at a Rank equal to their summoner's.
Neither spell has to be prepared or cast, but only one can be maintained
at a time.
Movement Rates: Swimming: 500 + (25 x Summoner's Rank)
PS: Base 25
MD: 17-23
AG: 16-20
MA: None
EN: 5-50
FT: 10-85
WP: 14-18
PC: 15-20
PB: 6-8
TMR: 10+(Adept's Rank/2)
NA: 4DP
Weapons: Water Elementals form huge fists out of the waves. They
can attack twice in a Pulse without penalty, and do D + 4 damage, plus
one additional point of damage for each Rank of their summoner.

HELLHOUND
Natural Habitat: (See Below)
Frequency: Very Rare
Number: 1-10 (5)
Description: Hellhounds have the outward appearance of a Dire Wolf
with reddish-brown fur and bright red eyes.
Talents, Skills, and Magic: Hellhounds, will have some ability in
the powers of either the College of Illusions or of the Sorceries of the
Mind. They are able to breath fire in a cone 20 feet long by 10 feet wide
at the base, doing D+8 damage to all within Range. The cone will also
ignite any inflammables. While on the Tactical Display it takes a Pulse
for a Hellhound to breath fire.
Movement Rates: Running: 450
PS: 14-16
MD: 18-21
AG: 19-22
MA: 12-20
EN: 10-11
FT: 20-22
WP: 17-19
PC: 25-30
PB: 4-6
TMR: 9
NA: Fur absorbs 6 DP
Weapons: In Close Combat Hellhounds attack with their bite (Base
Chance of 65%, + 6 damage). They cannot attack in Melee or Ranged
Combat.
Comments: Hellhounds do not normally appear on this plane. They
are usually brought here by a demon to guard some treasure. It is in this
general capacity that hellhounds are normally found, although they are
occasionally release to wander the world and cause misery as they may.
Hellhounds are highly evil. They love to kill and maim, burn crops, and
ruin buildings.

74. UNDEAD
Undead are player characters or NPC's who are neither alive nor
dead. They cannot be killed by normal means since they are not alive.

SKILLS, MONSTERS & ADVENTURE, PAGE 128

Instead, they may be destroyed by magic and by silvered weapons, in


most cases. Lesser undead include ghosts, ghouls, revenants, skeletons
and zombies. Greater undead include night-gaunts, spectres, vampires,
wights, and wraiths. Greater undead have the power to drain life force
(in the form of Endurance and Fatigue) from living victims. They
cannot affect other undead in this manner, nor can they affect extradimensional beings (demons, devils, etc.).
It is possible for characters to become undead in certain cases.
When this occurs, the character's abilities will be altered somewhat,
depending upon the type of undead he becomes. His characteristics may
be decreased or increased to fall within the appropriate range for the
class of undead to which he belongs, but should be altered by the GM as
little as possible. For example, a character with a Physical Strength of
10 who became a vampire would have his PS increased, but probably
not by more than 5 (so as to possess the minimum Physical Strength for
a vampire). A character who becomes undead retains his Rank in all
skills, talents and magic which are useable to him in an undead state.
They may continue to acquire Experience and Rank, but all Experience
costs are doubled for undead characters. Undead beings recover
automatically from being stunned at the beginning of each Pulse, if they
have not already recovered.
[74.1] Lesser Undead
Lesser Undead include all undead who do not have the power to
drain life force from the living of this plane.

GHOST
Natural Habitat: Where human beings may be found.
Frequency: Uncommon
Number: 1-36 (1)
Description: A ghost is the insubstantial form taken by the spirit of a
recently deceased individual. It may appear in exactly the form the
individual himself took in life except for a certain shimmering quality
and the fact that a ghost seen in direct sunlight will tend to fade into the
background. Ghosts are usually produced when an individual dies in
particularly traumatic circumstances.
Talents, Skills, and Magic: Ghosts have no skills or magical powers
and cannot harm living beings directly since they are insubstantial.
However, they can frighten living beings (especially the unwary) into
flight. A character facing a ghost must roll 3 times his willpower or less
on D100 to keep from panicking and fleeing from the ghost's presence.
Add 20 to the dice roll if the ghost was unexpected.
Movement Rates: Flying: 250
PS: None
MD: None
AG: None
MA: 5-23
EN: None
FT: None
WP: 5-23
PC: 5-23
PB: 5-23
TMR: 5
NA: None
Weapons: Ghosts have no natural weapons and may use no man-made
weapons. They cannot harm others directly and cannot be themselves
harmed by physical means.
Comments: Ghosts can be sources of information which may be
wholly or partially false. They may aid characters who are willing to
assist them in finishing any business they may have left uncompleted in
their former life and which is in whole or in part the cause of their
inability to find peace. For example, they may seek revenge on the
individual(s) who brought about their end or may desire the welfare of a
still living former lover to be attended to. Ghosts are usually chained to
a place or object connected with their death or the fulfillment of their
desires. They may not leave that place until put to rest unless wronged
or cheated by a character. They will then become tied to that character,
following him about, haunting him and warning his enemies of his
approach until he rights the wrong he has done to them. Ghosts have
only one aim: to alter the circumstances that have made them ghosts.
They may temporarily assist characters in their own goals as a means of
getting the characters' assistance in their quest, but only in a very
limited sphere. Once their problem has been solved, they are laid to rest
and immediately dissipate.

GHOUL
Natural Habitat: Crypts, Ruins, Fields
Frequency: Uncommon
Number: 3-30 (6)
Description: Ghouls are a form of undead who specialize in
devouring the flesh of the living or of recently dead characters. They are
physically humanoid in all respects except that they may be ravaged by
sickness or maimed by the wounds which killed them. Their undead
status has robbed them of most of their intelligence and agility, but has
also made them fearless.
Talents, Skills, and Magic: Ghouls possess no skills or magic. They
possess two special characteristics: Any character bitten by a Ghoul will
automatically die if the wound becomes infected and will rise at dawn
on the day after his death as a Ghoul. Ghouls can only be killed by
destroying their motor center. Thus, they are unaffected by specific
Grievous Injuries.
Movement Rates: Running: 150
PS: 14-18
MD: 8-12
AG: 6-12
MA: None
EN: 18-24
FT: 25-30
WP: 18-25
PC: 10-14
PB: 1-2
TMR: 3
NA: None
Weapons: Ghouls may use their hands in Melee or Close Combat as
unranked weapons. They may only Strike once per Pulse (i.e., no
Double Strikes). Ghouls may Strike twice per Pulse in Close Combat
(once with hands and once with teeth). Their bite has a Base Chance of
40%, damage of - 4 (but with + 20 to Infection Checks in addition to
any modification for bites) and is never Ranked.
Comments: Ghouls, like Trolls hate fire and will immediately attack
any character holding a torch in preference to all other targets.

REVENANT
A character who dies in circumstances conducive to the creation of
a ghost may, at the GM's discretion, become a revenant. Thereafter, the
character takes on the form of a ghost or night-gaunt (GM's discretion)
chained to the place of death. The GM always plays the character. The
revenant retains his previous personality and those characteristics
appropriate to his new form and gains those characteristics appropriate
to his undead state. Revenants can never be returned to life.

SKELETON
Natural Habitat: Any habitat where humans are found.
Frequency: Rare
Number: 3-12 (6)
Description: Skeletons are animated figures formed magically from
the bones of the dead. They are controlled and animated by the will of
an Adept in the same manner as zombies are. Often they will be clothed
and armed. Skeletons immediately fall apart and turn to dust whenever
they cease to be animated by an Adept. Skeletons may never be
Stunned.
Talents, Skills, and Magic: Skeletons have no special talents, skills,
or magic. However, their special magical nature makes them immune to
damage from weapons rated for A type damage (arrows, thrusting
swords, stabbing weapons). They may use weapons, including Ranked
weapons, shields and armor.
Movement Rates: Running: 150
PS: 10-16
MD: 14-18
AG: 12-16
MA: None
EN: 8-12
FT: 5-10
WP: 20-25
PC: 14-18
PB: 1-2
TMR: 3
NA: None
Weapons: Skeletons may attack using the unarmed combat rules, but
will probably be armed with a weapon of some sort.
Comments: Skeletons are often found around old battlefields and
graveyards. They need to be animated before they can attack, though.
The skeletons used by an Adept need not be Human. He could animate
any type of being which would then have attributes close to those it
originally possessed while alive. Usually, however, Human skeletons
are used since they are more easily animated.

SKILLS, MONSTERS & ADVENTURE, PAGE 129

[74.2] Greater Undead


Greater undead include all those undead who have the ability to
drain life force from the living of this plane.

permanently dissipate. Spectres are humanoid in shape, but tend to


show an easily discernible blue glow when viewed in the shadowed
areas they prefer.
Talents, Skills, and Magic: Spectres may possess the entire gamut
of human talents and skills. In addition, they are Dark Mages of the
College of Celestial Magics. Their touch is ice cold and any character
coming in contact with a spectre which is in full physical form suffers D
+ 3 damage drained directly from Endurance. A character whose last
point of Endurance is drained by a spectre becomes a half-strength
spectre.
Movement Rates: Running: 300
PS: 3-30
MD: 3-25
AG: 10-20
MA: 17-30
EN: 20-30
FT: 25-35
WP: 20-30
PC: 20-30
PB: 3-20
TMR: 6
NA: None
Weapons: Spectres have no natural weapons other than their touch.
They also are not weapon users even in their most substantial state.
Damage from contact with spectres is never absorbed by armor.
Comments: The characteristics and power of spectres varies in direct
proportion to their substantiality. The same spectre which has a PS of 3
at noon would have a PS of 25-30 at midnight. A spectre cannot
physically harm a character while insubstantial. He can perform magic.
Except for the few hours when the sun is highest, the spectre may
choose to be either in non-corporeal (insubstantial) or corporeal
(substantial) form. It takes a spectre 12 Pulses (1 minute) to change
between these forms. Spectres can only be harmed by exposure to direct
sunlight or by magic. Magic does not affect spectres while in their noncorporeal form.

NIGHT-GAUNT

VAMPIRE

ZOMBIE
Natural Habitat: Any habitat where humans are found.
Frequency: Rare
Number: 6-24 (6)
Description: Zombies are another variety of living dead. In this case,
the dead are animated by a spell cast by a member of the College of
Necromancy. They may (when newly dead corpses are used) appear
nearly normal except for a slight earthen hue. When old corpses are
used, however, the zombies may be no more than skeletons held
together by a few strands of sinew.
Talents, Skills, and Magic: Zombies have no skills or talents and
are not magic users. Like Ghouls, they are unaffected by Grievous
Injury since their motor center must be destroyed before they cease to
be animated.
Movement Rates: Running: 150
PS: 10-16
MD: 6-10
AG: 4-8
MA: None
EN: 16-22
FT: 20-25
WP: 18-25
PC: 8-12
PB: 1-2
TMR: 3
NA: None
Weapons: Zombies never use weapons. They may attack with hands
using the bare-handed attack rules. Their hands are never Ranked.
Comments: A zombie loses 1 point per day from his Endurance for
each day that he is not reenchanted by his master.

Natural Habitat: Ruin, Cave, Crypt


Frequency: Rare
Number: 1-5 (2)
Description: Night-gaunts are similar to wights, but weaker. They are
created whenever a wight drains the last point of Endurance from a
character or whenever a character dies while still under a geas or oath.
Unlike other undead oath-breakers, they will not seek to fulfill their
oath in death. Instead, they will serve evil in all ways. They wax and
wane substantial in the same manner as wights.
Talents, Skills, and Magic: Night-gaunts possess the same talents
and skills as they did when alive (similar to wights), but they cannot use
any magic except Celestial Magics. They can use weapons, armor and
shields just as they did when they were alive.
Movement Rates: Running: 250
PS: 10-20
MD: 10-18
AG: 5-15
MA: 15-30
EN: 10-20
FT: 10-20
WP: 20-25
PC: 20-30
PB: 3-10
TMR: 5
NA: None
Weapons: Night-gaunts are treated in all ways as human when in a
substantial state except that they cannot be harmed by normal weapons.
In addition, a night-gaunt may drain the life-force of any character with
whom he comes into physical contact. Whenever a character strikes or
is struck by a night-gaunt, the contact does D10 damage. Damage
inflicted on a character in this manner is never absorbed by armor.
Comments: Night-gaunts are similar to wights and are usually
controlled by wights and found nearby. A night-gaunt does not create
another night-gaunt or wight in the same manner as a wight does,
however, Night-gaunts (like wights) can only be harmed by magic or
silvered weapons.

