Epelleries and Sorceries

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The game is a French adaptation of the original 1974 D&D rules, aiming for simplicity while expanding on spells, items, and monsters.

It is inspired by the very first roleplaying game published in 1974 by Dave Arneson and Gary Gygax, focusing on a Sword & Sorcery style of play.

Capabilities of character classes and creatures differ from later D&D editions, and it uses 2d6 instead of a d20 for checks.

Epes &

Sorcellerie
A role-playing game inspired
by the rules of 1974
from the original idea
of Dave Arneson & Gary Gygax
Author: Nicolas Dessaux | Corrections and suggestions: Leandre Bernier,
Antoine Fournier, Celine Pauvros, Fabrice Philibert-Caillat, Laurent Tarlune | Translator and editor: David Macauley | Playtesters: Celine Pauvros,
Theodore Latorre, Morgan Shay, as well as the team of Thugs, Elves & Crusaders | Illustrations: All illustrations are from Historia de Gentibus Septentrionalibus by Olaus Magnus, published in 1555. Cover by Viktor Vasnetvov.
It is in the public domain and is sourced from commons.wikimedia.org /|
Epes & Sorcellerie is published under the OGL license.
First Edition, Revised February 2009
English version published June 2011

INTRODUCTION
Epes & Sorcellerie is a role-playing game inspired by the very rst one, published in 1974 by
Dave Arneson and Gary Gygax. This is not a
translation, far from it, but a French adaptation
of a game that has never been published in that
language. If you are used to later versions of the
game, the original rules are confusing in their
simplicity and vagueness. There is no real canonical version, only a rereading ltered through the
history of the role-playing game, the memories of
older players, or wise interpretations too many
to mention.
The 1974 rules were themselves based on a wargame of miniature gurines, Chainmail, from
which all role-playing games are descended. I
have, after much study of Chainmail, abandoned
the use of the twenty-sided die, the famous d20,
which has become iconic of the game, in favor of
2d6 for which it was originally designed. In particular, the capabilities of character classes and
certain creatures differ from those of later games
in the same family.
For many of the elements absent or barely outlined in the original rules, I have added some
things while trying to preserve the general principles and simplicity of play. I have somewhat
expanded the list of spells, magical items, and
monsters, from those in the original text of 1974,
which were presented with little detail. Finally, I
have combined a number of mechanics, hacking
the original principle that each rule should in no
way resemble the previous one: it is undoubtedly a minor betrayal, but it makes the game
more accessible to players of 2008, without altering the original Sword & Sorcery spirit.

Epes & Sorcellerie can be used in any medieval


fantasy world, with a variable amount of adaptation depending on the specics of each universe.
The simplicity of the rules makes it possible to
quickly add the elements and creatures that you
need. It is particularly suitable, as the title suggests, for use with any Sword & Sorcery world,
but works equally well for playing in a Wu Xia
Pian style, for example.
The methodology does nothing but follow,
with different conclusions, those of Matt Finch
for Sword & Wizardry, Jason Vey for Spellcraft
& Swordplay, of Dan Proctor for Labyrinth Lord,
Stuart Marshall for OSRIC and the whole ensemble of the retro-clone movement and more generally, the old school renaissance. The sites and
forums devoted to OD&D were helpful. I think
in particular the careful reading of the original
rules made by David Bowman aka Sham, Nathan
P. Mahey and naturally Philotomy. The suggestions and comments of Antoine Fournier, Celine
Pauvros, Fabrice Philibert-Caillat and Laurent
Tarlune were particularly useful, as well as
the encouragement of JeePee, Ganeesh, David
Greyharp Macauley and Salanael.
Greg Backus launched the idea of a translation
and did the rst draft. Finally, I wish to thank
John Adams, who immediately agreed to publish this game under the label Brave Haling Publishing.
Publishing your own material (scenarios, game
universe, creatures, rules, etc.) for Epes & Sorcellerie is free, subject to compliance with the OGL
license. That constitutes an encouragement to
promulgate the game.
Nicolas Dessaux

Epes & Sorcellerie

The Characters
The dice

How to play ?

Only one type of dice is used in this game: sixsided dice (d6). The number of dice is sometimes
specied. For example, 2d6 means two six-sided
dice. A number is sometimes added afterwards:
2d6+2 means that it is necessary to add 2 to the
result of 2d6.

A role-playing game is a shared adventure. The


principle is rather simple: each player creates a
character in an imaginary world, while the referee of the game describes this world and the
beings that live there, and offers the characters a
scenario with which they will be able to interact.
Explaining the rules of a role-playing game is
very complex, but it only takes a few minutes of
playing one to understand the basic principles.
Only the game master needs to know all of the
rules, although his imagination and instincts
may allow him get by without them. The players
can be happy just gradually learning that which
directly affects their characters.

Character creation

The rst stage of the game consists of each player


imagining the character he will play in the course
of his adventures and assigning a certain number
of characteristics to him.
To create a character, a player must dene what
it is, its history, its appearance, its name, its temperament, its aspirations and its capabilities, according to the tastes and desires of the player,
and according to the campaign proposed by the
GM. In addition to that, the technical stages of
character creation are as follows:

The rules establish a framework and a style of play,


easily changeable and adaptable to the needs of the
game. The referee or game master (who will be called GM in the remainder of the book) has the freedom to choose those rules he will keep, those he will
discard and those he will add to achieve a style of
play that suits him. Their importance is secondary,
but they form part of the pact the players enter
with the GM: which is something to remember.

1 - Randomly roll abilities


2 - Note any resulting modiers
3 - Choose a race
4 - Choose a class
5 - Determine hit points
6 - Choose equipment
7 - Determine armor class and movement

Most important, the focus of the game, are the


players characters (which we call PC) and the
adventures they experience. It is the co-operation
between the players and the GM which creates the
alchemy necessary for a good role-playing game.

Epes & Sorcellerie


Once these steps are completed, record all resulting scores (ability modiers, armor class, movement, saving throws) on a character sheet. Then,
nalize it by giving it a name, an appearance, a
past, a temperament, aspirations. This last part is
done without reference to the rules, but must be
discussed between the player and the GM.

the scores in the following order: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.

Abilities

Heroic characters

If the GM allows it, a player can distribute the


scores in any order desired, in order to obtain
a character that best suits. He can also allow a
player to start again if the total of all abilities is
lower than 36.

The characteristics help to dene your character


and affect the majority of its actions. They are calculated by a score between 2 and 12.

To obtain a heroic character, within the framework of a particular campaign, simply raise one
ability to 12.

Strength represents physical and muscular


power. It is used for all actions based on physical force, like running, swimming, lifting a heavy
load. It is also used in hand-to-hand combat. It is
the principal ability of warriors.

Group haul
This method seeks to balance the characters in
a party, so that none of them is more powerful
than another.

Intelligence symbolizes reasoning and learning


capacity. It is especially used to evaluate the knowledge and the culture of the character, or to analyze
a situation. It is the principal ability of sorcerers.

Each player rolls 2d6 and notes the total. If there


are less than six players, each rolls again until
there are six numbers. Or you can let each player
roll the dice the same number of times and choose the best scores.

Wisdom covers the will, good sense, degree of


perception and intuition. It measures the capacity to perceive danger, to remain calm in the face
of adversity. It is the principal ability of priests.

Then, each player chooses how to distribute the


scores for his character. Every character in the
group will thus have the same numbers, but not
in the same abilities.

Dexterity measures agility, reexes and balance.


It is useful for any action based on stealth, speed
or exibility, such as acrobatics, stunts or dodging. It is also used in missile combat and to determine armor class.

Modifiers
Characters with very low or very high ability scores have modiers, positive or negative, which
apply in certain situations. These modiers will
be used often during the course of play.

Constitution represents health and stamina. It


is used to check resistance to physical attacks
and injury, as well as the capacity to run, swim
or walk over a long period, or with resistance to
sleep.
Charisma measures the power of persuasion,
magnetism, the ability to lead others and physical appearance. It is used in all social interactions,
from charm to intimidation through speech and
lies.

Score

Modier

2-3

-2

4-5

-1

6-8

9-10

+1

11-12

+2

The Strength modier applies to attack and damage rolls in melee combat, and the characters
movement rate.

Method
There are many ways to determine the abilities; it
is up to the GM to choose one that is suitable for
his campaign.

The Intelligence modier applies to rolls related


to knowledge, such as the counter-spells of sorcerers.

Keep in mind that the average score of a human


being in each ability is 7. The traditional method
consists in rolling 2d6 six times and assigning

The Wisdom modier applies to all rolls related


to perception and intuition.

Epes & Sorcellerie


The Dexterity modier applies to attack and damage rolls in missile combat and with certain saving throws. It also affects the characters armor
class.

Elves can always choose to be both sorcerers and


warriors, whatever their ability scores.
Each time they increase in level, these characters
choose one or the other class. They take the highest attack and special abilities of each class for
the level reached. Their total levels should never
exceed 12.

The Constitution modier applies to hit points


added to, or subtracted from each hit die, and
certain saving throws.
The Charisma modier applies to the reactions
of non-player characters (NPC) at the time of an
encounter.

Warrior
A warrior is a person accustomed to handling
weapons and armor. He may be a bandit, knight,
scout, mercenary, pirate, soldier, thief or generally any person not employing magic.

Classes
Each player must choose a class. There are three:
warrior, priest and sorcerer. These classes are
very broad and do not represent precise trades,
but rather are general stereotypes, having some
common characteristics.

Weapons and armor


The training of a warrior allows him to carry
any type of shield, weapon and armor (although
heavy armor may adversely affect his stealth and
mobility).

Each character starts at level 1 and can continue


his career up to level 12. The number of experience points needed to increase to higher levels is
listed for each class in a table.

Hit dice
The warrior gains 1d6+1 additional hit points per
level up to level 12. However, certain races stop
gaining extra hit dice before this level.

Higher levels improve attack rolls, saving throws


and the number of spells that can be cast per day
by a priest or sorcerer. It also changes hit points,
magical and special abilities of each character
class.

Dual-class characters
A character can be both a warrior and a priest or
warrior and a sorcerer, if he has a score of at least
10 in the two main abilities (Strength for warriors,
Wisdom for priests, Intelligence for sorcerers).

Warrior
Level

Experience

Attacks

Hit dice

+1

1d6+1

2 000

2d6+2

4 000

3d6+3

8 000

16 000

5d6+5

32 000

6d6+6

64 000

120 000

8d6+8

240 000

9d6+9

10

360 000

11

480 000

11d6+11

12

600 000

12d6+12

+2

4d6+4

+3

Special
Multiple Attacks
Courage

7d6+7

+4

10d6+10

Instinct, Terrifying Presence

Epes & Sorcellerie


Priest
A priest is a character who receives his abilities from a deity, demon or some other external
power, sometimes an impersonal force like Law,
Chaos or Nature. He may be a bard, druid, exorcist, monk, paladin, shaman, scald, templar, or
any other character that ghts and employs magic of divine origin, or reputed as such.
Depending on the campaign, priests will draw
their power from the gods and their faith, or simply, their incantations awaken ancient pacts signed with creatures, gods, goddesses or demons.
In a world of Sword & Sorcery, the gods tend to
be remote, deaf to the prayers of men, demanding sacrices to spare them much more than
they do to protect them. Rather than a well organized pantheon, every race, every country will
have one or two gods of its own. Finally, there is
nothing preventing the use of monotheistic religions.

Fighting multiple opponents


During melee combat, a warrior can attack a number of adversaries equal to his level each round,
as long as they are within range of his weapon.
If they are of a higher level, he can only attack
one of them.
For example, a warrior of level 4 could ght 4
orcs (1st level creatures), or two ghouls (level 2),
but only one troll (level 6). He could also attack
a worg (level 3) and an orc, but not two worgs
simultaneously.

Weapons and armor


The training of a priest enables him to use armor and a shield without being prevented from
casting spells, to wield weapons and use spells
called Invocations. He generally uses weapons
prescribed by his religion.

Courage
From level 4, a warrior is immune to fear, even
supernatural or magic.
Instinct

Hit dice

From level 8, a warriors instincts enable him to


sense invisible or hidden creatures close by.

The priest gains 1d6 additional hit points per


level up the level 8. However, certain races stop
gaining extra hit dice before this level.

Terrifying presence
At level 8, the warrior is so impressive that monsters and NPCs of level 1 must immediately check
morale at the beginning of the combat.

Priest

Spells

Level

Experience

Attacks

Hit dice

+0

1d6

1 500

2d6

3 000

3d6

4d6

5d6

6 000

12 000

24 000

6d6

48 000

7d6

96 000

8d6

192 000

10

280 000

11

340 000

12

436 000

+1

+2

Epes & Sorcellerie


Fanaticism
A priest gains a +1 bonus to all saving throws
against fear, spells and supernatural effects affecting the mind, such as charms, illusions and
magical sleep.
Spells
The progression table of the priest indicates the
number of spells he can prepare for an adventure, which is also the number of spells he can
cast in the same day.

Additional spells

For example, if a level 4 priest prepared Sanctuary and Light, he could use Sanctuary twice
in the same day, rather than casting each spell
once.

If you want the characters to have a greater number of magic spells or invocations, add their Intelligence (sorcerer) or Wisdom (priests) modier
to the number of spells they know per level. For
example, upon reaching level 4, a priest with a
Wisdom of 9 would have 3 spells of 1st level and
2 of 2nd level.

Each priest has his own list of invocations, chosen from among those allowed to priests. The
player selects them, in agreement with the GM,
according to his characters religious and moral
principles.
Exorcism

Sorcerer

Priests can repel or destroy one type of creature:


undead, lycanthropes, elementals or animals, according to the selection made during character
creation.

A sorcerer is able to cast magic spells. He can be a


conjuror, enchanter, illusionist, necromancer and
others besides.

This power affects 2d6 creatures, but to know if it


succeeds, the priest must rst roll 2d6 + his level,
against 10 + the level of the monster. Moreover,
if the level of the monster is less than one third of
that of the character, it is destroyed rather than
repelled.

Sorcerer
Level

Experience

2 500

5 000

10 000

20 000

40 000

80 000

160 000

320 000

10

480 000

11

640 000

12

800 000

Attacks

Weapons and armor


A poor combatant, he nds wearing armor and
carrying a shield too constraining for casting
spells, but he can handle a one-handed weapon
of his choice. His principal power lies in magic
spells.

Hit dice
1d6

Spells
1

1
2

2d6
3d6
+1
4d6
5d6
+2

6d6

Epes & Sorcellerie


As far as the rules are concerned, this effect is
identical in all respect to normal weapons, except
that it is the Intelligence modier which is used
as the attack and damage bonus. The sorcerer can
use this power to parry attacks in combat, both
melee and missile.

Races
In a game based strictly on Sword & Sorcery, characters will generally be humans, in all their diversity. Some campaigns allow other races, such
as elves, halings, dwarves or orcs. It is up to the
GM to dene the races playable by the players in
his campaign.

Hit dice
A sorcerer gains 1d6 additional hit points every
two levels up to level 11. However, certain races
stop gaining extra hit dice before this level.

Some races have special abilities, explained in


their description. If the descriptions of the appearance, size or other characteristics are not suitable for your campaign, do not hesitate to modify them, or to rename these races. For example,
replace elves with men from the jungle, halings
with hunters of the savannah, dwarves with
cavemen, it will give your campaign a pulp feel
without modifying the rules.

Spells
The progression table of the sorcerer indicates
the number of spells he can prepare for an adventure, which is also the number of spells he
can cast in the same day.
For example, if a level 3 sorcerer prepared Sleep
and Jump, he could use Jump twice in the same
day, rather than casting each spell once.
Counter-spells

Elf

A sorcerer can try to cancel or lessen a spell or


invocation, at the time it is cast or while the spell
is in effect. To succeed, he must achieve a score of
6 + the level of the spell on 2d6 + his Intelligence
modier. If he fails, he will not be able to try a second time to counter the same spell, at least until
he took the time to return to his laboratory (or
equivalent) to study the problem.

Elves are fey creatures, of human appearance,


approximately four and a half feet tall. There
are two main types, forest elves and those of the
meadows, whose lifestyles differ appreciably.
They generally live in their own lands, well away
from humans, and show great detachment. Their
longevity is at least double that of humans, sometimes much more. Fairies and related creatures
are considered to be like elves in game terms.

If the caster of the spell to be countered is of a


level lower or equal to his, the spell is cancelled
or stopped. If he is a higher level, his level is decreased by that of the sorcerer in order to evaluate the duration, range and power of the spell.

Hit dice
Elves are frail and not very robust. After 4th level, they cease gaining hit dice. A priest or a warrior can be up to 4th level, but a sorcerer level 2
only. Since elves can go warrior-sorcerers, they
can in this case rise to 4th level.

The dark side of magic


Sorcerers are creatures of the shadows, which gives them a sinister reputation. From level 2, they
pass completely unseen when they are in shadows or darkness as if they were invisible, and
they are able to see in the dark. Creatures which
see the invisible can locate them, but not those
which see in the dark.

Fairyhood
Elves can be both warriors and sorcerers at the
same time, whatever their ability scores. Nevertheless, they cannot use their magic spells while
wearing armor.

Elemental forces

Vision

Sorcerers can, at will, use magic as a weapon,


either from a distance, or in close proximity, by
employing occult forces, based on one of the ve
elements (generally re or lightning).

Elves see in the dark as well as in full daylight,


as long as there is at least a weak source of light
(moon, candle).

Epes & Sorcellerie


Stealth

Stealth

In their native environment, elves can camouage


themselves and walk in silence while wearing
their eln cloaks. They are then considered to be
invisible and can only be located if they attack or
make sudden movements.

Their small size enables them to hide and move


silently, to the point where they are almost invisible in tall grass and brush as long as they dont
make any sudden movements or attack.
Combat

Languages

Halings gain a +2 bonus when they attack with


missile weapons. Their shooting range is increased by a quarter when they use a sling.

Elves have a gift for languages, undoubtedly because of the complexity of their own. As well as
their own elvish language, they can speak 4 languages over and above those granted to them by
their Intelligence.

Resistance
Very resistant to magic and supernatural powers,
halings have a +2 bonus to their saving throws
against these powers.

Archery
Very quick and agile in missile combat, elves
can re a bow at any time during the movement
phase, rather than just during the missile phase.
Their shooting range is increased by a quarter
when they use a bow.

Dwarf
Dwarves are a small race, around three feet eight
inches tall, with a more solidly built frame than
humans. They usually live in subterranean cities
and are adapted to life under ground. Their longevity is at least double that of humans, sometimes much more.

Heightened perception
Elves have sharper senses than most others races
and can observe details that generally go unnoticed. They get a +2 bonus to all rolls related to
perception. They use this acuity to track or locate
traps and secret doors.

Although they are a different race, the characteristics of gnomes are identical to those of dwarves.

Resistance
Elves are naturally resistant to the paralysis caused by certain undead. From level 4, the simple
touch of an elf on a creature paralyzed has the
power to deliver it.

Hit dice

Halfling

Vision

Dwarves are robust, but not as much as humans.


After 7th level, they cease gaining hit dice. A
priest or a warrior is able to reach 7th level, a sorcerer up to 4th level only.
Dwarves see in the dark as well as in full daylight, as long as there is at least a weak source of
light (moon, candle).

Halings are people of small size, averaging two


feet eight inches tall. They like tranquility and
privacy, which does not prevent them from being
formidable ghters when they make an ambush.
Their longevity is about the same as the human
race.

Languages
Dwarves have a gift for languages, undoubtedly
because of the complexity of their own. As well
as their own dwarvish language, they can speak 4
languages over and above those granted to them
by their Intelligence.

Under the name of haling can be grouped all


kinds of races of little people who share same
the characteristics, such as goblin or kobold characters.

Resistance

Hit dice

Very resistant to magic and supernatural powers,


dwarves have a +2 bonus to their saving throws
against these powers.

Halings are small and not very robust. After 4th


level, they cease gaining hit dice. A priest or a
warrior will be able to rise to 4th level, a sorcerer
2nd level only.

Protection
Ogres, trolls, giants and similar creatures cause
only half damage against dwarves.

Epes & Sorcellerie


to receive physical damage, blows, wounds and
deprivations. An ordinary human being has 1d6
hit points. That is also true for 1st level PCs, except for the warrior. Then, at certain levels, they
receive an additional die of hit points. Dont forget that the Constitution modier applies to each
hit die.
Each time a character reaches a new level, the
player once again rolls the total amount of hit
dice and adds the cumulated modiers. If the result is higher than the current hit points, the total
is modied. If not, the old total is kept.

Practical Sense

A character who has reached the level at which


he no longer increases his hit dice, may still roll
the dice at each level in order to improve his hit
point total. For example, a warrior haling can
re-roll 4d6+4 upon reaching each level after the
4th, until he has reached 28 hit points. The same
applies to sorcerer characters: they re-roll their
hit dice upon reaching each new level, even when
the number of hit dice does not increase.

