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Introduction

This handbook is for all players to help them begin their adventure into Enroth

Background: You and your friends have grown up together in the village of Sweet Water on the western edge of the Kingdom of Enroth. Your village is a simple one of farming and fishing in the lake that gives your town it’s name.

The Succession Wars have left you greatly untouched and you are all relieved that King Roland and not Archibald is on the throne.

The wise old man of the town is man by the name of Falagar. He is a wise sage and knows a great many tales and the history of the world. It was he who prepared you for the Night of Shooting Stars.

Seeing that Sweet Water was about to be destroyed, he chose you few to come with him on a rock climbing expedition. At the top of the hill, you all saw the first of the shooting stars. Falagar said that these were an ill omen and that all the world will be changed by this event. He proceed to cast magic about the party. No one knowing what he did, everyone just stood in awe as the shooting stars began to land nearby!! Falagar was in the midst of casting another spell when a fiery piece of the heavens the size of a town came down and struck the top of a nearby mountain. The world went black.

You all woke up in beds in a small house. Smelling delicious food you ventured forth to see what was happening. Falagar was downstairs making food and smiled when you appear. He said that Sweet Water was no more and that the whole valley was destroyed. The sign of change had begun. He told you about the Devils for the first time. He explained how they come from other worlds, land, and conquer. It is only a matter of time before they conquer this world.

Falagar told everyone that he chose you because of your potential to make this a change for good. Knowing about what your likes and strengths were, he spent the next several years training you in your chosen professions.

Now a world away from your lost home, you have stumbled across evidence of a terrible conspiracy involving a new religious cult.

Five letters from King Roland to his wife Catherine, and a letter from the King of the Devils to a wicked traitor named Sulman, have turned up in an abandoned Goblin camp.

Your fate seems to be inextricably bound to these letters and that awful night, and your role in these events to come may be larger than anyone could imagine.

The tools you have a but a small sum of gold, your wits, and a lot of potential. The roads ahead are infinite – and the choices are all yours to make.

Good Luck!

Characters

Abilities

The PC's have six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Rolling for initial abilities are 3d6 (3-18), six times. Then choose where you would like to put your stats. Once the six results are written, they may be modified by lowering one stat by two and then raising a different one by one (e.g. lower Wisdom from a 10 to 8, raise Dexterity from 14 to 15).

Strength

Table 1: Strength
Ability Score Dmg. Adj. Weight Allow. Max. Press
1 -4 1 3
2 -2 1 5
3 -1 5 10
4-5 -1 10 25
6-7 None 20 55
8-9 None 35 90
10-11 None 40 115
12-13 None 45 140
14-15 None 55 170
16 +1 70 195
17 +1 85 220
18 +2 110 255
19 +3 135 280
20 +3 160 305
21 +4 185 330
22 +5 235 380
23 +6 335 480
24 +7 485 640
25 +8 535 700
26 +9 635 810
27 +10 785 970
28 +11 935 1,130
29 +12 1,235 1,440
30+ +14 1,535 1,750

Strength (Str) measures a character's muscle, endurance, and stamina. Exceptional Strength increases the damage he causes with each hit, and increases the weight the character is able to carry without a penalty for encumbrance (see below).

The rest of this section on Strength consists of explanations of the columns in Table 1. Refer to the table as you read.

Damage Adjustment applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack (regardless of subtractions, a successful attack roll can never cause less than 1 point of damage). For example, a mace normally causes 1d6 points of damage (a range of 1 to 6). An attacker with Strength 17 causes one extra point of damage, for a range of 2 to 7 points of damage. The damage adjustment does NOT apply to missile weapons.

Weight Allowance is the weight (in pounds) a character can carry without being encumbered (encumbrance measures how a character's possessions hamper his movement--see Combat). These weights are expressed in pounds. A character carrying up to the listed weight can move his full movement rate.

Maximum Press is the heaviest weight a character can pick up and lift over his head. A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional Strength can lift more than twice his body weight over his head. In 1987, the world record for lifting a weight overhead in a single move was 465 pounds. A heroic Knight with Strength of 23 (see Table 1) can lift up to 480 pounds the same way and he can hold it overhead for a longer time!

Dexterity

Table 2: Dexterity
Ability Score React Adj. Hit Prob. Def Adj.
1 -6 -6 -5
2 -4 -4 -5
3 -3 -3 -4
4 -2 -2 -3
5 -1 -1 -2
6 0 0 -1
7-14 0 0 0
15 0 0 +1
16 +1 +1 +2
17 +2 +2 +3
18 +2 +2 +4
19-21 +3 +3 +4
22-26 +4 +4 +5
27+ +5 +5 +6


Dexterity

Dexterity (Dex) encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character's reaction to a threat or surprise, his accuracy with weapons and bows, and his ability to dodge an enemy's blows.

The rest of this section on Dexterity consists of explanations of the columns in Table 2. Refer to the table as you read.

Reaction Adjustment modifies the die roll to see if a character is surprised when he unexpectedly encounters NPCs. The more positive the modifier, the less likely the character is to be surprised.

Hit Probability is used to modify a character's die roll whenever he uses a weapon (a melee, or bow weapon). A positive number makes it easier for the character to hit with a weapon, while a negative number makes it harder.

Defensive Adjustment applies to a character's luck rolls against attacks that can be dodged--lightning bolts, boulders, etc. It also modifies the character's Armor Class, representing his ability to dodge normal missiles and parry weapon thrusts. For example, Rath is wearing chainmail, giving him an Armor Class of 15. If his Dexterity score is 16, his Armor Class is modified by +2 to 17, making him harder to hit. If his Dexterity score is 5, his Armor Class is modified by -2 to 13, making him easier to hit. (In some situations, beneficial Dexterity modifiers to Armor Class do not apply. Usually this occurs when a character is attacked from behind or when his movement is restricted--attacked while prone, tied up, on a ledge, climbing a rope, etc.)

Constitution

Table 3: Constitution
Ability Score Hit Point Adj.
1 -3
2-3 -2
4-6 -1
7-14 0
15 +1
16 +2
17 +3
18 +4
19-22 +5
23-26 +6
27+ +7

A character's Constitution (Con) score encompasses his physique, fitness, health, and physical resistance to hardship, injury, and disease. Since this ability affects the character's hit points, it is vitally important to all classes.

The rest of this section on Constitution consists of explanations of the columns in Table 3. Refer to the table as you read.

Hit Point Adjustment is added to or subtracted from each Hit Die rolled for the character. However, no Hit Die ever yields less than 1 hit point, regardless of modifications. If an adjustment would lower the number rolled to 0 or less, consider the final result to be 1. Always use the character's current Constitution to determine hit point bonuses and penalties.

If a character's Constitution changes during the course of adventuring, his hit points may be adjusted up or down to reflect the change. The difference between the character's current hit point bonus (if any) and the new bonus is multiplied by the character's level and added to or subtracted from the character's total. If Delsenora's Constitution increased from 16 to 17, she would gain 1 hit point for every level she had.

Intelligence

Table 4: Intelligence
Ability Score Bonus SP/Lvl
1-12 0
13-15 1
16-18 2
19-21 3
22-26 4
27+ 5

Intelligence

Intelligence (Int) represents a character's memory, reasoning, and learning ability, including areas outside those measured by the written word.

The rest of this section on Intelligence consists of explanations of the columns in Table 4. Refer to the table as you read.

Bonus SP/Lvl are the extra Spell Points given to Sorcerer, Archer, and Druid characters. These extra points are given to the character for each level attained.

If a character's Intelligence changes during the course of adventuring, his Spell Points may be adjusted up or down to reflect the change. The difference between the character's current Spell Point bonus (if any) and the new bonus is multiplied by the character's level and added to or subtracted from the character's total. If Merlin's Intelligence increased from 15 to 16, he would gain 1 Spell Point for every level he had.

Wisdom

Table 5: Wisdom
Ability Score Bonus SP/Lvl Magical Def. Adj.
1 0 -6
2 0 -5
3 0 -4
4 0 -2
5-7 0 -1
8-12 0 0
13-15 1 0
16-17 2 +1
18-19 2 +2
20-21 3 +3
22-23 3 +4
24-26 4 +5
27+ 5 +5

Wisdom

Wisdom (Wis) describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character's resistance to magical attack.

The rest of this section on Wisdom consists of explanations of the columns in Table 5. Refer to the table as you read.

Bonus SP/Lvl are the extra Spell Points given to Cleric, Paladin, and Druid characters. These extra points are given to the character for each level attained.

If a character's Wisdom changes during the course of adventuring, his Spell Points may be adjusted up or down to reflect the change. The difference between the character's current Spell Point bonus (if any) and the new bonus is multiplied by the character's level and added to or subtracted from the character's total. If Constantine's Wisdom increased from 15 to 16, he would gain 1 Spell Point for every level he had.

Magical Defense Adjustment listed on Table 5 applies to Luck rolls against magical spells that attack the mind: Charm, Feeblemind, Mass Fear, Paralyze, etc. These bonuses and penalties are applied automatically, without any conscious effort from the character.

Charisma

Table 6: Charisma
Ability Score Reaction Adj.
1 -7
2 -6
3 -5
4 -4
5 -3
6 -2
7 -1
8-12 0
13 +1
14 +2
15 +3
16 +5
17 +6
18 +7
19 +8
20 +9
21-22 +10
23-24 +11
25-26 +12
27+ +13

Charisma

The Charisma (Cha) score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with nonplayer characters (NPCs), mercenary hirelings, retainers, and intelligent monsters.

The rest of this section on Charisma consists of explanations of the columns in Table 6. Refer to the table as you read.