SPECTRE
Natural Habitat: Ruin, Cavern, Crypt (usually enclosed area)
Frequency: Very rare
Number: 1-3
Description: Spectres are undead beings half of this world and half of
another plane. They enter this world most fully at night and may
disappear entirely during the day. If exposed to direct sunlight, they

Natural Habitat: Wherever men are found. They make their home in
Caverns, Ruins and Crypts, however, and are most likely to be found
there.
Frequency: Very Rare
Number: 1-6
Description: Vampires are human (or humanoid) beings who have
entered the netherworld of "life-drinkers." They support their existence
by drinking the blood of the living (or recently dead) members of their
own species (but not necessarily their own race). A character becomes a
vampire only by performing a Ritual of Becoming Undead or by being
killed by a vampire who drains the character's last point of Endurance.
A character who dies in this manner rises at sunset of the third day after
his death in the form of a vampire and must, thereafter, be treated in all
ways as a vampire. Once the character's last point of endurance has
been drained, the character may not normally be resurrected or
prevented from becoming a vampire. He may be destroyed in the same
way as a vampire once he rises from the dead, but not before. Vampires
always appear to be the age they were at when they became vampires.
All physical wounds or disfigurements during life are, however,
removed. A character may sometimes be prevented from becoming a
vampire by being pinned in his coffin by a stake driven through the
heart.
Talents, Skills, and Magic: Vampires retain all magical and racial
skills acquired during their life and may learn any number of new skills.
They lose all magical knowledge unless they were, while alive,
members of the College of the Mind. All vampires are automatically
members of the College of Sorceries of the Mind. Any character who
was a member of this College while alive retains any Rank he achieved
with the knowledge of that College.
Vampires have the following special skills. They can change shape
between the following forms: Bat, rat, wolf, cloud of mist or their
"natural" human shape. It takes one full Pulse for the transformation to
occur. A vampire must implement only a Pass Action during a Pulse in
which he attempts to change shape. Vampires are hypnotically attractive
to members of their own species (including other races). They possess
most of the characteristics that they did during their life except that their
Physical Strength and Willpower: are both increased by 50% (round
up). They gain the ability to summon control and communicate with all

SKILLS, MONSTERS & ADVENTURE, PAGE 130

common land mammals and are especially adept at communicating


with and summoning bats, rats and wolves. This ability operates
automatically as a talent of the same type as G-l, G-3, and Q-1 of the
College of Earth Magics, except that the Base Chance is always
increased by 20 when a vampire attempts to summon, control or
communicate with an animal.
Vampires lose 1 point from Fatigue (and from Endurance when
Fatigue is exhausted) each hour during which they do not feed. When a
vampire feeds, he adds 1 point per pulse (for each 10 seconds when not
in combat) to either Fatigue or Endurance (his choice) for each point he
drains from his victim. The vampire's Fatigue and Endurance may never
be raised above their normal maximum level by this method. A vampire
whose last point of Endurance is removed because he has failed to feed
is permanently destroyed. A vampire feeds by entering Close Combat
with a character and drinking that character's blood or by hypnotizing
the character into allowing him to drink the character's blood (using a
Spell of Hypnosis). Characters hypnotized by a vampire will not resist a
suggestion that they allow the vampire to feed on them.
Vampires do not cast a shadow. Their reflection does not show up
in a silvered mirror, but does show up in a mirror not made with silver.
They may not cross running water (streams, rivers, and the like). They
must sleep from sunrise to sunset in a bed of earth taken from their
grave. Vampires may not enter an inhabited dwelling unless invited in
by its inhabitants.
Relics and holy items associated with the Powers of Light are
repellent to vampires. So is garlic. They will not willingly come in
physical contact with such items and will tend to flee them or at least
stay 10 feet or more away from them. Vampires fear dogs with angel
eyes (dark circles around the eyes) and will generally flee such animals.
Vampires cannot die. They can be destroyed in the following
manner:
1.
2.
3.
4.
5.

By direct exposure to sunlight.


By being staked through the heart while in their coffin.
By hearing the crow of a cock at dawn while out of their coffin.
By having their heart pierced by a silvered weapon.
By failing to replenish Endurance through feeding.

Vampires suffer D-5 damage from the touch of consecrated objects, but
will become infuriated by their touch so that they attack the wielder of
such objects instead of fleeing their presence.
Movement Rates: Running while in human form: 300. The
Movement Rates for other forms (bat, rat and wolf) are as per the
creatures of the same name.
PS: 15-30
MD: 15-25
AG: 15-25
MA: 15-25
EN: 15-25
FT: 20-30
WP: 25-30
PC: 20-30
PB: 12-25
TMR: 6
NA: None
Weapons: Vampires are treated in all ways as human beings for
purposes of combat except that they cannot be harmed by normal
weapons. They have no special weapons except their ability to drink
blood as described above. This ability may not be used against
characters wearing armor other than cloth, leather or wicker unless the
victim is first hypnotized and opens his armor so that the vampire can
reach his neck.
Comments: Vampires are not harmed by weapons other than silvered
weapons. They may be harmed (but not destroyed) by magic.
A humanoid character bitten by a vampire becomes a vampire under the
control of the vampire that bit him if that vampire has any remaining
capacity to control his victims. Otherwise, he becomes a vampire under
no one's control. A vampire may control a number of his victims who
have become vampires equal to half his Willpower (rounded down). A
vampire's control over his undead victims is not total and the victim has
a 10% Base Chance of successfully disobeying any order of the
controlling vampire which would lead to his injury or destruction or
which would prevent him from feeding. This Base Chance is increased

by 5 for each additional victim under the vampire's control. Control


requires no concentration.
A vampires may create a telepathic bond between himself and a
victim who is not undead by performing the Kiss of the Undead. The
vampire opens a small wound over his heart with any handy edged
weapon and forces the victim to drink the vampire's blood from this
open wound. Thereafter, the vampire and the victim will have a limited
knowledge of each other's thoughts and location until one or both are
destroyed.
Note: A character who becomes undead can still participate in the
game, but would operate under severe limits. He would, for example, be
unable to travel during the day except while locked in his coffin. He
would be prevented from entering certain dwellings, travelling over
consecrated ground, etc. The character is always played by his original
player, not by the GM.

WIGHT (Barrow Wight)


Natural Habitat: Crypts, Ruins, Graveyards, Fields & Moors
Frequency: Rare
Number: 1-6
Description: Wights are a form of ghost. They normally appear in
their human form, but vary in substantiality in direct proportion to the
time of day. Bright sunlight makes them fade into the spirit world while
moonlight and starlight increases their corporeality. When in a
corporeal state (usually just after moonrise), they are capable of
harming humans just as if they were, themselves, alive.
Talents, Skills, and Magic: Wights may exhibit any and all human
skills and talents. They may use magic, but are limited to the Celestial
Magics (Conjurations of Night and Stars) at Rank 10 or above due to
their unique status as beings who themselves wax and wane substantial
in direct proportion to the power of celestial bodies. They can use
weapons, wear armor and carry shields just as they did when they were
alive.
Movement Rates: Running: 250
PS: 15-30
MD: 15-25
AG: 10-20
MA: 15-30
EN: 10-25
FT: 15-30
WP: 20-30
PC: 20-30
PB: 3-7
TMR: 5
NA: None
Weapons: Wights are treated in all ways as human when in a
substantial state except that they cannot be harmed by normal weapons.
In addition, a wight may drain the life force of any character with whom
he comes into physical contact. Whenever a character strikes or is
struck by a wight, the contact does
DI0 + 2 damage. Damage inflicted on a character in this manner is
never absorbed by normal armor.
Comments: Wights are individuals who have died under a geas or
oath which they have been unable to fulfill in life. Often, they are bound
to a specific place by an oath to protect that place. They are often found
guarding burial sites, especially where treasure is buried along with the
body of the master the wight has been set to guard. Only magic or
silvered weapons can harm a wight and these things can destroy it. An
individual whose last point of Endurance is drained by a wight becomes
a night gaunt upon the next moonrise, but will have all his normal
characteristics halved (round down) and will exist under the control of
the wight who killed them unless that wight has been destroyed. When a
wight is destroyed (by magic or silver), all night gaunts under the
wight's control are also destroyed.

WRAITHS
Natural Habitat: Fields, Crypts, Graveyards, Ruins, Caverns
Frequency: Uncommon
Number: 1-10(1)
Description: A wraith is much like a wight in that he appears human
and tends to wax and wane insubstantial. However, a wraith dissipates
entirely in full sunlight and may never reform. Consequently, wraiths
stay in dark areas where the sun does not penetrate and only come out at
night. The natural pallor of a wraith is replaced by a silvery aura in
bright moonlight when its power is at its height.

SKILLS, MONSTERS & ADVENTURE, PAGE 131

Talents, Skills, and Magic: Wraiths cannot harm living beings by


physical means, nor can they engage in any physical skills. However, a
wraith can, when its power is high, perform Celestial Magic at Rank 8
or above. The touch of a wraith operates in the same manner as the
touch of a wight except that + 4 is added to the damage die roll. Even at
their most substantial, they are not otherwise physical beings.
Movement Rates: Running: 250
PS: 2-5
MD: 2-5
AG: 25-35
MA: 15-30
EN: 15-30
FT: 20-35
WP: 20-30
PC: 20-30
PB: 5-20
TMR: 5
NA: None
Weapons: Wraiths have no natural weapons and cannot use physical
objects. They can use magic.
Comments: A wraith may not be harmed by weapons (including
enchanted weapons). It may only be destroyed by magic spells or by
exposure to direct sunlight.

75. DRAGONS
Dragons are the most ferocious creatures in the DragonQuest
worlds. They have a long, thin, tapering body (about 25 feet for mature
males). They are generally reptilian in form, with sharp claws, a pointed
tail, leathery wings, large fangs, a long neck, and spiked ridges along
their backs. Their eyes glow with a shine of intelligence inherent in no
ordinary reptile, however. Dragons are seven-hex monsters.
Dragons have heavy scales all over their bodies, with the exception
of their undersides which are generally softer. As some dragons age,
however, they accumulate and sleep on a hoard of gem stones that will
become embedded in them, making them as nearly invulnerable from
below as from above. A dragon's Armor Protection Rating will be
between 10 and 12 from the top, and will be between 2 and 15 on the
bottom, depending on the level of encrustation. There is a 50% chance
that a dragon will have one vulnerable spot along the underside,
regardless of encrustation. If a character knows the location of a weak
spot, he has a 20% chance of hitting it on any successful Strike Check.
The Armor Protection Rating at this spot will be 1 or 2.
All dragons are highly intelligent. Most dragons will be able to
speak 1-5 human tongues at Rank 10, and 10-15 other human and
humanoid languages at Rank 6-8. The least intelligent of dragons will
be as bright as the average human, and most will be ultra-intelligent by
human standards.
With the exception of golden dragons, dragons are highly
malicious, loving to cause as much pain and destruction as they can.
They enjoy playing with humans, manipulating and outwitting them.
Their intelligence, however, gives them a sense of caution, and a dragon
will not hesitate to fly away from or attempt to verbally conciliate a
more powerful opponent. In times of rage, however, they sometimes
become reckless, and it is at these times that they are the most
vulnerable.
Most dragons are greedy, and as they age they will accumulate a
tremendous hoard within their lair. Their treasure will usually be
composed of gold, gems, and other items on which the dragon will
make its bed. All dragons except the Black Dragon can occasionally be
persuaded to reveal information or perform a service for a character if
enough wealth is offered. All save the Golden Dragon will attempt
merely to steal the treasure offered, if possible, unless it is well guarded
or the character protects himself well in some other way, for dragons
hate servitude. By the time a dragon reaches maturity, the wealth
accumulated even in their hides will be worth a huge fortune.
Dragons love puzzles and word games and anything else that
challenges their intellect. They love riddles and trick questions. They
also enjoy flattery, although they will see through it almost all the time.
Nevertheless, they will be better disposed toward a flatterer than to one
who is insolent. In general, dragons are very hot-tempered and quick to
respond to insult.
Dragons have incredibly acute senses of hearing, smell and sight.
They can see perfectly in the dark, and they have a 90% chance per
Pulse of detecting physically hidden characters. They have a 75%
chance per Pulse of detecting the presence of invisible or otherwise

magically hidden creatures. They will not know the exact location of
invisible creatures, although they will be able to guess well enough to
hit the character with their breath weapon (if they have one and want to
use it).
Dragons of all types generally prefer to live in caves, narrow at
their open ends, but gradually widening into long, deep caverns. The
mouth of the cavern will usually just be large enough for the dragon to
pass with folded wings, while the main cavern will be spacious enough
for the dragon to turn easily. A dragon's lair will usually contain a
number of wards to snare the unwary before they can approach the
dragon. Dragons have a fierce territorial imperative, attacking any
creature that intrudes upon the area surrounding their !air, be it human,
another dragon, or some other powerful creature.
The area around a dragon's lair will often be a wasteland,
devastated by the creature. Dragon lairs themselves will reek horribly,
with solid rock floors melted and scarred by the creature's acidic
excretions. The air surrounding a dragon is noxious; a dragon's breath is
foul, and its aroma sickening. Because of their smell, all creatures fight
with 5 taken off their Base Chance to hit the dragon. Golden Dragons
are the exception to the above, with pleasant-smelling lairs surrounded
by normal countryside.
Dragons can fly according to the speed for their respective types,
or they can crawl, although comparatively slowly. They can also hover
motionless in the air, their wings beating furiously, creating blasts of
wind beneath them.
Dragons are usually encountered alone, although rarely (10%) a
lair will be occupied by a female with D-6 young dragons (40%) or D-2
eggs (60/0).
Dragons' blood is highly corrosive; any time a weapon penetrates a
dragon's armor and does damage to the creature itself there is a 30%
chance that any weapon will be rendered useless, -10% per magical
Rank inherent in the weapon. In addition there is a 30% chance that
some of the blood will splatter onto the wielder of the weapon if the
weapon was used in Melee or Close Combat, doing D + 2 damage.
Armor will absorb this type of damage, but reduce the Armor's
Protection Rating by 1 each time it is hit by the blood.
A dragon's gaze is transfixing, and any creature that looks into a
dragon's eyes must roll 3 x Willpower or less on DI00 or remain
paralyzed until the dragon removes his gaze.
All dragons are able to induce fear at will in those confronting
them. Characters must roll 3 x Willpower or less on D100 or run away
in panic, dropping weapons and packs in headlong flight. Once a
character has successfully resisted panic, he will never have to check
again for the duration of the encounter.
There is an 80% chance that any dragon encountered in its lair will
be sleeping, but dragons are very easily awakened. If any character is
wearing metallic armor or makes a noise exceeding a whisper they will
awaken instantly. Even if a party is completely silent, there is a 50%
chance that their scent will be enough to awaken the dragon.
Dragons can occasionally be coerced into service if they see that
there is otherwise a good chance that they will be killed. They will
never submit gladly, however, and will try to rebel and kill their 'master'
at the earliest safe opportunity..
All dragons know the generic true name of everything, pro-fiting
from such knowledge in the ways described in the Namer College.
Powerful dragons also make it a point to learn the true names of the
most important individuals around them in case they should be needed
at some future date.
All dragons are spell casters to a greater or lesser extent, most
specializing in the College of Sorceries of the Mind. Most dragons are
awesome magicians, knowing all spells rituals, or talents within their
College at Ranks of 10 or higher, not to mention the many talents
inherent to their species. All dragon magic functions exactly as the
human magic of the same name. For range purposes, all spells are
assumed to emanate from the dragon's head. Dragons can teach their
spells to humans, but they will only do so for vast amounts of treasure
or in exchange for some highly valuable bit of knowledge. Dragons can