Dwarves are very aware of abnormal architectural


or geological features. They receive a +2 bonus to
any related rolls.
Afnity with animals
Bears and wolves wont attack dwarves unless
they are controlled by magic. This afnity does
not apply to blood wolves and worgs.
Endurance
Having great endurance, dwarves can work, walk
or ride twice as long as others before becoming
tired.

If a character loses levels, because of the undead


special attack for example, he re-rolls his hit
points according to the same principle, but automatically takes the worst score instead.

Orc

Languages and skills

These humanoids with leathery skin, twisted


limbs, broad mouths and narrow eyes, are related to goblins. Their blood is a dark color, almost
black. You can use the same characteristics to represent hobgoblins.

Characters can learn a number of foreign languages, living or dead, equal to the number of points
above 7 of his Intelligence score. The player is not
obliged to select them all when creating the character, but can if he wishes choose to learn some
during the course of his adventures. Some races
have additional languages, which are in addition
to this total.

Hit dice
Orcs are as strong as humans. They can thus reach
the maximum hit dice in their character class.

Furthermore, if a character has an Intelligence score greater than or equal to 8, he can also read and
write: dont forget that Intelligence is foremost a
measure of learning and not just that which is common knowledge in a world of Sword & Sorcery.

Vision in darkness
Orcs see perfectly in the dark. When they are
exposed to a strong light however, they receive
a penalty of -1 to their attack, damage, saving
throws and morale rolls.

The languages which can be learned vary according


to the campaign proposed by the GM. They can be
tongues spoken in other countries, dead languages,
dialects peculiar to a religion or an alignment, or
specic languages of various humanoid races.

Technology
An orc character may be able to comprehend the function of any mechanism, trap, machine of war or weapon, because of his predilection for military technology. They receive a +2 bonus when detecting traps.

Special skills

Hit points
Hit points (hp) measure the capacity of a creature

10

If the GM desires, any particular skill, like navigation, picking locks and so on, can count as a
language slot. This enables him to limit the number of skills available to the characters.

Epes & Sorcellerie


Armor

Armor class

Movement

Dexterity

Leather, thick furs

Chainmail, banded armor, scale mail

10

Plate mail and barding

12

No armor

degree in combat. This is why very weak characters cant wear heavy armor.

Familiar terrain
A character is especially familiar with his native
terrain (mountain, forest, jungle, steppe, etc.). In
such an environment he is never lost, can always
nd food, is never surprised, and has a +2 bonus
to rolls related to survival.

Equipment
Each character carries equipment in his travels.
The GM is encouraged to compose his own list of
weapons, armor and equipment corresponding
to the theme of his campaign. The GM and the
players can discuss the subject of equipment before the characters set off on an adventure.

Armor class
Armor class (AC) determines the degree of protection worn by the character and his capacity to
dodge blows. The more this protection is raised,
the higher the armor class score increases. Armor
class is quite simply the number that must be rolled on 2d6 + combat modiers, when attempting
to hit an opponent.

Generally, characters start with a backpack, personal possessions, a dagger, a blanket and some
food.
If he is a warrior, leather armor (or equivalent),
unless he prefers not to wear armor. He also has
a missile weapon and either a one-handed weapon and shield, or a two-handed weapon.

Every character has a base armor class equal to


his Dexterity. If he wears armor, the number given in the Armor table replaces Dexterity as his
AC. In other words, a character with low Dexterity would benet from the protection of wearing armor, while another, faster and more agile,
would lose this advantage when dressed in such.
A shield confers a +1 bonus to AC, whether this
is one based on armor or Dexterity.

If he is a priest, leather armor (or equivalent),


unless he prefers not to wear armor, his chosen
weapon and a shield, if the weapon is one-handed, as well as a book of invocations.
If he is a sorcerer, a one-handed weapon of his
choice, as well as a book of spells.
He also has any equipment required by his class
and trade (musical instrument, rope,). Lastly,
he has 3d6 gold coins (gp). The GM may allow a
horse or an animal companion if it ts the campaign or scenario.

Movement
It is sometimes necessary to know the movement
rate of the characters, especially in combat. This
depends on the armor they wear and their encumbrance.

Alignment

The base movement rate is determined by the armor type worn, to which is added the Strength
modier. This gives the number of yards a character can move in a melee combat round.
Finally, this number represents walking speed,
expressed as miles/hour. Thus, a character that
moves 3 yards per round can walk, on average,
3 miles/hour. The length of a running jump
is equal to the movement rate, with half that
amount being the height reached.
If a characters movement rate is very low or 0, he
can still move around but not to any signicant

11

The term alignment is used in role-playing games to represent the moral stance chosen by
the player for his character. It is up to the GM
to decide if he wishes to use this system or not,
depending on the style of his campaign. He is
free to choose his own philosophies, morals and
religions for his campaign. The suggestions presented here are just one example of a simple and
easy system. The principal axis of division is that
between Law, Neutrality and Chaos. These divisions have nothing to do with Good and Evil and
must be adapted according to the style of campaign chosen by the GM.

Epes & Sorcellerie


that their own happiness takes precedence over
every other moral point of view. They prefer that
every situation is examined according to the circumstances and the people involved, rather than
according to a strict standard. They rely on individual initiative more than anything else to resolve important matters. For them, Chaos is the
only good, because it guarantees the happiness
of every individual.

Alignments (Law, Neutrality, Chaos) are not


only moral rules, but above all cosmic forces that
govern the stability and movement of the universe. They cannot be identied directly with the
good and the evil. Basically it is a matter of dening the camp chosen by the characters and
the creatures which they meet, rather than a way
to dene their personality by a simple classication.
Law can represent an absolute dictatorship, an
oppressive bureaucracy and meddling by total
order in which the unforeseen has no place - as
much as by a feeling of justice and peace. Conversely, Chaos can represent selshness without
scruples, dangerous unpredictability, orgiastic
decadence - just as much as the spirit of freedom
and equality. But generally, Law represents stability, even immobility, just as Chaos represents
change, both as a renewal and destruction.

Neutrality
Neutrality is a philosophy which tends to regard
Law and Chaos as two opposing poles of same
reality, which must be kept in perpetual balance.
Its partisans believe that each person must moderate himself, his desires and his needs, in order to respect the rights and freedoms of others.
For them, Neutrality is the only good, because it
reconciles Law and Chaos and moderates their
mutual excesses. Neutrality also corresponds to
Nature and its Five elements which compose the
world: Air, Water, Lightning, Fire and Earth.

Each GM must choose the meaning he gives to


these terms, or simply not use them: a very distinct axis of Good/Evil will function just as well, as
will the absence of alignment altogether in a world
where the adventurers are plunderers without
shame, or ruthless mercenaries without a cause. In
the literature of Sword & Sorcery, the opposition
of Barbarism/Civilization is another variant alignment system that can easily be used in a roleplaying game.

Description
The technical part of character creation is now
nished. We know the race and the class of the
character, his abilities and his capabilities. But
we are still missing the essence: his name, his
personality, his history.

Law

It is up to the player to decide all that, in accordance and agreement with the GM and his campaign world. It isnt necessary to create an extravagant or very detailed history: what matters is
the future of the character more than his past. But
to know his cultural background and his trade or
that of his parents, to dene his personality, qualities, defects with a few adjectives (friendly, miserly, etc.), to have a simple physical description,
makes it easier to know how to play the character
at beginning of the game.

Law represents order, justice and stability. Its followers believe that the social order is guaranteed
only by strict obedience to the laws and existing
authorities. They prefer written laws, clearly established, applied strictly but fairly. They are wary
of change, innovation, and all that deviates from
the norm or existing customs. They consider that
authority and Law are the best safeguards for
the welfare and preservation of society and that
authority has all power, in any matter, to solve
problems. For them, Law is the only good, because it guarantees justice for all and the preservation of society.

Some questions to consider when creating a character: his height, his weight? The color of his
hair, his eyes? What is his social standing, that of
his family? What is his trade, or what did he study before becoming an adventurer? What are his
likes and dislikes, his fears and his weaknesses?

Chaos
Chaos represents change, innovation and individuality. Its supporters believe that the individual takes precedence over the group, that the
realization of their own happiness takes precedence over any other consideration, and often,

Typically, many of the characters traits and aspects come into being during the course of play.
The name chosen should reect the character and
his cultural background.

12

Epes & Sorcellerie

The Adventure
large rock in middle of the night to let a patrol
pass by, why roll the dice? On the other hand,
if the patrol is actively searching, well, thats a
different matter.

Skills
Epes & Sorcellerie does not use a skill system.
That does not mean that the characters can do
nothing but ght or cast spells, quite the contrary.
Basically, their abilities, their experience and
their good sense are enough to deal with the majority of situations.

It is up to the GM to decide if a character will


likely succeed at any given task, or have certain
knowledge, according to his history. A dice roll
may be convenient, but the GM must remember
that it is better to provide the player with useful
information for the scenario than render it inaccessible because of a failed dice roll.

The characters are heroes, not ordinary people.


They know how to hide, disguise themselves,
climb, swim, move in silence, lie in ambush, ride
a horse, sail a small boat, survive in hostile environments, and so on. They can also leap and
hang from a chandelier, ght balanced on a
beam, perform incredible feats. All these actions
are directly related to their abilities.

Managing actions
For common actions in adventures, such as
stealth, climbing, horsemanship and so on, the
appropriate ability is used. For social interactions, such as eloquence, bluff or intimidation,
rst take into account the performances of the
players, dice rolling being only a convenience
when it comes to resolving secondary issues.

Furthermore, warriors have military skills, know


how to rouse their troops, priests have theological
knowledge and sorcerers have occult knowledge.
All this is part of their character class.
Lastly, if a character was a sailor in his youth, he
can sail perfectly, if he started as a burglar, he can
pick locks as a result. That is all part of the history
of character. Its up to the GM to decide what is
reasonable and the player to create a history both
simple and coherent: no 1st level character has
experienced everything

Difculty table
Difculty

As a general rule, its not useful to roll the dice


for all actions. So the characters hide behind a

13

Minimum roll

Easy

Moderate

Hard

Very hard

11

Epes & Sorcellerie


The most common method is to roll 2d6 plus the
Common actions
ability modier, plus the level modier (see be-

The following table summarizes the abilities commonly used for most actions during the course of
the game. If you wish, you can use it as a skill
system. The functions of some of these actions
are described below.

low), above the difculty of the action, as indicated on the following table:

Level modifier

Common actions

If the action is within the scope of the characters


competence (by his class, race or past experience), he gains a +2 bonus. Moreover, all characters gain a bonus of +1 for every three levels,
starting from level 4.

Level modier
Level

Skill bonus

1-3

+0

4-6

+1

7-9

+2

10-12

+3

Opposing rolls
When there is active opposition between two
characters or creatures, it is the character with
the higher ability score that rolls the dice rst. If
he succeeds, the other fails without having to roll
the dice.
If he fails, the opponent can roll and if successful,
overcomes the opposition. If he fails, it is still the
one with the highest score that succeeds.

Action

Ability

Acrobatics

Dexterity

Sprint

Strength

Run, long distance

Constitution

Disguise

Charisma

Stealth

Dexterity

Climb

Strength

Instinct

Wisdom

Deceive

Charisma

Music

Charisma

Swim

Strength

Perception

Wisdom

Track

Wisdom

Knowledge

Intelligence

Jump

Strength

Survival

Wisdom

Stealth
Adventurers will often hide or walk quietly
when making an ambush, but their armor may
clatter noisily. To succeed in such a stealthy
operation, such as walking up behind a sentry
without being noticed, or walking on a cracked
oor past a sleeping monster without waking it
up, it is necessary for a character to successfully
roll 2d6 + Dexterity modier above his AC, or
make a difculty check whichever is higher. In
other words, the lighter the armor, the better the
chance of success. If the character is wearing magical armor, his bonus is not counted, since it is
not heavy or encumbering.

It is also possible to use the opponents ability as


a difculty roll.

Group actions
In a group, only one person rolls the dice (or
doesnt roll them, if success is automatic) for a
given action.
Depending on the situation, it will be he who has
the best chance of success (for example, an elf
to locate some hidden thing or to hear a strange
noise, a sorcerer to call upon his knowledge and
so on) or he that has the worst (for example, the
most clumsy or heavily encumbered character
who is most likely to make noise, for a stealthy
approach).

Stunts
All acrobatic-type actions involving jumping,
running and climbing are dealt with in the same
manner: the character must successfully roll 2d6
+ the Dexterity or Strength modier above his AC
or make a difculty check, whichever is higher.

This system makes it possible to avoid rolling the


dice multiple times, and at the same time preserves the speciality of the characters, both good
and bad.

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Epes & Sorcellerie


Pursuit

Group saving throws

All pursuit on foot, horseback or boat is resolved


by making an opposing roll, but in this case the
movement rates are compared rather than the
abilities, with 2d6 added to the amount. Difculty depends on the terrain (slope, vegetation,
etc.). The GM will determine, depending on the
distance separating the two parties, the number
of successive successful rolls needed to catch up
with or outdistance the other party (if in doubt,
this number is equal to 1d6).

If a large number of NPCs (monsters, followers)


need to roll saving throws, you might consider
that for every +1 to the saving throw, one creature in six automatically makes a successful
save.
Thus, if six ogres are victims of a Fire Ball, with
their saving throw of +2, two ogres will succeed
and four will fail.
Moreover, if a character is mounted on a steed (be
it horse, griffon, wyvern, etc.), the saving throw
will be that of the rider. You can thus charge a
dragon riding a horse!

Saving throws
The saving throw is a last resort. It represents the
chance heroes have when faced with extreme situations: to resist a magic spell, to escape poison,
to survive the breath of a dragon, etc. Generally,
a successful saving throw annuls the effects of
such a power if no damage is caused, or halves
the amount of any damage inicted.

Dangers
In this section are presented some of the dangers
that threaten the characters and ways of dealing
with them using simple rules.
Remember that the rules should not spoil the enjoyment of the adventure. Danger to the characters can be exciting, but to kill them for no reason
also kills the scenario you have prepared.

General principle
A characters saving throw is equal to his attack
bonus. There may be, in some cases, an additional bonus due to ability or race. To successfully
save the character must roll at least 10 on 2d6.
These roll are modied by abilities, race, and certain spells.

Have a few surprises ready should the characters fail. A fall over a cliff can make it possible to
nd a hidden cave entrance, on a ledge placed
conveniently so. Poisoned, they wake up chained to their worst enemies, among cannibalistic
monsters, or wrapped in cobwebs. Drowned,
they wake up the captive of a nixie. And so on...
Of course, dont just allow them to get away with
anything they want, just because they believe
theyll survive it: in order for them to nd the limits, you must nd the right balance.

The Constitution modier is added to any saving


throw intended to resist poison, spells or powers
that cause instant death, paralysis, petrication,
disease, hunger, thirst and exposure.
The Dexterity modier is added when attempting to leap out of the way of a Fire Ball spell,
Cone of Frost or lightning, to escape a dragons
breath, to avoid a trap or a fatal fall.

Poison
Poison can either have a specic effect (sleep, sickness), or more often be fatal. Unless it says otherwise, especially in the description of a spell or a
monster, consider the poison to be fatal.

Other uses
It is possible to use the saving throw in many
ways, particularly when a character falls in a trap,
or over a precipice, and in any situation where he
may be killed.

This type of poison causes a number of d6 damage dice equal to half the level of the monster or
spell. The total is halved on a successful saving
throw.

Since the saving throw also represents luck, it can


be used even when the survival of the character
is not an issue: to meet by chance in a city street a
person he is seeking (or his worst enemy) can be
the result of a saving throw.

For poisons of plant origin, consider the default


damage to be 1d6.

15

Epes & Sorcellerie


Falls

Climate

Falls cause 1d6 points of damage every ten feet.


If the fall is cushioned (water, vegetation, etc.),
subtract 1d6 points. A successful saving throw
halves the damage.

If the GM wants to take into account the climate,


he simply rolls the dice for each day. Generally,
on the rst day, he considers the weather to be
typical for the season. Then it changes according
to the results rolled: 2-5 the weather worsens, 6-8
it remains the same, 9-12 it improves. If he wants
to rene things further, he can make separate
rolls for temperature, wind and rain. This system
makes it possible to create atmosphere and unexpected difculties.

Fire
Burns caused by ames inict 1d6 points of damage
every round of exposure. More intense sources of
heat, such as molten metal, cause 2d6 points of
damage.

Encounters

Fatigue
It is considered that a character can walk, ride, sail
up to 8 hours a day. Any more and he will become
fatigued. This will have an adverse affect in combat. All dice rolls will then have a penalty of -1, including saving throws, attack and damage rolls.

During their adventures, characters meet many


NPCs. There is no general rule concerning them,
since they are a logical part of the GMs campaign
and the needs of his scenario. Nevertheless, there are some things that can make the GMs job
easier.

Hunger and thirst

Initial attitude

Every day a character fails to eat or drink, or is


exposed to cold, snow, rain or the desert, he must
make a saving throw (with Constitution modier). If he fails that, he loses 1 hit point. Under
these conditions the character is considered fatigued (see above).

When the characters meet an NPC whose behavior


is not determined by the scenario, or by the logic
of the situation, you can roll 2d6 to determine his
attitude:

Initial reaction of NPCs


Roll*

Drowning
For each round of drowning a character loses 1
hit point and must make a saving throw (with
Constitution modier) in order to avoid losing
consciousness.

Attitude

2-5

Negative, aggressive

6-8

Neutral

9-12

Positive, friendly

*Take into account the Charisma modier of the


character doing the speaking.

Aging
Henchmen

From 40 years of age, characters lose 1 point of


Strength, Dexterity or Constitution (randomly
determined) every ve years. If an ability reaches
1 they become an invalid, at 0 they die. For dwarves and elves longevity is doubled and aging effects slowed by half.

A character can attract a number of henchmen


to his service. They take part in his adventures,
faithfully serve and receive a part share of his
treasure. Their master must equip them and provide for their needs.
These henchmen start at 1st level and then progress 1 level for every 2 that the character increases. They are usually ordinary warriors, but
this is not obligatory: they can be monsters (serving as a henchman for life), priests, or sorcerers.
It is up to the GM to decide what is allowable.
Henchmen can never be a higher level than their

Healing
If a person receives proper care and rest, he recovers 1 hit point per day. Without care or rest his
wounds become infected and he loses 1 hit point
per day, regardless of his level.

16

Epes & Sorcellerie


Each monster defeated is worth 100 experience
points per level.

chief. Their number can never exceed the characters Charisma score plus his level. The GM
can play the henchmen or allow the character to
do so if he wishes, while reserving the possibility
of regaining control at any time. In combat it is
generally the player who throws the dice for the
actions of the henchmen.

Defeat does not necessarily mean kill: persuasion, evasion by ruse, rout, knock unconscious,
etc., are equally valid and effective methods for
this purpose.
This total is divided between the characters. If the
average level of the characters is higher than that
of the monsters, an equivalent ratio is applied.
For example, if 3 characters of 3rd level escape
from 6 orcs (thats 9 levels against 6), they receive
only 2/3 of the 600 experience points, which is
400, or 133 each.

Like all NPCs, henchmen are subject to morale


checks. They add their masters Charisma modier, plus one for every four levels that their leader has.
Moreover, at level 9, a character can attract to his
service a band of 5d6x10 1st level men-at-arms,
with an average morale score. They may be human, but can also be elves, dwarves, orcs and so
on. It is up to the GM to decide, after discussion
with the player.

If your campaign is based on plundering old


temples, daring burglaries and hunting for rich
treasures, you can choose to allow one plundered gold piece to equal one experience point. If
you want to go further, you can rule that the treasure must be spent, preferably by feasting and
drinking, before it is converted into experience
points.

The rules for henchmen are optional, but they are


practical in adventures centered around combat,
organizing thieves guilds, spy networks, merchant houses and so on, but can slow down play
by multiplying the number of NPCs.

There are other opportunities to grant experience


points: good role-playing, instilling passion and
tension into the character, a clever or daring idea,
the conclusion of an investigation or a scenario,
to some degree. A simple method is to assign 100
experience points per character level, whenever
such an occasion arises.

Experience
At the end of game session, the GM assigns each
character a number of experience points, based
on what they have done.

17

Epes & Sorcellerie

C
Combat
The following rules are used to manage combat
situations. They dont claim to reach a high level
of realism, but rather are to be used to support
the imagination of the GM and players, while
allowing fast combat, efcacious and rich in return.

Combat sequence
Surprise
A group or a creature that is surprised cannot
move or attack during the rst round. If they
dont have weapons in hand, they wont be able
to attack during the second round either. They can
defend themselves in all cases. If in doubt about
the surprise, consider the probability of surprise
in an unexpected meeting to be 2 chances in 6.

One of the key principles is that all weapons do


the same damage. It is up to the GM to manage,
when necessary, the tactical nuances and possibilities of each weapon; the general idea is to make
it possible for the players to equip their characters according to their own style rather than technical considerations.