Reaction Adjustment indicates the penalty or bonus due to the character because of Charisma when dealing with nonplayer characters and intelligent creatures. For example, Rath encounters a minotaur, an intelligent creature. Rath's Charisma is only 6, so he is starting off with one strike against him. He probably should try to overcome this slight handicap by making generous offers of gifts or information.

Races

All basic races are represented in Enroth. Although humans are overwhelmingly part of the landscape, there are some demi-humans who like to spend their times in human towns. Any race can become any class.

Dwarves

Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4-1/2 feet tall. They have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for 350 years.

Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings.

Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground.

Due to their sturdy nature, Dwarves receive a +1 bonus to their initial Constitution scores, but have a -1 penalty to their Dexterity scores.

Elves

Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live to be over 1,200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race.

Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods.

Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.

Due to their gracefulness, Elves receive a +1 bonus to their initial Dexterity scores, but have a -1 penalty to their Constitution scores.

Gnomes

Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years.

Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.

Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their diminutive stature has made them suspicious of the larger races--humans and elves--although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins' aversion to surface dwellers foolish.

Due to their inquisitive nature, Gnomes receive a +1 bonus to their initial Intelligence scores, but have a -1 penalty to their Wisdom scores.

Half-Elves

Half-elves are the most common mixed-race beings. The relationship between elf, human, and half-elf is defined as follows: 1) Anyone with both elven and human ancestors is either a human or a half-elf (elves have only elven ancestors). 2) If there are more human ancestors than elven, the person is human; if there are equal numbers or more elves, the person is half-elven.

Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf (5 feet 6 inches on average) and weighing about 150 pounds. They typically live about 160 years. They do not have all the abilities of the elf, nor do they have the flexibility of unlimited level advancement of the human. Finally, in some of the less-civilized nations, half-elves are viewed with suspicion and superstition.

In general, a half-elf has the curiosity, inventiveness, and ambition of his human ancestors and the refined senses, love of nature, and artistic tastes of his elven ancestors.

Half-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to half-elves ranges from intrigued fascination to outright bigotry.

Due to their close connection with humanity, they have no bonuses nor penalties to their initial ability scores.

Halflings

Halflings are short, generally plump people, very much like small humans. Their faces are round and broad and often quite florid. Their hair is typically curly and the tops of their feet are covered with coarse hair. They prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years.

Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. In fact, they can be a trifle boring at times. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need.

Halfling homes are well-furnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better.

Due to their quick feet, Halflings receive a +1 bonus to their initial Dexterity scores, but have a -1 penalty to their Strength scores.

Class

Knights are the workhorses of the fighting class, coming onto the scene with the largest selection of weapons and armor. Class minimums are Strength 14 and Constitution 14. Knights can wear any armor and can learn any weapon. They can become Experts and Masters in any weapon and all styles they are proficient in except Bow, Dagger, or Staff which are limited to Expert. They can NOT learn any magic, nor the Meditation skill. They gain the most out of the Body Building skill. Knights can be promoted to Cavalier status giving them extra hit points, and again to Champion gaining even more hit points.

Clerics are adventurous, spell-casting holy men who are mediocre fighters. Their magic is most powerful in the areas of healing and defense. Class minimums are Wisdom 14 and Charisma 14. They can only become proficient in Mace, Staff, or Bow. They can only wear wear leather or chainmail and may use a shield. They can become Experts in all weapons and styles proficient in except Staff, and can become Masters in Mace, Weapon and Chain, and Weapon and Shield. They can cast all Priest spells and Spells of Light. They can become Experts and Masters in all magic they can cast. Clerics can be promoted to Priest status gaining extra hit points and Spell Points, and again to High Priest gaining even more hit points and Spell Points.

Paladins cross the line between Knight and Cleric, performing both roles well, but not as well as either of the more focused classes alone. Class minimums are Strength 14 and Wisdom 14. Paladins can wear any armor and learn any weapon. They can become Experts in all weapons and weapon styles proficient in except Staff and Masters in Mace, Sword, Weapon and Plate, and Weapon and Shield. They have the ability to cast all Priest spells, however they can not cast Spells of Light. They can become Experts and Masters in all spells they are able to cast. Paladins can be promoted to Crusader status gaining extra hit points and Spell Points, and again to Hero gaining even more hit points and Spell Points.

Sorcerers are students of Elemental magic, concentrating on offensive and utilitarian magic. Class minimums are Intelligence 14 and Constitution 14. Downright rotten fighters they can only become proficient in Dagger, Staff, and Bow and wear only leather armor. They can become Experts and Masters in any weapon or style they are proficient in except Bow which is limited to Expert. They can cast all Sorcerer spells (Air, Earth, Fire, and Water magic) and High Sorcery. They can become Experts and Masters in all spells they are able to cast. Sorcerers can be promoted to Mage status gaining extra hit points and Spell Points, and again to Arch Mage gaining even more hit points and Spell Points.

Archers cross the line between Knight and Sorcerer, performing both roles well, but not as well as either of the more focused classes alone. Class minimums are Intelligence 14 and Dexterity 14. They can learn any weapon, however they specialize in - surprise - the bow. They can wear only leather or chainmail and can not use a shield. They can become Experts in all weapons and styles proficient in except Staff and Masters in Bow, Spear, Weapon and Leather, and Weapon and Chain. They can cast all Sorcerer spells although they can not cast spells of High Sorcery. They can become Experts and Masters in all spells they are able to cast. Archers can be promoted to Battle Mage status gaining extra hit points and Spell Points, and again to Warrior Mage gaining even more hit points and Spell Points.

Druids combine the best of the Sorcerer and Cleric classes. Class minimums are Intelligence 14 and Wisdom 14. They have few hit points and make poor fighters; their arsenal limited to Dagger, Staff and Bow and can only learn the Weapon and Leather style. They can become Experts and Masters in any weapon or style they are proficient in except Bow which is limited to Expert. However, they gain the ability to learn and use both Priest and Sorcerer spells, but do not have the ability to cast Spells of Light or High Sorcery. They can become Experts and Masters in all spells they are able to cast. Druids can be promoted to Great Druid status gaining extra hit points and Spell Points, and again to Grand Druid gaining even more hit points and Spell Points.

Experience and Levels

Experience counts. Experience is gained through defeating opponents in combat and solving the various tasks and quests in Enroth. When a character gains enough experience, they become eligible to move up a “level” in a system of status and ranking. Gaining levels increase Hit Points (hp), Spell Points (SP), and Skill Points (SkP).

The experience point requirement to increase an adventurers level is equal to the following chart:

Lvl 10 Lvl 11780,000 Lvl 213,160,000
Lvl 26,000 Lvl 12946,000 Lvl 223,486,000
Lvl 328,000 Lvl 131,128,000 Lvl 233,828,000
Lvl 466,000 Lvl 141,326,000 Lvl 244,186,000
Lvl 5120,000 Lvl 151,540,000 Lvl 254,560,000
Lvl 6190,000 Lvl 161,770,000 Lvl 264,950,000
Lvl 7276,000 Lvl 172,016,000 Lvl 275,356,000
Lvl 8378,000 Lvl 182,278,000 Lvl 285,778,000
Lvl 9496,000 Lvl 192,556,000 Lvl 296,216,000
Lvl 10630,000 Lvl 202,850,000 Lvl 306,670,000

Hit Points (hp)

Starting hp are as follows:

  • Knights: 10 + 1d6
  • Paladins/Archers: 6 + 1d4
  • Cleric: 4 + 1d4
  • Druid/Sorcerer: 2 + 1d4

The amount of hp gained when a PC gains a level is as follows:

  • Knight: 10 + 1d6, an extra +5/lvl upon Promotion to Cavalier, and another +5/lvl upon promotion to Champion
  • Paladin/Archer: 6 + 1d4, an extra +2/lvl upon Promotion to Crusader/Battle Mage, and another +2/lvl upon Promotion to Hero/Warrior Mage
  • Cleric: 4 + 1d4, an extra +1/lvl upon Promotion to Priest, and another +1/lvl upon Promotion to High Priest
  • Druid/Sorcerer: 2 + 1d4, an extra +1/lvl upon Promotion to Great Druid/Mage, and another +1/lvl upon Promotion to Grand Druid/Arch Mage

NOTE: In addition, all PC’s gain extra hp if they have a high Constitution. Also, all promotions give extra hp retroactively for previous levels gained.

A PC will be knocked unconcious when his hit points drop to zero. A PC will be killed when his hit points are brought to ½ of his Constitution below zero. (i.e. A PC has a Constitution of 14. She is knocked unconcious at 0 hp, and dies at -7 hp)

Spell Points (SP)

Starting SP are as follows:

  • Clerics/Paladins: Clerics get 20 SP to start plus Wisdom bonuses. Paladins get 10 SP to start plus Wisdom bonuses.
  • Sorcerers/Archers: Sorcerers get 20 SP to start plus Intelligence bonuses. Archers get 10 SP to start plus Intelligence bonuses.
  • Druids: Druids get 20 SP to start plus both Intelligence and Wisdom bonuses.

The amount of SP gained when a PC gains a level is as follows:

  • Clerics/Sorcerers gain 12 SP every lvl, +4/lvl upon Promotion to Priest/Mage, and another +4/lvl upon Promotion to High Priest/Arch Mage
  • Paladins/Archers gain 6 SP every lvl, +1/lvl upon Promotion to Crusader/Battle Mage, and another +1/lvl upon Promotion to Hero/Warrior Mage
  • Druids gain 12 SP/lvl, +4/lvl upon Promotion to Great Druid, and another +4/lvl upon Promotion to Grand Druid

For example: A 3rd level Sorcerer with a 16 Intelligence would have 44 (level) + 6 (Int bonus) for a total of 50 SP, while a 7th level Mage with an 18 Intelligence would have 92 (level) + 28 (Mage status) + 14 SP (Int bonus) for a total of 134 SP

NOTE: All spellcasters upon Promotion gain extra SP retroactively for previous levels gained.