SKILLS, MONSTERS & ADVENTURE, PAGE 132

use their magic while flying or hovering, but not while participating in
physical combat. All dragons know all special knowledge and general
knowledge counterspells for all colleges at Rank 15, unless noted
otherwise.
If a dragon is slain, it can cast a death curse on its treasure. The
curse can be more specific at the GM's option, but in general the curse
will be one of bad luck, the effect of which is to influence any roll on
DI00 involving the character(s) adversely by 5. The curse can only be
removed through magic as described in Adventure (IX).
The most deadly physical weapon of most dragons is their ability
to breathe fire. The breath will emerge as a cone stretching from the
dragon's mouth, with the length and the base of the cone varying with
the type of dragon. On the tactical display the cone of fire is considered
to be present until the dragon's next action (or Pass) after breathing,
with all creatures entering the cone taking damage as if breathed upon.
To breathe fire while on the Tactical Display a dragon must execute a
Fire action. Damage from a dragon's fire depends on the type of dragon,
but all dragon's fire will ignite anything flammable within the cone.
Non-magical weapons or armor have a 10% chance of being rendered
useless if caught by dragon's fire. In any case damage caused by a
dragon's flame cannot be absorbed by armor.
Dragons can create windstorms with their wings (by executing a
Pass action) if they are in an area large enough for their wings to reach
their full span (30 feet). Any creature in front of a dragon creating a
windstorm and within 25 feet of the dragon itself must roll 2xPhysical
Strength or less on DI00 or be blown D100-10 feet. Subtract 20 from
both rolls if the creature rolling is wearing metal armor. All creatures
will fall prone after being blown, and any creature which is blown a
distance of 10 or more feet will take D-4 damage, only half of which
(round down) can be absorbed by armor.
In Melee Combat a dragon can attack in any or all of three ways
per Pulse without penalty. In any of the hexes of its Strike Zone it can
attack with two claws and a bite, and it can attack any creature in a rear
hex (a hex from which a creature attacking the dragon would get the
rear bonus) with its massive tail. If a character is hit by a dragon's tail,
the character's player must roll 3xPhysical Strength or less on DI00 or
be knocked to the ground, in addition to any damage received.
All characteristics given above as well as those for specific
dragons are for mature dragons. Young dragons will have half the Rank
of mature Dragons in any spells, talents, and rituals. They will breathe
with a cone of half the width, depth, and damage of fully grown
dragons, and cannot produce windstorms. In combat, subtract 15 from
all Base Chances and 4 from the damage of immature dragons. Very old
dragons will have the same spell capacity as mature dragons, but their
cone of flame will be 20 feet longer and 10 feet wider and will do 2
additional points of damage. The windstorm from a very old dragon will
do 2 additional points of damage, and all characters add 20 to their DI00
rolls to see if they blow away. In combat, very old dragons add 15 to
their Base Chance and 4 points to all damage rolls.

BLACK DRAGON
Natural Habitat: Caverns
Frequency: Very Rare
Number: 1
Description: Black dragons have reflective scales of a solid black
color.
Talents, Skills, and Magic: General abilities for all dragons, as
noted above. A black dragon can also use all the talents, spell and
rituals of the College of Ensorcelments and Enchantments or illusions at
Rank 20. A black dragon's breath cone is 40 feet in length and 20 feet in
width at the base, and does D + 15. A black dragon can breathe fire D-6
times per day, or a minimum of 1 time. A black dragon uses all
counterspells at Rank 20.
Movement Rates: Flying: 850; Running: 300
PS: 220-2A0
MD: 20-22
AG: 20-22
MA: 30-35
EN: 70-80
FT: 100-120 WP: 30-34
PC: 28-32
PB: 2-4
TMR: 17/6
NA: Top scales absorb 10 DP

Weapons: The Base Chance for a black dragon's bite is 50%, with
damage + 12. The two claws have a Base Chance of 40%, with + 10
damage, while the tail's Base Chance is 50%, with + 6 damage.
Comments: Black dragons are questers for knowledge, and they will
occasionally release those in their grasp if they can give them rare or
valuable bits of knowledge.

BLUE DRAGON
Natural Habitat: Caverns
Frequency: Very Rare
Number: 1
Description: Blue dragons are sky blue, making them difficult to spot
against a clear sky.
Talents, Skills, and Magic: General abilities for all dragons as noted
above. A blue dragon can also use all talents, rituals, spells, etc., both
general and special of the College of Illusions or of the Mind at Rank
18. A blue dragon cannot breathe fire.
Movement Rates: Flying: 700; Running: 250
PS: 230-250
MD: 16-18
AG: 15-17
MA: 30-35
EN: 75-85
FT: 100-120 WP: 30-34
PC: 28-32
PB: 2-4
TMR: 14/5
NA: Top scales absorb 11 DP
Weapons: The Base Chance for a blue dragon's bite is 50%, with
damage + 10. The two claws have a Base Chance of 45%, with + 8
damage, while the tail's Base Chance is 55%, with + 6 damage.
Comments: Blue dragons are more cunning than some of their
brethren and if they capture a character they will often let him live in
exchange for service in the outside world. Rumors, contact with others,
transport of goods, etc., will be expected of any released, and if they
attempt to evade service, the dragon's wrath will be great.

GOLDEN DRAGON
Natural Habitat: Caverns
Frequency: Very Rare
Number: 1
Description: Golden dragons are bright gold in color, shining from a
distance in a dazzling display. For one unfamiliar with dragons,
however, there is a 50% chance that a golden dragon will be mistaken
for a yellow dragon. Note that golden dragons do not have the stench of
other dragons.
Talents, Skills, and Magic: General abilities for all dragons as noted
above. In addition golden dragons can use all talents of the College of
the Mind or the College of Illusions at Rank 18, and can use all rituals
or spells, both special and general at Rank 20. Golden dragons cannot
breathe fire. Knowledge of all counterspells is at Rank 20.
Movement Rates: Flying: 850; Running: 300
PS: 300-320
MD: 20-24
AG: 18-20
MA: 32-37
EN: 90-100
FT: 140-160 WP: 32-37
PC: 30-35
PB: 5-7
TMR: 17/6
NA: Top scales absorb 12 DP.
Weapons: The Base Chance for a golden dragon's bite is 65%, with
damage + 11. The two claws have a Base Chance of 50%, with damage
+ 7, while the tail has a Base Chance of 70%, with + 4 damage.
Comments: Golden dragons are the only dragons that can be
described as just. They will not attack unless provoked, and can be
bargained with more readily than other dragons. They generally despise
evil dragons, and will frequently attack them.

GREEN DRAGON
Natural Habitat: Caverns
Frequency: Very rare
Number: 1
Description: Green dragons have outer scales the color of dark pine
needles.
Talents, Skills, and Magic: General abilities for all dragons, as
noted above. Green dragons can also use all spells, talents, rituals, etc.,
of the College of the Mind or the College of Illusions at Rank 12. The

SKILLS, MONSTERS & ADVENTURE, PAGE 133

cone of fire of their breath is 60 feet long and 30 feet wide, and does D
+ 12 to all within the cone. They can breathe fire DI0 times on any
given day.
Movement Rates: Flying: 700; Running: 250
PS: 300-350
MD: 19-21
AG: 17-19
MA: 22-25
EN: 85-95
FT: 120-150 WP: 27-33
PC: 27-30
PB: 2-4
TMR: 14/5
NA: Top scales absorb 12 DP
Weapons: The Base Chance for a green dragon's bite is 60%, and
damage is + 12. The two claws have a Base Chance of 50%, with + 6
damage, while the tail's Base Chance is 70%, with damage + 4.
Comments: Green dragons are quite evil, although they are curious
and will question captives thoroughly before disposing of them. After a
green dragon dies, for the next hour or so a sip of its blood will allow
permanent comprehension and ability to speak with any normal animal
or avian without damage to the drinker.

76. RIDING ANIMALS


This Section is concerned with common riding and pack animals
and includes descriptions of donkeys, drafthorses, mules, palfreys,
ponies, mustangs, quarterhorses, and war-horses. Avian mounts,
camels, oxen and other types of riding and pack animals are described
elsewhere.
All of the riding animals described in this Section except the warhorse have similar combat abilities. They can attack with a kick any
entity occupying the hex directly opposite the hex they are facing. Their
bite can be used in either Melee or Close Combat, but their kick can
only be used in Melee Combat. Only one of these two types of attacks
can be made in a single Pulse. The Base Chance and Damage for each
of these attacks is given individually for each animal.
Mounts are generally not adept at fighting and will only attack if
directly threatened or if panicked. Only trained war-horses will
intentionally enter the same hex on the Tactical Display as another
figure other than their rider(s).

RED DRAGON
Natural Habitat: Caverns
Frequency: Very Rare
Number: 1
Description: Red dragons are fiery colored dragons, with flecks of
gold along their scales.
Talents, Skills, and Magic: General abilities for dragons, as noted
above. They can also use all spells, talents, and rituals, both general and
special, of the College of the Mind at Rank 17. The cone of fire of a red
dragon is 80 feet long and 40 feet wide at the base, and does D + 15 to
any creature in the cone. The breath weapon can be used D + 3 times in
any given day.
Movement Rates: Flying: 750;Running: 250
PS: 250-300
MD: 18-20
AG: 16-18
MA: 25-30
EN: 80-90
FT: 110-140
WP: 30-35
PC: 28-30
PB: 2-4
TMR: 15/5
NA: Top scales absorb 12 DP
Weapons: A red dragon's bite's Base Chance is 70%, and damage is +
10. The two claws have a Base Chance of 50%, with +4 damage, while
the tail's Base Chance is 60%, with damage + 2.
Comments: Red dragons will play games with those they encounter
until they tire of their pitiful struggles and then slowly kill them and
take all their treasure. If a character somehow impresses a red dragon,
there is a 40% chance he will be left alive.

DONKEY
Natural Habitat: Anywhere
Frequency: Common
Number: Not applicable
Description: Donkeys are basically equine in form. They are usually
grey with a darker stripe down the center of their backs. They have very
large ears and reach about four feet at the shoulders.
Talents, Skills, and Magic: No special talents, magic, or other
abilities. They are not tool users.
Movement Rates: Running: 500
PS: 40-45
MD: None
AG: 16-19
MA: None
EN: 18-22
FT: 33-38
WP: 10-12
PC: 19-21
PB: 9-11
TMR: 10
NA: Hideabsorbs3DP
Weapons: Kick: BC =40%, + 3 damage.
Bite: BC = 25%, -3 damage.
Comments: Donkeys are common draft animals. They do not need
good food, and will serve well unless mistreated. They can carry
burdens of up to 250 pounds with great endurance.

DRAFT HORSE
YELLOW DRAGON
Natural Habitat: Caverns
Frequency: Very Rare
Number: 1
Description: Yellow dragons have yellowish scales. Note that when
seen from distances of 100 feet or more there is a 50% chance that this
dragon will be mistaken for a golden dragon, and vice-versa.
Talents, Skills, and Magic: General abilities for all dragons, as
noted above. Yellow dragons also use all spells, talents, rituals, etc., of
the College of the Mind or the College of Illusions at Rank 15. Their
breath's cone of flame is 60 feet long and 30 feet wide and does D + 12.
They can breathe fire DI0+ 1 times on any given day. Yellow dragons
use all counterspells at Rank 12.
Movement Rates: Flying: 700; Running: 300
PS: 280-320
MD: 20-22
AG: 18-20
MA: 24-27
EN: 80-90
FT: 110-140 WP: 26-32
PC: 27-30
PB: 2-4
TMR: 14/6
NA: Top scales absorb 11
DP/Strike
Weapons: The Base Chance for a yellow dragon's bite is 60%, with
damage + 10. The two claws have a Base Chance of 45%, with + 5
damage, while the tail's Base Chance is 65%, with + 3 damage.
Comments: Yellow dragons have a particular fondness for gold over
gems and other items of value.

Natural Habitat: Anywhere


Frequency: Common
Number: Not applicable
Description: Draft horses are the largest of the horses, growing to
more than five and a half feet and weights of up to 2300 pounds. They
have huge muscles and thick limbs, and they will frequently have hairy
feet of a different color than the rest of their body.
Talents, Skills, and Magic: Draft horses possess no special talents,
skills, or magic. They are not tool users.
Movement Rates: Running: 500
PS: 60-65
MD: None AG: 13-15
MA: None
EN: 26-32
FT: 55-63 WP: 8-10
PC: 14-18
PB: 8-10
TMR: 10
NA: Hide absorbs 3 DP
Weapons:
Kick: BC = 35%, + 4 damage. Bite: BC = 15%,
D10 damage.
Comments: Draft horses are bred to carry burdens without tiring.
They can carry loads of up to 500 pounds, and have great endurance.
They can be ridden, although they are not especially sensitive to a
rider's wishes.

MULE
Natural Habitat: Anywhere
Frequency: Common

Number: Not applicable

SKILLS, MONSTERS & ADVENTURE, PAGE 134

Description: Mules are a usually sterile crossbreed of a mare and a


jackass. A mule has a short mane, long ears, small feet, and a tail with
long hairs at the end. They are usually brown, and are about four feet
high at the shoulders.
Talents, Skills, and Magic: Mules possess no special talents, magic,
or other abilities. They are not tool users.
Movement Rates: Running: 450
PS: 40-50
MD: None
AG: 17-20
MA: None
EN: 20-25
FT: 40-45
WP: 10-12
PC: 18-20
PB: 9-11
TMR: 9
NA: Hide 3 DP
Weapons: Kick: BC = 40%, + 4 damage
Bite: BC = 20%, -2 damage.
Comments: Mules are excellent draft animals. They are very strong,
are sure footed, and have great endurance. Loads of up to 300 pounds
can be carried by a mule, although such burdens are rare. Mules are
highly resistant to disease (reduce the chance of infection by 10% if
struck in combat). Mules generally work with little fuss unless
mistreated, in which case they become stubborn and vicious.