Actions in a round

This also applies to rearms, if you want to include


them (they work marvelously in the history of
piracy, for example) or technological equipment,
since the boundary between Sword & Sorcery and
science ction is very fuzzy. A laser pistol, an
energy lance and a sword will, therefore, all do
the same damage, which explains why they all
can coexist quite happily in the fantasy universe.

While battle takes place simultaneously between


combatants or opposing parties, the order of actions is dened by some rules.
The duration of a round is rather relative, since
it is a series of movements and maneuvers with
weapons of variable length. In theory, its considered to be about 10 seconds. There are thus six
rounds per minute and 60 rounds per turn.

Dont try to explain this complex coexistence. It


is just part of the decor...

The sequence of a round proceeds in the following manner:

18

1 Movement
2 Spells
3 Missile attacks
4 Melee attacks
5 Morale

Epes & Sorcellerie


his opponent (losers choice). If the damage rolls
are equal, both weapons break. Magic weapons
never break.

1 Movement
Combatants may move their full combat movement rate, or twice that speed if not engaged. Elves can re a bow during this phase while moving, which gives them a certain advantage.

If one of the combatants has exhausted his number of attacks in a round, he can no longer inict
any damage, but may defend himself and con-tinue making attack rolls, i.e. if his score is higher
than that of his adversary, he parries the blow but
does not cause any damage. The risk of breaking
weapons is still the same.

2 Spells
Spells and counter-spells are cast. They take effect
immediately. If two casters launch their spells at
the same time, both spells apply simultaneously.
A spell caster wounded during phase 1 cannot
cast a spell.

Damage

3 Missile attacks

If an attack is successful, the attacker rolls damage: 1d6, plus the Strength modier if applicable,
+1 if using a two-handed weapon. The amount
of damage is subtracted from the defenders hit
points. Reaching 0 hit points causes unconsciousness.

Missile attacks are launched. Stationary combatants who already red during the movement
phase can do so again. Ranged attacks are not
possible if engaged and the combatant must
await the start of the next round before drawing
a melee weapon.
4 Melee

If a character loses more hit points he immediately dies. If not treated after battle, he must make
a saving throw to regain consciousness, or die if
it fails.

attacks

Melee attacks are made. Motionless targets who


have already struck during the movement phase
may do so again. Warriors and monsters with
multiple attacks continue until all have completed their attacks.

Damage by level

5M
Morale

In this option, the attack bonus is also added to


damage to make high level combatants more
dangerous.

If it is necessary, morale checks are rolled. If ghting


continues, return to phase 1.

Damage by armor
Weapons vary in effectiveness against different
armor types. A blunt weapon (mace, hammer,
club, stick) will cause one point of damage less
against leather armor, which absorbs shocks well,
and one point extra against plate armor, which
passes the shock onto the wearer. Conversely,
thrusting weapons (spear, lance, arrow, quarrel)
will do an extra point against leather armor, but
one less against plate armor. Finally, the damage
inicted by slashing weapons isnt modied by
armor type.

attack
When attacking, the combatant rolls 2d6 + attack
modier + Strength modier (melee) or Dexterity modier (missile). If the result of the dice
is higher than the targets AC, the attack is successful. If the amounts are the same, the target
is not injured but pushed back or thrown to the
ground. On the next round the attacker will have
+1 and the defender -1 to their rolls.
Both combatants roll their dice simultaneously,
but only the one who rolls the highest hits, provided his roll exceeds his opponents AC.

Styles of combat
Weapon and shield

If both fail to roll higher than the others AC,


neither managed to nd a gap in the opponents
defenses.

In addition to the +1 a shield bestows on AC in


melee combat, a combatant can use his shield to
parry a ranged attack, as if fought face-to-face,
by rolling 2d6 + attack modier, and if the roll
is higher than that of the attacker, the projectile

If both combatants roll the same score on the


attack roll, they both roll for damage. Whoever
rolls the highest breaks the weapon or shield of

19

Epes & Sorcellerie


opponent who is armed, or a non-humanoid, is
considered to be unfavorable circumstances (-1
to attack and damage).

Missile weapons
The weapon table shows normal ring distance.
This is the effective range and not the maximum
range. Whenever this range is doubled, subtract
one from attack and damage rolls.
Using ranged weapons in melee combat is dangerous. If the missile misses its target, the GM
will randomly determine another nearby, friend
or foe, and ask the player to throw another attack
roll against this new target. If successful, damage
is rolled normally.

embeds itself into the shield rather than the defender.


Moreover, if a PC (or major NPC) receives a mortal blow, he receives no damage but instead his
shield splinters (or weapon if he does not have
a shield). Obviously that happens only once in
combat: the next blow will indeed be mortal.

Missile weapons

Death is the most likely outcome for most characters. A new character is weak and vulnerable,
he may die from just one blow, exactly like any
ordinary being. Do not see this as a handicap, but
as a normal feature of a Sword & Sorcery world.

Two-weapon combat
If a combatant wants to use two weapons in melee combat, such as a sword and a dagger, he
must decide whether to master a defensive or
offensive style.
The defensive style enables him to use his second
weapon in defense (+1 bonus, like a shield).

Weapon

Range of re

Short bow

15

Long bow

21

Light crossbow

18

Heavy crossbow

24

Throwing axe

Sling

12

Javelin

Spear

Throwing knife

Maneuvers

The offensive style enables him to strike simultaneously with a single attack roll, as if he fought
with a two-handed weapon (1d6+1 points of damage).

Favorable situations
Whenever a combatant is in a situation that is favorable compared to his opponent, he receives a
+1 bonus to his attack and damage rolls. Conversely, in an unfavorable situation he receives a -1
penalty to attack and damage rolls. These bonuses and penalties also apply to saving throws and
morale rolls.

Unarmed combat
If a character attacks with his bare hands (or with
feet, elbows, knees, head, etc.), any damage inicted is not fatal. Opponents who reach 0 hp or
less have fallen into unconsciousness.

Favorable situations include, attacking an opponent from behind, one already engaged in combat, one who is prone, who is obstructed in his
movements, charging on a horse, etc.

An attacker may choose to knock down, throw or


immobilize his opponent, but he must announce
it before his attack roll. In this case, he does not
roll damage, but makes a successful maneuver.
This sort of attack can only be carried out against
a single opponent of similar or smaller size and
equal or lower level.

Unfavorable situations include, having movement obstructed, in darkness (or in the light for
creatures of the underworld), in retreat.
If an action is inevitable (kill an opponent who
is asleep or unconscious) or impossible, its not
necessary to roll the dice.

Fighting bare-handed against an armor-wearing

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Epes & Sorcellerie


Camouflage
Failed morale

If a defender is camouaged or partly shielded


by a wall, a tree, or any obstacle, even in the case
of a re ball, he is only hit if the attacker throws
an even number on his attack roll.

A failed morale roll doesnt mean they ee recklessly, simply that they try to withdraw to a safer position or more favorable ground, or try to
negotiate. What they do must be decided by the
GM based on the intelligence of the creatures,
their combat experience, discipline and so on. A
second failed roll may possibly trigger a veritable
disorderly rout.

Against several opponents


Fighting against several is not always easy. A
maximum of 6 people of human-size can surround another, but they can rarely all attack at
the same time. Generally, 1d6 will try to do so
each round. The GM will be careful to adapt this
rule to the situation (respective size of the combatants, topography) and the PC can attempt to
limit the number of attackers by skillfully using
the terrain.

Balancing combat
Keep in mind that a creature of a level equal to
that of a character has a one in two chance of killing him. This could rapidly undermine the continuation of the scenario. In general, it is better
if combat is planned in such a way that the total
level of adversaries is half that of the characters.

Morale
It is up to the players to decide when their characters attempt to ee or withdraw from a ght.
For NPCs and monsters, it is possible for them to
decide to ee or retreat if the situation is dangerous, only to return later or take refuge in a place
that is easier to defend. A morale roll allows the
GM to know whether or not NPCs or monsters
will ee.

High level warriors and spell casters can ght


a number of powerful adversaries. Throwing
enough 1st level monsters or NPCs at them to
place them in peril, will enable them to use their
capabilities to their full potential.
In a scenario, it is important to ensure that the rst
ght is neither too hard nor too easy, a situation
where the characters can easily withdraw should
things go badly. This makes it possible to gauge
their capabilities and continue to adapt. This is
even more important if the characters have recently gone up a level, or if you havent played
for a long time: it makes it possible to judge the
abilities of the players themselves.

A morale roll is a roll of 2d6 + the level of the


monster or the most powerful NPC (for instance,
if there is one ogre with a group of orcs, their
mor-ale will be +4). If the result is below 7 they
beat a retreat. The GM secretly throws a morale
roll when one of the following situations occur.
With each successive morale roll, the score needed to succeed increases by two (for example, the
third morale roll must be 11 or higher).

Managing mass combat


It is sometimes necessary to manage combat
between a large number of adversaries, whether
a small skirmish or large battle. The combat rules
can manage it easily. Treat each group of ghters
as an individual, choose a suitable scale (1 to 10,
1 to 100, etc.), and treat the combat as if it were
standard combat. At the end of each round, roll
a morale check for each side to see if they keep
ghting or withdraw. The percentage of hit points
lost indicates the percentage of losses suffered.

When to check morale?


1 The current combat is manifestly unequal
(marked inferiority in numbers or weapons...)
2 The leader of the group, or the most powerful
creature, is killed.
3 Half of the combatants in the group are killed
or out of action.
4 A spell of level 5 or 6 has just been cast.
Some creatures devoid of intelligence need never
check morale. If circumstances favor NPCs or
monsters (favorable terrain, superior numbers),
they gain a +1 bonus to their morale.

21

Treat the terrain and circumstances (ambush,


siege, etc.) in the same manner as standard combat, i.e. a bonus/penalty of +1 to attack and damage. Same thing if a commander has achieved a
brilliant maneuver. The duration of a round can

Epes & Sorcellerie


vary according to the extent of the battle from a
few minutes to a complete day.

ster. The impact of their actions can inuence the


enemys morale and thus give them a decisive
role in the battle. In this manner, you can move
quickly between mass combat and role-playing.

If the PCs are involved in a battle, assign 1d6 ordinary soldiers to each one, or a particular mon-

22

Epes & Sorcellerie

M
Magic
General principles

must be prepared separately. Nevertheless, to


give more exibility, the GM may permit the caster
to choose which version he wants to use at the time
of casting.

Magic can take forms and effects that are extremely


varied. The few principles which follow apply
equally to priests and sorcerers.

Choosing lower level spells

Preparation of spells

A priest or sorcerer can choose spells of a lower


level than those he is entitled to, without this
changing the amount. For example, a 4th level
sorcerer may select 5 spells of 1st level and one of
2nd level, instead of 4 and 2. It is not possible to
change in the other direction.

The number of spells per level indicated in each


character class description represents the spells
he can prepare for a given adventure. These indeed require long preparation in a quiet place,
a place of prayer and meditation, a library or a
well-equipped laboratory. He also needs rare
components, ancient books, sometimes sacrices
or the assistance of disciples.

Saving throw

Generally, unless stated otherwise, it is possible


for a victim to make a saving throw which cancels the effect, or reduces the damage by half.
This saving throw takes a round, during which
the victim resists or tries to dodge the spell. He
can defend himself but not attack until the end
of the round.

Generally, its considered that the preparation of


a spell or invocation takes one day per spell level.
Then, this spell is ready to be cast at the desired
time, very quickly, in the matter of a moment. It
remains ready indenitely, until it is cast.
At dawn or at the dead of night (decided by
the player when he creates his character), spells
already cast become available once again for casting. This doesnt allow the priest or sorcerer to
change his list of spells: if he wants to do that, he
must once again go through the process of preparation in his temple or laboratory.

Release

Casting a spell is very quick, since it is ultimately


releasing a spell that was prepared long before.
That implies the use of a magic formula, which
can be shouted or whispered.

Normally, variations and reversed versions of


spells are considered to be different spells and

For spells aimed at people or an area, the caster must

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Epes & Sorcellerie


Duration
Rounds

10 seconds/caster level

Turns

10 minutes/caster level

Hours

1 hour/caster level

Days

1 day/caster level

Range
Touch

Direct physical contact. In combat, requires a successful attack roll

x1

1 yard/caster level

x10

10 yards/caster level

x100

100 yards/caster level

be able to manually nominate the victims or beneciaries, unless releasing the spell totally randomly.

It may actually be a book, but also scrolls, papyrus, engraved or incised tablets and a number of
other methods depending on the cultural background of the priest or sorcerer.

Finally, as a general rule, detection spells and


those affecting the mind can be cast discretely,
by mere concentration.

This book is an extremely valuable object, because it contains all the formulas necessary for
the preparation of their spells. Carefully hidden
and protected, it is almost never taken on a journey for its loss would be irreparable.

Secondary effects

Each caster has his own style, which is reected


in his spells. Even though the technical characteristics are the same, the embellishments, such
as colors, sounds, visual or olfactory side effects
depend on the priest or sorcerer. The player must
specify these aspects during character creation
and they apply to all spells as a kind of signature.

Copying a spell into a spell book or inscribing


one onto a scroll takes one whole week per spell
level, during which the sorcerer or priest cannot
engage in any other activity.

Spells known

Moreover, when a spell is prepared, the caster


can at will use small visual special effects, or
even real ones, depending on the spell. These effects never cause damage.

During character creation, a sorcerer knows one


spell per point of Intelligence and a priest one invocation per point of Wisdom, chosen from the
list of 1st level spells. Thereafter, he will have to
discover them or invent spells of his own.

For example, a sorcerer who has prepared Fire


Ball can light a small re or pipe in this way, one
who chose Summon Monsters could summon a
mouse. The player can propose all kinds of effects of this type, but it is up to the GM to decide
if they are appropriate.

Spell creation

A sorcerer or priest may create a new spell or invocation. The player and the GM must agree on
its characteristics and level, by comparison with
existing spells. The level must naturally be one
that is available to him. The creation of a spell
takes one month per level of the spell and costs
1,000 gp per spell level in strange components,

Spell books

Sorcerers and priests usually keep all of their spells


in a collection of manuscripts, called a spell book.

Creating magic items


Item

Time/level

Cost/level

Scroll

1 week

100 gp

Potion

2 weeks

200 gp

Wand

1 month

1,000 gp

1 year

10,000 gp

Permanent item

24

Epes & Sorcellerie


ceremonies and sacrices.

an area of effect, depending on the description. If


in doubt, its up to the GM to choose what seems
most appropriate for each spell.

Note that nothing, in theory, stops a member of


one class imitating the spells of another, so that
the lists proposed for each class correspond to
traditions rather than limitations.

Prolonged duration
In this option, spells are prolonged for a period
equal to the initial duration, as long as the victim
wasnt lucky enough to make a successful saving
throw. At the end of each duration, he may try
his luck again. This option makes spells more
powerful and more random.

It is customary to name any spells created. Thus,


a spell called Primal Creation of Xylarthen indicates that this famous sorcerer is the author of
the spell in question.

Creating magic items

A priest or sorcerer can manufacture magic items


based on the spells he knows. The manufacturing
time and the cost per spell level depend on the
type of object (see table above).

Priest invocations
Level 1 invocations
Courage*

Spell parameters

Level: 1 / Range: x10 / Duration: Turns

In the description of each spell, the duration and


range (or area of effect) are shown (see tables).
They usually vary according to the level of the
caster. In addition, certain spells, indicated by an
asterisk (*), have several variants.

The beneciaries, a number equal to 1d6 per


caster level, suddenly feel extraordinarily courageous. They no longer suffer from the effects of
magical or supernatural fear and no longer need
to make morale checks.

The range can either be linear, or take the form of

Priest invocations
Level 1

Level 2

Level 3

Courage

Bless

Continual light

Detect evil

Detect traps

Control animals

Detect magic

Paralyze

Control undead

Healing

Power

Cure disease

Light

Protection from lycanthropes

Locate object

Protection from evil

Resist re

Panic

Protection from undead

Speak with animals

Remove curse

Purify food and water

Snake

Sanctuary

Speak with dead

Level 4

Level 5

Apostasy

Aging

Circle of protection from evil

Control dragons

Control giants

Destroy evil

Control plants

Destruction

Create food and water

Divine message

Neutralize poison

Quest

Protection from elementals

Resurrection

Spark of life

Swarm

Speak with plants

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Epes & Sorcellerie


The reversed version, Fear, routs 1d6 of the casters opponents (saving throw allowed). Only
creatures of a level less than or equal to the priest
are affected. They cannot return in his direction
at the end of the spell effect.

demons,...), which cannot attack the recipient of


the spell (but can seek to harm him indirectly).
This spell also grants a +1 bonus to saving throws
and a -1 penalty to the attack rolls of other adversaries. Note that evil is used here in a very
generic way, as any potential danger to the spell
caster, without any moral connotation.

Detect evil
Level: 1 / Range: x10 / Duration: Turns

Protection from undead

Used to detect the presence of creatures, locations,


or objects that are hostile or dangerous within the
range of the spell and to gauge its potency with
some accuracy. Note that evil is used here in a
very generic way, as any potential danger to the
spell caster, without any moral connotation.

Level: 1 / Range: x1 / Duration: Turns


The undead cannot approach within the spells
area of effect.

Purify food and water*


Level: 1 / Range: x1 / Duration: Permanent

Detect magic*

Renders any spoilt food or poisoned water within


the spells range safe to consume. The reversed
version, Spoil food and water, makes it unsuitable for consumption causing pain and sickness
for 1d6 days (saving throw allowed). A sick person receives a penalty of -2 on all rolls.

Level: 1 / Range: x10 / Duration: Turns


Can detect the presence and potency of spells,
monsters and magical objects within the spells
area of effect. This spell can also be used on an
object, spell, or specic location to determine its
properties.

Sanctuary

Its reversed version, Hide magic, can hide the


magical aura of an object or spell in order to
make it undetectable.

Level: 1 / Range: x1 / Duration: Turns


The priest gains a +1 bonus to his AC and saving
throws for every 4 levels.

Healing*
Level: 1 / Range: x10 / Duration: Immediate

Level 2 invocations

Heals 1d6 hit points for every 3 levels of the caster. Its baneful version, Harm, causes the same
amount of damage on a successful attack roll.
This spell can also be cast before combat, taking
care of damage received at a rate of 1d6 for every
4 levels. The effect disappears after one turn.

Bless*
Level: 2 / Range: x1 / Duration: Turns
Grants the recipients a +1 attack bonus for the
duration of the spell and +1 to morale if they are
NPCs or monsters. The spell must be cast before
combat. Its reverse version, Curse, gives the opposite effect to adversaries.

Light*
Level: 1 / Range: x1 / Duration: Hours

Detect traps*

Creates a magical light that illuminates the spells


area of effect. This Light can be xed on an area,
person or object. Its color and appearance (luminescence, cold ame,...) are chosen by the spell
caster.

Level: 2 / Range: x10 / Duration: Turns


Allows the detection of traps, trap doors and
dangerous zones in the spells area of effect and
assesses their potential risk. This spell can also
be used to analyze a particular trap and discover
how to avoid or deactivate it. It can also locate
secret doors and similar mechanisms. The reverse
version, Hide traps, can make them undetectable
by natural and magical means.

Its reversed version, Darkness, creates an area of


darkness or fog, casters choice. To ght in this
area attracts a -1 penalty to attack and damage
rolls and makes missile combat impossible.

Protection from evil


Level: 1 / Range: Touch / Duration: Turns
Protects against conjured creatures (elementals,

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Epes & Sorcellerie


Paralyze*

equal to the level of the priest. The animals retain


their personality, only obey simple commands
and make a morale roll if asked to attack someone.

Level: 2 / Range: x1 / Duration: Turns


Paralyze a number of victims equal to the level of
the spell caster (saving throw allowed). The reversed version, Release, simply makes it possible
to cancel the effects of the spell, or any other form
of paralysis or temporary unconsciousness. The
victims must be at least partly humanoid and of
a level equal to or lower than the caster.

Control undead
Level: 3 / Range: x10 / Duration: Hours
Undead with a number of hit dice equal to or
lower than the level of the priest will obey him
(saving throw allowed). The maximum number
of undead controlled is equal to the level of the
priest. The undead obey orders, but the more intelligent ones will not always be happy about it.

Power
Level: 2 / Range: x1 / Duration: Rounds
Adds an extra 1d6 of damage to a weapon.

Cure disease*

Protection from lycanthropes

Level: 3 / Range: Touch / Duration: Immediate

Level: 2 / Range: x1 / Duration: Turns

Cures all forms of natural or magical disease. The


reversed version, Disease, confers an infection
which inicts the victim with a -2 penalty to all
of his rolls for 2d6 days (saving throw allowed).
A successful attack roll is necessary to use it in
combat.

Lycanthropes cannot approach within the spells


area of effect.

Resist re
Level: 2 / Range: x1 / Duration: Turns

Locate object*

The priest is invulnerable to ordinary res. For


magic or supernatural res, he gains a +2 bonus
to his saving throws and takes 1 point of damage
less per die.