Skill Points (SkP)

Skill Points (SkP): SkP are used to improve individual skills learned throughout a PC’s adventuring career. Each skill learned (weapon, weapon style, non-weapon, and magic) has a skill ranking, regardless of the level of the PC. SkP are gained each time a PC goes up an experience level. Skill rankings are increased when a PC spends SkP to improve them. To increase a skill, the SkP required is equal to the next skill rank number. For example, if a PC wishes to increase his/her Dagger skill from a rank 3 to rank 4, the number of SkP needed is 4.

Another way to improve skills is to find a teacher. These teachers may agree to increase a PC’s skill from “Normal” to “Expert”, or even from “Expert” to “Master”! A more impressive title gives the PC some special abilities that aren’t generally the same for each skill. For instance, a Master mace swinger gains the power to stun opponents, while a Master swordsman can use another weapon with a sword with no penalty!

Proficiencies:

Weapon Proficiencies

There are both weapon and weapon style proficiencies. There are no limits for such proficiencies and all applicable skills may be taken if the PC has the money to learn the skill.

Weapon Proficiencies are as follows: Axe (incl Poleaxes and Halberds), Bow (incl Crossbows), Dagger, Mace (incl Hammers), Spear (incl Tridents and Halberds), Staff, and Sword (all types).

Attack abilities are as follows:

All PC Attack adjustments (AT adj) are based on weapon skill levels. The higher the adjustment the better chance to strike one’s opponent. See Combat for more information. How this adjustment increases depends on the PC’s class:

  • Knight/Paladin adjustments increase 1 point every weapon skill level they achieve after 1st. (i.e., Lvl 2: +1, Lvl 3: +2, Lvl 4: +3, etc.)
  • Archer/Cleric adjustments increase 2 points every three weapon skill levels they achieve after 1st. (Exception: Archers use Bow skills equal to Knights) (i.e., Lvl 4: +2, Lvl 7: +4, Lvl 10: +6, etc.)
  • Druid/Sorcerer adjustments increase 1 point every two weapon skill levels they achieve after 1st. (i.e., Lvl 3: +1, Lvl 5: +2, Lvl 7: +3, etc.)

Weapon Style Proficiencies are Weapon and Shield, Weapon and Leather, Weapon and Chain, Weapon and Plate. If a PC does not know a particular weapon style, he/she may NOT wear that type of armor and use a weapon or cast a spell!

For every five levels in Weapon and Armor styles (Leather, Chain, Plate, and Shield) after 1st, PC’s gain a bonus of +1 to their AC (Armor Class) (i.e., Lvl 6: +1, Lvl 11: +2, etc.)

After some experience in any proficiency, PC’s may become Experts in their weapons or weapon styles. Expertise in weapon proficiencies and weapon styles are as follows:

  • Axe – gains an attack speed bonus (-1 to SF for Axes and -2 to SF for Poleaxes) and gains an attack ‘to hit’ bonus of +1
  • Bow – gains an attack speed bonus (-2 to SF), and gains an attack ‘to hit’ bonus of +1
  • Dagger – gains the ability to use another dagger in his/her off hand with no penalty, gaining another attack, and gains an attack ‘to hit’ bonus of +1
  • Mace – gains an attack ‘to hit’ bonus of +1 and a damage bonus of +2
  • Spear – gains an attack ‘to hit’ bonus of +1 and an AC bonus of +1
  • Staff – gains an attack ‘to hit’ bonus of +1 and an AC bonus of +1
  • Sword – gains an attack speed bonus (-1 to SF on one handed and -2 SF on two handed) and gains an attack ‘to hit’ bonus of +1
  • Weapon and Shield – gains a bonus of +1 AC to both melee and missile attacks
  • Weapon and Leather – reduces the speed penalty of wearing leather armor by half
  • Weapon and Chain – reduces the speed penalty of wearing chain mail armor by half
  • Weapon and Plate – reduces the speed penalty of wearing plate armor by half

NOTE: Knights get an extra bonus of 1/2 an Attack per round (AT/rnd) with the weapon (except Bow) they become an Expert in. This allows one attack on odd rounds, and two attacks on even rounds of combat.

After more experience as Experts in their weapon or weapon styles, PC’s may become Masters. Mastery in weapon proficiencies and weapon styles are as follows:

  • Axe – gains an attack damage bonus of +4
  • Bow – gains the ability to fire twice as many shots per round as the weapon normally gives (i.e. Bows AT 4/1, Crossbows 2/1)
  • Dagger – gains the ability equal to the level of the skill (i.e. 14th level skill has a 14% chance) on a successful hit to do triple base weapon damage
  • Mace – gains the ability equal to the level of the skill (as above) on a successful hit to stun his/her opponent (as a basic Stun spell at Mace skill lvl)
  • Spear – gains an attack damage bonus of +4
  • Staff – gains the ability equal to the level of the skill (as above) on a successful hit to stun his/her opponent (as above)
  • Sword – gains the ability to use another sword in his/her off hand with no penalty, gaining another attack
  • Weapon and Shield – gains a bonus of +1 AC to both melee and missile attacks
  • Weapon and Leather – removes the speed penalty of wearing leather armor
  • Weapon and Chain – removes the speed penalty of wearing chain mail armor
  • Weapon and Plate – removes the speed penalty of wearing plate armor

NOTE: Knights get another extra 1/2 AT/rnd when they become Masters in a weapon (except Bow) giving two attacks per round with that weapon.

Non-Weapon Proficiencies

Non-weapon proficiencies are similar to weapon proficiencies and styles. They are not governed by Intelligence limitations and any class can learn any skill as long as they have the money. Some classes are better than others to use particular skills. After some experience in the skill, the PC can become an Expert if they can find a teacher. After more experience as an Expert, the PC can then become a Master in that skill if another teacher is found.

These are the Non-Weapon Proficiencies used in Enroth:

Alchemy: Having this skill allows the brewing and mixing of herbal potions. Also, anyone with this skill can automatically tell the type of potion upon sight without tasting. The power of potions able to be created depends upon the class of the user. Any class can take this skill, but only Clerics, Druids, and Sorcerers can become Experts and only Druids can become Masters.

  • Basic potions: Any class
  • Compound Potions: Clerics, Druids and Sorcerers
  • White Potions: Druids and Sorcerers and Expert ability
  • Black Potions: Druids only and Master ability

Bodybuilding: Taking this proficiency allows a PC to add additional hit points (hp) to their totals for every new skill level they achieve. The number of hit points gains depends on their level of knowledge and their class. Any class can take this skill.

  • Knights: +2 hp/level at Basic Level, +4 hp/level at Expert, and +6/level at Master
  • Paladin/Archer: +1 hp/level at Basic, +2 hp/level at Expert, and +3 hp/level at Master
  • Cleric: +1 hp/level at Basic, +2 hp/level at Expert, May not become Masters
  • Sorcerer/Druid: +1 hp/level at Basic, may not become Experts or Masters

Diplomacy: This proficiency allows a PC to affect their reputation with others in any direction they desire. Having a high Diplomacy can allow PC’s to talk their way out of a dangerous situation or improve talks with high ranking officials. Any class can take this skill but only Paladins and Clerics can become Masters in it.

  • Basic level: An improvement of +1 Charisma reaction/4 levels (Lvl 1: +1, Lvl 5: +2, etc.)
  • Expert level: An improvement of +1 Charisma reaction/3 levels (Lvl 1: +1, Lvl 4: +2, etc.)
  • Master level: An improvement of +1 Charisma reaction/2 levels (Lvl 1: +1, Lvl 3: +2, etc.)

Disarm Trap: Taking this proficiency allows a PC a chance to disarm booby trapped containers or locks. Only traps found by a successful Perception check can be disarmed. Any class can learn this skill, however only Archers can become Masters.

  • Basic level: +1 adjustment/level to disarm a trap (Lvl 1: +1, Lvl 2: +2, etc.)
  • Expert level: +3 adjustment/two levels to disarm a trap (Lvl 1: +3, Lvl 3: +6, etc.)
  • Master level: +2 adjustment/level to disarm a trap (Lvl 1: +2, Lvl 2: +4, etc.)

Each trap has a difficulty target number to automatically disarm it. The PC rolls a d20 and adds his or her skill adjustment. If the total score is equal or greater than the target number, the trap is disarmed. If the roll fails to meet the target number, the trap is set off. Points in Perception skill will reduce some of the damage caused by traps.

Identify Item: This proficiency gives the user the ability to identify the qualities and abilities of any item (normal or magical). Any class can learn this skill, however only Sorcerers can become Masters.

  • Basic level: +1 adjustment/level to identify items (Lvl 1: +1, Lvl 2: +2, etc.)
  • Expert level: +3 adjustment/two levels to identify items (Lvl 1: +3, Lvl 3: +6, etc.)
  • Master level: +2 adjustment/level to identify items (Lvl 1: +2, Lvl 2: +4, etc.)

Each item has a difficulty target number to automatically identify it. The PC rolls a d20 and adds his or her skill adjustment. If the total score is equal or greater than the target number, the item is identified. If the skill level fails to meet the target number, the PC must give it to another PC to check, or have it checked at an Armor, Weapon, or Alchemist shop.

Learning: This useful skill gives the PC an extra bonus to their experience gained. Any class can learn this skill and become Experts or Masters in it.

  • Basic level: 9% + 1% XP bonus/level (Lvl 1: 10%, Lvl 2: 11%, etc.)
  • Expert level: 9% + 2% XP bonus/level (Lvl 1: 11%, Lvl 2: 13%, etc.)
  • Master level: 9% + 3% XP bonus/level (Lvl 1: 12%, Lvl 2: 15%, etc.)