MUSTANG
Natural Habitat: Plains
Frequency: Rare
Number: 1-50 (30)
Description: Mustangs are wild horses. They are smaller than most
domestic animals, usually about four and a half feet at the shoulder.
Colors vary, but most mustangs have very long manes and tails.
Talents, Skills, and Magic: Mustangs possess no special talents,
skills, or magic. They are not tool users.
Movement Rates: Running: 600
PS: 40-50
MD: None
AG: 18-21
MA: None
EN: 18-23
FT: 36-42
WP: 11-13
PC: 20-22
PB: 9-11
TMR: 12
NA: Hide absorbs 3 DP
Weapons: Kick: BC = 45%, + 4 damage.
Bite: BC = 25%, D damage.
Comments: Mustangs are generally afraid of men and will run away
if they sense man's presence. They can be tamed if captured, however,
and used either as riding horses or beasts of burden. They can carry
loads of up to 400 pounds.

PALFREY
Natural Habitat: Anywhere
Frequency: Common
Number: Not applicable
Description: Palfreys are fine-featured riding horses. They grow to a
little more than five feet at the shoulders, and weigh about 1100 pounds.
Talents, Skills, and Magic: Palfreys possess no special talents,
skills, or magic. They are not tool users.
Movement Rates: Running: 650
PS: 38-43
MD: None
AG: 16-1'9
MA: None
EN: 18-21
FT: 30-35
WP: 8-10
PC: 16-18
PB: 11-13
TMR: 13
NA: Hide absorbs 3 DP
Weapons: Kick: BC = 40%,+ 3 damage.
Bite: BC = 20%, -2 damage.
Comments: These horses were bred for gentleness and appearance.
They were developed to be riding horses, and are highly responsive to
their riders. They can carry up to 350 pounds, but, like the quarterhorse,
they are not usually used to carry burdens.

PONY
Natural Habitat: Anywhere
Frequency: Common
Number: Not applicable
Description: Ponies are small horses less than five feet high. Most are
between three and four feet high at the shoulder.

Talents, Skills, and Magic: Ponies possess no special talents,


magic, or other abilities. They are not tool users.
Movement Rates: Running: 350
PS: 19-24
MD: None
AG: 13-15
MA: None
EN: 12-14
FT: 20-22
WP: 9-11
PC: 16-19.
PB: 10-12 TMR: 7
NA: Hide absorbs 3 DP
Weapons:Kick: BC = 20%, -1 damage.
Bite: BC = 15%, -4 damage.
Comments: Ponies are especially gentle and easy to train. They live
longer than most horses, and do not need any food other than hay and
grass. Loads of up to 150 pounds can be carried without great strain.

QUARTERHORSE
Natural Habitat: Anywhere
Frequency: Common
Number: Not applicable
Description: These horses grow to five feet at the shoulders, and
weigh about half a ton.
Talents, Skills, and Magic: Quarterhorses possess no special talents,
skills, or magic. They are not tool users.
Movement Rates: Running: 600
PS: 40-45
MD: None AG: 17-20
MA: None
EN: 18-23
FT: 35-40 WP: 9-10
PC: 17-19
PB: 10-12
TMR: 12
NA: Hide absorbs 3 DP
Weapons: Kick: BC = 45%, + 5 damage.
Bite: BC = 20%, -1 damage.
Comments: Quarterhorses are very useful as riding animals. They can
climb steep banks and ford water. They are extremely responsive to
their rider if well trained and are able to stop or turn very quickly,
suiting them for such tasks as rounding up herds. They do not have
great endurance, however, and they can only maintain their maximum
speed for periods of a few miles. They can carry loads of up to 350
pounds, but they are not intended to be beasts of burden, and so their
spirit will be quickly broken if they are used as such. If a quarterhorse's
spirit is broken, its speed will be decreased by 30%.

WARHORSE
Natural Habitat: Anywhere
Frequency: Infrequent
Number: Not applicable
Description: War-horses are heavily built, thickly muscled and limber
animals, bred to carry large burdens for extended periods. They are
often five and a half feet at the shoulder, and can weigh more than a ton.
Talents, Skills, and Magic: War-horses are specially trained for
combat. They panic less frequently than other horses when faced with
fire, sudden movements, or loud noises. A rider can also control a warhorse's actions in combat, making the horse kick, bite, or attempt to
trample an adversary. See the rules on Horsemanship. Other horses can
be used in combat, but they cannot be used to attack.
Movement Rates: Running: 500
PS: 55-60
MD: None
AG: 16-19
MA: None
EN: 25-30
FT: 50-60
WP: 9-11
PC: 16-18
PB: 9-11
TMR: 10
NA: Hideabsorbs3DP
Weapons: In addition to the kick (Base Chance of 45%, + 7 damage)
and bite (Base Chance of 25%, + 2 damage) of normal horses, when in
Close Combat a war-horse can also attempt to trample an adversary
(Base Chance of 25o/0, + 8 damage). War-horses will willingly enter
Close Combat if their rider directs them to do so.
Comments: These are the most intelligent and (if properly treated) the
most loyal of the horses. They are responsive to a rider, but can also be
used to carry heavy burdens (up to 500 pounds). Using a war-horse as a
draft horse will generally lower the quality of his training for combat,
however.

SKILLS, MONSTERS & ADVENTURE, PAGE 135

IX. ADVENTURE
An adventure occurs whenever one or more
players, in conjunction with the gamesmaster,
play their characters. The adventure is the heart
of the fantasy role-playing game, because it is the
medium through which the gamesmaster tells a
story. When he reaches an interlude or decision
point, the players use the game mechanics to
have their characters influence the outcome of the
tale.
The most common scenario used by
gamesmasters in fantasy role-playing games is
that of the descent into a series of labyrinthine
catacombs, or "dungeons." Of course, conceptually most dungeons make no sense (for a variety
of reasons, the most blatant being the space given
for creatures to live in), but it is the simplest and
least time-consuming type of adventure to design.
The gamesmaster should break in his regular
players on such a scenario.

77. PREPARATION
FOR ADVENTURE
Before an adventure is begun, the
gamesmaster must invest some of his time in
readying his scenario. This requires the
generation of some (if not all) of the non-player
characters and monsters the player characters
may meet, fleshing out the part of the world in
which the adventure will occur and composing
the preliminary information to be given to the
player characters. A fully prepared gamesmaster will organize this data as described
below.
Each player is responsible for informing
the GM of any actions his character takes
between his last adventure and the upcoming
one. This includes necessary functions, such as
the expenditure of Silver Pennies on upkeep
(see 85.3). Each player is also responsible for

updating his Character Record, though the GM


may waive this requirement temporarily (the
necessary bookkeeping can be done at a more
convenient time).
[77.1] The GM must outline the
course of the adventure.
The GM plots the direction in which he
wishes the adventure to go. He determines the
manner in which the player characters will become
part of his scenario, advancing a purpose for the
characters to undertake this particular adventure.
He then plots the rationale for the party's adversary,
be it sentient, magical, natural, or intangible. The
GM will probably wish to note all of this on a piece
of paper to which only he is privy.
Some GM's will be willing to give the
characters a choice of adventures; if the GM is not
one of these, the players should keep in mind the
time necessary to develop each adventure, and
oblige him by going on the one proffered.
Example: A GM describes to his players the fate
of a princess held captive by a wizard in
a tower deep in the Nasty Forest.

SKILLS, MONSTERS & ADVENTURE, PAGE 136

The king has offered a not inconsiderable reward


for the return of his daughter and the slaughter of
the wizard and his minions. The wizard is a
lonely old man who has abducted the princess for
the sole purpose of introducing a love philter into
her sustenance. She proved quite willing to elope
with the wizard afterwards, so he left his tower
guarded by a few fantastic creatures while the
couple made their way south. The party, after
gaining entrance to the tower, discovers they
must per-sue the two. Additionally, they will find
a princess not disposed to the idea of rescue,
since the wizard has been accumulating quite a
supply of love potions in the last few years.
NOTE: SPI supplies a full line of pregenerated adventures published both separately
and in Ares magazine.
[77.2] The GM records the "vital
statistics" of all non-player characters
and monsters to be encountered.
The "vital statistics" comprise the information the GM generates in accordance with the
Monster rules (see VIII). The GM must produce a
value only for those entries which will affect the
characters' interaction with the non-player
characters or monsters. It is recommended that
the GM generate 10 to 20 "spare" monsters,
which can be used interchangeably on separate
adventures.
The GM records the vital statistics for each
of the necessary monsters and non-player
characters on index cards or on a comprehensive
list. Each group of monsters and non-player
characters is divided so that all creatures which
will be met at one time are listed under one
heading (or on one index card). The GM will
easily be able to consult only the pertinent listing
When the time Comes.
[77.3] The GM maps the area in which the
characters will adventure, drafting the
plans for any structure which will be an
integral part of the scenario.
A GM who wishes to develop a
sophisticated world design will draw a map of the
continent in which most of his adventures occur.
The scale of this map can vary between 50 and
350 miles to the inch. The GM need not plot this
map on any particular type of paper, though it is
advisable that he draw the latitudinal and
longitudinal lines before coastline and natural
features (which should be done before sites of
human or humanoid habitation are entered on the
map).
When the GM prepares for an adventure, he
should take a slice of his strategic map, and blow
it up onto a hexgrid map. Each hex represents 5
miles of terrain from hexside to hexside and must
be coded as to the prevalent environment (see
63.1) in the hex.
Any structure the GM expects to be
carefully searched and/or examined by the player
characters should be drafted on hex paper (the
strategic hex grid will suffice). The scale is 5 feet
per hex to match the scale of the Tactical
Display.
When characters engage in combat within a

structure, the GM should treat each hex on the


Tactical Display as equal to one hex on the
structure map. If the player characters and their
foes begin in adjacent hexes, the players can
choose the exact hexside to which they face
where any ambiguity occurs, unless their foes
have surprised them (see 80.2).
The GM should record a legend for each
map he draws. The legend for the strategic
maps will usually not contain many entries, but
that for a structure map will include an entry for
each room of importance. It is suggested that
the GM code co-ordinates on his strategic
maps, and identify each room/vestibule/opening
on his structure maps.
[77.4] Before the adventure begins, the
players must notify the GM of all
changes in status for their characters.
If a character is to expend Experience
Points, to spend monies to gain an unusual
piece of merchandise or service, to seek the aid
of a non-player character, etc., he must do so
before party organization begins (see 79). The
player records all changes in status on his
Character Record.
If a change of status for a character requires the attention of the GM (i.e., is not
necessarily automatic), the player should
resolve such an action (at the earliest convenient time) before the players gather for a new
session.

78. GAME CONVENTIONS


The rules in this Section are conveniences
for play purposes when translating life in a
medieval fantasy world into game form. Most
of these are cautions against players bending
the rules at opportune moments. The GM will,
as he becomes comfortable with a style of
refereeing, modify these conventions to suit his
own tastes.
[78.1] The time scale for a campaign
should be either two or three game days
to one real day.
The GM is responsible for monitoring the
passage of time in his campaign. He determines
and informs his players of the conversion rate
from game time to real time. The GM may
choose the simplest timekeeping method, which
is doubling or trebling the time since he last
met with his players, or he can set up a
calendar, which allows him to keep current on
the seasons of the year and the ascendant
aspects (see 7). A calendar will be preferable in
most cases, since several Colleges of magic are
affected by phases of the moon and seasons of
the year.
A game day is equal to the relational
period of the GM's world (which, in most cases,
will be approximately 24 hours).
In the event that the GM and players could
convene more than twice in one week, or if the
game time spent on an adventure is threequarters or more of the game time that should
have passed between sessions, the GM should
adjust the time scale so that the characters have
one-quarter of the game time that should have
elapsed.

Example: Given the time scale of three game days


to one real day, four real weeks would equal twelve
game weeks. However, a party spent ten game
weeks on an adventure, so the GM, in order to
make up for the discrepancy, should give the
players an extra week to make the total nonadventure game time equal to one-quarter of
twelve.
[78.2] The GM adjusts the passage of time
during an adventure to the level
of activity.
When the player characters are interacting
with monsters or non-player characters, or amongst
themselves, the GM should run the encounter in
real time. A similar time scale should be used when
a character uses an information-gathering ability.
For example, if the characters are negotiating with
a prospective employer in a tavern, or if an
astrologer character is divining the future, the GM
and the players enact the scene in detail.
When the player characters have instructed the
GM to speed the passage of time until they are
interrupted, the GM pauses only to make Encounter
Checks (see 63.1), etc., and to give the players
status reports. The players must decide how often
they wish to have these status reports. For example,
the characters have decided to journey along the
imperial highway one hundred miles. They request
that the GM give them a status report every four
hours. Unless something untoward should occur,
the GM will allow them four hours progress and
inform them that nothing has happened during the
last four hours. When night approaches, he will
suggest that the adventurers look for shelter for the
evening, The players will then inform him of their
watches, and ask him for a status report every time
the watch is changed.
The GM should interject information about
the periods between status reports whenever a
character would normally notice something of
interest. For instance, if a ranger character travels
with a party about to walk into an ambush, and his
ability to detect such operates successfully (see
60.2), the GM alerts the players to the impending
danger.
[78.3] When combat occurs on the Tactical
Display, there should be no lapses of time
between player announcements of
character intentions and resolution of
them.
After determining the order in which all
creatures (including the player characters) on the
Tactical Display may take action, the GM paces the
combat in that strict sequence. When it is a
character's turn to take action, his player must
announce within five seconds what his character
will do, or the character is assumed to take a Pass
Action. The leader (see 79.1) must do the same for
each non-player character in the party, and the GM
should do the same for each of the party's
opponents.
If the players wish to discuss tactics amongst
themselves during combat, they must do so while
the GM is determining the result of a particular
action. Anything said by one character to another
during combat can be overheard by
their opponents, though it may not be understood,
depending on the language used. A wise party will
devise a battle plan to be used in combat situations

so that they will not be at a disadvantage when


surprised.
The leader is responsible for listening to the
GM's announcements about enemy activity,
wounds suffered by his comrades, etc.
A military scientist character can allow a
party some planning time during which they will
not be overheard by the enemy (see 58.5).
[78.4] Any player may, at the GM's
discretion, suspend the passage of time
by requesting a clarification of a relevant
point by the GM.
[78.5] A player may change the action he
announces for his character to a Pass
Action (only) up to five seconds after he
either announces it or is interrupted by
another player protesting his choice.
[78.6] A player may appeal a decision
made by the GM which he feels to be
arbitrarily or improperly resolved.
The player has as much time as the GM will
grant him to state his case. The GM can either
modify or reverse his earlier decision, or stand
behind it. The GM's word is always law in regard
to his world; a player can protest, but may not
change, an event which occurs in another's
fantasy world.