Level: 3 / Range: x10 / Duration: Turns


Used to determine the approximate distance and
direction of a specic object, if the spell caster
knows it, knows what it looks like, or else the category of the object or a given material.

Speak with animals


Level: 2 / Range: x10 / Duration: Turns

The reversed version, Hide object, makes an object naturally or magically undetectable: one simply does not pay attention to it.

Allows speech with animals that are of normal or


giant size. These creatures have their own way of
reasoning and their own areas of interest, so their
responses can be disconcerting.

Panic
Level: 3 / Range: x10 / Duration: Turns

Level 3 invocations

Causes one adversary per caster level to ee in


panic. Creatures of a lower level than the priest
are not entitled to a saving throw, while those of
an equal or higher level are. They cannot return
in the casters direction at the end of the spells
duration.

Continual light*
Level: 3 / Range: x1 / Duration: Permanent
Creates an area of light equal to that of the spell
of the same name, except that it is permanent and
can only be cast on an area, not on a person or
object. This explains why temples are frequently
magically illuminated. A reverse version of this
spell, Continual darkness, also exists.

Remove curse*
Level: 3 / Range: Touch / Duration: Immediate
Removes a curse from a person or object, provided that he who cast the curse is of an equal or
lower level. The reversed version, Damn, inicts
a permanent penalty of -2 to attack rolls, saving
throws, or of one ability, spell casters choice.

Control animals
Level: 3 / Range: x10 / Duration: Hours
Animals with a number of hit dice equal to or
lower than the level of the priest will obey him.
The maximum number of animals controlled is

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Epes & Sorcellerie


Snake

Control plants

Level: 3 / Range: Touch / Duration: Rounds

Level: 4 / Range: x10 / Duration: Hours

The priests weapon is transformed into a snake,


which can be used as a whip with a +1 bonus to
attack and damage. The bite of the snake is poisonous (2d6 damage, save halves damage). The
priest can also have the snake attack on its own.
In which case, the snake is regarded as a normal
snake.

The surrounding vegetation, in the spells area of


effect, obeys the commands of the priest and can
attack to capture or kill creatures within its area
(attack as the priest, 1d6 damage). The same spell
makes it possible to control plant monsters (like
Ents) whose level is equal to or less than that of
the priest (saving throw allowed). The maximum
number of plants controlled is equal to the level
of the priest. The creatures obey his orders, but
are not always happy doing so.

Speak with dead


Level: 3 / Range: Touch / Duration: Special
Permits three questions to be asked of a dead
body which is at least partially preserved (skeleton, corpse, mummy, etc.). The dead will answer
the rst three questions asked, but can never
again be questioned by the same priest. It cannot
lie, but can omit important details.

Create food and water

Level 4 invocations

Neutralize poison*

Apostasy*

Level: 4 / Range: Touch / Duration: Immediate

Level: 4 / Range: x1 / Duration: Immediate


Creates enough food and water for 10 creatures
per caster level. The ingredients, taste and utensils are the casters choice, while the quantity
adapts to the size of the creatures.

Neutralizes the effects of a poison on an object


or trap, or even treats a victim of poison (neutralizes the damage or effects of the poison). If he
is dead less than one hour per level of the spell
caster, he is brought back to life if he successfully
rolls under his Constitution.

Level: 4 / Range: x1 / Duration: Permanent


The victim adopts the dogmas, beliefs and convictions of the priest, though he understands
them only very vaguely and interprets them in
his own way (saving throw allowed). He becomes
an ally of the priest and defends his new faith with
much enthusiasm. A reverse version of this spell
exists, Forgiveness, which brings back a victim
of Apostasy to his former convictions.

The reversed version, Poison, allows the poisoning of an object, liquid or person touched, either
to render unconscious or kill. A fatal poison inicts 1d6 points of damage per caster level (saving throw allowed, damage halved).

Circle of protection from undead

Another alternative, Immunize, protects against


the effects of poison for a duration of one turn
per level of the priest.

Level: 4 / Range: x1 / Duration: Special


Provides the same protection as Protection from
undead, except that it protects all those who were
within the spells area of effect at the moment of
casting and are still there. If the caster takes the
time to draw a circle of protection on the ground,
the duration is calculated in hours. If the circle is
patiently carved into the stone, it is permanent.

Protection from elementals


Level: 4 / Range: x1 / Duration: Turns
Elementals (including Djinn and Efreets) cannot
come within the spells area of effect.

Control giants

Spark of life

Level: 4 / Range: x10 / Duration: Hours

Level: 4 / Range: x1 / Duration: Rounds

Giants (including ogres, trolls, cyclops and titans) with a number of hit dice lower than that of
the priest, will obey him (saving throw allowed).
One giant per level of the priest will be affected.
The giants will obey their orders, but will not
always be happy to do so.

Any spell or effect causing immediate death will


bestow, in its place, 1d6 hit points to the priest. If
he is killed by a weapon, he is only unconscious.

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Epes & Sorcellerie


Speak with plants

ture per level of the priest will be under his control. The dragons will obey their orders, but will
not always be happy to do so.

Level: 4 / Range: x10 / Duration: Turns


Allows communication with normal or animated
plants. The central interests and mode of reasoning of plants are, however, very distant from that
of humanoids, which doesnt make conversation
easy.

Destroy evil
Level: 5 / Range: x1 / Duration: Immediate
Cancels an evil spell cast by a priest of an equal
or lower level, or returns an evil conjured creature to its world of origin. This spell also allows
the interruption of a place or objects evil effects
for a number of turns equal to the casters level.

Level 5 invocations
Aging*

Destruction

Level: 5 / Range: x1 / Duration: Immediate

Level: 5 / Range: x10 / Duration: Immediate

The victim ages (or rejuvenates, the priests choice) 4d6 years (saving throw allowed, decrease by
half). For every 10 years the victim loses 1 point of
Strength, Dexterity and Constitution. Moreover,
if he exceeds his maximum age, he immediately
dies and instantly decomposes. The reverse version of this spell, Longevity, makes it possible for
the priest to rejuvenate (or to age, more rarely)
4d6 years. He regains ability points lost due to
natural or magical aging.

In one terrifying roar, the buildings in the area


of effect collapse, walls fall down, all creatures
suffer 2d6 points of damage and are completely
deafened for a turn (saving throw allowed).

Divine message
Level: 5 / Range: x1 / Duration: Special
Allows a priest to ask his god three questions.
They will answer, but often in a way that is
terse, cryptic or obscure, depending on the importance of the questions. If they are offended,
the priest will become completely insane (no saving throw).

Control dragons
Level: 5 / Range: x10 / Duration: Hours
Dragons, hydras or chimeras with hit dice less
than that of the priest will obey him. One crea-

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Epes & Sorcellerie


Sorcerer spells
Level 1

Level 2

Level 3

Charm

Container

Breathe water

Detect enemies

Detect invisibility

Clairvoyance

Detect magic

Displacement

Cone of frost

Detect treasure

Gallop

Conjure monster

Diminution

Giant strength

Continual light

Hold portal

Illusion

Dispel magic

Jump

Invisibility

Fire ball

Light

Levitation

Fly

Magic aura

Lock

Gaseous form

10

Move silently

Read thought

Group invisibility

11

Ogre strength

Regeneration

Haste

12

Protection from evil

Weakness

Heroism

13

Read magic

Web

Lightning

14

Read unknown languages

Paralyze

15

Sleep

Protection from missiles

16

Travel

Suggestion

Level 4

Level 5

Level 6

Charm monster

Animal growth

Anti-magic shell

Circle of protection from evil

Answers

Conjure djinn

Confusion

Conjure elemental

Control weather

Dimension door

Debilitation

Disintegration

Hallucinatory terrain

Passwall

Eternal prison

Infravision

Poisonous cloud

Instant death

Plant growth

Rock to mud

Invisible stalker

Rune of protection

Telekinesis

Project image

Scrying

Teleportation

Quest

10

Secret army

Transference

Reincarnation

11

Sorcerers eye

Undead servants

Statue

12

Spell rebound

Wall of stone

Tidal wave

13

Transformation

14

Wall of re

Quest*

week. The reverse spell will Deliver one person


from the quest.

Level: 5 / Range: x1 / Duration: Special

Resurrection

The caster imposes a quest on his victim. It can


take a very long time, but should in principle
be feasible. Each month that passes without the
victim accomplishing the quest reduces all his
abilities by 1 point each. While there is no possible saving throw against the spell itself, a saving throw can prevent the effects worsening for a

Level: 5 / Range: Touch / Duration: Special


Resurrects a person who has been dead for less
than one day per caster level and whose body is
present and even damaged. It is not unusual for
people brought back to suffer as a consequence

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Epes & Sorcellerie


some more or less serious psychological sideeffects. This spell doesnt work on people who
have died of old age or disease.

Detect treasure

Swarm*

The sorcerer detects any large amounts of crystal


or metal. The spell is designed to detect monetary treasure and gems, or even veins of ore, but
it is easily confused by large masses of metal.

Level: 1 / Range: x1 / Duration: Turns

Level: 5 / Range: Special / Duration: Days


This powerful curse invokes a swarm of ying
or crawling insects, which destroys on its passage all crops and vegetation. The width of the
swarm is ten yards per level of the spell caster. It
is constantly on the move as it quickly consumes
all there is to eat.

Diminution*
Level: 1 / Range: x1 / Duration: Hours
The sorcerer shrinks to half his original size. His
abilities dont change, but he can hide more easily
or sneak through a narrow passage.

The spell caster can control the general direction


of the swarm, but not the precise route. Those
persons surrounded by the swarm are unable to
act (saving throw allowed) as long as it is present.

The alternative version, Enlargement, multiplies


his size by 1.5 times as much. His abilities dont
change either, but he is more impressive, running
faster, jumping farther.

The reverse version of this spell, Protection from


swarms, repels a magic or natural swarm, or protects
crops within a radius of 1 mile per caster level.

Hold portal
Level: 1 / Range: Touch / Duration: Hours
A door, window or chest is immovably closed
and resists any attempt to open it, even force.
Only the sorcerer can open it at will. The spell
Unlock works against Hold portal.

Sorcerer spells
Level 1 spells

Jump

Charm

Level: 1 / Range: Touch / Duration: Turns

Level: 1 / Range: x1 / Duration: Days

The recipient can perform incredible leaps (1


yard per level in height, double in length), without any momentum.

The victim becomes the sorcerers friend and


seeks to help or defend the caster, without endangering himself or denying his own convictions (saving throw allowed). He will not necessarily obey orders and any matter involving the
danger of death may break the spell. When the
spell ends, the charmed individual may discover he was the victim of a spell but will remain
sympathetic with the sorcerer if the caster has
not misused the situation too much.

Light*
Identical to the 1st level priest spell.

Magic aura
Level: 1 / Range: x1 / Duration: Hours
Confers a magic aura on a non-magical object or
place, without giving it any actual powers. This
object will thus be detectable with a spell. It can
also make a person think he is beneting from a
magical effect (saving throw allowed).

Detect enemies
Level: 1 / Range: x100 / Duration: Turns
Used to detect the presence of hostile or dangerous creatures, places or objects within the spells
range and evaluate their importance or power,
without too much elaboration.

Move silently
Level: 1 / Range: Touch / Duration: Hours
The recipient can move without making the slightest noise, whatever the environment. He can
talk normally. The sound of violent actions, such
as ghting, is reduced.

Detect magic*
Identical to the 1st level priest spell.

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Epes & Sorcellerie


Ogre strength

Detect invisibility

Level: 1 / Range: x1 / Duration: Turns

Level: 2 / Range: x1 / Duration: Turns

The sorcerer has the Strength of an ogre (12). He


adds +2 to his attack and damage rolls. This bonus is not cumulative with his existing Strength
bonus.

The spell caster senses invisible creatures and


can see them in a translucent form.

Protection from evil

Level: 2 / Range: x1 / Duration: Rounds

Displacement
The sorcerer moves with speed in combat, though he appears to be moving slower than he is.
This gives him a +2 bonus to AC and Dexterity
related saving throws.

Identical to the 1st level priest spell.

Read magic
Level: 1 / Range: x1 / Duration: Turns

Gallop

Allows the reading of scrolls, runes and inscriptions and to discover the command words of magical objects or effects.

Level: 2 / Range: Touch / Duration: Hours


The recipient has the speed of a galloping horse
for the duration of the spell. For every one hour
of the spells duration, he must rest two hours
once the spell has ended.

Read unknown languages


Level: 1 / Range: x1 / Duration: Hours
Allows the reading of any foreign language, living or dead, but not of speech, or to understand
and decode encrypted texts.

Giant strength

Sleep

The beneciary has giant strength. He may throw


rocks (1d6) to a range of 100 feet and attack barehanded with terrifying power (2d6 damage).

Level: 2 / Range: Touch / Duration: Rounds

Level: 1 / Range: x10 / Duration: Hours


Sends to sleep 1d6 levels or hit dice of creatures
per level of the sorcerer (saving throw allowed).
Creatures of 5 hit dice or more are not affected.

Illusion

Travel

Creates a completely believable visual and auditory illusion (saving throw allowed), which
moves, speaks and acts under the control of its
creator. It can pretend to ght, but is immune to
blows.

Level: 2 / Range: x10 / Duration: Turns

Level: 1 / Range: Touch / Duration: Special


The recipient of this spell can walk without any
fatigue or food for 24 hours. One person per level
of the sorcerer can benet.

As soon as a victim comprehends that it was all


just an illusion, he is no longer susceptible to its
effects. The damage it causes is ctitious and a
dead character awakes when the illusion terminates.

Level 2 spells
Container

Invisibility

Level: 2 / Range: Touch / Duration: Days

Level: 2 / Range: Touch / Duration: Hours

The object touched (coffer, bag, bottle, etc.), gains


a capacity of 50 pounds (solids) or 50 pints (liquids) per level of the sorcerer.
Items placed within the container can be retrieved. Only the caster may retrieve specic items,
others must empty the container completely, but
can do so only if they say the password provided
by the caster. If someone living tries to enter the
bag or box, its capacity is normal and if he tries to
rummage through without emptying it out rst,
he will nd nothing.

The caster becomes completely invisible. He remains so until the spell ends, or until he ceases
to concentrate (because he enters into battle, is
injured or under the inuence of a hostile spell).
He is not silent and his steps can leave traces.

Levitation
Level: 2 / Range: Touch / Duration: Turns
The caster can levitate in a vertical or horizontal

32

Epes & Sorcellerie


direction, depending on the orientation he gives
the spell, at walking speed. He can cease levitating and then start again at any time, as long
as the spell lasts. The levitation is fairly stable,
which makes missile or melee combat possible,
provided he does not deviate from his axis.

Level 3 spells
Breathe water
Level: 3 / Range: Touch / Duration: Hours
The sorcerer, and one other person per level, can
breathe without difculty in water and move
easily through the depths, without suffering the
effects of pressure.

Lock*
Level: 2 / Range: Touch / Duration: Permanent

Clairvoyance*

Permanently locks shut a lock, on a door or a


chest, except to those who speak the command
word provided by the sorcerer for this spell. The
reverse of this spell, Unlock, opens any lock.

Level: 3 / Range: Unlimited / Duration: Turns


The sorcerer sees a place or a person and their
surroundings in a radius of 1 yard per level. It is
necessary to know the person or place, or at least
have a sufcient description and to know its true
name. A mirror, crystal ball, or a body of very
clear water are needed for this spell to work.

Read thought*
Level: 2 / Range: x1 / Duration: Turns
Permits the reading of a persons thoughts (saving throw allowed). The spell doesnt give access to memories, but allows the caster to surmise the victims feelings, his actual thoughts on a
given subject, or what he is hiding if he is lying.

A variant of this spell is Clairaudience, which


functions in the same way. Casting both at the
same time makes it possible to combine these
spells. It requires the use of a shell to listen.

The reversed version, Guard thought, protects


against this spell or equivalent powers. Finally,
the detection version of the spell is sometimes
used to detect creatures thinking within the
spells range, but if they are too numerous, an
unpleasant mental hubbub ensues.

Cone of frost
Level: 3 / Range: x1 / Duration: Immediate
Sends a cone of glacial frost, which causes 1d6
points of damage per level of the sorcerer (saving
throw allowed, half damage). If the cone meets a
wall or other obstacle, it rebounds at 90 until it
reaches its full length. It instantly kills plants and
insects.

Regeneration
Level: 2 / Range: x1 / Duration: Turns
The sorcerer regenerates 1 hit point per round, as
long as hes not reduced to below zero. Injuries
caused by re and burning interrupt the spell.

Conjure monster
Level: 3 / Range: x10 / Duration: Hours

Weakness

The sorcerer causes a number of monsters appear,


which will serve him. He can choose the type, but
they cant be more than half his level.

Level: 2 / Range: x10 / Duration: Turns


The victim loses a number of attack bonus points
equal to the sorcerers level, at a rate of 1 per
round (saving throw allowed).

Their number will be 2d6 minus the level of the


creatures summoned. The creatures obey him,
but retain their personality and dont always
carry out what is demanded of them in the manner the sorcerer would like them to, especially
if they are sent out of range of his sight. These
creatures cannot pass through a Protection from
evil spell.

Web
Level: 2 / Range: x1 / Duration: Turns
All creatures caught within the spells area of effect are caught in a web comparable to that of a
giant spider. They can move at a rate of 1 yard
per round every time they make a successful saving throw (modied by Strength). It is possible
to use the web for other purposes (chains, ropes,
huts, etc....).

Continual light*
Identical to the 3rd level priest spell.

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Epes & Sorcellerie


Dispel magic

come invisible, but anyone moving too far away


from the sorcerer (or the person on which the
spell was cast) becomes immediately visible.

Level: 3 / Range: x1 / Duration: Immediate


Dispels all magical effects within the area of effect, or one particular spell chosen by the sorcerer provided it was cast by a priest or sorcerer of
equal or lower level. Magic items cease to function for a number of turns equal to the sorcerers
level and potions and scrolls are immediately
destroyed.

Haste*
Level: 3 / Range: x1 / Duration: Rounds
The recipient moves at twice his normal speed
and has one extra attack each round. The reverse,
Slow, slows victims down (in an area with a radius around the caster equal to the range of the
spell) to half their normal speed, they attack once
every second round and automatically lose initiative.

Fire ball*
Level: 3 / Range: x10 / Duration: Immediate
A ball of re bursts from the sorcerers hand and
explodes on the designated target, causing 1d6
points of damage per caster level. Creatures located within 1 yard per level of the caster are also
affected and receive half damage. A saving throw
or adequate shelter will halve the damage.

Heroism
Level: 3 / Range: Touch / Duration: Rounds
The person or creature designated by the sorcerer ghts as if he were a 4th level warrior if he
is level 3 or less, like an 8th level warrior if he
is level 7 or less, like a 12th level warrior if he is
higher. He gains the hit points, the attack scores
and saving throws, the number of attacks and all
special powers of warriors.

Flammable objects are destroyed and the blast


may start a re in a forest or wooden building.
Fire balls bounce 90 off walls, exploding only
when they have reached their full length or have
reached a living victim and the blast tends to ll
any space in which it is conned, with unexpected results. Variants of this spell exist, such as
Ball of ice.

Lightning
Level: 3 / Range: x1 / Duration: Rounds
Creates a deadly bolt. In total, the bolt causes 1d6
points of damage per caster level, but it can be
divided into several less powerful bolts for the
duration of the spell.

Fly
Level: 3 / Range: Touch / Duration: Hours
Allows ight at the speed of a racing horse. It is
also possible to cast the spell on an object (carpet,
boat) or mount and transport 2 people per level
of the sorcerer.

A saving throw makes it possible to avoid each


bolt. When a bolt hits a wall it bounces off at 90
until it has reached its full length, which makes the
use of this spell hazardous in a conned space.

Gaseous form

Paralyze*

Level: 3 / Range: x1 / Duration: Turns

Identical to the 2nd level priest spell.

The sorcerer takes the form of a cloud of dark


smoke. He can y a short distance off the ground,
at walking speed and travel through any existing
gap. He is invulnerable to normal weapons, but
can be affected by magical weapons and spells. A
strong wind will disperse him for 24 hours before
he can reform. If he chooses to regain his normal
form, the spell ends.

Protection from missiles


Level: 3 / Range: x1 / Duration: Turns
The sorcerer and those people within the spells
area of effect at the time of casting are immune to
missile attacks from outside of the area of effect.
Magic weapons and spells pass through normally, but damage is halved.

Group invisibility
Level: 3 / Range: x1 / Duration: Hours

Suggestion

Works in the same way as Invisibility, but


affects all those within the spells area of effect upon casting and who then remain there.
Those entering the area afterwards dont be-

By a form of hypnosis, the sorcerer implants


one suggestion in the mind of the victim (saving
throw allowed). This must be carefully formu-

Level: 3 / Range: x1 / Duration: Special

34

Epes & Sorcellerie


lated, because it cannot exceed one word per
caster level and cannot be accompanied by any
clarication as to what to do. The suggestion is
permanent until it is carried out, even if it was a
failure. The victim will always act with caution
and will not put himself in any danger, whatever
the suggestion.

this spell, Extravision, enables them to see transparently, through clothing, bags, thin doors but
not through metal.