Meditation: This skill is similar to Body Building except it is for spell casters and it increases their Spell Points. All classes except Knights can learn this skill and become Experts or Masters in it. The number of bonus SP depends upon their class:

  • Paladins/Archers: 1 SP/level at Basic, 2 SP/level at Expert, and 3 SP/level at Master
  • Clerics/Sorcerers: 2 SP/level at Basic, 4 SP/level at Expert, and 6 SP/level at Master
  • Druids: 2 SP/level at Basic, 5 SP/level at Expert, and 7 SP/level at Master

Merchant: Buying and selling in Enroth is a healthy barter system and successful Merchants are the key. All places where something is sold, it is sold at a (sometimes very high) marked up price. PCs skilled in the Merchant skill can get better prices when trying to purchase or sell items. Any class can learn this skill, however Knights, Paladins, and Clerics cannot become Masters.

  • Basic level: 7% + 3% better price or lowered markup/level bonus (Lvl 1: 10%, Lvl 2: 13%, etc.)
  • Expert level: 7% + 6% better price or lowered markup/level bonus (Lvl 1: 13%, Lvl 2: 19%, etc.)
  • Master level: 7% + 9% better price or lowered markup/level bonus (Lvl 1: 16%, Lvl 2: 25%, etc.)

Merchant is computed this way. The price at any particular merchant is marked up for purchases or marked down for selling back. The Merchant skill takes the marked up/down price and subtracts/adds the percentage of the skill from that price. If the result is still above cost, that is the price. If the price is equal or below cost, the price is cost. For example, an item is being sold at 150 gp and cost price is 100 gp. A Merchant skill of 1 will give a 10% discount on the marked up price which is equal to 15 gp. Subtract the 15 gp from 150 gp for a total of 135 gp. This is how much the vendor will sell the item to that PC. An example of buying back is a PC wishes sell an item to a vendor that has a cost price of 100 gp. The vendor is normally willing to buy the item back for 20 gp. The percentage times cost equals 10 gp. The vendor adds this number to the sell back price and gets a total of 30 gp. This is how much the vendor will buy the item from the PC for.

Perception: This skill is a definite must for those who want to find that needle in the haystack. Having this skill allows the PC to find hidden treasures, secret doors, and traps. It also reduces the damage taken from an improperly disarmed trap. Any class can learn this skill, however only Archers can become Masters.

  • Basic level: +1 adjustment/level and a 1% reduced damage/level (Lvl 1: +1/1%, Lvl 2: +2/2%, etc.)
  • Expert level: +3 adjustment/two levels and a 2% reduced damage/level (Lvl 1: +3/2%, Lvl 3: +6/+6%, etc.)
  • Master level: +2 adjustment/level and a 4% reduced damage/level (Lvl 1: +2/4%, Lvl 2: +4/8%, etc.)

Each item/secret door/trap has a difficulty target number to automatically discover it. The PC rolls a d20 and adds his or her skill adjustment. If the total score is equal or greater than the target number, the trap/secret door/treasure is discovered. For example: Rath has a level 2 Basic Perception. He has a +2 bonus adjustment to discover a trap, but if it is set off, he gets a 2% reduction in any damage received (minimum of 1 hp)

A failed check misses the trap or secret item, however another check is allowed at a -1 adjustment cumulative penalty for each additional try. Each check takes 1 round and searches a 10X10 area or one item.

Repair Item: All items over time can break, and there are some monsters whose blows are so powerful that they can break items in two. PCs knowledgeable in this skill can do a field level repair quickly so that the item can be used until it is brought to a service shop. This skill allows the PC to use service shops at reduced prices to fix the items themselves saving a great deal of money. Some items are very complex and can only be repaired with Expert or Master level. All classes can learn this skill, however only Paladins, Archers, and Knights can become Experts and only Knights can become Masters.

  • Basic level: +1 adjustment/level to repair/3% + 2%/level repair cost savings (Lvl 1: +1/5%, Lvl 2: +2/7%, etc.)
  • Expert level: +3 adjustment/two levels to repair/3% + 4%/level repair cost savings (Lvl 1: +3/7%, Lvl 3: +6/15%, etc.)
  • Master level: +2 adjustment/level to repair/3% + 7%/level repair cost savings (Lvl 1: +2/10%, Lvl 2: +4/17%, etc.)

Each item has a difficulty target number to automatically repair it. The PC rolls a d20 and adds his or her skill adjustment. If the total score is equal or greater than the target number, the item is repaired. If the skill level fails to meet the target number, the PC must give it to another PC to repair, or have it repaired at an Armor, Weapon, or Alchemist shop.

Starting Skills:

PC’s begin with a limited number of skills and can choose from a short list at character creation depending upon class.

  • Knights: Begin automatically with the skills of Sword, and Weapon and Leather. They can choose two more from the following list: Dagger, Axe, Spear, Bow, Weapon and Chain, Weapon and Shield, Body Building, Disarm Trap, or Perception.
  • Paladins: Begin automatically with the skills of Sword and Spirit Magic. They can choose two more from the following list: Dagger, Spear, Mace, Weapon and Leather, Weapon and Chain, Weapon and Shield, Perception, Diplomacy, or Disarm Trap
  • Archers: Begin automatically with the skills of Bow and Air Magic. They can choose two more from the following list: Sword, Dagger, Axe, Weapon and Leather, Fire Magic, Identify Item, Perception, Diplomacy, or Disarm Trap
  • Clerics: Begin automatically with the skills of Mace and Body Magic. They can choose two more from the following list: Staff, Weapon and Leather, Weapon and Shield, Spirit Magic, Mind Magic, Identify Item, Repair Item, Meditation, Diplomacy
  • Sorcerer: Begin automatically with the skills of Dagger and Fire Magic. They can choose two more from the following list: Staff, Weapon and Leather, Air Magic, Earth Magic, Water Magic, Identify Item, Repair Item, Meditation, or Diplomacy
  • Druid: Begin automatically with the skills of Staff and Earth Magic. They can choose two more from the following list: Mace, Weapon and Leather, Water Magic, Spirit Magic, Body Magic, Identify Item, Alchemy, Meditation, or Learning

Equipment

Purchasing Equipment

Gold is the coin of the realm and is about the size of a penny. There are other items that are replacements for gold such as gems, but they are rare and must be discovered by the PCs.

Equipment can be purchased at any store in the realm. Weaponsmiths sell weapons, but most specialize in one weapon style, so shop around. Weaponsmiths also can identify and repair weapons for a cost. Armories sell, identify and repair shields and armor, and as weaponsmiths, some may specialize in certain kinds of armor. Magic Shops and Apothecaries offer potions and miscellaneous arcane items. They can identify and repair such items as well for a price. General Stores sell the junk that other stores do not want to sell. They tend to be overpriced and they buyback at very reduced prices.

Having a PC with a high Merchant skill comes in handy when talking to shop owners. The storekeeper will always tell the PCs how much the item is and a little background about it. All shops will negotiate with a PC with Merchant skill to haggle over the price. No skill or a low skill will leave the PCs penniless, while a high Mastered skill will leave the storekeeper crying in his or her cash box. Merchant skill also comes in handy when trying to sell “liberated” items to the store keeper. The higher the Merchant skill, the better the buyback price.

Banks are places where PCs can store their gold should it be weighing down their packs. There is no charge for storage and PCs can withdraw their funds from any branch.

Spell Guilds are places to learn magic and purchase spellbooks. Merchant skill is handy here as well as the Guildmasters will also haggle over prices.

Thief or Mercenary Guilds have teachers that, for a price, will teach PCs varied Weapon and Non-weapon skills. Merchant skill will bring down prices here as well.

Temples offer a chance to give a donation to or receive healing from for a price. Fees are set and Merchant will not change the prices. Generous donations will receive a boon from the attending priest.

Inns and Taverns rent rooms, sell traveling rations, and offer drinks and information about the local area. Merchant skill will help keep you out of the common room for the night.

Training Halls are places to advance in levels. All classes come here, although some places have limited staff and level maximums. Training takes a week per level for advancement (i.e. raising from 5th to 6th takes one week) and includes increases in skills through spending Skill Points. Training costs gold and each progressive level costs more. Having the Merchant skill can lower the prices somewhat.

Stables and Docks are places of transportation and will allow quicker and safer transport to various cities and places in the realm. Having a high Merchant skill will lower prices. Schedules vary per area, so check with the stablemaster or ship captain for information.

Local City Councils are always in need of able adventurers to take on a variety of dangerous quests, so look them up when you come to a town.

Starting Equipment

PC’s starting equipment depends upon what skills they choose at character creation. They gain a basic weapon for the weapon skill(s) they choose, i.e. Dagger, Mace, Staff, Longsword, Spear, Hand Axe, and/or Crossbow. If they choose a weapon style, they will receive either Leather Armor, Chainmail Armor, and/or a Wooden Shield. Spellcasters choosing Magic skills will receive the first two spells from each spell list they choose. PC’s also get a random simple potion and a simple ring which is randomly decided by the DM. There is a very slight chance that this ring will be enchanted.

Armor and Weapons

NameWeight (in pounds)Speed FactorAC adj/Damage
Leather Armor15+4+2 to AC
Chainmail Armor40+8+5 to AC
Wooden Shield5N/A+1 to AC for missiles
Dagger1/2+21d4
Hand Axe5+41d6
Mace6+61d6
Staff4+41d6
Longsword4+51d8
Spear (one-handed)5+61d6
Spear (two-handed)+82d6
Crossbow (AT 1/1)
Range: 6/12/18
7+71d6

Speed Factor or SF is the penalty to initiative representing the inherent slowness of the weapon or how much the armor slows a PC down. Certain skills or magic abilities can reduce this number. SF for any particular weapon or armor can never be brought lower than 0.