79. ORGANIZING A PARTY


The players must determine the composition
of the party before their characters leave the
relative safety of their current place of residence.
The party consists of each character represented
by a physically present player. In addition, the
GM should prepare some non-player characters
with abilities complementary to those of the
player characters. These non-player characters
may usually be hired through the auspices of the
Adventurer's Guild.
A character of a player not attending the
current session may only be brought along with
the express permission of his Player. That player
would do well to leave general instructions on
how his character will act with the GM (these
instructions are inviolable if applicable to a given
situation). The performance of such a character is
controlled by the leader of the party, unless his
player's standing orders are to the contrary.
When the players have assembled those who
are going on the adventure, they should discuss
general strategy and a tentative battle plan (see
78.3). When the characters are pro-visioned and a
leader has been appointed, the adventure may
commence.
[79.1] The players should elect one
of their number to be the leader of
the party.
The leader should not only be the best
qualified character for the position, but the most
experienced player as well, because his decisions
will usually directly affect the outcome of any
adventure. A leader is not abso-lute19 necessary
but one's presence will usually prove
advantageous for ease of play. When a party
needs information or descriptions of events or
locations, it is much easier if these descriptions
are given to the group as a whole and the leader
in particular, who may then react for the party.
Listening to one person is much easier for the

SKILLS, MONSTERS & ADVENTURE, PAGE 137

GM then trying to interpret the frantic ravings


of six people.
In combat, the leader may add his Military
Scientist Rank (if any) to the Initiative die roll.
If the leader is involved in Melee or Close
Combat (or otherwise incapacitated) the character with the highest Perception who is unengaged becomes the leader for purposes of the
Initiative die roll (only).
The leader announces the general activities
undertaken by the party during the Adventure
Sequence. Example: "We wish to travel along
the footpath through Linden Woods until
further notice."
Though the non-player characters hired to
accompany the player characters are usually
controlled by the GM, any reasonable request
by a representative of the party will be heeded
by a non-player character. The leader usually
gives the orders for the non-player characters in
a party; if there is a disagreement as to what the
actions of a non-player character should be, the
majority of the players rule. The leader counts
as two players for determining the actions of
non-player characters.
[79.2] Before an adventure is begun, the
player characters should agree to the
division of spoils.
Generally, that which can be garnered on
adventure is separated into three categories.
Magical treasure encompasses anything which
is magical or has magical properties in and of
itself. Unusual treasure includes captives,
beings trained by a beast master, objects with a
greater intrinsic than monetary worth, objects
which cannot be used by all in the party, and
objects which are particularly suited for one
character (e.g., a family heirloom). The
remainder of the treasure is assessed by its
monetary value.
If only the player characters are going on
an adventure, they may make whatever
agreement between themselves they wish. If
they wish to bring along any non-player
character, the NPC will require that a standard
Adventurers' Guild contract (or a reasonable
facsimile thereof) be signed by everyone in the
party.
The Adventurers' Guild will draft any
contract in language acceptable to the local
legislative bodies for a fee ranging from l0 to
100 Silver Pennies, depending on the complexity of the terms of the desired agreement.
The Guild is also willing to guarantee arbitration and enforcement of a contract which it
has drafted. These services are free to a guildmember in good standing (see 79.3), as are
copies of the standard Guild contract. If a being
who is not a member of the Guild wishes arbitration of a Guild contract, he must pay 50
Silver Pennies per hour of arbitration (the GM
may either require the enactment of the
arbitration scene or may determine the number
of hours required to reach a decision based on
the ramifications of the case); if such a being
wishes the verdict enforced, he must state so
when the Guild contract is signed and pay a fee
of 500 Silver Pennies.
When the Adventurers' Guild enforces one
of its contracts, the beings against which it has

decided have 10 hours to deliver the object of


dispute to the plaintiff. Unless the loser in
arbitration has successfully petitioned for an
extension to that deadline (which must be for a
good reason, such as the item in question being 12
hours' ride away), he must deliver unto the plaintiff
or be blacklisted by the Guild. A blacklisted person
may not hire from the Adventurers' Guild, and
there is a 2000 Silver Penny reward for his
apprehension and delivery for incarceration in the
Guild dungeons.
[79.3] A character may become member in
good standing of the Adventurers' Guild by
tithing 5% of all monetary gains to the
Guild, or a minimum of 200 Silver Pennies
per annum.
If the Guild discovers that a member has
withheld its portion of his gains, he must make
restitution within 10 days or be blacklisted (see
79.2).
If a guildmember cannot afford his tithe to the
Guild, he is given a three-month grace period in
which to acquire the 200 Silver Penny minimum
annual fee. If he cannot raise the necessary money,
he must spend two months in service to the Guild,
or be blacklisted.
A character may buy out of the Guild (i.e.,
renounce his membership) by paying 100 Silver
Pennies for each year he has been a member of the
Guild. He must settle all accounts with the Guild
beforehand (e.g., a character cannot resign
immediately after gaining a huge treasure), and
may not rejoin the Adventurers' Guild for a period
of at least one year.
[79.4] The standard Adventurers' Guild
contract requires as equitable a
distribution of treasure as is possible
amongst the free-beings in the party.
1. Every signatory to this agreement is entitled to
one full share, unless a) the party, by majority vote,
allows up to one extra full share for a being or
beings who provide the party with information or
services vital to the completion of their mission, or
b) a signatory agrees to receive but a half-share, in
exchange for protection, whenever possible, from
physical and magical harm by those receiving full
shares. N.B.: The latter clause is often a bone of
contention when a dispute is presented to the Guild
for arbitration. One who receives a full share must
prove that he was in imminent danger of serious
injury or loss of life if he fails to protect a halfshare member of the party.
2. A signatory forfeits any right to treasure if he: a)
attacks another party member without provocation, or b) deserts the party voluntarily (those
who have been spirited away or accidentally
separated from their comrades are obliged to
attempt to rejoin the party at the earliest convenient
time.)
3. A signatory forfeits one-half of the treasure due
him if he: a) does not perform according to a prearranged battle plan which does not endanger him
any more than others in the party, b) is responsible
for the death of a party member, c) is responsible
for the failure to attain the goal of the adventure
through an error of commission or omission, or d)
is found to be stealing from the party.

4. If a party member is killed, rendered incapable


(e.g., comatose), or involuntarily removed from
the midst of the party, that being's heirs are still
entitled to his portion of the treasure gained by
the remaining party members (see clause 6
below).
5. If a party member is killed or rendered incapable, the surviving party members are obliged
to return his body (or what remains of it) to the
place from which they started, unless forced to
abandon the body because its recovery would
imperil others in the party.
6. If a being has not designated one to whom he
wishes his effects and share given in his absence
and/or to whom he wishes his body given in the
event of his death, the Adventurers' Guild will
take responsibility for either or both.
7. Monetary treasure must be converted into
currency or specie and divided evenly amongst
all shareholders. Any party member may choose
to buy a particular item at value rather than have
it sold to an outside purchaser; if more than one
member wishes to buy the same item, all submit
sealed bids, with the highest sum gaining its
bidder the item in question.
8. Each full shareholder may, at the beginning of
the adventure, state one item which he wishes if
the party should find it. Unless some other party
member also wishes the item, the claimant
receives the object of his fancy, but is not entitled
to any other unusual or magical treasure.
9. Each full shareholder is entitled to one unusual
or magical item before anyone receives a second
item. Partial shareholders (including those with
an excess of a full share) may gain items before
single shareholders gain their second items. A
partial shareholder may gain items in proportion
to one share (e.g., a half-shareholder gains one
item every two rounds, if there are sufficient
items to be divided).
10. As long as the provisions of Clause 9 are met,
the party may give an item to a particular
member by majority vote. If no general
agreement can be reached as to which person
receives which item, a fair random method
should be implemented to assign the items in
order.
The Guild stands in for dead or absent party
members; failure to provide a satisfactory
explanation of why a person is missing by those
present can result in blacklisting by the Guild.
[79.5] An arbitrator of the Adventurers'
Guild may place a "true speech"
compulsion upon a being present at an
arbitration session.
A being may attempt to resist a true speech
compulsion. Active or Passive Resistance to such
a compulsion is often construed as an admission
of guilt by Guild arbitrators.
While a true speech compulsion is upon a
being, he must make declarative statements
which are true whenever he speaks. If he temporizes, misstates himself, or exaggerates, his
vocal apparatus will become paralyzed, making
it difficult to talk properly. If a being lies while
under a true speech compulsion, his tongue will
cleave to the roof of his mouth and he becomes
mute for (D 10 + 1) days.
Example: If a character allows a fellow
adventurer to die through his inaction, he could

SKILLS, MONSTERS & ADVENTURE, PAGE 138

say "I did not kill him" while under a true


speech compulsion. If he said "I did not directly
contribute to his death," he would find it
difficult to articulate, and if he said "I did not
contribute to his death," his tongue freezes in
place.

80. THE ADVENTURE


SEQUENCE
Three different time scales can be used
during an adventure. The GM switches between
these scales as the pace at which action occurs
changes with each new situation. The choices
are as follows:
1. The Trek/Wait Stage: The GM resolves
the actions of several minutes, hours or days in
a short space of real time, because the players
have chosen an activity which need not be
monitored closely (such as laying in wait until
night falls). The GM allows time to pass, until
one of the conditions described in Case 78.2
occurs.
2a. The Encounter Stage: The GM
operates on an equal real time to game time
correspondence, because the player characters
are interacting with NPC's or monsters (i.e.,
beings controlled by the GM) in a more or less
peaceful fashion.
2b. The Chase Stage: Either the characters
controlled by the players or the creatures
controlled by the GM are pursuing the other.
The action is resolved in segments of one
minute of game time, though it may become
necessary to merge with the Tactical Procedure
as the two groups come into proximity with
each other. Magic and Ranged Combat are
possible during the Chase Stage; the GM is
responsible for informing the players of the
rough distance between them and their foe(s).
3. The Tactical Stage: The GM resolves
combat in accordance with the Tactical Procedure in V. The player characters and the GMcontrolled creatures are placed in position by
the GM on the Tactical Display.
The GM need not inform the players of the
interchange between stages, because it will
become obvious as he adjusts his moderating
manner to the different time scales.
[80.1] The real time allotted to the
players to discuss the actions of their
characters depends upon the current
stage.
The players have up to 30 minutes or onetenth the game time to be spent on a single
action, whichever is less, to decide on what
their characters will do during the Trek/Wait
Stage. The characters are assumed to be
engaged in a similar conversation in tones
appropriate to the occasion (e.g., hushed if
hiding from a lynch mob).
The players have up to one full real minute
for each game minute during the Chase Stage to
talk with each other. Their conversation is
assumed to be that of their characters; if their
foe has some method of overhearing the
characters, the GM should have the foe act on
this information.
Unless a player prefaces a remark he
makes during the Encounter Stage with a
comment to indicate that he is not speaking for

his character, anything he says can logically be


assumed to be said by his character.
Rule 78.3 covers how and when players may
speak for their characters during the Tactical Stage,
and the restrictions on players co-ordinating with
each other.
[80.2] One side in a combat may gain
a free Pulse of attacks if it surprises
the other.
One side may gain the advantage only if the
other is either unaware of the first's precise location
(though a possible surprise victim may be aware of
a foe lurking in the general vicinity) or if the other
does not entertain suspicions of the first being
hostile.
If one side in a combat is eligible to be
surprised, the GM assigns a readiness factor, much
like a difficulty factor (see 4.1), to account for the
preparedness of the side which may be surprised
and the ability of the other side to keep secret its
intentions and/or location. The lower the readiness
factor, the greater the chance for surprise. Multiply
the readiness factor by the highest Perception value
of any being on the side which may be surprised. If
the GM's percentile roll is less than or equal to this
number, combat is resolved normally. If the roll is
greater than that number, surprise has been
achieved.
[80.3] The Chase Stage applies whenever
the player characters conduct an extensive
search of a non-deserted area.
If the GM has prepared a "dungeon" scenario,
the characters' actions will be resolved using the
time scale of the Chase Stage, until they become
involved in combat, converse with the GM's
creatures, or leave the area.
81. MONETARY MATTERS
The GM is advised to limit the money that the
player characters can gain during a campaign year.
He should keep in mind that an upper middle class
income will be between 6000 and 8000 Silver
Pennies per game year, that a man who earns
20,000 Silver Pennies per year is reckoned wealthy,
that an income of 100,000 Silver Pennies per year
is the province of the verb' rich, and sums above a
quarter million Silver Pennies are rarely accumulated by any but royalty. A beginning
adventurer will probably fit into the upper middle
class bracket, and, if his "career" progresses well,
should achieve a yearly income averaging out at
about 50,000 Silver Pennies. Only the
extraordinarily successful or fortunate will garner
in excess of 75,000 Silver Pennies annually over a
multi-year period.
All of the prices in these rules are based on the
assumption that the GM is allowing his player
characters (presuming they are competent) no more
than the sums described in the above paragraph. If
the GM does decide to circulate moge money than
is recommended, it is his responsibility to cause an
inflationary spiral to affect the .prices the
characters must pay. If the GM increases the
characters' monies without compensating for it,
money will become less and less important in his
campaign.