Plant growth
Level: 4 / Range: x100 / Duration: Permanent
Vegetation grows and becomes denser until it
forms an impenetrable mass of brambles, thorns
and branches in the form of a hedge or continuous surface. The area covers 100 yards per caster level, up to 100 yards long by 1 yard wide for
a hedge.

Level 4 spells
Charm monster
Level: 4 / Range: x1 / Duration: Days

Rune of protection

Works like the spell Charm, but on any creature


with a level lower than the sorcerer, even nonhumanoids.

Level: 4 / Range: Special / Duration: Special


The sorcerer engraves a rune and then places
therein a spell of level 1 to 3. He adds a sentence
which denes the trigger, carefully chosen at 3
words per level. When this condition is met,
which could be immediately or in 1,000 years,
the spell goes off. This spell can only be placed
on a stone wall, rock or other matter that is large
and solid.

Circle of protection from evil


Identical to the 4th level priest spell.

Confusion
Level: 4 / Range: x1 / Duration: Rounds
Creates confusion in enemy ranks. Each affected
creature (saving throw allowed) unpredictably
changes his attitude each round. He attacks the
creature closest to it, whether an ally or adversary, until death or the end of the spell.

Scrying*
Level: 4 / Range: Unlimited / Duration: Rounds
The sorcerer can, through a mirror, crystal ball or
expanse of calm water, observe from a distance a
person or place of his choosing. He can also add
the spell Clairaudience in order to hear. The vision is very brief.

Dimension door*
Level: 4 / Range: x10 / Duration: Immediate
A limited form of teleportation that allows the
sorcerer and 1 person per level to move within
the area of effect of the spell, whatever the obstacles. If the desired spot is not accessible, persons
teleported appear at the nearest point. A variant
of this spell, Project dimension, makes it possible to send a number of adversaries through the
dimensional door (saving throw allowed).

The reversed version, Protection from scrying


scrying,
blocks the effects of this spell in a room or on one
person for one day per level of the sorcerer.

Secret army
Level: 4 / Range: Special / Duration: Hours
The sorcerer transforms into trees, the same type
as those nearby, a number of volunteers equal to
10 per level of the caster. They can regain their
former shape before the spell ends if he speaks
the selected command word.

Hallucinatory terrain
Level: 4 / Range: x10 / Duration: Hours
Transforms, in an illusionary manner, the surrounding landscape or location within the spells
area of effect. The illusion is at once visual, auditory, tactile and olfactory, which makes it particularly believable.

Sorcerers eye
Level: 4 / Range: x10 / Duration: Turns
An eye appears and moves according to the sorcerers will up to the limit of the spells area of effect, while allowing him to see as if with his own
eyes. The eye is almost invisible and of the same
size as a human eye, but its not immaterial: it
is stopped by doors and walls. Moreover, if it is

Infravision*
Level: 4 / Range: Touch / Duration: Hours
The beneciaries, the number being 1 per level of
the sorcerer, can see in full darkness. A variant of

35

Epes & Sorcellerie


located it can be destroyed (AC 10, 1d6 hp) and
any damage is sustained by the sorcerer.

result is higher than the sorcerers Wisdom, he


will lose one point permanently and suffer from
a phobia related to his question for a number of
weeks equal to the number of questions asked.

Spell rebound
Level: 4 / Range: Special / Duration: Immediate

Conjure elemental

Any spell of 3rd level or less cast during the same


round is returned to its sender. If the latter is of
a level higher than the sorcerer, the levels above
are still incurred rather than returned.

Level: 5 / Range: x1 / Duration: Turns


Conjures an elemental creature of re, water, air
or earth, the casters choice. It is necessary to nd
a suitable place: close to a vast blazing inferno
or a volcano; a sea, river or lake; a windswept
place or an underground cavern, according to
the elemental invoked. The creature only obeys
because it is compelled to do so by the conjurer
and doesnt always carry out orders as expected,
except when it comes to ghting.

Transformation
Level: 4 / Range: x1 / Duration: Hours
The sorcerer takes on the appearance of a creature of his choosing, of a level equal to or less
than his. He has all of the abilities (AC, movement, special attacks, etc.), but retains his own
hit points and cannot cast spells in this form. It is
possible to transform another person, but he will
get a saving throw if he is not willing.

Debilitation*
Level: 5 / Range: x1 / Duration: Permanent
This curse, sometimes used between sorcerers,
confers on the victim, casters choice, an Intelligence, Wisdom or Charisma score of 2 (saving
throw allowed). One variation reduces the scores
of Strength, Dexterity or Constitution.

Wall of re*
Level: 4 / Range: x1 / Duration: Turns
A wall or circle of ames appears in an area designated by the sorcerer. Its height is 4 yards and
its total length 1 yard per level of the sorcerer.
Anyone attempting to pass through the ames
receives 2d6 points of damage and must make
a saving throw to succeed. Other variants exist,
such as Wall of ice or Wall of blades.

Passwall
Level: 5 / Range: Touch / Duration: Immediate
Pierces a hole through any wall, 1 yard wide and
long for every two levels of the sorcerer. The sorcerer can choose to close it again afterwards or
leave it open indenitely.

Level 5 spells

Poisonous cloud*

Animal growth

Level: 5 / Range: x1 / Duration: Rounds

Level: 5 / Range: x1 / Duration: Turns

A poisonous cloud spreads and diffuses. All


creatures caught within its area of effect take 5d6
points of damage (saving throw allowed, damage
halved). The cloud moves 5 yards per round. In
strong winds the cloud disperses immediately.

Animals designated by the sorcerer double in size


and are under his control. Their hit dice and hit
points are doubled, their attacks do 2d6 points of
damage. Only animals with hit dice lower than
the sorcerer are affected (no saving throw) and
their maximum number is equal to his level.

Answers

The variant Poison immunity protects beneciaries of the spell from any type of poison for a
period of one round per level of the caster.

Level: 5 / Range: x1 / Duration: 24 hours

Rock to mud*

The sorcerer plunges himself into a trance, which


lasts 24 hours. During this period, he may ask supernatural powers all sorts of questions.

Level: 5 / Range: x10 / Duration: Hours


Transforms soil or rock in the area of effect into sticky
mud to a depth of 1 yard. This could mire an army,
lead to the collapse of a building or the crumbling of
a hill. The reverse, Mud to rock, can solidify muddy
or marshy ground so its dry enough to walk on.

For each question, the GM will secretly roll a


growing number of d6 (1d6 for the rst, 2d6 for
the second,...). If the result is lower than the sorcerers Wisdom score, he will get a response. If the

36

Epes & Sorcellerie


Telekinesis

Level 6 spells

Level: 5 / Range: x10 / Duration: Rounds

Anti-magic shell

The sorcerer can move, with the power of his


mind, a load of one ton per level, or throw any
object or person within range of the spell (1d6
points of damage, no saving throw).

Level: 6 / Range: x1 / Duration: Turns


Creates a force eld that protects against any magic spell, invocation or conjured creature. This
force eld can move with the sorcerer, but at a
rate of only 1 yard per round.

Teleportation
Level: 5 / Range: Unlimited / Duration: Immediate

Conjure djinn*

Carries the sorcerer and a number of people


equal his level to an unlimited distance. The teleportation is without risk if the sorcerer knows
the destination precisely. On the other hand, if
hes never seen the place and only knows it by
name or vague description, he will arrive at 94 +
1d6% of the total distance, in a good spot, at the
rst possible place, on ground level.

Level: 6 / Range: Special / Duration: Special


Conjures a djinn, which will serve the sorcerer
not without bitterly negotiating the exact terms
of service. That lasts a maximum of 1 year and
a day, during which the sorcerer cannot conjure
another djinn. But the djinn will be entitled to a
clause which will enable him to be released early.
A variant of this spell makes it possible to Conjure an efreet.

Transference
Level: 5 / Range: x10 / Duration: Special

Control weather

The sorcerer transfers his mind into the body of


another person, of which he takes complete control (saving throw allowed). His own body falls
into a coma. He can draw from the memories of
the victim and imitate all their mannerisms. He
also can use their physical capabilities, but not
their magical powers: he retains his own. If the
sorcerers body is injured, he also receives the
wounds in the possessed body, if his body is killed
he dies, releasing the victim from the possession.
On the other hand, if the victims body dies, the
sorcerer returns to his own body 24 hours later.
It is also possible to transfer to an object or place,
then possess a person passing close by.

Level: 6 / Range: x1000 / Duration: Days


Changes the weather according to the wishes
of the sorcerer: rain, snow, storm, tornado, sun,
drought, etc., in the spells area of effect. Each
day, he can vary it as he wishes.

Disintegration
Level: 6 / Range: x1 / Duration: Immediate
Completely disintegrates one creature (saving
throw allowed) or an area of one cubic yard per
level of the sorcerer.

Eternal prison

Undead servants

Level: 6 / Range: x1 / Duration: Permanent

Level: 5 / Range: x1 / Duration: Permanent

Creates a prison located in a non-dimensional


space. The sorcerer can place a creature there (saving throw allowed) or release one with a word
of command. He may send one person there per
level.

1d6 corpses are transformed into skeletons (if


already devoid of esh) or zombies (if they still
have some) in order to serve the sorcerer. The total number of these creatures that can be controlled by the sorcerer is equal to 5 times his level.
Stripped clean of intelligence, these undead continue the task entrusted to them to the extreme.

They can communicate amongst themselves and


appear as translucent beings capable of making
visible gestures. If the sorcerer is killed, provided
they are not released, they can remain there for
eternity, having no need to eat, drink or sleep.

Wall of stone
Level: 5 / Range: x10 / Duration: Hours
A wall of stone (or metal) appears. It is 15 foot
high and 30 foot long per level of the sorcerer,
in a straight line or circle. It adapts to the topography and can be conjured with battlements, a
walkway and a staircase.

37

Epes & Sorcellerie


Instant death

seems to be wounded when attacked. The damage it causes in combat is illusory and disappears
after the combat ends, but its magic spells are
quite real. The sorcerer can see through the eyes
and hear through the ears of the image, if he concentrates.

Level: 6 / Range: x1 / Duration: Immediate


All creatures in the spells area of effect die
instantly (saving throw allowed). Those that
are of a higher or equal level to the sorcerer lose
half their hit points. The sorcerer is not affected
by his own spell, but his allies are.

Quest
Identical to the 5th level priest spell.

Invisible stalker*

Reincarnation

Level: 6 / Range: Special / Duration: Special

Level: 6 / Range: Touch / Duration: Immediate

Conjures a demonic and almost invisible spirit,


which is assigned the task of killing someone.
It moves rapidly while ying, is able to squeeze
through small spaces, but not through walls and
is very quiet. It disappears only when its task is
accomplished.

Reincarnates a creature, dead less than one day


per level of the sorcerer, into a creature of the
same level it was when it was alive, a random
species of the same level and same alignment.

Statue*

In a reversed version, called Guardian spirit, it


will only ght another invisible stalker or a conjured creature such as an elemental. It remains
until it is destroyed, or it destroys an invisible
stalker, and possesses the same characteristics.

Level: 6 / Range: x1 / Duration: Permanent


Transforms the victim into a pillar of stone or
salt (saving throw allowed). The reverse version
brings back to life a creature petried by this spell
or by a creature with equivalent power.

Project image
Level: 6 / Range: x10 / Duration: Hours

Tidal wave

The sorcerer creates an illusory image of himself,


which he controls from a distance (30 feet per level). It speaks, the spells it casts seem to come
from it, its physical attacks too, and the image

Level: 6 / Range: x100 / Duration: Turns


Moves great masses of water, either to lower its
level, push it to either side, or even cause a devastating tidal wave.

38

Epes & Sorcellerie

Monsters
We call monsters, in a generic fashion, the nonhuman creatures that characters are likely to meet
in their career as adventurers. They can be normal
animals, giant or prehistoric, humanoids, giants,
undead, hybrids of any kind. The monsters presented here are far from being a complete list, do
not hesitate to create new ones for the needs of
your scenario and to surprise your players.

Hit points
It is preferable to roll the hit points of the monsters on the y, when they are encountered or
at the start of the scenario, as this allows you to
adjust them a little if they are too strong or too
weak for the upcoming meeting with the characters. It is even entirely possible to change them
as you go, to prolong a combat that is too easy or
shorten a combat that could turn nasty: its up to
the GM to decide, according to the enjoyment of
the game, his scenario and so on.

Description
Explained here are the entries mentioned in the
description of each monster or the special rules
that apply to them.

Nevertheless, a simple alternative consists of taking into account the age and robustness of the
monster, dened by a score between 1 and 6 and
multiplying it by the number of hit dice:

Hit dice

Hit points per die according to age

Their hit points are rolled with 1d6 per hit dice.
Certain monsters have a bonus or a penalty to
their hit dice, which applies to each die (like the
Constitution modier).
Their level is normally equal to their hit dice, except if the monster has special powers. In which
case, the actual level is shown in brackets after the hit dice. For example, 4[6] indicates the
monster has 4 hit dice, but is considered to be a
level 6 monster, for experience or the effect of his
powers. Remember that to defeat a monster is
100 experience points per level of the latter.

Infant or very old

Young or old

Young adult

Adult

Robust adult

Very robust adult

Attack
Unless otherwise specied, monsters add half of

39

Epes & Sorcellerie


their hit dice to their attack rolls, rounded down,
plus any bonus added to their hit dice. In other
words, a 4 HD monster has a +2 attack bonus, a
4+1 HD monster has a +3 attack bonus. The score
is noted in each description, to make it easy.

tained. Those monsters described as having animal intelligence are considered to have a score
of 1, their cunning being related to their Wisdom
score.

The number of possible attacks per round for


monsters is the same as for warriors of the same
level, that is to say they can attack the same number of opponents as their own level.

In general, dont make life difcult for yourself


over the abilities of monsters and trust yourself
with the needs of your scenario instead of rolling
dice. On the other hand, you can use them to customize certain creatures.

Damage

Number

Unless otherwise stated in the description, monsters cause 1d6 damage per successful attack. If
the GM uses the option Damage by level, it
also applies to monsters.

The number of monsters is xed by the GM, according to the needs of his scenario. Nevertheless, if he wants to determine it by chance, heres
a simple chart:

Saving throws
Unless otherwise specied, the saving throw bonus for monsters is equal to their attack bonus.
They also must roll 10 or more to succeed.

Special powers
Some creatures have special powers that are explained in their description.

Type

Number

Group

1d6

Patrol

2d6

Band

5d6

Tribe

5d6x10

Village

5d6x100

Town

5d6x1000

Adapting monsters

The score indicated is their speed in combat. If a


second number is given, it is the speed of ight or
swimming, according to the creature.

Because there are not many characteristics for


monsters, they are easy to adapt, to transform,
either during the creation of the scenario, or on
the y during the course of the game. The following guidelines can easily be used:

Alignment

Dont name them

The alignment shown is just a generalization,


some monsters can be of a different alignment
to the majority of the members of their species.
Sometimes two alignments are mentioned, indicating that the two cases are common. For example, orcs are commonly neutral or chaotic.

They are more impressive when they are described than when they are named. When your
players start to get used to your monsters, it is
time to look through the rules and add new ones,
or create some yourself.

Movement

Modify the characteristics

Abilities
The abilities are not given. When they are necessary, they can be made up as you go by rolling
2d6, without taking account of modiers, since
they dont necessarily apply in the same way to
monsters as the PCs.
To compare the Strength or Constitution with
those of characters, add the HD to the score ob-

40

Increase the hit dice, armor class, even the damage caused by monsters, its always a surprise
for your players. Of course, its preferable that
theyre ignorant of the characteristics for a long
time, but if they see the same creatures turning
up all the time, they will eventually know them
well. You can even do it during combat, if a
monster does not stand out enough to be interesting, on the other hand, make them weaker if the

Epes & Sorcellerie


situation turns bad. Dont forget that making the
scenario interesting and your players pleasure
are your top priorities.

rillas and orangutans, adapted to a subterranean


environment. They are cunning and often evil,
happily eating the esh of humanoids. Some of
these creatures have six arms.

Combine monsters

Balor

The troll riding a giant worm is almost a classic


example of an improbable association. All combinations of riders and mounts are possible. All
the variations of centaurs and hybrids too. Randomly select two monsters and try to imagine the
result. Give it a level that matches your current
campaign. That will work.

Hit dice:
8+1 [11]
Attack:
+5
Armor class:
14
Movement:
4/8 [y]
Alignment:
Chaos
The balor is a winged demon, 12 foot tall and
unbelievably cruel. It radiates an aura of ame,
which sets ablaze everything that comes within 1
yard of it (1d6 damage) and can at will transform
itself into a vortex of re. It is generally armed
with a sword, scourge or whip of ames, causing
2d6 points of damage each time it hits. Only magical weapons and non-re based spells can affect it. The balor can see perfectly well in absolute
darkness, even when it douses its ames.

A few mechanics
Whether in a Steampunk version or science ction, your giant spiders may be mechanical and
your dinosaurs become giant robots. Dont change
the characteristics and dont worry about who built
them. The assumptions your players make will give
you plenty of answers.

Basilisk

Monster list

Hit dice:
6+1 [7]
Attack:
+4
Armor class:
11
Movement:
2
Alignment:
Neutral
The basilisk is a giant lizard with an eagles beak
and a barbed tail, whose gaze petries (saving
throw allowed). Of animal intelligence, it lives in
deep caves, sometimes with its young (1d6). It is
itself vulnerable to the reection of its own eyes.
Able to ght with its powerful beak and tail simultaneously, it does so only if attacked. Otherwise, it usually prefers to ee.

Animated armor
Hit dice:
8
Attack:
+4
Armor class:
11
Movement:
3
Alignment:
Neutral
Animated armor is a powerful creature of metal
created and animated by a sorcerer. Its creation
is considered that of a magic item based on a 4th
level spell.

Bear

Its appearance is generally that of an armored


humanoid of large size, but thats not mandatory. It obeys the sorcerer without fail, but its intelligence is limited, often leading to strange or
absurd interpretations of the orders given. When
its creator dies, the animated armor tirelessly
pursues the last task with which it had been entrusted. Some are equipped with special powers
or magic weapons.

Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
3
Alignment:
Neutral
These characteristics are used for brown bears.

Bear, cave

Ape, albino
Hit dice:
4
Attack:
+2
Armor class:
8
Movement:
3
Alignment:
Neutral
Albino apes are a race of great apes related to go-

41

Hit dice:
3
Attack:
+1
Armor class:
8
Movement:
4
Alignment:
Neutral
These characteristics are used for prehistoric
bears, but also for polar bears and grizzlies.

Epes & Sorcellerie


Black pudding

Beetle, giant

Hit dice:
4
Attack:
+2
Armor class:
12
Movement:
2/4 (y)
Alignment:
Neutral
Over 7 feet in length, the giant beetle attacks with
its enormous mandibles in the form of pincers.

Hit dice:
10 [11]
Attack:
+5
Armor class:
8
Movement:
2
Alignment:
Neutral
The black pudding is a sort of enormous gelatinous and dark mass. Extensile and rubbery, it
can change its shape to t through narrow gaps.
Grey varieties also exist.

Black knight
Hit dice:
Attack:

Its surface is an acid, which affects organic materials, such as wood and which may affect metal
over time. Terribly corrosive, it causes 3d6 points
of damage when it makes a successful attack
roll.

6 [8]
+3

Spells and blows from weapons simply divide it


into smaller amoebas (1 HD), but will not kill it.
On the other hand, heat and cold affect it normally.

Boar
Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
4
Alignment:
Neutral
These characteristics also apply to deer and large
forest mammals.

Armor class:
12
Movement:
5/8 [on horseback]
Alignment:
Chaos
Black knights are semi-corporeal undead, like
wraiths. They have no face, but bear armor, weapons and a large black cloak. They are usually
mounted on either a horse or a wyvern, which
does not fear his presence and is strictly obedient.

Brontosaurus
Hit dice:
8
Attack:
+4
Armor class:
9
Movement:
6
Alignment:
Neutral
The brontosaurus is a land dinosaur, vegetarian,
with an enormously long neck. It spends most of
the time half-immersed in shallow lakes. Some
tribes use it for transport or for war.

Black knights can see in the dark, but light gives


them a -1 penalty to attack, damage, saving throws
and morale. They cannot be hit by characters below
4th level, except with magic weapons and spells
(other than those related to the mind or sleep).
Black knights drain vital energy from their opponents. With each blow, whether bare hands or
weapons, they drain two levels from their victim
(saving throw allowed). All the benets of the levels (scores, hit points, spells) are lost forever. A
creature that loses all of its levels itself becomes
a wight under the control of the black knight
which killed it.