Armor Class is a term showing the amount of physical protection a PC, NPC, or monster has. It begins at 10 (absolutely no protection), and increases based on the AC adj value of armor worn. There is no limit to how protected something may be. To improve Armor Class, one requires a high dexterity, improved armor, or magical protection. Some creatures may have naturally strong armor classes, therefore requiring a high ability 'to hit'.

NOTE: In addition to any of the above items, a starting party will begin with 200 pieces of gold (gp).

Combat

Combat in Enroth is very simple. Rounds are 15 seconds in length and turns are 10 minutes in length.

  • Step 1: Check for surprise (if applicable): Surprise is rolled on a d10. Add Dexterity bonuses to the roll and then subtract any penalties opponents give. If the final number is 1-3, the person is surprised. Surprise lasts for 1 round, and gives the penalty of no Dexterity bonuses and the inability to attack for that round.
  • Step 2: Roll initiative: 1d10 + Armor SF + Weapon SF or Spell Casting Time, lowest goes first. Spells that take a round to cast, always go last and the effect begins at the beginning of the next round. If a PC or monster has more than one attack, roll initiative for each attack. If a PC or monster casts a spell that takes one round, no other attacks may be made that round, even if that PC or monster has more attacks. Spellcasting does not affect Armor Class or Dexterity, the PC/NPC/monster can fully defend himself during that time. If a PC decides to not attack and fully defend himself, he receives a +4 bonus to his Armor Class for that round.
  • Step 3: Counting from Initiative score of zero, on the initiative turn, make attack roll (weapons or some spells) with d20 against opponents Armor Class adding appropriate adjustments. (e.g. If a Knight PC has a Sword Lvl 4 (+3 Adj) and the opponents Armor Class is 15, then the number to equal or beat on a d20 roll is 12). If there is a tie for initiative the highest Dexterity goes first.

NOTE: A roll of 20 is always a hit and a roll of a 1 is always a miss, regardless of the actual number required 'to hit'.

  • Step 4: If a hit made, roll damage and subtract protections (if applicable)
  • Step 5: Next PC/monster attacks, until next round.

Ranged Combat

  • Initiative: Ranged weapons have a special roll for intiative. They roll standard initiative, and then divide the total by the number of attacks (e.g., A roll of 12 with a Bow has the first shot on a 6, the second on a 12.) For odd numbers, round up (e.g., A roll of 13 with a Bow has the first shot on a 7, the second on a 13.)
  • Range: All ranged weapons have three effective ranges: Short, Medium, and Long Range. The first number is Short range, the second is Medium range, and the final is Long range. To calculate maximum ranges, use the number X 10 feet for indoors, and the number X 10 yards for outdoors. The GM will determine how far the opponent is away from the PC. If the opponent is in Short range, there is no "to hit" penalty. If the opponent is in Medium range, there is a -2 "to hit" penalty. If the opponent is in Long range, there is a -5 "to hit" penalty. If the opponent is beyond the maximum range of the weapon, there is no chance to hit that opponent.

Luck

Luck rolls represent the innate magical resistance and chance a particular PC, NPC, or monster has. The more powerful the attacker is, the less chance to resist the magic the opponent has. The less powerful the attacker is, the more chance to resist the magic the opponent has.

All PC's, NPC's, and monsters have a Luck target number of 11 against all forms of magic. When a Luck roll is called for, roll d20, add +1 for every level of the defender's Experience level, and add any other adjustments. Add +1 to the target number for every skill level of the opponent's spell or power. If the total rolled is equal or higher to the target number, the magic is resisted as the spell description notes. If the roll is lower, the Luck roll fails.

For example: A Lvl 3 Fireball is cast at a Lvl 5 PC. The PC has a +5 bonus for level. The opponent has a +3 bonus for spell power making the target number 14. If a 9 or higher is rolled on a d20, the spell does only 1/2 damage.

  • A Luck roll target number can be no higher than 20 and no lower than 2. A roll of 20 always is successful and a 1 is always a failure.
  • For every +1 bonus to Luck rolls, add +1 to the PC's, NPC's, monster's Luck roll.

Movement and Encumbrance

Movement in Enroth is based on feet per round indoors and yards per round outdoors. Base movement depends on a PC's race.

  • Dwarves, Gnomes, and Halflings have a base movement rate of 60 feet/yards per round.
  • Elves, Half-Elves, and Humans have a base movement rate of 120 feet/yards per round.

Movement in combat is equal to half the normal movement rate in a round. If the PC wants to move up to their full movement rate in that round, they may either not attack, or suffer a -4 'to hit' penalty for that round.

Movement rate can be doubled when moving at a run. Running can be contined for a number of rounds equal to the PC's Constitution before that PC's must rest (by not running or fighting) for double the number of rounds spent running. For example, if a PC runs for 5 rounds, he/she must rest for 2 minutes and 30 seconds before being able to run again at full strength. Should a PC be at his/her limit and needs to fight/run during their required rest time, he/she suffers from the effect of Encumbered.

Encumbrance normally occurs when a PC's is carrying more than his/her Strength's weight allowance allows. When a PC is encumbered his/her movement rate is halved and all dexterity bonuses are lost.

Conditions and Effects

There are several effects that may happen to a PC, NPC, or monster. Each of them gives some form of penalty. Some will be stated here, others will have to be discovered as the PC's travel through Enroth.

Afraid effect occurs when a PC is affected by the Mass Fear spell or affected by a monster's attack. An afraid PC has a 50% chance to drop each item in his/her hands, and will run in the opposite direction at full running movement rate until the duration is over, or the PC collapses in exhaustion. An afraid PC cannot attack or defend him/herself but since he/she is aware of the surroundings, a regular roll against his/her AC is required. This effect can be also removed by casting a Remove Fear spell in time, going to a temple, or through Divine Intervention.

Asleep effect occurs when a PC is sleeping or is magically put to sleep by a monster's attack. A sleeping PC cannot attack nor defend themselves. A sleeping PC is automatically hit. If naturally asleep, the PC will wake up upon being struck. An asleep PC cannot receive any XP. If magically asleep, the PC will wake only if the duration of the condition ends, a powerful enough Awaken spell is cast, going to a temple, or through Divine Intervention.

Curse effect occurs when a PC is affected by a Mass Curse spell or affected by a monster's attack. A cursed PC has only a 50% chance to cast any spells. If a spell fails, the SP used is still wasted. A Remove Curse spell cast in time can remove this effect as well as going to a temple or through Divine Intervention.

Death effect occurs when a PC's hp are reduced to 1/2 of their Consitution beyond zero, is affected by a Finger of Death spell, or affected by a monster's attack. A dead PC receives no XP and can be restored only by a Raise Dead or Resurrection spell cast in time, going to a temple, or Divine Intervention.

Paralyze effect occurs when a PC is affected by a Paralyze spell or affected by a monster's attack. A paralyzed PC is immobilized and cannot communicate with others. A paralyzed PC is automatically hit. A paralyzed PC receives no XP. A Remove Paralysis spell cast in time can remove this effect as well as going to a temple or through Divine Intervention.

Stoned effect occurs when a PC is affected by a Turn to Stone spell or affected by a monster's attack. A stoned PC is immobilized and oblivious to the world. The PC receives no XP and is also impervious to all damage while affected. A Stone to Flesh spell cast in time will remove this condition as well as going to a temple or through Divine Intervention.

Weak effect occurs when a PC has stayed awake for 24 hours or more, is suffering the side-effect of the Haste spell, or affected by a monster's attack. A weak PC's Strength is lowered by 3/4 and their Constitution is lowered by 1/2 with all the penalties associated with this drop. This effect lasts until the PC can rest for a full 8 hours, a Cure Weakness spell cast in time, going to a temple, or through Divine Intervention.

Unconcious effect occurs when a PC is brought to zero hit points. An unconcious PC receives no XP and can be restored through a full night’s rest, magical healing bringing hp above zero, or going to a temple.

Zombie effect occurs when a PC is affected by a Reanimate spell. The PC will simply follow the caster around and perform no other actions. The PC is not aware of his/her surroundings and cannot contribute to any conversations. A PC with this condition receives no XP. This effect can be removed only by a temple or Divine Intervention.

Magic

Magic is plentiful in Enroth. Skills in particular forms of magic are learned from Spell Guilds. There are nine schools of magic, including the four elements of sorcery (Air, Earth, Fire, and Water), the priestly magics (Body, Mind and Spirit), and powerful magics (Spells of Light, High Sorcery). Experts and Masters have the power to conjure greater spells of any magic. Any spellcaster can become an Expert or Master in any magic skill they know.

Air magic tends to be defensive and informational in nature, and include spells of accuracy and flight.

Earth magic is defensive and includes spells that protect, bind, and strengthen.

Fire magic is a good way to burn a bad guy, and also includes spells having to do with speed and pain.

Water magic is equally useful for defense and offense, and concentrates on spells that move or change things.

Spirit magic concentrates on spells of life and death. Live forever, bring back the dead, slow or accelerate aging.

Mind magic charms and confuses.

Body magic cures disease, dissolves poisons, and generally heals and enchants.

Spells of Light include some of the strongest spells in the land. Spells of Light cannot be chosen by beginning characters; it must be learned and mastered during your travels. Only Clerics can learn Spells of Light.

High Sorcery comprises some of the most powerful magic in Enroth. Spell of High Sorcery can have spectacular results, but generally carry a price. High Sorcery cannot be chosen by beginning characters; it must be coveted and invoked during your travels. Only Sorcerers can learn spells of High Sorcery.