[81.1] The value of a coin is determined


by its weight and metal of which it is
made.

Abbrev.
cf
Weight
4 oz
Conversion 4/1sp

sp
gs
1 oz 1 oz
12/lgs 21/ltg

tg
2 oz
-

The Platinum Shilling (P.S., weighs l oz.) is


not in regular circulation, and is worth one-andone-half times the value of a Gold Shilling.
Other common coins include the ha'-penny,
threepence, and sixpence. The values and weights
of these coins correspond to those of the Silver
Penny.
[81.2] The Adventurer's Guild will bank
money and/or valuables At a fee of 2
Silver Pennies per 500 ounces per month.
If money and/or valuables deposited with
the Guild has a weight not divisible by 500,
round up to the nearest five-hundred weight. A
guildmember pays one-half the price to bank with
the guild.
The Guild will place money and/or
valuables in safekeeping until the depositor
redeems his property, or until the value of the
deposit covers the banking fee. The Guild does
not extend credit when it comes to banking fees.
[81.3] The Basic Goods Cost List is an
anthology of the prices and weights of
common items likely to be used by
adventurers.
While the list is lengthy, it is by no means
comprehensive. When a character wishes to
purchase a common item not found on the list,
the GM should scale the price in accordance with
the already evaluated items. Furthermore, the
prices given on the Cost List are averages. Fish,
for instance, will be much cheaper in a maritime
town than in an inland city.
The weights are given so that players can
calculate how much their characters are carrying,
which affects the rate at which they lose Fatigue
Points while marching (see 82.2).
See Basic Goods Cost List on page 144.
82. FATIGUE LOSS AND RECOVERY
Characters have a tendency to lose Fatigue
Points in the course of adventures. A fatigued
character must engage in some restful action to
recover lost Fatigue Points. Sleep, as might be
expected, is the best way to become refreshed,
but there are several other options available to the
character who wishes to remain alert.

SKILLS, MONSTERS & ADVENTURE, PAGE 139

[82.1] The rate at which a character loses


Fatigue Points is determined by how
tiring his main activity for each hour is.
A character can lose Fatigue Points when
he engages in any activity more stressful than a
leisurely walk. There are four classes of activity
which can fatigue a character:
1. Light Exercise includes moderate to brisk
walking, riding slowly or at a moderate pace on
a docile mount, etc.
2. Medium Exercise includes jogging, riding
on a cantering mount, light construction or
precision work, etc.
3. Hard Exercise includes paced running,
riding at a gallop, hard manual labor, etc.
4. Strenuous Exercise includes constant
sprinting, breakneck riding, and generally those
actions with which the character pushes his
body to its practical limits.
It is possible for a character to achieve a
level of performance more taxing than Strenuous Exercise, which requires superhuman
exertion. This type of activity is governed in
part by 4.1, and the GM will have to determine
how many Fatigue Points are lost by a character
conducting such actions.
A character's degree of exertion is judged
each hour. Since a character does not necessarily choose to do the same activity for an
entire hour, the GM must average out the levels
of activity achieved at different times within the
hour. If the GM is consistent with his guidelines for what type of activity constitutes which
of the four types of exercise, the players will be
able to keep a running total of their characters'
Fatigue Points without forcing the GM to stop
play to consider the matter.
[82.2] A character is limited in the
weight he can bear; if he engages in
exercise, he may become fatigued more
quickly because of the objects he
carries with him.
The Fatigue and Encumbrance Table (82.9)
lists the maximum weight a character may
carry.
A player must determine the total weight
his character is carrying if the character is to
engage in light or more stressful exercise for a
significant length of time during a day.
When a creature has a Physical Strength
value greater than 40, the GM divides that
value by 40. Multiply the quotient by the entry
for 40,' and add the entry corresponding to the
remainder to determine that creature's
capabilities.
[82.3] The Fatigue Point loss for s
character engaged in either or both
magic or combat is not calculated using
the provisions of rule 82.
The only Fatigue Points lost for casting
magic, being affected by magic, skills, or
physical attacks are those lost per the appropriate rules (i.e., the deductions for casting,
using skills, or being successfully struck).
[82.4] The Fatigue Point loss rates
given in these rules assume that the

character is in good health and is


well fed.
If the character is not in condition, the GM
should shift up Physical Strength rows and/or shift
weight columns to represent debilitating effects
upon the character. The shift of weight columns
should also be accompanied by a corresponding
decrease in the maximum weight allowable for that
character.
[82.5] The Fatigue status of a character
need be calculated only before he enters
into combat or wishes to perform magic or,
if he does neither, once for the entire day.
Procedure
1. Cross-reference the character's Physical Strength
and the weight he is carrying.
2. Read down this column until it intersects with
the row corresponding to the character' s rate of
exercise.
3. Multiply the resulting number (Fatigue Points
lost per hofir) by the number of hours during which
all three factors (Physical Strength, weight carried
and rate of exercise) remain constant.
4. Perform this calculation once for each time one
(or more) of the three factors changes.
5. Add each separate product (i.e., sub-total) to
determine the total Fatigue Points expended by the
character so far.
If a character's Fatigue Point total is reduced
below zero, he is exhausted (see 82.6). His Fatigue
is considered zero, if he should become involved in
combat.
[82.6] An exhausted character is limited in
the activities he may choose to do, and is
worse in the performance of his abilities.
A character may choose to exert himself after
his Fatigue Points are reduced to zero for a period
during which he would normally expend (if he had
them) one-half his initial Fatigue Points (round
down). Unless he succeeds in a Willpower Check
every (2x Endurance) minutes, he will collapse if
he reaches or tries to exceed this limit. An exhausted character must sleep for as much time as he
was performing at least light exercise while
exhausted before he may recover any Fatigue
Points (see 82.7).
If an exhausted character wishes to engage in
Strenuous Exercise, he must succeed in a separate
Willpower Check.
Add one for each half-hour (or fraction
thereof) that a character has been exhausted to any
percentile roll to resolve the use of one of that
character's abilities (e.g., to strike a blow during
combat).
[82.7] A character may regain
Fatigue Points by resting or eating
a hot meal.
A character may never have a Fatigue Point
total greater than his Fatigue value.
A character recovers Fatigue Points according
to the following schedule:

SKILLS, MONSTERS & ADVENTURE, PAGE 140

Activity
Relaxation
Nap
Sleep
Eat Hot Meal

Fatigue Points/hour
1
2
3
2

1. A character's Fatigue Point total may benefit


from a hot meal no more than three times during
a 24 hour period, and each time must be
separated by at least 4 hours.
2. If a character's Endurance is less than 10, he
recovers one-half of a Fatigue Point less per hour
or meal, and if his Endurance is less than 5, he
recovers one less Fatigue Point. However, a
character must always recover a minimum of
one-half a Fatigue Point when resting.
3. If a character's Endurance is from 21 to 30, he
recovers an additional one-half of a Fatigue Point
per hour or meal. Each succeeding ten point
Endurance bracket carries an additional one-half
Fatigue Point per hour or meal bonus.
[82.8] The weight borne by a character
may temporarily reduce a character's
Agility.
Procedure:
1. Cross-reference the character's Physical
Strength and the weight he is carrying.
2. Read down this column until it intersects with
the row which reads "Agility Loss."
3. Deduct the resulting number from the
character's Agility until there is a change in the
weight he bears (at which point the subtraction
must be recalculated).
A character is considered to have a
minimum Agility of I for all other game
functions. The character's current Agility is used
as a basis for determining his TMR.
[82.9] Fatigue end Encumbrance Chart
(see page 144)

83. ADVENTURE ACTIONS


There will be very few player characters
who will not be adventurers, in the full sense of
the word. Consequently, these rules have
concentrated on those segments of life of which
adventurers will partake most often. The clearest
portrayal of the dramatic difference between
routes a character can take to success in his
vocation is in the skill descriptions. However,
that Section does not include the common
denominator between player characters: abilities
that are always possessed by all adventurers.
These abilities are described in this section.
[83.1] An adventurer is able to perform
actions necessary to survival in his
profession in an efficient manner.
It is to be assumed in all rules concerning
the amount of activity an adventurer may accomplish that adventurers are an above average
lot of people and should not be compared to
present day humans. Also, when compared to
non-adventuring members of their respective
races, adventurers have, on the average, 5070
higher numerical totals in all characteristics.
Unless rules specify an amount of time

an activity takes to perform (picking a lock, for


example), the GM should always give the
benefit of the doubt as to the characters' efficiency, perseverance, reaction time, etc.,
whenever these qualities are called into play.
[83.2] An adventurer will use
horsemanship to direct animals which
he rides.
An adventurer may use his horsemanship
with any animal or monster which he would
ordinarily ride (such as horses, donkeys,
camels, elephants, etc.). Enchanted or
Fantastical monsters do not necessarily fall into
this category, and the GM must make rulings
governing these situations.
The character's player will roll percentile
dice whenever his horsemanship is called into
play. A character's horsemanship is equal to
[modified Agility + Willpower)/2 + (Rank x
8)]. In the above equation, round all fractions
down. The type of mount a character is riding
will modify his horsemanship as follows:
Donkey
- 10
Palfrey
+ 15
Mustang
- 12'
Warhorse
- 5'
Quarterhorse
- 10
Camel
- 15
Dire Wolf
- 10
Mule
-8
Draft Horse
-5
Pony
+ 10
Elephant
- 10
*-rating unless trained by rider; in that case, 0.
The GM should also take into account the familiarity the character has with the individual
animal type and apply modifiers thereby (i.e.,
the first time a character finds himself atop a
camel should be worth at least an additional 15).
A character's horsemanship is called into
play whenever he wishes his mount to perform
an unusual or difficult action. Also, every Pulse
in combat a horsemanship roll must be made.
Any mount can be directed into moving at a
walking pace or even a brisk trot; an unusual or
difficult action would be to break into a gallop
or charge, jump an obstacle, etc. During
combat, horsemanship is called into play during
every Pulse to a) keep the mount controlled, b)
regain control if it is lost, and c) direct the
mount to take any specific Action. Remember
only a Warhorse can be directed to enter into
Close Combat by its rider, and all other mounts
will only attack if directly assaulted.
A successful roll (equal to or less than the
modified percentage) will result in the mount
obeying the directions of the rider. A roll above
the modified percentage but less than the
modified percentage + the rider's Willpower
indicates the mount either does nothing or
continues to do whatever it was doing. A roll
above both of these indicates the mount will
either disobey the rider, buck, attempt to throw
the rider, or some other unpleasant result. The
actual occurrence must be decided by the GM
and should become worse the farther the roll is
above the modified percentage.
If the GM judges the rider has totally lost
control of his mount, the rider may take no
other action until he has regained control
(presuming he managed to stay mounted).
Using horsemanship while in combat may
be done in combination with any other Action.

A trained horseman receives certain abilities as he


rises in Rank:
Rank 3
May use two-handed weapons
Rank 5
May fire a weapon while moving
Rank 7
May use two one-handed weapons at
once
[83.31 An adventurer can use stealth to
move as soundlessly and unobtrusively as
possible.
An adventurer may use his stealth ability only
if he has adequate cover (i.e., space in which to
conceal or obscure himself) in the area he wishes to
traverse, he is appropriately clad (e.g., not in plate
armor or luminescent clothing), and he is not
currently under observation by the being(s) from
whom he is attempting to conceal his presence.
The GM will roll percentile dice to determine if
a character is able to use his stealth ability
successfully. The GM only makes such a check if
there is a reasonable possibility that the character
could be detected. The GM makes one check each
time the character attempts one continuous action,
or each time an unexpected change of condition has
a significant effect upon the character's chance of
remaining hidden (e.g., one of the beings under
surveillance heads for a room which happens to be
through the doorway in which the .character is
hidden). The GM may modify the success
percentage.
A character's base chance of using his stealth
ability is ([3 x Agility] + [5 x Rank] )%. The
greatest Perception value of the beings who may be
able to discover the character using the stealth
ability is subtracted if those beings are unaware of
the character's presence, or three times that
Perception value if they are. If the GM's roll is
equal to or less than the success percentage, the
character is undetected. If the roll is between the
success percentage and that percentage plus the
character's Agility, he has made a slight noise or
given a being a glimpse of himself, and may be (at
the discretion of the GM) discovered. If the roll is
greater than or equal to the success percentage plus
the character's Agility, he has been discovered.
[83.4] During the course of his adventures,
an adventurer will need to travel rapidly
overland.
Overland movement rates and the Fatigue
expenditure of that movement is detailed in the
Overland Movement Chart (see page 147).

84. CONSEQUENCES
The three spells and rituals described in this
section are used by Adepts for vengeance upon
adventuring beings. Usually, magic is intended to
cause an immediate effect; the consequences of
these abilities will, however, dog the unfortunate
adventurer for great lengths of time. The cost to use
these powerful magics is high: the caster must
either make personal sacrifices, or spend a great
deal of time to implement one spell or ritual.
[84.1] All spoils and rituals given in a
listing in this section can be used by
Adepts of any college.
Except where noted in the effects part of a
description, an Adept casts the spells and rituals
herein via the usual procedures for magic (see VI).
[84.2] A geas is a compulsion laid upon a
being.