Caveman
Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
4
Alignment:
Neutral
Cavemen are a separate branch of humanity.
They have a low forehead, broad nose, and more
abundant hair than other humans. Their technology is rudimentary, tools made of stone and
wood.

42

Centaur

Epes & Sorcellerie


Crocodile

Hit dice:
4
Attack:
+2
Armor class:
9
Movement:
6
Alignment:
Law/Neutral
Centaurs are half man, half horse, although
their spirit is closer to the latter. They live in remote plains, far from men, often in small family
groups. They wield bow and spear and are trained to kick at the same time when they ght in
melee combat.

Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
3/5 (swim)
Alignment:
Neutral
The crocodile can remain unseen when it is hidden in murky water or covered with vegetation.
It attacks with its prodigious jaws.

Cyclops
Hit dice:
13
Attack:
+6
Armor class:
12
Movement:
8
Alignment:
Neutral/Chaos
The cyclops is a giant of over 13 foot, with only
one eye. It is able to throw stones a long distance
(1d6 damage), with low accuracy (-3 to attack
roll). In melee, they cause 2d6 points of damage
with their weapons. Solitary, they live by hunting or farming and dwell in isolated caves.

Chimera
Hit dice:
9 [10]
Attack:
+4
Armor class:
10
Movement:
4/6 (y)
Alignment:
Neutral/Chaos
A chimera has the body of a lion, the back legs of
a goat, wings of a dragon and three heads: goat,
dragon and lion. It is able to attack with its horns
and fangs simultaneously. Moreover, the dragon
head can breathe re (range 15 feet, 3d6 damage).
It is the only one of the three heads that is capable
of speech.

Daarhi
Hit dice:
4
Attack:
+2
Armor class:
8
Movement:
4
Alignment:
Neutral
These arctic creatures resemble saber-toothed
polar bears, except for their insectoid eyes. Their
forelimbs are prehensile and capable of holding
objects. Their excellent vision adapts to all conditions: the daarhi are not blinded by snow and can
see in total darkness. Cunning and patient, they
are dangerous predators.

Cockatrice
Hit dice:
5 [6]
Attack:
+2
Armor class:
8
Movement:
2/4 (y)
Alignment:
Neutral
Like the basilisk, the cockatrice is a serpent with a
beak and a barbed tail, of animal intelligence. But
it is smaller and has the wings of a bird. The beak
of a cockatrice transforms that which it touches
to stone (saving throw allowed), without further
damage. It is not immune to the attack of another
cockatrice.

Darakht
Hit dice:
3
Attack:
+1
Armor class:
8
Movement:
4
Alignment:
Chaos
These creatures of humanoid form have dark
blue skin, traced with red, protruding veins.
Their smooth face is set with a single, almost
completely white eye, while their hair consists of
tentacles that seem animated with a life of their
own. Their hands, located at the ends of their
long, exible limbs, are used as both claws and
jaws bristling with sharp teeth. Their powerful
hind legs enable them to jump spectacularly.

Crab, giant
Hit dice:
3
Attack:
+1
Armor class:
12
Movement:
2
Alignment:
Neutral
Large at over seven foot, the giant crab attacks
with its two enormous pincers at the same time.

43

Epes & Sorcellerie


Cunning but wild, they are feared predators,
which sometimes roam in packs. Contrary to
what their appearance suggests, they are of vegetable origin and are considered plants, particularly when faced with spells.

have a true appearance of its own, except that of


an amorphous mass. It can adopt the appearance
of any humanoid creature, clothes included. Moreover, when it kills a creature, it absorbs part of
the victims memories and characteristics, such
as the voice, enabling it to effectively take the
victims place. It is immune to Charm and Sleep
spells. Very resistant, its bonus to saving throws
is always +4.

Deep one
Hit dice:
1
Attack:
+0
Armor class:
7
Movement:
4/4 (swim)
Alignment:
Neutral
The deep ones are humanoids of bluish or
greenish skin, with sh-like features, adapted
to aquatic life. They can spend several hours or
so under water before coming to the surface to
breathe. Their cities are generally close to the
surface, protected by islands or rocks, with ventilation systems that allow them to breathe with
ease.

Dragons
These huge winged lizards, with great intelligence,
are capable of living for more than a century. The
following rules apply to all dragons, more details
are provided in the individual descriptions.
Dragons are always successful with their saving
throws, but spells can be used to distract or occupy them for a round, or cause half the normal
damage.
Each dragon is associated with an element, with
the exception of the gold dragon which is Law.
Attacks based on this element cause it 1 point less
damage per die, while those related to the opposite element cause one more.

They can survive on land, but their skin dries fast


and they are unable to nd suitable food. Their
bad reputation is due to the practice of piracy by
certain coastal cities of the deep ones but this is
far from universal. The deep ones are formidable ghters who never wear armor, but add +2 to
their attack rolls and +1 to their morale.

Dragons see perfectly in total darkness. Their


keen senses enable them to locate invisible persons without difculty. Their presence is frightening: the simple fact of seeing them provokes a
morale roll from NPCs. A PC who rolls a successful saving throw can resist the fear.

Djinn
Hit dice:
7+1 [9]
Attack:
+4
Armor class:
9
Movement:
3/8 (y)
Alignment:
Neutral
Djinn are genies, able to y, become invisible,
create food and water at will. They can also
create objects of wood, fabric or metal, but the
more valuable these objects are, the quicker
theyll vanish. Gold disappears in one day. Excellent illusionists, they dont need to concentrate to keep their illusions going and can even ght
(see the spell Illusion). They can transform themselves into a violent whirlwind. Finally, because
of their power, they cause 2d6 points of damage
per attack.

The bite of a dragon always causes 2d6 points


of damage, while their other attacks using claws
and wings do 1d6 points. The damage and range
of their breath is indicated in the description of
each species. After three breaths, they must wait
for a turn (10 minutes) for that power to return.

Black dragon
Hit dice:
7 [9]
Attack:
+3
Armor class:
12
Movement:
3/8 (y)
Alignment:
Neutral/Chaos
Linked to the element of Earth, the black dragon
lives in swampy and tropical regions. It is capable of breathing a jet of acid, causing 7d6 points
of damage to a distance of 20 feet. Some black
dragons are capable of speech and of those, some
can use magic as a sorcerer of level 1.

Doppleganger
Hit dice:
Attack:
Armor class:
Movement:
Alignment:
The doppelganger is a

4 [5]
+2
9
4
Neutral
shape-changer. It doesnt

44

Blue dragon

Epes & Sorcellerie


Sea dragon

Hit dice:
9 [11]
Attack:
+4
Armor class:
12
Movement:
3/8 (y)
Alignment:
Neutral/Chaos
Linked to the element of Electricity, the blue
dragon lives in desert regions. It is capable of
breathing a bolt of lightning 35 foot long, which
causes 9d6 points of damage. Some blue dragons
are capable of speech and of those, some can use
magic as a sorcerer or priest of level 5.

Hit dice:
13 [15]
Attack:
+6
Armor class:
14
Movement:
1/4 (swim)
Alignment:
Neutral/Chaos
The sea dragon lives underwater. It is devoid of
wings, but its body is protected by a carapace
similar to that of a giant turtle. Its breath of hot
steam causes 15d6 points of damage and is capable of destroying a ship. Despite its name and
breath, it is a dragon in the strictest sense.

Gold dragon

White dragon

Hit dice:
11 [13]
Attack:
+5
Armor class:
12
Movement:
3/8 (y)
Alignment:
Law
Linked to Law, the gold dragon can live in any
environment. It is capable of breathing a cloud of
gas with a diameter of 15 feet, or ame of 30 foot
in length, which causes 11d6 points of damage.
All gold dragons are able to speak and use magic
as a sorcerer or priest of level 9. They can at will
take the form of a humanoid.

Hit dice:
6 [8]
Attack:
+3
Armor class:
12
Movement:
3/8 (y)
Alignment:
Neutral/Chaos
Linked to the element of Water, the white dragon
lives in frozen regions. It is capable of breathing
a cone of frost, which causes 6d6 points of damage to a distance of 25 feet. It is the smallest of
the dragons and the only one incapable of casting
spells, although some can speak.

Green dragon
Hit dice:
8 [10]
Attack:
+4
Armor class:
12
Movement:
3/8 (y)
Alignment:
Neutral/Chaos
Linked to the element of Air, the green dragon
lives in forested regions. It is capable of breathing a cloud of gas with a diameter of 15 feet,
which causes 8d6 points of damage. Some green
dragons are capable of speech and of those, some
can use magic as a sorcerer or priest of level 3.

Dryad

Red dragon
Hit dice:
10 [12]
Attack:
+5
Armor class:
12
Movement:
3/8 (y)
Alignment:
Neutral/Chaos
Linked to the element of Fire, the red dragon
lives in volcanic regions. It is capable of breathing a cone of re with a length of 30 feet, which
causes 10d6 points of damage. Some red dragons
are capable of speech and of those, some can use
magic as a sorcerer or priest of level 7.

45

Hit dice:
2 [3]
Attack:
+1
Armor class:
9
Movement:
4
Alignment:
Neutral
Dryads resemble young female elves, but are spirits of the forest. Each is bound to a tree and cannot move more than 80 feet away from it without dying. They live alone or in small groups
and are empathetic in their relationship with the
forest, which enables them to quickly know what
is occurring. Each is capable of casting a perma-

Epes & Sorcellerie


nent Charm, their victim will never be seen again
Air elemental
(saving throw allowed, a creature which makes

Hit dice:
12 [13]
Attack:
+6
Armor class:
12
Movement:
12 (y)
Alignment:
Neutral
Air elementals are formed from violent winds,
when they are summoned by a sorcerer. They
take the form of a whirlwind, which is able to
sweep away any creature of 2 HD or less and
cause 1d6+1 points of damage with each successful attack.

a successful saving throw cannot be charmed by


another dryad of the same group). They never
use weapons or violence directly, but can use
their charmed victims to do so.

Efreet
Hit dice:
10 [12]
Attack:
+0
Armor class:
5
Movement:
3/8 (y)
Alignment:
Neutral
Efreets are genies able to y, become invisible,
create food and water at will. They can also
create objects of wood, fabric or metal, but the
more valuable these creations are, the more
quickly theyll disappear: gold vanishes in one
day. Excellent illusionists, they dont need to
concentrate to keep their illusions going and
can even ght (as the spell Illusion). They can
create a Wall of re at will and transform themselves into gigantic ames. Finally, because of
their power, they cause 2d6 points of damage
per attack.

Earth elemental
Hit dice:
12 [13]
Attack:
+6
Armor class:
12
Movement:
2
Alignment:
Neutral
Earth elementals are formed from rocks and
earth, when summoned by a sorcerer. They take
the form of a bulging mass of rock, causing tremendous damage (3d6) and capable of breaking
walls and buildings.

Fire elemental
Hit dice:
12 [13]
Attack:
+6
Armor class:
12
Movement:
4
Alignment:
Neutral
Fire elementals are formed from the heat of gigantic res or volcanoes, when summoned by a
sorcerer. They take the form of a vortex of ame
and burn everything in their path. Their ames
cause 2d6 points of damage with each successful
attack, except against creatures which are themselves related to re (1d6). They are incapable of
crossing a river.

Elementals

Lightning elemental

Elementals are creatures formed from a single


element, which may be conjured by a sorcerer
with the aid of a spell. Only one elemental of the
same type may be conjured in a given place at
the same time: another sorcerer can use a spell to
take control of this elemental, but not to conjure
a second one.

Hit dice:
12
Attack:
+6
Armor class:
12
Movement:
8 (y)
Alignment:
Neutral
Lightning elementals are formed from large
storms, when they are summoned by a sorcerer. They take the form of a sphere of lightning,
which is capable of causing 3d6 points of damage
to any creature touched.

Only characters of level 8 or higher, as well as


magical weapons and spells, affect elementals.
They are invulnerable to their own element.

46

Epes & Sorcellerie


Water elemental

The giant ferret (or giant weasel) is over 5 foot


long. It attacks with its sharp fangs.

Hit dice:
12
Attack:
+6
Armor class:
12
Movement:
2/6 (swim)
Alignment:
Neutral
Water elementals are formed from large bodies of
water, seas, lakes or rivers, when summoned by
a sorcerer. These elementals cannot move more
than a few yards away from water.

Gargoyle
Hit dice:
5 [6]
Attack:
+2
Armor class:
10
Movement:
3/5 (y)
Alignment:
Chaos
Gargoyles are reptilian creatures, equipped with
talons, horns and the wings of a bat. They may
have hind legs, but that is not always the case.
Particularly aggressive, they often attack on sight,
but they are smart enough to choose the place or
time for an ideal attack. Some gargoyles can only
be hit by those of at least level 4, or by spells and
magic weapons.

They take the form of a gigantic wave, which is


able to sweep away any creature of 2 HD or less
and cause 2d6 points of damage with each successful attack when in water (1d6 when out of it).

Elephant
Hit dice:
5
Attack:
+2
Armor class:
8
Movement:
4
Alignment:
Neutral
These characteristics also apply to mammoths
and mastodons.

Gelatinous cube
Hit dice:
4 [5]
Attack:
+2
Armor class:
6
Movement:
3
Alignment:
Neutral
Gelatinous cubes are transparent creatures, gelatinous or rubbery, of vaguely cubic form. They
are able to digest any matter, absorbing objects
and creatures which they meet on their passage.
Their anaesthetizing contact causes paralysis
(saving throw allowed), in addition to ordinary
damage. Gelatinous cubes are vulnerable to weapons and re, but not to cold, electricity and to
other spells.

Ent
Hit dice:
8
Attack:
+4
Armor class:
9
Movement:
2
Alignment:
Law
Ents are woodland creatures related to trees, able
to move and use their limbs. Their name means
graft and they are so named because their face
of bark seems grafted, that is to say grafted to
their bodies. They live exclusively in the forest
and are uninterested in most of what happens
outside. Each ent can animate two trees to aid
him, which have the same characteristics as himself.

Ghoul
Hit dice:
2 [3]
Attack:
+1
Armor class:
8
Movement:
3
Alignment:
Chaos
Ghouls are undead who feed on human esh.
They look like corpses, with cloven feet and
sharp canines, but they know perfectly well how
to disguise their appearance to deceive their victims. They generally live in groups in cemeteries
or necropolises.

Ents are vulnerable to re: any re-based attack


causes 1 extra point of damage per die. They particularly hate anyone who lights res in their forests. Degenerate ents, rotted within by evil, also
exist.

Ferret, giant
Hit dice:
Attack:
Armor class:
Movement:
Alignment:

Their bite is poisonous and causes paralysis (saving throw allowed). A person killed by a ghoul,
but not devoured, himself becomes a ghoul the
following night.

3
+1
6
4
Neutral

Ghouls can see in the dark, but light gives them


a -1 penalty to attack and to damage. They are

47

Epes & Sorcellerie


immune to magic based on the mind or sleep, as
well as poisons. Some ghouls are able to take on
the appearance of living humanoids or hyenas.

perfectly in the dark.

Hill giant

Giants

Hit dice:
8
Attack:
+4
Armor class:
10
Movement:
8
Alignment:
Neutral/Chaos
Even bigger than ogres (nearly 13 foot), these
giants are the most common of their kind. They
usually live in family groups in deep caves, accompanied by their wolf (6d6) servants. Hill
giants are able to throw rocks to a distance of 100
feet, causing 1d6 points of damage. They see perfectly in the dark.

Cloud giant
Hit dice:
12
Attack:
+6
Armor class:
10
Movement:
12
Alignment:
Neutral/Chaos
These giants, the greatest of all (20 foot in height),
live in ying fortresses surrounded by clouds.
From the ground, their existence can never be
guessed at and they rarely meddle in affairs of
the lower world. Their senses are particularly
sharp: they are never surprised and see perfectly
well in the dark. Cloud giants are able to throw
rocks to a distance of 100 feet, causing 2d6 points
of damage.

Stone giant
Hit dice:
9
Attack:
+4
Armor class:
10
Movement:
9
Alignment:
Neutral/Chaos
Standing 15 foot high, stone giants have hard,
grey skin. They live in caves located in the highest
mountains, surrounded by their bear servants.
Stone giants are able to throw rocks to a distance
of 100 feet, causing 2d6 points of damage. They
see perfectly in the dark.

Fire giant
Hit dice:
11+3
Attack:
+8
Armor class:
10
Movement:
8
Alignment:
Neutral/Chaos
Fourteen foot high with very broad shoulders,
these very rare creatures are among the most
powerful in existence. They are immune to all
re-based attacks, including magical. They can
be found in places of great heat, such as in deserts or near volcanoes, living in vast castles, often in the company of a hydra.

Gnoll
Hit dice:
2
Attack:
+1
Armor class:
9
Movement:
3
Alignment:
Chaos
Gnolls are a hybrid of trolls and gnomes. Firstly,
they have an emaciated, supple and repulsive
aspect. And secondly, long pointed ears. From a
distance, they can be confused with hobgoblins,
but they are more powerful. They havent kept
the regeneration capability of trolls, but some
exceptional individuals are of the same size and
characteristics. Blood thirsty and fearless in battle, they have a +2 bonus when rolling morale.
Gnolls live in small armed bands, engaged in looting and rapine.

These giants are able to throw rocks to a distance


of 100 feet, causing 1d6+2 points of damage. They
see perfectly in the dark.

Frost giant
Hit dice:
10+1
Attack:
+6
Armor class:
10
Movement:
10
Alignment:
Neutral/Chaos
Over 18 feet in height, but of slender build, frost
giants look like giant elves. They live only in the
most remote frozen territories, glaciers and polar
environments. They are immune to the effects of
cold, including magical. They usually live in a palace of ice, surrounded by polar bears (3d6). Frost
giants are able to throw rocks to a distance of 100
feet, causing 1d6+1 points of damage. They see

48

Epes & Sorcellerie


Gorgon
Hit dice:
9 [10]
Attack:
+4
Armor class:
12
Movement:
12
Alignment:
Chaos
This auroch, covered in scales as hard as steel, is
able to breathe, once every turn (10 minutes), a
cloud of gas which instantly turns to stone any
creature caught within its seven foot radius. The
gorgon is immune to its own power.

Gnome

Green slime

Hit dice:
1
Attack:
+0
Armor class:
9
Movement:
3
Alignment:
Law/Neutral
Gnomes are related to dwarves, although they
are slimmer and live more readily in tunnels bored into hills than in mountains. They live in well
arranged villages of several hundred gnomes,
practicing at the same time the exploitation of
mines, agriculture and handicrafts. Gnomes are
often in rivalry with kobolds and goblins.

Hit dice:
2 [3]
Attack:
+1
Armor class:
5
Movement:
0
Alignment:
Neutral
The green slime is a kind of liquid ooze, capable
of adhering to walls and ceilings. It doesnt move,
but may drop on a creature. Once it has touched,
it automatically causes damage each round and
can be destroyed by re at the risk of hurting
the victim as well. A Cure disease spell instantly
destroys it.

Goblin

Grey ooze

Hit dice:
1-1
Attack:
-1
Armor class:
8
Movement:
2
Alignment:
Chaos
These small stocky humanoids, with long ears
and a bushy beard, live in caves or underground
places, in tribes of several hundred members.
They are just over three feet high. Each tribe is
ruled by a king or queen.

Hit dice:
3
Attack:
+1
Armor class:
6
Movement:
1
Alignment:
Neutral
The grey ooze resembles wet stone, making it undetectable if there is water nearby. Its surface is
an acid which affects organic matter and can affect metal over time. Terribly corrosive, it causes
2d6 points of damage on a successful attack roll.
Sharp weapons and spells are effective against
it.

Golem
Hit dice:
11
Attack:
+5
Armor class:
7
Movement:
2
Alignment:
Neutral
The golem is a powerful creature made of clay and
animated by a sorcerer. Its appearance is usually
that of a large humanoid, but that is not mandatory. It will obey its creator without fail, but its
intelligence is limited, often leading to strange or
unclear interpretations of orders. The making of
a golem is equivalent in time and cost, to that of a
magic item corresponding to a level 6 spell. When
its creator dies, the golem tirelessly continues at
the last task with which it was entrusted.

Griffon
Hit dice:
7
Attack:
+3
Armor class:
11
Movement:
4/10 (y)
Alignment:
Neutral
Griffons are winged lions with the head of an
eagle. They live in small groups (3d6 griffons).
They are wild and difcult to catch, but can be
trained. The horse is their favorite food.

49

Epes & Sorcellerie


Hippogriff

rable. Some hydras are capable of regenerating


severed heads or may have poisoned fangs.

Hit dice:
3+2
Attack:
+3
Armor class:
9
Movement:
6/12 (y)
Alignment:
Law
Hippogriffs are winged horses with the head of
an eagle. They live in small groups. They are wild
and difcult to catch, but can be trained. They often dispute the sky with the pegasus.

Invisible stalker
Hit dice:
8 [9]
Attack:
+4
Armor class:
11
Movement:
4 (y)
Alignment:
Neutral
The invisible stalker is a creature conjured by a
spell cast by a powerful sorcerer (see the spell
description). It is totally invisible, but its translucent presence can be guessed at after its rst
attack. Nobody knows where they come from,
although certain sorcerers claim they come from
another sphere, devoid of dimensions.