Spell Points

Regaining SP: A spell caster can regain all SP by resting a full 8 hours. A percentage equal to the number of hours rested divided into 8 is multiplied by the amount of SP needed to reach full strength. (e.g. Merlin rests only 4 hours. This divided into 8 equals 50%. If Merlin needed 10 points to reach full, he would get back 5 points.)

Acquisition of spells

All spells must be purchased one at a time in books. Once a book is studied it becomes blank, but it does not need to be memorized again. The spell is retained permanently and may be cast as often as the caster likes as long as the caster has enough SP. Two or more spellcasters cannot benefit from the same book. Books may be found in treasure or they may sometimes be purchased from Guilds. The higher the level of spells, the rarer the books. Spells of Light and High Sorcery are the most rare and may be found only in the most difficult dungeons or very hard to find Guilds.

Cumulative Effects of spells

All spells are cumulative with each other, so that spells with a duration can be cast one after the other without canceling other spells already in effect. The result of casting the same spell again while that spell is still in effect, merely restarts the duration of the spell.

Spell List Definitions

Spell Points: This is the amount of SP required to cast the spell. If the spell caster does not have the required SP, the spell will not work, however, any remaining SP will not be lost. Some spells, as the spell caster becomes more experienced, will decrease in SP.

Range: The range is the limit of where the spell can originate from or the distance from the caster the spell will travel. See each specific spell for clarification. For example, if the range is 10 yards, the spell can originate at any point from the caster to 10 yards away in any direction the caster is facing. This point may not be out of sight or hidden behind some object. The spell's range may increase as the spell caster's skill improves.

Components: There are three requirements to casting spells.

  • V for "Verbal" requires the spell caster to speak the words of the spell out loud. It can be spoken softly, but may not be whispered. Spells with a verbal component can't be cast if the spell caster is gagged. Spells without a verbal component are silent.
  • S for "Somantic" requires the spell caster to do hand and/or body movements in order to cast the spell. These movements can be made smaller, but may not be abbreviated. Spells with a somantic component can't be cast if the spell caster is bound or held. Spells without a somantic component are motionless.
  • M for "Material" requires some sort of extra material to cast the spell. This material may or may not be consumed by the casting of the spell. See the spell description for the required material. Spells with a material component can't be cast if the spell caster does not have the material on hand in his/her possession. Spells without a material component require no additional materials.

Duration: The duration is the total time the spell's effects last. The duration may increase as the spell caster skill improves.

Casting Time: The casting time is the initiative modifier for the spell. If the spell takes 1 round to cast, the casting is finished at the end of the round and its effects take effect at the beginning of the next round. The casting time may decrease as the spell caster's skill improves.

Area of Effect: The area of effect discribes the total area affected by the spell. Some spells affect only the caster or the party, but most affect some area away from the caster. The area of effect may increase as the spell caster's skill improves.

Luck roll: This notes whether or not a Luck roll is required for those affected by the spell. If a spell allows a Luck roll, the results of that Luck roll will be described in the description of the spell.

Air Spells

Wizard Eye

Spell Points: 1
Range: 0
Components: V, S
Duration: 1 hour/Air Magic skill lvl
Casting Time: 1
Area of Effect: Outdoors: 5 mile radius, Indoors: 100 yd radius
Luck roll: N/A

This spell reveals the locations of monsters and PC/NPC’s within the radius of the spell. It does NOT tell what kind of monsters or people, just numbers and location. It also reveals undead and freshly killed corpses. Opponents appear in red, civilians and non-combatants appear in green, and corpses appear in yellow in the spellcaster’s mind. It will NOT reveal who or what kind of creatures are located, nor will it reveal anything in areas not yet seen by the caster. Expertise in Air Magic will also reveal treasure, both lying around and in hidden locations. Treasure comes up in blue. Upon reaching Mastery the spell will further reveal “points of interest”.

Static Charge

Spell Points: 2
Range: 10 ft + 2 ft/Air Magic skill lvl
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None

This spell creates a spark of electricity to jump from the caster’s hands to a target creature within the range of this spell. The spell automatically hits and does 1d6-1 (min 1) hp of dmg. The spell causes no damage to creatures immune to normal or magical electricity. Expertise in Air Magic will reduce the cost of the spell to 1 Spell Point and lower the Casting Time to 2. Upon reaching Mastery there is no cost for casting the spell and the Casting Time reduces to 1.

Protection from Electricity

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Air Magic skill level
Casting Time: 4
Area of Effect: Entire party
Luck roll: None

This spell affects all party members and increases their ability to resist electricity. The bonus received is a percentage equal to the caster’s Air Magic skill level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp electrical strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Expertise in Air Magic will increase the percentage protected to level times three. At Mastery the percentage is level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to electricity, since some monster’s power lowers the protection of the spell.

Sparks

Spell Points: 4
Range: From the caster
Components: V, S
Duration: 1 round
Casting Time: 6
Area of Effect: Until a target is struck or the duration is over.
Luck roll: Yes/special

This spell creates 3 small balls of lightning that bounce around until they hit something or dissipate. The balls emanate from the direction the caster is facing in an 90 degree arc (One to the diagonal left, one straight, and one diagonal right). The speed at which they move will allow the balls to travel up to 40 feet. The balls travel a would a rolling ball but never back towards the caster unless the caster moves. The GM will use the environment and common sense to coordinate movement. The balls can hit fellow party members. When a ball comes within 1 foot of a target it will explode for 2 + 1/Air Magic skill lvl electricity damage. A Luck roll can be made for EACH ball that comes too close. A successful Luck roll means it continues on. If the spark strikes a target the only protection is from a Protection from Electricity Spell. Expertise in Air Magic will allow the caster to create 5 balls and reduce the Casting Time to 4. Mastery will allow the caster to create 7 balls and further reduce the Casting Time to 3.

Feather Fall

Spell Points: 5
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Entire party
Luck roll: None

This spell slows the speed of a fall such that the party receives no damage upon landing. The spell lasts 5 minutes/Air Magic skill level of the caster. When the caster reaches Expertise in Air Magic, the duration is 1 turn/Air Magic skill level of the caster. When the caster reaches Mastery, the duration is 1 hour/Air Magic skill level of the caster.

Shield

Spell Points: 8
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One target or entire party
Luck roll: None

This spell slows all missile attacks and cuts their potential damage to half (round down). This spell does NOT protect against melee attacks or spells. The spell reduces the damage of the missile only if the missile strikes one of the protected party members. The duration of the spell is 1 hour + 5 minutes/Air Magic skill level of the caster. When the caster reaches Expertise in Air Magic, the spell affects the entire party. Upon reaching Mastery the spell’s duration increases to 1 hour + 15 minutes/Air Magic skill level of the caster.

Lightning Bolt

Spell Points: 10
Range: 40 yds + 10 yds/Air Magic skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: One target
Luck roll: ½

This spell causes a lightning bolt to shoot from the caster’s hands to a single target. It always strikes and does 1d8 hp dmg/Air Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Expertise in Air Magic reduces the Casting Time to 5, and Mastery further reduces the Casting Time to 3.

Jump

Spell Points: 15
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 10
Area of Effect: 10 foot radius
Luck roll: None

This spell launches the caster and all allies in the area of effect at a 45 degree angle in the direction the caster is facing. The spell will not cause any harm from striking a ceiling too quickly or flying back to the ground. The jump is 60 feet long and at its apex is 30 feet high. Expertise in Air Magic reduces the Casting Time to 8, and Mastery further reduces the Casting Time to 5.

Implosion

Spell Points: 20
Range: 50 yds + 10 yds/Air Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 10
Area of Effect: One target
Luck roll: ½

This spell destroys all the air around the target. This creates a thunderclap as a tremendous rush of air fills the gap. This causes 10 hp dmg + 1d10 hp dmg/Air Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Expertise in Air Magic reduces the Casting Time to 8, and Mastery further reduces the Casting Time to 5.

Fly

Spell Points: 25
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 8
Area of Effect: Entire party
Luck roll: None

This spell only works outdoors and gives the entire party the power of flight at a movement rate of 88” (30 mph). For every five rounds of flight the caster is drained an additional 1 SP (like the 3rd level spell Water Walk). Combat while flying is possible. Flying gives PCs a bonus of +4 to Luck Rolls against dodgeable magic and a +4 AC against missiles. All attacks made must be while stationary and hovering so during the initiative phase of the attack and the phase on either side (i.e., an initiative of 7 means from iniative phases 6 to 8) the PC receives no such bonuses. The duration of this spell is 5 minutes/Air Magic skill level of the caster. Expertise in Air Magic will increase the duration of the spell to 1 turn/Air Magic skill level of the caster. Mastery will further increase the duration of the spell to 1 hour/Air Magic skill level of the caster. The spell will suddenly end, so the caster should note the time remaining before attempting a long or high flight.

Starburst

Spell Points: 30
Range: 70 yds + 10 yds/Air Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 20 foot radius
Luck roll: ½

The most powerful air spell, this spell only works outdoors and summons 8 stars from the heavens down upon the target and a 20 foot radius around it. Each star does 20 hp dmg + 1 hp dmg/Air Magic skill level of the caster. Targets within the area of effect will be struck by 1d6 stars. When the caster reaches Expertise in Air Magic, the number of summoned stars increase to 12, targets in the area will be struck by 1d8+1 stars, and the Casting time is reduced to 10. Mastery will further increase the number of stars 16, targets in the area will be struck by 1d12 stars, and the Casting Time is further reduced to 7. A successful Luck roll for each star reduces the damage by half for that star (round down).