Specialized Knowledge Spell


RANGE: The caster must be able to clearly see
and be able to communicate with the person to be
compelled.
DURATION: Until removed, fulfilled or target dies
EXPERIENCE MULTIPLE: 250
BASE CHANCE: Always successful (see below)
RESIST: Must be accepted (see below)
EEFECTS: A geas is an obligation to complete a
quest, an injunction against the performance of a
particular action, or a requirement to respond in
the same fashion to particular stimuli.
A being to be compelled must acknowledge
his acceptance of the geas. Furthermore, the
caster must believe that the being deserves the
geas, or the being must truly wish (i.e., is not
forced by physical or magical means) to have an
unmerited gear placed upon him. The caster
specifies the nature of the gear in 25 words or
less, and the GM will use the most liberal
interpretation of that wording to the benefit of the
compelled being.
A caster's Rank with the geas spell does not
affect his chance of casting the spell; he is always
automatically successful if he satisfies the prerequisites. The Rank equals the effectiveness of
the geas, expressed in percentage terms. If a
geared being directly contravenes the letter of a
geas, he has a chance of dying equal to the
caster's Rank with the gear spell at the time it was
cast upon him. A compelled being will begin to
feel weak or ill when he first takes an action
counter to the restriction of the geas, and will
become increasingly afflicted as he pays less and
less attention to the letter of the geas. There is no
limit to the Rank of a geas.
If the letter of a quest geas is fulfilled by the
compelled being, he is no longer subject to that
geas. The other two types of geas (for and against
a given action) last indefinitely. A geas can be
removed automatically by the one who placed it
upon the compelled being. A geased person
cannot attempt to free himself from the
compulsion, but may have an Adept with Rank
greater than that of his geas try to do so. The
Adept must inscribe a triangle about the
compelled, and perform the ritual of geas
removal for 12 consecutive hours. If the triangle
is silver, the compelled being does not suffer the
penalties for ignoring the gear during the ritual.
The Adept attempting to remove the geas
has a success chance equal to five times the
difference between his Rank with the spell and
the Rank of the geas in question. The GM rolls
percentile dice: if the roll is less than or equal to
the success percentage, the gear is removed. If
the roll is greater than the success percentage, the
Rank of the geas is increased by one.
Full Geas: If one has a Rank greater than 50 with
the gear spell, he has the power of full geas. A
full gear can be placed upon a being without his
consent, though he may passively (but not
actively) resist such a geas. Addition-ally, one
with the power of full geas may automatically
remove (without the support of a triangle and 12
hours of ritual) a gear which is at
least 5 Ranks less than his Rank with the spell.

SKILLS, MONSTERS & ADVENTURE, PAGE 141

[84.3] A minor curse causes its victim to


suffer from a non-fatal malediction.
The spells Evil Eye (G-9 of the College of
Ensorcelments and Enchantments), the Damnum Minatum (G-4 of the College of Black
Magics) and backfire (see 30) results above a
roll of 61 are minor curses.

[84.4] A major curse is an insidious and


deadly spell.
Specialized Knowledge Spell
RANGE: (20 + [15 X Rank] ) feet
DURATION: Until removed or target dies
EXPERIENCE MULTIPLE: 750
BASE CHANCE: 15 O7O (see below)
RESIST: Both Passively and Actively (see
below)
EEFECTS: An Adept's Endurance value is decreased by one whenever he inflicts a major
curse upon a being. There are several types of
major curses:
Affliction: The Adept may choose to torment
or kill his target. If the effects of the affliction
curse are intended to be deadly, the target may
not die as a direct result of the curse before (24
- Rank) hours have passed. The following list
of sample affliction curses is provided to give
the GM a guideline as to what major curses
should be allowed in his campaign.
1. Target becomes totally blind, deaf or mute.
2. Target becomes senile.
3. Target suffers from virulent disease (a
favorite is open running sores).
4. Target is transformed into a frog or other
small creature (the kiss of royalty of the
opposite gender will remove such a curse).
5. Target's nervous system ceases to send
impulses across his synapses (he becomes
completely numb).
6. Target falls into century-long sleep (see
note to 4).
Ill Luck: Add two times the Rank the Adept
has achieved with the major curse spell to any
percentile roll involving the target's use of any
of his abilities. This may not be applied
favorably.
Doom: A doom is a pronouncement, by the
Adept, upon an event that will occur in the
target's future (Example: "You will die by the
hand of a loved one."). The statement, which
must be indefinite, will be true unless removed.
The GM should be careful as to what precisely
he allows for dooms.
Deathcurse: At the moment of his death, an
Adept may automatically cast a major curse
(unless backfire occurs). The being at which it
is cast may not resist the curse. A death-curse
must be an affliction, ill luck or doom.
Note: Lycanthropy (see 72) is considered a
major curse.
84.5] A Remove Curse Ritual is a
Special Knowledge ritual that can
sometimes save a being from the
consequences of a major or minor
curse.
EXPERIENCE MULTIPLE: 500
EEFECTS: Every curse is rated by the Magical
Aptitude (MA) of the Adept who cast it. If the

curse is natural (such as Lycanthropy), it is


assumed to have a MA of 20, unless the GM
increases or decreases the potency of the curse.
Minor Curse: The Adept must inscribe a triangle
or symbol of power about the cursed being, and
perform this ritual for six consecutive hours. The
Adept's chance of removing the minor curse is
equal to (15 + [5 x Rank] - [MA of curse])%.
Major Curse: The Adept must have a Magical
Aptitude greater than that of the curse. He must
inscribe a triangle or symbol of power about the
cursed, being, and perform this ritual for eighteen
consecutive hours. The Adept's chance of removing
the major curse is equal to ([Difference in MA] +
[2 x Rank] )%. If the major curse is a deathcurse,
add only one times the Rank.
When a ritual of curse removal has been
completed, the GM rolls percentile dice. If the roll
is less than or equal to the success percentage, the
curse is removed. If the roll is between one and two
times the success percentage, the curse remains in
effect. If the roll is equal to or greater than twice
the success percentage, the MA of the curse is increased by one.
Precious Metals: The use of triangles or
symbols of power fashioned of varying amounts of
precious metals causes an addition to the success
percentage, per the following schedule:
Metal
Silver
Gold
Platinum
Truesilver

Add
+3
+7
+ 10
+ 15

Cost
1000sp
10000sp
15000sp
20000sp

85. RECUPERATION
AND UPKEEP
[85.1] The rate at which Endurance Points
are recovered depends on how active the
injured being is.
If a being expends and/or loses no more than
one-half his Fatigue Points (round down) for three
consecutive days, he regains one Endurance Point
at the end of the third day. Otherwise, he recovers
an Endurance Point at the end of the following (i.e.,
fourth) day.
If a being is given ministrations from a
physicker's kit, his body requires one less day to
regain an Endurance Point.
[85.2] Injuries which are not
quantified as Endurance Point
losses (e.g., hamstrung muscles)
heal at the same rate as they do in
this world.
The GM should assume that an Endurance
value of 15 indicates a body which heals in average
time. Values greater than 15 will allow a being to
heal more quickly, while values lower than 15 will
cause a corresponding extension to the time
required.
[85.3] A character must spend
money between adventures on his upkeep.
A player chooses a life-style for his character
by the amount of money he has the character spend
on upkeep.

SKILLS, MONSTERS & ADVENTURE, PAGE 142

Life-Style
Subsistence
Moderate
Comfortable
Expensive
Extravagant

Expenses/Week
20 sp
45 sp
65 sp
100 sp
150 sp and up

The above sums will purchase food and


lodging for a week, including drinks at bars,
laundering of clothes, etc. Any permanent
acquisitions (such as clothes and furniture) must
be paid for separately.
A character who lives at subsistence level
temporarily reduces his Fatigue and Endurance to
three-quarters (round down) value. A character
who cannot even afford (or does not wish to pay
for) that minimal expense temporarily reduces his
Fatigue and Endurance to one-half (round down)
value. It can be assumed that a destitute (or extremely penurious) character survives by rooting
through garbage heaps for his daily fare and
sleeping in the cold outdoors.

86. HOW EXPERIENCE


IS GAINED
A character's progress in his trade is
measured in Experience Points, which are gained
at the conclusion of an adventure, and as a result
of constant practice. The GM is the sole
dispenser of Experience Points; he makes his
determination of the award for each player
character based on the following rules. A
character improves his abilities as he gains
experience.

The GM is enjoined to keep his Experience


Point awards within the limits given here. A
player wants a sense of accomplishment when
he acts the part of a character in a role-playing
game, and the GM should be moderating partly
for the purpose of giving a fantasy game an
aura of verisimilitude. The distribution of too
many Experience Points to the player
characters will result in the characters
becoming disproportionately pow-erful, and
therefore (goes the reasoning) the players have
performed exceedingly well. This short-term
gain belies the long-term disservice the GM and
players have done to themselves: the exploits of
the characters will have been cheapened by the
ease which one can become a mighty hero or
wizard.
[86.1] The GM should make one set of
Experience Point awards for every five
hours of effective play during one
session.
The players are effectively playing their
characters when the characters are attempting
to complete a mission (i.e., discounting time
spent by players in eating or arguing, or time
spent by players on inconsequential activities).
The five hour measure of time is intended
as a flexible guideline. If the GM runs an
especially long play session, he will probably
want to reward the players for their patience
and sustained acting of their respective
character parts. The totals listed in 86.2 are also
intended as guides for awards given during an
unfinished adventure.
[86.2] The base Experience Point
award for a character at the

conclusion of an adventure depends upon


the character's proficiency and
the success or failure of the common
mission.
A character is considered to be at mercenary
level until he graduates to adventurer level. If such
a character is with a party that fails (to accomplish
their mission) his base award is 600 Experience
Points.
A character is considered to be at adventure
level if he has at least 8 abilities Ranked 4 or
greater. If such a character is with a party that fails
his base award is '1200 Experience Points.
A character is considered to be at hero level if
he has at least 8 abilities Ranked 8 or greater. If
such a character is with a party that fails his base
award is 1600 Experience Points,
The base award for a character is doubled if
the mission of his party succeeds. Note: An ability
is defined as anything a character can do that is
Ranked, including all languages, spells, talents,
rituals, skills, weapons, etc.
[86.3] The base Experience Point
award can be increased or decreased
by increments of 10% for special
circumstances.
There are two categories for which a player
character can gain or lose Experience Points,
depending on the player's performances. A
good/bad performance adjusts the Experience Point
(EP) total by 10%, an exceptional/terrible
performance adjusts the EP total by 20%, ancf an
excellent/abysmal performance adjusts the EP total
by 30%.
1. How well or poorly the player portrays his
character within the adventure. The character will
gain EP's as the player adds new dimensions to his
personality and/or when he takes an action of note
(which may be to the detriment of the party) which
illuminates an aspect of his personality. The
character will lose EP's when the player has him
perform in a manner inconsistent with his stated
purpose or beliefs. Also crucial in this regard is for
a character to act with all the knowledge (or, more
importantly, lack thereof) which he would actually
become privy to.
2. How well the character performs while executing his duties as an adventurer. Thus, the
fighter who stands up to the gryphon to allow his
companions to escape, the thief who disarms the
trap in time, the Adept whose spell work was
crucial to the success 6f the adventure, all these
should be given bonuses. Similarly, failure in one's
appointed job should deserve a penalty (if failure
wasn't enough penalty in and of itself). The GM
should award these with care and be conservative
else other players feel cheated due to the lucky
rolling of one player.
[86.4] A character can gain
Experience Points for practicing
his abilities while not on an
adventure.
Proficiency Level
(see 86.2)
EP/Day
Mercenary
15
Adventurer
30
Hero
50

SKILLS, MONSTERS & ADVENTURE, PAGE 143

87. HOW EXPERIENCE


IS USED
The player adds Experience Points awarded
to his character to the Experience Point Brink on
his Character Record. If the character has spent
the requisite amount of time and Experience
Points to improve in an ability or vocation, the
player notifies the GM, debits the Bank, and adds
to the Rank or index. A player may expend
earned Experience Points for his character
anytime but when on adventure. A player may
not spend Experience Points not in his character's
Bank; once a decision has been reached about
where Points are to be allocated, they may never
be recovered.
The player translates Experience Points into
increases in Rank or to indices (e.g.,
characteristics) for his character. All Experience
Point costs may be found on the Experience Point
Cost Chart (87.7) or in spell and ritual
descriptions (see VI).
[87.1] Experience Points costs may be
modified by a character's race (see 6), but
the time required to gain Rank is
invariable.
A player may declare that his character is
beginning to spend the necessary time to improve
in an ability or vocation before he gains the
necessary Experience Points. If the character
does not have the correct amount of EP by the
time he has completed the first requirement; he
has one month to gain that amount. If a character
gains the necessary EP within the one month time
limit, he must spend an extra day in study and/or
practice to gain in Rank. Otherwise, the character
forfeits the time already spent.
A character must satisfy all requirements to
increase his Rank by one in an ability or skill
before he again increases it by one. Thus, a
character may never "skip" Ranks.
A character must have attempted an ability
or skill on the adventure previous to a gain in
Rank in that ability or skill.
[87.2] The value of a characteristic may
be increased immediately by the
expenditure of the proper amount of
Experience Points.
The players will note, if they study the
Experience Point Cost Chart, that there is a'
separate EP charge for the first point added to a
characteristic and another/for all subsequent
points added to that characteristic. While a
characteristic is less than its original value, the
player may pay the lesser of the two Experience
Point costs until he has restored the characteristic
to its original value.
A characteristic value may never be increased during an adventure, and only by 1 point
at a time between adventures, regardless of the
amount of time or Experience Points available.
[87.3] A character must spend Experience
Points, time and money to improve his
Rank with a weapon.
A character is assumed to be unranked with
any weapon until he improves it to Rank O.