Hobgoblin
Hit dice:
1+1
Attack:
+1
Armor class:
9
Movement:
3
Alignment:
Chaos
Larger and wider than goblins, hobgoblins are
their relations and speak the same language.
They also live in tribes which can have up to 200
members, both on land and underground. Condent in their strength, they have a +1 bonus to
their morale rolls.

Juggernaut
Hit dice:
10
Attack:
+5
Armor class:
14
Movement:
4
Alignment:
Neutral
Juggernauts are gigantic statues which may have
the appearance of humans, animals or monsters.
They resemble ordinary statues when they are immobile. Some of them can breathe re (5d6 points
of damage). They are immune to the effects of magic based on the mind or sleep, as well as poisons.

Horse, heavy
Hit dice:
3
Attack:
+1
Armor class:
7
Movement:
4
Alignment:
Neutral
These characteristics correspond to battle steeds,
trained to ght.

Kalasiah
Hit dice:
2
Attack:
+3
Armor class:
8
Movement:
5
Alignment:
Chaos
These humanoids with skin and eyes as black as
onyx, are generally larger and more muscular
than humans. Quick, cruel in combat, they never wear armor, but ght with a +2 melee bonus
(included in their characteristics). Very religious,
they sacrice creatures of other species to their
goddess. Their need to frequently obtain victims
leads them to engage in looting raids and piracy, sometimes using ying creatures as mounts.
Their cities are usually located in inaccessible
mountains. They can communicate by telepathy
over short distances.

Horse, light
Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
6
Alignment:
Neutral
These characteristics correspond to large ponies,
as well as pack and riding horses.

Hydra
Hit dice:
5 to 12
Attack:
+2 to +6
Armor class:
9
Movement:
4
Alignment:
Neutral
The hydra looks like a dinosaur with 5 to 12 heads
of a giant snake. Each head has 6 hp and can attack separately. Once it has lost its points, a head
can no longer attack. The body itself is invulne-

50

Epes & Sorcellerie


Kobold

able to breathe a poisonous cloud (saving throw


allowed). They are immune to magical effects
based on the mind or sleep, as well as poisons.

Hit dice:

Attack:
+0
Armor class:
7
Movement:
2
Alignment:
Chaos
These small humanoids are related to goblins.
The measure around 2 foot 8 inches. Kobolds live
in caves or underground places, in tribes numbering several hundred members. Miners, they
trade ore and gems with the surface races, which
puts them in competition with dwarves and gnomes, who they hate.

Living statue, stone


Hit dice:
5 [6]
Attack:
+2
Armor class:
8
Movement:
2
Alignment:
Neutral
Living statues of stone resemble ordinary statues
when they are immobile. Some of them can breathe a cloud of gas that petries (saving throw
allowed). They are immune to magical effects
based on the mind or sleep, as well as poisons.

Accustomed to being able to see in the dark, they


detest the light of the sun and will rarely emerge
from their mines. When exposed to too strong
a light, they receive a -1 penalty to their attack,
damage, saving throw and morale rolls.

Lizard, giant
Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
4
Alignment:
Neutral
Over three yards or more in length, giant lizards
can climb on any surface, wall or ceiling.

Leech, giant
Hit dice:
2 [3]
Attack:
+1
Armor class:
8
Movement:
2
Alignment:
Neutral
The giant leech clings to its victim to drink his
blood. After the rst successful attack, it causes
1d6 points of damage each round.

Lycanthropes
Lycanthropes are creatures capable of changing,
voluntarily or not, from humanoid form to that
of an animal.

Lion

Lycanthropes are creatures linked to a natural


environment and double their damage (2d6)
when in that environment. In their animal form,
only those of level 4 or higher, silver and magic
weapons, or magic spells and magic powers can
affect them. They can see in the dark without difculty.

Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
5
Alignment:
Neutral
These characteristics can be used for panthers,
pumas and cheetahs.

Lycanthropes generally live in packs, including


young and adults. When the adults die, the
others automatically take ight. The can call in
reinforcements of creatures of the same type of
environment. Generally, 2d6 of them will arrive
within one hour.

Living statue, iron


Hit dice:
4 [5]
Attack:
+2
Armor class:
12
Movement:
1
Alignment:
Neutral
Living statues of iron generally have the appearance of a knight in armor. Nothing distinguishes
it from a normal statue when it is immobile.
Any non-magical weapon that strikes it will be
magnetically held fast. A person may, by taking
a full round, remove it by making a successful
saving throw (with the Strength modier). Some
are equipped with poisoned weapons, or are

Anyone seriously wounded by a lycanthrope,


who loses half or more of his hit points, becomes
a lycanthrope himself at the next full moon, unless he has been treated by a Cure disease spell
in the meantime.
In human form, lycanthropes are considered to
be level 4 warriors and are vulnerable to normal
weapons. Some can control their change, some
cannot. It takes one complete turn.

51

Epes & Sorcellerie


Werebear

The lower body up to the chest is a snake, the upper body a woman. Finally, her hair forms a mass
of living snakes. Her gaze can petrify (saving
throw allowed), but she can control her power.
Particularly clever, she is able to conceal her true
nature with a disguise and gladly use seduction
or diplomacy to achieve her ends. She can use a
weapon, or her snakes whose bites are poisonous
(2d6 damage, save for half).

Hit dice:
7 [8]
Attack:
+3
Armor class:
12
Movement:
3
Alignment:
Law/Neutral
A werebear is a humanoid that can change into
a bear, or vice versa. They usually live in packs,
consisting of an adult couple and two or three
young.

Millipede, giant

Wereboar

Hit dice:
1 [2]
Attack:
+0
Armor class:
8
Movement:
3
Alignment:
Neutral
These creatures over one yard in length have a
venomous bite. Their venom causes severe fever,
which gives a -2 to all attack rolls and abilities,
for 2d6 days (saving throw allowed).

Hit dice:
4+1
Attack:
+3
Armor class:
10
Movement:
4
Alignment:
Neutral/Chaos
A wereboar is a humanoid that can change into
a boar, or vice versa. They usually live in packs,
consisting of an adult couple and up to half a dozen young.

Minotaur

Werewolf

Hit dice:
6
Attack:
+3
Armor class:
12
Movement:
4
Alignment:
Neutral/Chaos
Minotaurs are large humanoids, of formidable
strength, which feed exclusively on the esh of
other humanoids. They are aggressive and fearless in battle.

Hit dice:
4 [5]
Attack:
+2
Armor class:
9
Movement:
5
Alignment:
Neutral/Chaos
A werewolf is a humanoid that can change into
a wolf, or vice versa. They usually live in packs,
consisting of an adult couple and up to twenty
young, and live in the forest.

Mule

Manticore

Hit dice:
2+1
Attack:
+2
Armor class:
7
Movement:
4
Alignment:
Neutral
These characteristics correspond to mules, donkeys and small ponies, capable of traveling on
any terrain.

Hit dice:
6+1
Attack:
+4
Armor class:
10
Movement:
4/6 (y)
Alignment:
Chaos
The manticore has a lions body, a human head
with a mane, horns, wings and a dragons tail
which has 24 iron spikes. It is able to simultaneously shoot 6 of these spikes to a distance of
60 feet.

Mummy

Medusa
Hit dice:
4 [6]
Attack:
+2
Armor class:
6
Movement:
3
Alignment:
Chaos
The medusa is a being half-woman, half serpent.

52

Hit dice:
5+1 [6]
Attack:
+3
Armor class:
11
Movement:
2
Alignment:
Chaos
Mummies are undead whose bodies were prepared in a special way by a secret ceremony in
order to ensure their survival after death. Their
injuries cause a form of gangrene, which prevents healing. The victim can recover hit points

Epes & Sorcellerie


and still continue to lose 1 hit point per day until
treated by magic. Ordinary weapons inict only
half damage, but spells, magic weapons and re
cause normal damage. They are immune to the
effects of magic based on the mind and sleep, as
well as poisons.

neously attack with each of its eight tentacles. It


is able to sink a small boat and cause damage to
a larger vessel. When it ees, it squirts a jet of ink
which obscures the vision of its pursuers. These
octopuses generally have animal intelligence, but
some can be amazingly cunning and evil.

Nixie

Ogre

Hit dice:
1
Attack:
+0
Armor class:
7
Movement:
4/4 (swim)
Alignment:
Neutral
Nixies are water spirits. Nothing distinguishes
them in appearance from humans, but they live
underwater. They are able to breathe for several
hours on the surface, enabling them to participate
in festivals and choose their victims.

Hit dice:
4+1
Attack:
+3
Armor class:
9
Movement:
3
Alignment:
Neutral/Chaos
These humanoids of huge size, up to 10 foot tall
and 450 pounds, are of prodigious strength but
rather clumsy. They usually live in family groups
(3d6). They feed mainly on meat, with a predilection for other humanoids. Armed with clubs,
they cause 1d6+2 points of damage. Ogres see
perfectly in the dark.

Ten nixies assembled can cast the spell Charm


(saving throw allowed) for a period of one year.
The victim follows the nixies underwater, gaining the power to breathe underwater. After a
year he is released, but forgets everything that
has happened. Sometimes he retains the power
of aquatic respiration.

Orc
Hit dice:
1
Attack:
+0
Armor class:
8
Movement:
3
Alignment:
Neutral/Chaos
These humanoids with skin thick and leathery,
twisted limbs, wide mouth and narrow eyes, are
related to goblins. Their blood is dark, almost
black. They live in large communities, which can
have up to 300 adults. They are particularly quarrelsome and proud in matters of honor. The tribes maintain these relationships of rivalry which
renders their cooperation difcult.

Nixies live in small villages of one hundred people in the depths of lakes, far from the surface.
They rear sh for various purposes, including
giant pikes to guard and defend.

Ochre jelly
Hit dice:
5
Attack:
+2
Armor class:
6
Movement:
1
Alignment:
Neutral
The ochre jelly is a kind of giant amoeba. Very
extensile, it is able to squeeze through anywhere.
Its surface is an acid which affects organic material, including wood, but not metal or stone.
Blows from a weapon and spells dont kill it, but
simply divide it into smaller amoebas (1 HD). On
the other hand, re-based attacks affect it normally.

Some tribes live underground, like goblins, while


others build fortied settlements with palisades,
ditches and tall towers, or adopt a nomadic lifestyle, using caravans of wagons or yurts.
Excellent warriors, they appreciate the most advanced technologies and machines of war; its not
uncommon for them to use ballistae or catapults.
Orcs are frequently in the service of a powerful
sorcerer or dragon, whose authority makes possible the uniting of several tribes.

Octopus, giant

Nocturnal, they see perfectly in darkness. When


exposed to light that is too strong, they receive a
-1 penalty to their attack, damage, saving throws
and morale rolls.

Hit dice:
4
Attack:
+2
Armor class:
7
Movement:
1/3 (swim)
Alignment:
Neutral
The enormous giant octopus is able to simulta-

53

Pegasus

Epes & Sorcellerie


Pterodactyl

Hit dice:
2+2
Attack:
+3
Armor class:
8
Movement:
8/16 (y)
Alignment:
Law
The pegasus is a winged horse. They live in pairs
or small groups (2d6 pegasus). They are wild and
difcult to catch, but can be trained.

Hit dice:
1
Attack:
+0
Armor class:
7
Movement:
1/6 (y)
Alignment:
Neutral
The pterodactyl is a carnivorous ying dinosaur.
It is capable of carrying creatures of small size,
but not a human. Some tribes, notably kobolds,
domesticate them as mounts.

Pike, giant

Purple worm

Hit dice:
1
Attack:
+0
Armor class:
6
Movement:
4 (swim)
Alignment:
Neutral
The giant pike is over 5 foot long. They are often
kept as pets and as guards by nixies and other
aquatic creatures.

Hit dice:
15 [17]
Attack:
+7
Armor class:
8
Movement:
2
Alignment:
Neutral
Fifty foot long and 10 feet wide, the purple worm
with its mouth ringed with teeth is able to swallow any creature the size of an ogre or smaller,
on a 3 or less on its attack roll. Creatures swallowed will be completely digested in one hour.
The sting in its tail is poisonous (5d6 damage,
save for half). It is rare for it to be able to use both
attacks simultaneously in a tunnel, but it can appear on the surface, and frequently does.

Pixie
Hit dice:
1 [2]
Attack:
+0
Armor class:
8
Movement:
3/6 (y)
Alignment:
Neutral
Pixies are fairies of small size (about 2 feet), with
pointed ears and wings like a dragony. They
are naturally almost invisible and remain so in
combat, though they can choose to become visible. After the rst round of combat, it is possible
nevertheless to discern them and ght normally.
They get tired very quickly and cant y for more
than three turns without then resting.

Rat, giant
Hit dice:
1
Attack:
+0
Armor class:
6
Movement:
3
Alignment:
Neutral
The giant rat measures around 1 yard in length,
plus a tail of equal length. Its bite causes a disease
(saving throw allowed), which weakens the victim (-2 on all rolls, 2d6 days).

Pixies live in small villages of one hundred inhabitants, located in trees. Sprites are related to
pixies, but only they seem to know what the distinction is between the two races.

Rhinoceros

Pteranodon

Hit dice:
5
Attack:
+2
Armor class:
9
Movement:
4
Alignment:
Neutral
These characteristics also apply to the woolly rhinoceros.

Hit dice:
3
Attack:
+1
Armor class:
8
Movement:
1/8 (y)
Alignment:
Neutral
The pteranodon is a carnivorous ying dinosaur,
of large size and certainly large wingspan. It is
capable of carrying a human in ight (or several small humanoids), or can capture one to take
him to its nest. Some tribes domesticate them as
mounts.

54

Epes & Sorcellerie


Roc
Hit dice:
6
Attack:
+3
Armor class:
10
Movement:
2/16 (y)
Alignment:
Law
Rocs are giant eagles, which live in very tall
mountains. They can attack with their talons and
beaks. A young roc can be trained as a mount.
There exists rocs of still greater size (12 or 18 HD,
damage 2d6 or 3d6), the largest being able to lift
an elephant. Their acute senses enable them to
detect hidden creatures, but not those who are
invisible.

melee combat, a successful saving throw must be


rolled or suffer 1d6 points of damage.

Sarsabz

Safed

Hit dice:
4
Attack:
+2
Armor class:
9
Movement:
6
Alignment:
Neutral
These very tall humanoids, with a height of over
ten feet, are equipped with four extremely well
coordinated arms, which makes them particularly capable of climbing at their full movement
rate. Their mouths are lled with impressive
tusks, their skin is a scaly olive green, their ears
are very long and their immensely large red
eyes are able to move independently of each
other. With their exceptional strength, their lack
of emotion and empathy, they often lack subtlety and analysis of a situation. They can use two
weapons at the same time, causing 1d6+1 points
of damage and attack with a +2 bonus in melee
combat.

Hit dice:
1 [2]
Attack:
+0
Armor class:
4
Movement:
4
Alignment:
Law
These slender humanoids, with completely white
skin and bald heads, are endowed with telepathic
powers. They can communicate this way, but also
read thoughts (saving throw allowed) and create
illusions (as the spell of the same name) at will.
They live in remote areas in their own cities (although there are slaves of many species in great
number), engaged in philosophical and theological speculation for much of their time. Their society is very hierarchal, giving rise to numerous
patient plots and conspiracies to advance in the
civil, religious or military hierarchy.

Scorpion, giant

Their longevity of over a century gives them the


time to carry out their plots. Besides the slaves
that serve them, they have actual stables where
they keep humanoids like animals, which are
their daily diet, refusing to eat the meat of a creature devoid of intelligence although they have
little regard for that of their victims.

Hit dice:
4 [5]
Attack:
+2
Armor class:
11
Movement:
4
Alignment:
Neutral
Over seven feet in length, the giant scorpion attacks with both claws and a stinging tail. The
latter is venomous (2d6 damage, saving throw
allowed).

Salamander
Hit dice:
8
Attack:
+4
Armor class:
12
Movement:
4
Alignment:
Neutral
Salamanders are creatures of re, living on the
edge of volcanoes or in the hottest of deserts.
They resemble the animals of the same name, but
are much longer at over ten feet. They attack with
the aid of their fangs, but simple contact with
their body burns. Every time they are touched in

Sea monster

55

Hit dice:
15
Attack:
+7
Armor class:
8
Movement:
6 (swim)
Alignment:
Neutral
Sea monsters are gigantic creatures, of serpentine
body, that haunt the depths of the ocean. Their

Epes & Sorcellerie


bite does 4d6 points of damage. They are capable
Simulacrum
of swallowing any creature ogre-sized or smaller,
if they roll 15 or more on their attack roll. Creatures swallowed will be completely digested in
one hour. Sea monsters are capable of capsizing
a vessel or swallowing a small boat.

Hit dice:
5
Attack:
+2
Armor class:
7
Movement:
4
Alignment:
Neutral
The simulacrum is a creature created by a sorcerer using a persons blood and possessing the
exact same appearance. It will obey without fail,
but will tend to take over more and more of the
person it is simulating even if it is the sorcerer
himself. The imitation is perfect, including voice,
memory and mimicry. Manufacturing a simulacrum is the equivalent, in time and cost, to that of
a magic item corresponding to a level 5 spell.

Skeleton
Shadow
Hit dice:
2+2 [3]
Attack:
+3
Armor class:
7
Movement:
4
Alignment:
Chaos
Shadows are incorporeal creatures, formed only
of darkness. Despite their spectral appearance,
they are not undead, but creatures from the Shadow itself. They pass totally unnoticed in the
shadows and even hidden in the shadow of a
person. Their attack doesnt cause damage, but
drains a point of Strength every time they touch,
for a period of one hour. A creature that loses all
its points of Strength is itself transformed into a
shadow. Only those of level 4 or higher, magical
weapons and spells can touch them.

Sherba
Hit dice:
4
Attack:
+2
Armor class:
8
Movement:
6
Alignment:
Neutral
This huge feline resembles a lion with six legs.
Its green eyes, which glow in the dark, allow it to
see at night as well as in daylight. Its mouth, like
those of sharks, is furnished with several rows of
teeth. The cry of a sheeba is so horrible that creatures who hear it are paralyzed with fear (saving
throw allowed).

56

Hit dice:

Attack:
+0
Armor class:
7
Movement:
2
Alignment:
Chaos
Skeletons are undead animated by a sorcerer.
Devoid of free will, they relentlessly pursue a
simple task such as guard. They are immune to
magical effects based on the mind or sleep, as
well as poisons.

Snake, constrictor
Hit dice:
1
Attack:
+0
Armor class:
6
Movement:
3
Alignment:
Neutral
These snakes, several yards long, attack by
crushing their victim. After the rst successful
attack, they automatically cause 1d6 points of
damage per round.

Snake, giant
Hit dice:
3 [4]
Attack:
+1
Armor class:
8
Movement:
3
Alignment:
Neutral
Several yards long, giant snakes can crush their
opponents in their coils. Once they have made
their rst successful attack, they cause 1d6 points
of damage per round and can attack with their
poisonous fangs (2d6 points of damage, saving
throw allowed).

Epes & Sorcellerie


Snake, venomous

with each of its 8 tentacles and its beak. It can


sink a small boat and cause damage to a larger
vessel. When it ees, it squirts a jet of ink which
obscures the vision of its pursuers.

Hit dice:
0 (1 hp) [1]
Attack:
+0
Armor class:
6
Movement:
3
Alignment:
Neutral
These small snakes have venomous fangs (1d6
damage, saving throw allowed).

Stegosaurus
Hit dice:
8
Attack:
+4
Armor class:
10
Movement:
4
Alignment:
Neutral
The stegosaurus is a vegetarian land dinosaur
with a back armored with bony plates, 25 foot
long and heavier than two tons. Some tribes domesticate them, as a means of transportation and
as a war machine.

Spectre
Hit dice:
6 [7]
Attack:
+3
Armor class:
12
Movement:
5/10 (y)
Alignment:
Chaos
Spectres are totally incorporeal undead. They
are not affected by normal weapons, only magic
weapons and spells (other than those related to
the mind or sleep) may affect them.

Surkh
Hit dice:
1+1
Attack:
+1
Armor class:
9
Movement:
4
Alignment:
Law
These reptilian beings resemble humans, despite
their nely scaled, coppery red skin. Their hair
is black and worn long. They are oviparous, the
parents taking great care of their eggs and their
young. Insensitive to temperature, they are only
slightly affected by great cold. Their civilization
is very ancient and baroque, based on a combination of advanced and archaic technology. Their
code of honor is an essential virtue in their eyes.
Ardent duelists, they enjoy fencing as much for
its usefulness as for its aesthetics. The surkh are
immune to fear, natural or magical, though they
are wise enough to beat a retreat when it is necessary. They can communicate telepathically over
short distances.