Earth Spells

Stun

Spell Points: 1
Range: 20 yds + 5 yds/Earth Magic skill lvl
Components: V, S
Duration: 1 round/4 Earth Magic skill lvls
Casting Time: 1
Area of Effect: 1 creature
Luck roll: Special

This spell stuns one opponent within the range of the spell for 1 round per 4 Earth Magic skill levels of the caster. This spell can be resisted by a Luck roll, with Constitution hit point bonuses applying. A stunned opponent has a -4 ‘to hit’ and damage penalty, and loses half of his/her attacks. Upon reaching Expertise in Earth Magic, the opponent's Luck roll is -1 and the opponent always attacks last. Mastery will give the opponent a -3 to Luck roll and the opponent loses all attacks, but may defend himself.

Magic Arrow

Spell Points: 2
Range: 100 yds + 20 yds/Earth Magic skill lvl
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None

This spell creates an arrow out of magical force. This spell caster must make a ‘to hit’ roll as a Knight equal to his/her Earth Magic skill lvl plus any bonuses from dexterity. If the arrow misses its target, the arrow vanishes. If the arrow strikes its target it causes 1-6 +2 hp damage. Only creatures immune to magic or a Protection from Magic spell can resist this spell. Upon reaching Expertise in Earth Magic, the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery will make the spell free (0 SP) and further reduce the Casting Time to 1.

Protection from Magic

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Earth Magic skill level of caster
Casting Time: 4
Area of Effect: Entire party
Luck roll: None

This spell affects all party members and increases their ability to resist damaging magic (not including Cold, Electricity, Fire, or Poison). The bonus received is a reduction in damage equal to a percentage of the caster's Earth Magic level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp magical strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Earth Magic the percentage is level times three. Mastery gives the party a bonus of percentage equal to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to magic, since some monster’s power lowers the protection of the spell.

Deadly Swarm

Spell Points: 4
Range: 20 yds + 10 yds/Earth Magic skill lvl of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 6
Area of Effect: 1 target
Luck roll: None

This spell summons a swarm of biting, stinging insects to bedevil a single target. The swam never misses and does 5 hp + 1-3 hp dmg/Earth Magic skill lvl of the caster. Since the damage is physical, there is very little chance for resistance. Upon reaching Expertise in Earth Magic the Casting Time is reduced to 4. Mastery further reduces the Casting Time to 3.

Stone Skin

Spell Points: 5
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One target or entire party
Luck roll: None

This spell increases the armor class of the affected target(s) by magically hardening their skin. The affected target(s) receive a +1 bonus to their Armor Class plus an additional +1/5 Earth Magic skill levels of the caster regardless of whether armor is worn or not. The duration of the spell is 1 hour + 5 minutes/Earth Magic skill levels of the caster. Upon reaching Expertise in Earth Magic, the spell affects the entire party. Mastery increases the duration of the spell to 1 hour + 15 minutes/Earth Magic skill level of the caster.

Blades

Spell Points: 8
Range: 40 yds + 10 yds/Earth Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Luck roll: ½

This spell creates a razor thin circular saw blade to appear and speed quickly to a directed target. The ability to strike this target is equal to a Knight of the caster’s Earth Magic skill level multiplied by two. (i.e. A 6th level skill attacks as a 12th level Knight). If the blade strikes, it does 1d6-1 (min 1) damage/Earth Magic skill level of the caster. A successful Luck roll allows a partial dodge and only half damage (round down). Upon reaching Expertise in Earth Magic the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.

Stone to Flesh

Spell Points: 10
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: One target
Luck roll: None

This spell removes the stoned condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Earth Magic skill level of the caster. When the caster reaches Expertise in Earth Magic, the condition can be removed if cast within 1 hour times the Earth Magic skill level of the caster. Mastery allows the caster to remove the condition if cast within 1 day times the Earth Magic skill level of the caster.

Rock Blast

Spell Points: 15
Range: up to 400 feet
Components: V, S
Duration: Until it strikes creature or 2 rounds
Casting Time: 8
Area of Effect: 20 foot radius
Luck roll: Special

This spell creates a large boulder which is launched forward in the direction the caster is facing. It will continue to roll until it strikes a creature or after two rounds. It rolls at a speed of 200 feet per round. If it strikes a wall or solid object it will bounce as if it only weighed 5 pounds. The GM will apply common sense to determine direction. It CAN bounce back towards the caster. Upon striking a creature or after the 2 round time limit, the rock explodes in a 20 foot radius causing 1d8 hp dmg/Earth Magic skill level of the caster. A successful Luck roll when the rock is rolling will cause the rock to miss the target, as the rock explodes, another successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Earth Magic the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.

Turn to Stone

Spell Points: 20
Range: 30 feet
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: One target
Luck roll: Yes

This spell will give the target the stoned condition. A successful Luck roll will prevent the change. The Stone condition makes one impervious to harm, including a fall from a height. The duration of this spell is 5 minutes/Earth Magic skill level of the caster. Upon reaching Expertise in Earth Magic the duration of the spell increases to 1 turn/Earth Magic skill level of the caster. Mastery further increases the duration of the spell to 2 turns/Earth Magic skill level of the caster.

Death Blossom

Spell Points: 25
Range: 50 yds + 10 yds/Earth Magic skill level (minimum 50 yds)
Components: V, S
Duration: Instantaneous
Casting Time: 10
Area of Effect: Special
Luck roll: ½

This spell causes a magical stone to be thrown into the air and land at a distance. Upon landing the stone explodes in a 40 foot radius. This spell cannot be cast indoors. The damage from this explosion is 20 hp dmg +1 hp dmg/Earth Magic skill level of the caster. Upon reaching Expertise in Earth Magic the explosion radius becomes 60 feet and the Casting Time is reduced to 8. Mastery further increases the explosion radius to 80 feet and reduces the Casting Time to 7. A successful Luck roll will reduce the damage to half (round down).

Mass Distortion

Spell Points: 30
Range: 10 feet/level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One target
Luck roll: Yes

This spell increases the weight of the target enormously for an instant, causing severe internal damage equal to 25% +2%/Earth Magic skill level of the caster of the target’s current hit points. For example, if the caster is at 15th level skill, the percentage is 55%. If a monster has 100 hit points left, the creature loses 55 hit points. A successful Luck roll resists the initial 25% of the spell’s effects only doing the Earth Magic skill effects. Upon reaching Expertise in Earth Magic the Casting Time is reduced to 10. Mastery further reduces the casting time to 8.

Fire Spells

Torch Light

Spell Points: 1
Range: Target within 5 ft
Components: V, S
Duration: 1 hour/Fire Magic skill lvl of caster
Casting Time: 1
Area of Effect: 20 ft radius
Luck roll: N/A

This spell creates an area of light equal to a bright torch onto an object within range of the spell, typically a staff, an unlit torch, etc. The spell can’t be put out short of a Dispel Magic spell. Upon reaching Expertise in Fire Magic the torch’s light radius is increased to 40 feet. Mastery further increases the light radius to 60 feet.

Flame Arrow

Spell Points: 2
Range: 100 yds + 20 yds/Fire Magic skill lvl
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None

This spell makes an arrow or crossbow bolt burst into flame and speed towards one opponent within range of this spell. This spell caster must make a ‘to hit’ roll as if he/she were shooting the arrow. If the caster has skill in Bow, the caster may use that skill plus a bonus of +1/Fire Magic skill level of the caster, otherwise no AT adj. If the arrow misses, the spell is wasted and the arrow is consumed. If the flaming arrow strikes its target, it causes 1-8 damage. The spell causes no damage to creatures immune to normal or magical fire. Upon reaching Expertise in Fire Magic the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery makes the spell free (0 SP) and further reduces the Casting Time to 1. The material component of this spell is one arrow.

Protection from Fire

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Fire Magic skill level of caster
Casting Time: 4
Area of Effect: Entire party
Luck roll: None

This spell affects all party members and increases their ability to resist fire. The bonus received is a percentage equal to the caster’s Fire Magic level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp fire strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Fire Magic, the percentage is level times three. Mastery further increases the percentage to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to fire, since some monster’s power lowers the protection of the spell.

Fire Bolt

Spell Points: 4
Range: 20 yds + 10 yds/Fire Magic skill lvl of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: 1 target
Luck roll: None

This spell causes a bolt of flame to come from the casters hands and strike one opponent. This bolt never misses and it does 1-4 hp of fire damage per Fire Magic skill level of the caster. The only protection is from a Protection from Fire spell. Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 5. Mastery further reduces the Casting Time to 3.

Haste

Spell Points: 5
Range: 0
Components: V, S
Duration: Special
Casting Time: 4
Area of Effect: 1 target or entire party
Luck roll: None

This spell increases the speed at which one may attack or cast spells. The benefits of this spell doubles the number of attacks per round and movement rate for the affected target (e.g. 12” movement rate and AT 1/1 becomes 24” movement rate and AT 2/1). Spell effects are NOT doubled only the spell casting rate. The target(s) also receive a -2 bonus to their initiative. The spell lasts for 1 hour + 1 minute/Fire Magic skill level of the caster. Beware, when the spell wears off, all affected targets will receive the weak condition for 6 hours, unless cured with a Cure Weakness spell, rest, a temple, or Divine Intervention. Upon reaching Expertise in Fire Magic, the spell affects the entire party. Mastery increases the duration of the spell to 1 hour + 3 minutes/Fire Magic skill level of the caster.

Fireball

Spell Points: 8
Range: 50 yds + 10 yds/Fire Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: 20 foot radius
Luck roll: ½

This spell creates a ball of fire which speeds towards a single target. Upon impact, the ball explodes in a wide radius causing damage to all standing nearby. If a Luck roll is successful, an affected creature receives half damage (round down). The fireball does 1d6 hp damage/Fire Magic skill level of the caster. Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 4.