A character must practice with a weapon


for a number of weeks equal to two times the
Rank he is to achieve (e.g., 10 weeks to achieve
Rank 5). He must practice with an instructor of
Rank at least equal to that which he seeks to
achieve for one of those weeks. Unless another
player character is willing to serve as instructor
for a reduced fee, the character must pay (Rank
Squared x 10) Silver Pennies for the service. A
character may practice with up to two weapons
at the same time.
[87.4] A character must spend money
and time to learn a spell or ritual, and
Experience Points and time to increase
his Rank with it.
A character begins knowing all General
Knowledge Spells and Rituals of his College.
If, for some reason, he should forget such a
spell or ritual, he may re-learn it from a fellow
Adept of his College for a fee of 100 Silver
Pennies and one week's study.
A character does not know any
Specialized Knowledge Spells or Rituals when
he begins. The character must spend a number
of weeks equal to the ordinal number of the
spell (if it has one) divided by two (round up) to
learn a specialized spell or ritual. In addition,
the character must pay (200 x Ordinal Number)
Silver Pennies to an Adept who knows the
spell. Ira spell or ritual has no ordinal number
attached to it (those in 84, for example), it costs
two weeks and 100 Silver Pennies to learn it.
A character need not expend Silver Pennies to gain Rank with a spell or ritual once it is
learned, but he must study the spell for a
number of days equal to the Rank he is to
achieve, and a ritual for a number of weeks
equal to the Rank he is to achieve. He need not
study with an instructor.
A character may learn a counterspell for a
flat fee of 2000 Silver Pennies (a Namer pays
only 500 Silver Pennies) from one who knows
the counterspell. In all other respects it is
treated like a spell.
A character may study two spells or one
spell and one ritual concurrently. He may never
study two rituals at the same time. The
maximum Rank a character may attain with any
spell or ritual is 20.
[87.5] A character must spend
Experience Points, time and perhaps
money to increase his Rank with a skill.
(See 8.6 and 48 on how skills are
acquired.)
A character must spend a number of weeks
equal to the Rank he is to achieve with a skill
practicing it. He may wish to acquire the
services of an instructor to aid him in the
learning process; this will cost him (150x Rank)
Silver Pennies for his mentor's time, unless he
can make a deal with a player character of
appropriate Rank. A player may practice up to
two skills at the same time. If the character is
taught by someone of greater Rank in the skill,
decrease any Experience Point cost by 10%.
If the character learns from a book (the
availability of which is up to the GM), verbal
descriptions or practices with someone of equal

or lesser Rank in the skill, any Experience Point


cost is unmodified.
If the character practices with no useful
outside assistance, any Experience Point cost is
increased by 25 %.
This modification is applied in addition to any
modifiers because of race.
[87.6] The abilities described in the
Adventure rules are improved in a manner
similar to the abilities in other rules.
All spells and rituals described in Consequences (84) are learned and improved upon in
the same manner as College magic (see 87.4).
These spells and rituals do not have to be used on
adventure to be improved (exception to 87.1).
The horsemanship and stealth abilities (see
83.2 and 83.3) are considered to be at Rank 0 for
all characters when they begin. They may be
improved immediately by the expenditure of
Experience Points, provided it was used on the
previous adventure.
The GM and the players are encouraged to
invent other "Adventure" skills for their campaign.
They should be fairly simple to use, easy to
advance in Rank, and be closely related to the
world the GM has created.
[87.7] The requirements noted above for
the advancement of skills are ultimately up
to the discretion of the GM.
The restrictions on ability advancement (time,
teachers, Experience Point costs, etc.) are all
designed to control character advancement and
retain the verisimilitude of growing, evolving,
persons. Characters which advance too quickly
soon become simply a group of skills, spells, and
numbers rather than an individual whose
personality has had a chance to grow with his
abilities. We want no cardboard heroes in any
DragonQuest campaign. On the other hand,
advancement which plods along (like the
proverbial slow boat) leads to the worst situation of
all --player boredom. Players who don't feel as if
their adventuring is making any discernible
difference in their characters will soon tire of what
they see as a "no-win" situation -- they must gain
Experience Points to advance their skills, and
Experience Points are closely tied in with success,
and highly ranked skills lead to successful
adventures, but to raise their skills to a high rank
they must get good EP awards, but if the GM is
very conservative in his awards, why bother?
The GM should feel free to circumvent any
strictures the above rules have placed on ability
advancement. If the character has performed in a
manner with his ability which the GM feels would
merit either a reduction of the time needed, the
Experience Point cost, or the need for a teacher, he
should allow it. This relates performance in the
campaign more closely with ability advancement,
which is all the Experience Points system attempts
to do in the abstract, anyway. These circumstances
are totally under the auspices of the individual GM
and are his responsibility to deal out and balance.

SKILLS, MONSTERS & ADVENTURE, PAGE 146

[87.8] EXPERIENCE POINT COST CHART


CHARACTER GENERATION
Characteristic

First Point

Fatigue
Endurance
Perception
All others
See 87.2

Each Extra Point

2500
5000
1000
5000

2500
2500
750
5000

MAGIC
Whenever a character wishes to achieve the next Rank with a Talent,
Spell, or Ritual, multiply that Rank by the Experience Point Multiple of
that Talent, Spell, or Ritual. The result is the number of Experience
Points to be expended. This total may be modified if the ability to be
raised is a General Knowledge Spell or Ritual and the Adept's MA is
greater than 15. In that case, for every point above 15, the total EP cost
is reduced by 5%; e.g., achieving Rank 3 with a spell whose
Experience Point Multiple is 300 by an Adept with an MA of 19 costs
(300 X 3)=900; (900 X 80%)=720 Experience Points. See 87.4.

ADVENTURE
Spells and rituals described in Consequence (rule 84): See Magic portion of this chart.
Rank >
0
1
2
3
4
5
6
7
8
9
Stealth
0 500
1000 1500 2000 2500 3000 3500 4000 4500
Horsemanship 0 125
250
375
500
625
750
875
1000 1125

10

5000
1250

See 87.6

COMBAT
Swords:

Dagger
Main-Gauche
Short-Sword
Falchion
Scimitar
Tulwar
Rapier
Sabre
Broadsword
Estoc
Hand & a Half
Claymore
2-handed sword

0
25
50
100
25
100
100
200
150
50
75
100
50
50

1
25
50
100
25
100
100
200
150
50
75
100
50
50

2
50
100
200
50
200
200
200
200
100
150
200
100
100

3
100
200
400
100
400
400
200
500
200
200
400
200
200

4
200
400
700
200
700
700
200
1000
400
500
500
400
400

5
400
1100
1500
400
1500
1500
500
2000
700
1000
900
700
700

6
700
1500
3000
700
3000
3000
500
2000
1500
2000
1700
1500
-

7
1500
3000
1500
3000
3000
2000
2000
4000
2000
1800
-

8
3000
3000
3000
3000
3000
4000
4000
-

9
4000
3000
4000
3000
-

10
4000
3000
-

100
75
150
25
25
50
50
75
25
100
50
75
25

100
75
50
25
75
50
50
75
25
100
50
75
75

200
150
100
50
150
100
100
150
50
200
100
150
150

500
200
200
300
200
200
200
100
400
200
200
250

1500
500
500
500
400
400
500
200
700
400
500
-

1000
1000
700
700
700
1000
400
1800
700
1000
-

2000
3000
2000
-

4000
5000
4000
-

4000
-

3000
-

Hafted Weapons:

Axe, Hand
Axe, Battle/Giant
Axe, Great
Club, Crude
Club, Giant/War
Mace/Giant Mace
War Hammer
War Pick
Flail
Morningstar
Mattock
Quarterstaff
Sap

SKILLS, MONSTERS & ADVENTURE, PAGE 147

COMBAT (continued)
Pole Arms:

Javelin
Spear/Giant Spear
Pike
Lance
Halberd
Poleaxe
Trident
Glaive/Giant Glaive

10

50
100
200
250
100
100
200
50

50
100
200
400
100
100
200
50

100
200
400
700
200
200
400
100

200
400
700
1000
400
400
800
200

400
700
1500
1700
700
700
1400
200

800
1800
3000
3500
1500
1500
3000
200

1400
500

2000
800

2000
1500

2000
3000

3000
-

200
100
300
200
100
100
25
25

200
100
200
200
100
100
25
25

400
200
500
400
200
200
50
50

700
400
1000
700
400
400
100
100

1500
700
2000
1500
800
800
200
200

3000
1500
2000
3000
1000
1000
400
400

3000
3000
2000
3000
700
700

3000
3000
2000
3000
1500
1500

3000
3000
3000
3000
3000
3000

4000
4000

5000
5000

200
100
25

100
300
50

200
500
75

500
1000
100

1000
1200
150

2000
1500
-

2000
1500
-

2000
1500
-

2000
-

2000
-

2000
-

150
200
150

150
200
150

300
400
500

600
700
900

1300
1500
1400

2000
2000

5000
3500

4000

5000

5000

6000

25
30
100
25
150

25
40
200
25
300

100
50
300
50
450

150
100
600
100
600

200
200
200
800

300
400
900

500
700
1500

1500
3000

3000
4000

6000
5000

4000

Missle Weapons:

Sling
Short Bow
Long Bow/Giant Bow
Composite Bow
Crossbow
Heavy Crossbow
Spear Thrower
Blowgun
Thrown Weapons:

Throwing Dart
Boomerang
Grenado
Entangling Weapons:

Net
Bola
Whip
Special Weapons:

Rock
Cestus
Garotte
Shield
Unarmed Combat:

Note: Some weapons are limited insofar as the Rank which a

character may achieve with them is concerned. A "-" indicates


that the Rank cannot be achieved with that weapon.

Character Record Abbreviations


AG = Agility (the modified totals for AG and MD should be placed above the slash); AG MOD = Agility loss due to armor; CL =
Weapon class; DEF = Defensive percentage (if that percentage
includes Shielding, unshielded percentage should be written
above the slash); DM = Damage modifier; DU = Spell duration;
EN = Endurance; EXM = Experience Multiple; FT = Fatigue;
HAND =Which hand is primary; IV = Initiative value; MA =
Magical aptitude; MD = Manual dexterity; MD MOD = Manual
dexterity loss due to shield type; MR = Magic resistance; PB =
Physical Beauty; PC = Perception; % = Percentage chance to
perform skill or spell; PROT = Armor protection; PS = Physical
strength; RG = Range of weapon or spell; RK = Rank; SC =
Strike chance; TMR = Tactical movement rate; USE = Types
of combat in which weapon may be used; WP = Willpower;
WT = Weight.

SKILLS, MONSTERS & ADVENTURE, PAGE 148

EXPERIENCE POINT COST CHART (continued)


SKILL
0

Rank
5

10

200

75

125

300

550

850

1350

1700

2250

2900

3500

250
800
600
400

100
350
250
150

150
1200
750
500

350
2650
1700
1150

700
4350
2900
2050

950
6500
4200
3100

1500
8650
5750
4400

1850
11100
7550
5900

2500
12750
9500
7500

3200
14500
11700
9400

4000
17000
14100
11500

600

250

750

1700

2900

4200

5750

7550

9500

11700

14100

250
1000
600

100
400
250

200
1600
650

500
3500
1500

950
5800
2600

1450
8400
3900

2050
11400
5300

2800
14700
7000

3600
18500
8850

6300
22500
10900

8000
26750
13000

MerchantE
Military Scientst
Navigator
Ranger

300
300
400
600

125
125
150
250

300
350
400
800

850
950
900
1650

1400
1500
1550
2750

2200
2350
2400
4100

3400
3100
3350
5650

4200
4150
4450
7350

5300
5400
5750
9300

6800
6750
7100
11400

9500
10000
10500
13250

SpyF

500

200

600

1400

2400

3600

5000

6600

8400

10400

12600

ThiefF
Troubadour

750
250

300
100

1050
200

2350
500

4000
1050

5750
1450

7900
2100

10250
2800

12900
3900

14850
4600

16000
7000

Speak Language

Read & Write Lang.


Alchemist
Assassin
Astrologer

Beast MasterC
B,D

Courtesan
Healer
Mechanician

C. A Beast Master may acquire the ability to train additional


types of creatures after he reaches Rank 10 through the expenditure of additional Experience Points. See 53.3

When a character desires to rise in Rank he consults the line appropriate to the skill he has practiced. He then cross-indexes this
row with the column for the Rank one above his current Rank. The
result is the number of Expereince Points, gained through practice
of the particular skill needed to rise from the previous Rank to that
Rank. This total may be modified by the character's race (see 6) and
his condition when he attempts an increase in Rank (see 48).

D. Once a Courtesan has reached Rank 10, he may expend 1000


extra Experience Points per ability in order to gain additional
abilities within his profession. See 54.2
E. After attaining Rank 10 the merchant may expend additional
Experience Points in expanding the list of his areas of expertise.
See 59.6

NOTES:
A. If the charaacter is more proficient at speaking a language than
reading & writing in that same language, then the cost to rise in
Rank for reading & writing is halved, until the Ranks are equal.
The reverse is also true. See 49.2

F. If a character is more proficient at thieving than spying, then


the cost to rise in Ranks in spying is halved, until the two Ranks are
equal. The reverse is also true. See 61.1

B. Depending on the character's personal characteristics the


courtesan may pay 10% more, or maybe even 10% less, Experience Points to rise in Rank. See 54.1 for an account of the
specific conditions.

G. After attaining Rank 10 it is possible for the Troubadour to add


more abilities to his repertoire through the expenditure of 500 extra Experience Points per ability. See 62.1

[83.4] OVERLAND MOVEMENT CHART


RATE OF EXERCISE>
HEAVY

STRENUOUS

The number before the slash indicates movement in miles per day on foot; the number
following the slash indicates mounted movement (assuming horses). Rates for other
animal types must be adjusted by the GM. The day assumes a total of 8 hours
marching. Effects of adverse weather must be adjudicated by the GM. Any paths or
roads negate the effect of other terrain, and the Plain movement rates are used. (-):
Movement type impossible at this exercise rate.

TERRAIN

LIGHT

MEDIUM

Cavern
Field
Marsh1
Plain
Rough2
Waste3
Woods4

5/15 /15
-/15 / 15
10 / 5
10 / 5

10 / 25 / 25
5/5
25 / 25
15 / 10
15 / 10

15 / 30 / 40*
10 / 10*
30 / 40*
20 / 15*
20 / 10*

20 / 35 / 50*
15 / 15*
40 / 50*
25 / -/-

3. If terrain is desert, the GM should apply strictures regarding the effects of heat,
dehydration, etc.

10 / 5

15 / 10

20 / 15*

25 / -

4. I f terrain is deep Woods, halve the movement rates.

1. Movement rates assume some sort of passable terrain; total swamp is impassable
except (sometimes) by canoes.
2. If terrain is mountainous, halve rates on foot and prohibit mounted movement.

* In these exercise rate categories, horses' maximum rates will deteriorate 33% per day.
They can travel at these rates for approximately 4 consecutive days and then they
will die.

SKILLS, MONSTERS & ADVENTURE, PAGE 149

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