Spectres can see in the dark, but light gives them


a -1 penalty to attack, damage, saving throws and
morale. They can see the invisible.
Spectres drain life energy from their opponents.
With each blow, either with bare hands or weapons, they drain two levels from their victim (saving throw allowed). All the benets of the levels (scores, hit points, spells) are lost forever. A
creature that loses all of its levels itself becomes
a spectre under the control of the one who vanquished it. A spectre can control 6 spawn in
this way, and if a spawn dies another will rise in
its place until that maximum number is reached,
unless the master has died.

Spider, giant
Hit dice:
1 [3]
Attack:
+0
Armor class:
6
Movement:
5
Alignment:
Neutral
The giant spider bite is poisonous (1d6 damage, saving throw allowed). Their web is sticky
(Strength roll needed to break free, minimum 9).

Throgrin
Hit dice:
2 [3]
Attack:
+1
Armor class:
8
Movement:
3
Alignment:
Chaos
The throgrin is a hybrid of troll, ghoul and hobgoblin. It has the appearance of the latter and can
be confused with them. Nevertheless, it possesses the ability to regenerate 1 hp per round, as
long as its total is more than 0. It ghts with its
claws, which paralyze (saving throw allowed).

Squid, giant
Hit dice:
Attack:
Armor class:
Movement:
Alignment:
The giant squid is able

6
+3
11
1/4 [swim]
Neutral
to attack simultaneously

57

Epes & Sorcellerie


Tiger
Hit dice:
3
Attack:
+1
Armor class:
8
Movement:
4
Alignment:
Neutral
Tigers generally attack by surprise, beginning
with a huge leap.

Tiger, saber-tooth
Hit dice:
4
Attack:
+2
Armor class:
9
Movement:
4
Alignment:
Neutral
These characteristics can be used for other prehistoric beasts.

Troll (major)

Hit dice:
17
Attack:
+8
Armor class:
12
Movement:
6
Alignment:
Neutral/Chaos
Titans are giants over 25 feet tall, with prodigious
intelligence and the abilities of a sorcerer or cleric
of level 8. They usually live on remote islands,
away from humanity. Their attacks do 3d6 points
of damage. Titans see perfectly in the dark.

Hit dice:
6+3 [7]
Attack:
+6
Armor class:
10
Movement:
4
Alignment:
Chaos
Thin, exible and repugnant, major trolls, or real
trolls, are as tall as ogres (over 10 foot), but very
much stronger. In addition, they are capable of
regenerating their wounds. From the second
round, they recover 3 hp per round, even if they
went below zero. When they reach 6 hp, they resume ghting. Only re applied to their wounds
prevents them from regenerating. If they have no
weapon (1d6+2 points of damage), they can attack with their claws and their sts (1d6 points
of damage). Trolls see perfectly in the dark, but
dont suffer a penalty in the light.

Toad, giant

Troll (minor)

Titan

Hit dice:
5+2
Attack:
+4
Armor class:
9
Movement:
4
Alignment:
Neutral/Chaos
Minor trolls, or grey trolls, are big at almost 10
foot and formidably wide. Their skin is stone
grey. Usually armed with hammers and maces,
they cause 1d6+2 points of damage. Grey trolls
hate light, which gives them a -1 penalty to attacks, damage, saving throws and morale. They
dont possess the regenerative power of major
trolls and are much more common.

Hit dice:
2
Attack:
+1
Armor class:
8
Movement:
1/6 [swim]
Alignment:
Neutral
The giant toad (like the giant frog) is large at almost 7 foot and can jump more than 20 feet.

Triceratops
Hit dice:
8
Attack:
+4
Armor class:
4
Movement:
4
Alignment:
Neutral
The triceratops is a vegetarian land dinosaur with
three powerful horns, 30 foot in length and heavy
at over 5 tons. Some tribes domesticate them, as a
means of transportation and as a war machine.

Tyrannosaurus
Hit dice:
Attack:
Armor class:
Movement:
Alignment:

58

9
+4
9
8
Neutral

Epes & Sorcellerie


This bipedal carnivorous dinosaur is 45 feet in
length, 20 feet high and heavy at nearly 7 tons.
The jaws of a tyrannosaurus cause 3d6 points of
damage.

Vampires can summon rats (2d6x10), bats


(2d6x10), or wolves (3d6) for aid. Each vampire
can summon only one type of animal. He can
even take the form of this animal or transform
himself into smoke at will.

Unicorn

Their hypnotic gaze is the equivalent of a Charm


spell (saving throw allowed, -2 penalty).

Hit dice:
4 [5]
Attack:
+2
Armor class:
10
Movement:
8
Alignment:
Law
The unicorn is a white horse with a spiral horn on
its forehead. Able to detect any presence within a
radius of 250 yards, it avoids the presence of humanoids, except in special circumstance. Its saving throw chances are always at +4 and it is able
to use the spell Dimension door once a day.

During the day, vampires must return to their


tombs. If they do not, they lose their ability to regenerate.

Wight
Hit dice:
3 [4]
Attack:
+1
Armor class:
8
Movement:
3
Alignment:
Chaos
Wights are very ancient undead, haunting and
protecting cairns and barrows. They look like
pale and bloodless corpses draped in antique
clothing. They sometimes appear in groups, controlled by the most ancient.

Vampire
Hit dice:
9 [11]
Attack:
+4
Armor class:
12
Movement:
4/6 (y)
Alignment:
Chaos
Vampires are particularly powerful undead,
which feed on the energy of living beings. Some
retain the appearance they had when alive, while
others become horrible monsters.

Wights can see in the dark, but light gives them a


-1 penalty to attack, damage, saving throws and
morale. They can see the invisible.
Arrows and other missile weapons cant hit
them, but magic weapons automatically cause
maximum damage. They are immune to magical
effects based on the mind or sleep, and to poisons.

They cant be hit by normal weapons, only magic


weapons and spells (other than those based on
the mind or sleep) may affect them. When they
lose all of their hit points, vampires transform
into a cloud of smoke, but dont die: they regain
their full powers the following night. Also, they
regenerate 3 hp per round, when they are injured.

Wights drain the life energy of their opponents.


With each blow, either with their hands or with
weapons, they drain one level from their victim
(saving throw allowed). All the benets of the levels (scores, hit points, spells) are forever lost. A
creature which loses all of its levels itself becomes
a wight under the control of the one that killed it.
A wight can control 3 spawn in this way, and
if a spawn dies another will rise in its place until that maximum number is reached, unless the
master has died.

Each vampire can only be destroyed in one manner: expose him to the sun, immerse him in running water, or drive a stake into his heart, the
GMs choice. Moreover, each vampire can be
repulsed by something he hates, a religious symbol, a mirror, a particular plant, etc.

Wolf

Vampires drain the life energy of their opponents. With each blow, either with their hands or
with weapons, they drain two levels from their
victim (saving throw allowed). All the benets of
the levels (scores, hit points, spells) are forever
lost. A creature which loses all of its levels itself
becomes a vampire under the control of the one
that killed it. A vampire can control 9 spawn in
this way, and if a spawn dies another will rise in
its place until that maximum number is reached,
unless the master has died.

Hit dice:
1
Attack:
+0
Armor class:
6
Movement:
5
Alignment:
Neutral
Wolves only attack when they are in large packs
and driven by hunger, unless they are mounted
by goblins or controlled by magic.

59

Wolf, blood

Epes & Sorcellerie


Wyvern

Hit dice:
2
Attack:
+1
Armor class:
7
Movement:
5
Alignment:
Neutral
The blood wolf is bigger, more frightening and
more cunning than a regular wolf. It can serve as
a mount to small humanoid, like a goblin.

Hit dice:
7 [8]
Attack:
+3
Armor class:
11
Movement:
3/8 (y)
Alignment:
Neutral
The wyvern looks like a purple dragon with no arms,
long bat-like wings, and animal intelligence. Its tail
sting is poisonous (3d6 damage, save for half).

Worg

Yellow mould

Hit dice:
3
Attack:
+1
Armor class:
8
Movement:
5
Alignment:
Chaos
Worgs look like large wolves, but are much more
cunning than ordinary animals and can comprehend at least one humanoid language, often orc or
goblin. These creatures are often used as mounts.

Hit dice:
special
Attack:
special
Armor class:
special
Movement:
0
Alignment:
Neutral
Yellow mould is a fungus. Its touch is poisonous,
causing damage. When it is touched, it explodes
spreading its poisonous and suffocating spores
(2d6 damage, saving throw allowed).

Wraith

Zard

Hit dice:
4 [5]
Attack:
+2
Armor class:
8
Movement:
4/8 (y)
Alignment:
Chaos
Wraiths are semi-spectral undead. They are generally dressed in robes or antique armor and can
wield weapons, but they are incorporeal and faceless. They often operate in coordinated groups,
sometimes serving a sorcerer. Wraiths are capable of ying at great speed.

Hit dice:
2
Attack:
+1
Armor class:
8
Movement:
4
Alignment:
Neutral
Zards are polar humanoids, as tall as humans,
but more thickset and broad of shoulder. Their
skin is the color of ivory and their hair abundant,
the men wearing a long black beard. Their lifestyle is carnivorous, happy to scavenge, which
gives them a bad reputation with other species,
since all living things seem to be a potential meal.
They live in glacial cities, or in polar regions, or
in high mountains. In combat they generally use
sword and shield, as well as the harpoon.

Arrows and other missile weapons cant hit


them, but magic weapons automatically cause
maximum damage. They are immune to magical
effects based on the mind or sleep, and to poisons. Wraiths can see in the dark, but light gives them a -1 penalty to attack, damage, saving
throws and morale. They can see the invisible.

Zombie

Wraiths drain the life energy of their opponents.


With each blow, either with their hands or with
weapons, they drain one level from their victim
(saving throw allowed). All the benets of the levels (scores, hit points, spells) are forever lost. A
creature which loses all of its levels itself becomes
a wraith under the control of the one that killed
it. A wraith can control 4 spawn in this way,
and if a spawn dies another will rise in its place
until that maximum number is reached, unless
the master has died.

60

Hit dice:
1
Attack:
+0
Armor class:
6
Movement:
3
Alignment:
Chaos
Zombies are undead animated by a sorcerer. Devoid of free will, they relentlessly pursue a single
task such as guard. They attack with their claws,
which exude a paralyzing venom (saving throw
allowed), which takes effect at the end of the following round. Zombies can see in the dark, but
light gives them a -1 penalty to attack and damage. They are immune to magical effects based
on the mind or sleep, and to poisons.

Treasure
With the exception of ordinary animals and dinosaurs, monsters can possess treasure. This
treasure is normally hidden in their lair. When
encountered away from their usual abode, only
humanoids and giants possess some. The few
suggestions offered here are simply general rules
intended to facilitate the work of the GM.

Monetary treasure
The individual treasure of each monster living in a
group or tribe will be 1d6 gold pieces per individual.
The chances of a monster possessing jewelry (1-3),
or a gem (4-5) worth 1d6x10 gp, or a magic potion
(6) is equal to its level on 2d6 (which means 1st level monsters dont possess any). These are average
values, which may take the form of silver or copper
pieces, or several pieces of jewelry or gems.

Staves may contain any spells of any level, but


their number of uses is limited to once per day
per spell. Some highly sought after staves have
a name, a history and a legend. To use a staff the
command word must rst be discovered and the
bearer must be of the same class as its creator.

Magical weapons and armor

The treasure of a collective group, a solitary tribe,


is equal to 4d6x5 gp per member and per level.
For solitary monsters, it is equal to 4d6x50 per
level. In addition, the total amount of gems and
jewelry will be calculated in the same manner.
The number of monsters equals the number of
chances of them possessing a permanent magic
item, rolling equal to their level or less on 2d6.

Magic weapons can have multiple properties.


The power of a sword found by chance, that is
not having been the subject of a specic search,
will always be very limited: it will generally be
in the rst two categories.
The most common add no modier in combat,
but are nonetheless effective against creatures
that can only be hit by magical weapons (spectres, gargoyles, etc.).

Scrolls
Scrolls usually contain 1d6 spells of levels 1 to 6.
Roll for the level of each spell, but it will never
be more than half that of the monster possessing
the scroll. For example, an ogre (4HD), will never possess a scroll greater than 2nd level. Twothirds (1-4) of scrolls are destined for sorcerers
and one-third (5-6) for priests.

Some add an attack bonus when used by a member of the race who forged it. Thus, an elven
sword is considered to be a magic sword to any
warrior, but adds +1 to attacks when in the hands
of an elf. The same goes for weapons linked to a
class.
Others add a modier to attack and damage
against certain creatures in particular. For example, a dragon slaying sword could add a +2 bonus against dragons. Against other creatures it is
just a magic sword.

Potions
All spells in which the range is limited to caster
may exist in the form of a potion. Those which
are cast by touch will also work, but are limited
to the person who drinks the potion. Their duration is always limited to the minimum level required to cast the spell.

Finally, some weapons add a bonus to both attack and damage, or have the special properties
of a spell. Magic armor increases the armor class,
without burdening its wearer (for stealth or acrobatics).

Wands and staves


Wands can contain any spell with a range not
restricted to the caster, of levels 1 to 3. The maximum number of charges is 60, but they generally
contain 1d6x10 when discovered.

Intelligent swords
Some swords forged by supreme powers are imbued with intelligence, personality and a clear
objective. Besides its ghting capabilities and

61

any spells it may carry, the GM will determine its


name, its score of Intelligence, Wisdom and Charisma, its alignment and the reason why it was
created. If the sum of its characteristics surpass
that of the character (for the same three), it is the
sword that will dominate the wielder, to realize
its goal, or to be rid of him and nd a more interesting wielder.

Other magic items


Any magic spell can, in theory, occur in the form
or an appropriate magic item: ying carpet, crystal ball, ring of invisibility, horn of destruction,...
Such objects are so rare they are coveted.

Epes & Sorcellerie


Table of monsters by level
Level 1

Level 2

Level 3

Level 4

Deep one

Bear

Cave bear

Albino ape

Giant pike

Blood wolf

Darakht

Centaur

Giant rat

Boar

Dryad

Daarhi

Gnome

Caveman

Ghoul

Giant beetle

Goblin

Crocodile

Giant crab

Giant octopus

Hobgoblin

Giant lizard

Giant ferret

Giant snake

Kobold

Giant millipede

Giant leech

Ogre

Nixie

Giant toad

Giant spider

Sarsabz

Orc

Gnoll

Green slime

Sherba

10

Pterodactyl

Horse, light

Grey Ooze

Tiger, sabre-tooth

11

Skeleton

Kalasiah

Hippogriff

Wereboar

12

Snake, constrictor

Lion

Horse, heavy

Wight

13

Snake, venomous

Mule

Pteranodon

14

Surkh

Nixie

Shadow

15

Wolf

Pegasus

Throgrin

16

Yellow mould

Pixie

Tiger

17

Zombie

Safed

Worg

18

Zard

Level 5

Level 6

Level 7

Level 8

Doppleganger

Cockatrice

Basilisk

Animated armor

Elephant

Gargoyle

Griffon

Black knight

Gelatinous cube

Giant squid

Hydra (7 HD)

Brontosaurus

Giant scorpion

Hydra (6 HD)

Spectre

Dragon, white

Hydra (5 HD)

Living statue, stone

Troll (major)

Ent

Lion

Mammoth

Giant, hill

Living statue, iron

Manticore

Hydra (8 HD)

Ochre jelly

Medusa

Salamander

Rhinoceros

Minotaur

Stegosaurus

10

Simulacrum

Mummy

Triceratops

11

Troll (minor)

Roc

Werebear

12

Unicorn

13

Werewolf

14

Wraith

Wyvern

62

Epes & Sorcellerie


Level 9

Level 10

Level 11

Level 12+

Djinn

Chimera

Balor

Cyclops

Dragon, black

Dragon, green

Black pudding

Dragon, gold

Giant, stone

Giant, frost

Dragon, blue

Dragon, red

Hydra (9 HD)

Gorgon

Giant, re

Dragon, sea

Invisible stalker

Hydra (10 HD)

Golem

Efreet

Tyrannosaurus

Juggernaut

Hydra (11 HD)

Elemental (5 types)

Vampire

Giant, cloud

7
8

Hydra (12 HD)

Purple worm

10

Sea monster

11

Titan

Priest invocations
Level 1

Level 2

Level 3

Courage

Bless

Continual light

Detect evil

Detect traps

Control animals

Detect magic

Paralyze

Control undead

Healing

Power

Cure disease

Light

Protection from lycanthropes

Locate object

Protection from evil

Resist re

Panic

Protection from undead

Speak with animals

Remove curse

Purify food and water

Snake

Sanctuary

Speak with dead

Level 4

Level 5

Apostasy

Aging

Circle of protection from evil

Control dragons

Control giants

Destroy evil

Control plants

Destruction

Create food and water

Divine message

Neutralize poison

Quest

Protection from elementals

Resurrection

Spark of life

Swarm

Speak with plants

63

Epes & Sorcellerie


Sorcerer spells
Level 1

Level 2

Level 3

Charm

Container

Breathe water

Detect enemies

Detect invisible

Clairvoyance

Detect magic

Displacement

Cone of frost

Detect treasure

Gallop

Conjure monster

Diminution

Giant strength

Continual light

Hold portal

Illusion

Dispel magic

Jump

Invisibility

Fire ball

Light

Levitation

Fly

Magic aura

Lock

Gaseous form

10

Move silently

Read thought

Group invisibility

11

Ogre strength

Regeneration

Haste

12

Protection from evil

Weakness

Heroism

13

Read magic

Web

Lightning

14

Read unknown languages

Paralyze

15

Sleep

Protection from missiles

16

Travel

Suggestion

Level 4

Level 5

Level 6

Charm monsters

Animal growth

Anti-magic shell

Circle of protection from evil

Answers

Conjure djinn

Confusion

Conjure elemental

Control weather

Dimension door

Debilitation

Disintegration

Hallucinatory terrain

Passwall

Eternal prison

Infravision

Poisonous cloud

Instant death

Plant growth

Rock to mud

Invisible stalker

Rune of protection

Telekinesis

Project image

Scrying

Teleportation

Quest

10

Secret army

Transference

Reincarnation

11

Sorcerers eye

Undead servants

Statue

12

Spell rebound

Wall of stone

Tidal wave

13

Transformation

14

Wall of re

Armor

Armor class

Movement

Dexterity

Leather, thick furs

Chainmail, banded armor, scale mail

10

Plate mail and barding

12

No armor

64

Epes & Sorcellerie


Missile weapons
Weapon

Abilities

Score

Modier

2-3

-2

4-5

-1

6-8

9-10

+1

11-12

+2

Range of re

Short bow

15

Long bow

21

Light crossbow

18

Heavy crossbow

24

Throwing axe

Sling

12

Javelin

Spear

Throwing knife

Duration
Rounds

10 seconds/caster level

Turns

10 minutes/caster level

Hours

1 hour/caster level

Days

1 day/caster level

Range
Touch

Direct physical contact. In combat, requires a successful attack roll

x1

1 yard/caster level

x10

10 yards/caster level

x100

100 yards/caster level

65

Character
Player
Name
Race
Class
Alignment
Description

Abilities

Scores

Intelligence

Attack bonus

[+ , 1d6+ ]

Wisdom

Skill bonus

[+ , 1d6+ ]

Dexterity

Saving throw

[+ , 1d6+ ]

Constitution

Armor class

Charisma

Move

Characteristics

Spells

Strength

Race

Weapons

Hit points

Equipment

1 [ ] 2 [ ] 3 [ ] 4 [ ] 5 [ ] 6 [ ] Fortune

Class

Other

[+ , 1d6+ ]

Epes & Sorcellerie


Introduction

The characters

How to play ?
The dice
Character creation
Abilities
Method
Modiers
Classes
Races
Hit points
Languages and skills
Armor class
Movement
Equipment
Alignment
Description

The adventure

p. 2
p. 3
p. 3
p. 3
p. 3
p. 4
p. 4
p. 4
p. 5
p. 8
p. 10
p. 10
p. 11
p. 11
p. 11
p. 11
p. 12
p. 13

Skills
Managing actions
Common actions
Saving throws
Dangers
Encounters
Experience

p. 13

Combat sequence
Attack
Damage
Styles of combat
Maneuvers
Morale
Balancing combat
Managing mass combat

p. 18

Combat

p. 13
p. 14
p. 15
p. 15
p. 16
p. 17
p. 18
p. 19
p. 19
p. 19
p. 20
p. 21
p. 21
p. 21

Magic

p. 23

General principles
Level 1 invocations
Level 2 invocations
Level 3 invocations
Level 4 invocations
Level 5 invocations
Level 1 spells
Level 2 spells
Level 3 spells
Level 4 spells
Level 5 spells
Level 6 spells

p. 23

Description
Adapting monsters
Monster list
Treasure
Character sheet

p. 39

Monsters

p. 25
p. 26
p. 27
p. 28
p. 29
p. 31
p. 32
p. 33
p. 35
p. 36
p. 37
p. 39
p. 40
p. 41
p. 61
p. 66

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