Ring of Fire

Spell Points: 10
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Luck roll: ½

This spell creates a ring of fire to radiate out from the caster to a distance of 5 feet. All creatures except party members, struck by this ring receive 6 hp damage + 1hp damage/Fire Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Fire Magic, the area of effect radius is increased to 10 feet. Mastery reduces the Casting Time to 5.

Fire Blast

Spell Points: 15
Range: 20 yds + 10 yds/Fire Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Until target struck
Luck roll: ½

This spell is similar to the spell Fire Bolt, as it creates bolts of fire that streak towards a target. This spell is different as it creates three bolts that proceed on a 90 arc from the direction the caster is facing (similar to the Air Magic Sparks spell). The caster can have all bolts hit one target or divide the bolts into several targets within their arc of effect. A successful Luck roll for each bolt means the bolt does only half damage (round down). A struck target takes 4 hp dmg + 1-3 hp dmg/Fire Magic skill level of the caster. Upon reaching Expertise in Fire Magic, the caster creates 5 blasts and the Casting Time is reduced to 8. Mastery increases the number of blasts to 7 and further reduces the Casting Time to 6.

Meteor Shower

Spell Points: 20
Range: 50 yds + 10 yds/level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 10 foot radius
Luck roll: ½

This spell only works outdoors and summons 8 flaming rocks down upon the target and a 10 foot radius around it. If the target is too close to the caster or allies, they can be struck as well. Each rock does 8 hp dmg + 1 hp dmg/Fire Magic skill level of the caster. Targets within the area of effect will be struck by 1d6 rocks. Upon reaching Expertise in Fire Magic, the number of summoned rocks increase to 12, targets in the area will be struck by 1d8+1 rocks, and Casting Time is reduced to 9. Mastery will again increase summoned rocks to 16, targets in the area will be struck by 2d6 rocks, and Casting Time is further reduced to 7. A successful Luck roll for each meteor reduces the damage by half for that meteor (round down).

Inferno

Spell Points: 25
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Sight of caster
Luck roll: ½

This spell causes a sheet of flame to spread out from the caster to strike all opponents (not party members) within the caster’s sight for 12 hp dmg + 1 hp dmg/Fire Magic skill level of the caster. A successful Luck roll will reduce the damage by half (round down). Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 8.

Incinerate

Spell Points: 30
Range: 30 yds + 10 yds/Fire Magic skill level
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One target
Luck roll: ½

This spell is the strongest fire spell, inflicting massive fire damage upon one target. This spell causes 15 hp of damage +2d6 hp dmg/Fire Magic skill level of the caster. A successful Luck roll reduces damage by half (round down). Upon reaching Expertise in Fire Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 8.

Water Spells

Awaken

Spell Points: 1
Range: 10 feet
Components: V, S
Duration: Instantaneous
Casting Time: 1
Luck roll: None

This spell automatically awakens all PC/NPC’s within the party up to a maximum of four people from normal sleep. The spell also will awaken those affected by magical sleep if cast within 3 minutes/Water Magic skill lvl of the caster of being affected. Upon reaching Expertise in Water Magic, the amount per skill level is measured in hours. Mastery will increase the amount per skill level measured in days.

Cold Beam

Spell Points: 2
Range: 50 ft + 10 ft/Water Magic skill lvl
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 creature
Luck roll: None

This spell casts a small beam of cold directed at one opponent within the range of the spell. This spell automatically hits that opponent and does 3-6 (1d4+2) hp of damage. Creatures immune to normal or magical cold take no damage. Upon reaching Expertise in Water Magic, the cost of the spell drops to 1 SP and the Casting Time is reduced to 2. Mastery makes the spell free (0 SP) and further reduces the Casting Time to 1.

Protection from Cold

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Water Magic skill level of caster
Casting Time: 4
Area of Effect: Entire party
Luck roll: None

This spell affects all party members and increases their ability to resist cold. The bonus received is a percentage equal to the caster’s Water Magic level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp cold strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Water Magic, the percentage is level times three. Mastery further increases the percentage to level times four. A percentage greater than or equal to 100% does NOT necessarily mean the PC is immune to cold, since some monster’s power lowers the protection of the spell.

Poison Spray

Spell Points: 4
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: Until strikes target
Luck roll: Yes

This spell sprays 1 shot of poison an opponent directly in front of the caster. The poison will travel straight until it hits a solid object or until 30 yds + 5 yds/Water Magic skill lvl of the caster is reached. The poison does 2 dmg + 1-2 hp dmg/Water Magic skill lvl of the caster. The target gets a Luck roll to avoid the poison, and if successful, the shot misses. If the poison strikes the target, the only protection is from a Protection from Poison spell. Upon reaching Expertise in Water Magic, the caster can shoot 3 sprays and the Casting Time is reduced to 5. Mastery increases the number of sprays to 5 and further reduces the Casting Time to 3.

Water Walk

Spell Points: 5
Range: 10 feet
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: Entire party
Luck roll: None

This spell allows party members to walk upon the surface of water for the duration of the spell. This spell only works outdoors. When any affected member is walking on water, the caster is drained 1 SP point every 2 turns in contact with water. The draining is not increased when more than one member is walking on water. The duration of this spell is 5 minutes/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the duration of the spell is 1 turn/skill level of the caster. Mastery further increases the duration of the spell to 1 hour/skill level of the caster. The spell will suddenly end, so the caster must keep track of the spell's duration.

Ice Bolt

Spell Points: 8
Range: 40 yds + 10 yds/Water Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Luck roll: ½

This spell is similar to the spell Fire Bolt, but with ice created instead. If a Luck roll is successful, the affected target receives half damage (round down). The ice bolt causes 1d6+1 dmg/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 4.

Enchant Item

Spell Points: 10
Range: 5 feet
Components: V, S, M
Duration: 5 minutes/Water Magic skill level of caster
Casting Time: 6
Area of Effect: One item
Luck roll: Special

This spell attempts to give an ordinary item minor magical properties. Only high quality items can be made magical. The effect is random (powers determined by DM) and cannot be determined by the PC’s until a Identify Item check is attempted or it is identified at an appropriate vendor. Upon reaching Expertise in Water Magic, stronger enchantments can be made and the duration increases to 1 turn/Water Magic skill level of the caster. Weapons can’t be made magical until the caster reaches Mastery. The chance for the item to be successfully enchanted is 10%/skill level of the caster. If unsuccessful, the item breaks and must be repaired. The material component of this spell is the item to be enchanted.

Acid Burst

Spell Points: 15
Range: 20 yds + 5 yds/Water Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One target
Luck roll: ½

This spell causes a spray of acid to streak out from the caster and strike a designated target. The blast never misses and does 9 hp dmg + 1d8+1 hp dmg/Water Magic skill level of the caster. A successful Luck roll reduces the damage by half (round down). Upon reaching Expertise in Water Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5.

Town Portal

Spell Points: 25
Range: 10 feet
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: Entire party
Luck roll: Special

This spell will transport the entire party within the range of the spell to the last town the party has visited with a town fountain the party has drunk from. The party will have to discover which towns have town fountains in them. The spell only works outdoors and not in combat. The chance to successfully teleport is 10% times the Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the caster can also cast the spell indoors or in combat. Mastery means the caster can choose the town with a town fountain to visit.

Ice Blast

Spell Points: 25
Range: 30 yds + 10 yds/Water Magic skill level of caster
Components: V, S
Duration: Until target struck or 1 round
Casting Time: 1 round
Area of Effect: 30 ft radius
Luck roll: Special

This spell will create a ball of ice that will shoot out from the caster in the direction the caster is facing and travel straight until it strikes a target or it reaches the maximum range. Upon striking a target or reaching maximum range the ice ball will explode sending 7 shards of ice in every compass point direction except directly back towards the caster. The ice shards will continue until the strike a target or reach their maximum range of 30 feet. If a shard strikes an object prior to reaching 30 feet it will ricochet until it reaches its full range. The ball itself and each shard will cause 12 hp dmg + 1-2 hp dmg/Water Magic skill level of the caster. A successful Luck roll will cause the ball to miss the intended target, and after the explosion, another successful Luck roll will reduce the damage by half (round down). Upon reaching Expertise in Water Magic, the Casting Time is reduced to 9. Mastery further reduces the Casting Time to 7.

Lloyd’s Beacon

Spell Points: 30
Range: 0
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: Special
Luck roll: None

The most powerful water spell, this spell lets the caster place a marker in the current location. This marker, invisible and undetectable, upon a subsequent casting of Lloyd’s Beacon will allow the caster and all party members to teleport to that location. The caster can set a marker within the same spell (although the spell must be cast each time a marker is to be set). The markers last for a total of 1 hour/Water Magic skill level of the caster. Upon reaching Expertise in Water Magic, the markers will last for 1 day/skill level of the caster and the caster can set up to 3 markers within the same spell. Mastery further increases the duration of the markers to 1 week/skill level of the caster and the caster can set up to 5 markers within the same spell.

Body Spells

Cure Weakness

Spell Points: 1
Range: 5 ft
Components: V, S
Duration: Instantaneous
Casting Time: 5
Area of Effect: One target
Luck roll: None

This spell removes the weak condition from a target if cast in time, otherwise only rest, a temple, or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Body Magic skill level of the caster of being afflicted. Upon reaching Expertise in Body Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. Upon reaching Mastery, the condition can be removed if cast within 1 day times the skill level of the caster.

First Aid

Spell Points: 2
Range: 5 ft
Components: V, S
Duration: Permanent
Casting Time: 3
Area of Effect: One target
Luck roll: None

This spell restores 5 hit points to the target of the spell. Upon reaching Expertise in Body Magic, the spell restores 7 hit points. Mastery increases the healing to 10 hit points.

Protection from Poison

Spell Points: 3
Range: 10 ft radius
Components: V, S
Duration: 1 hour/Body Magic skill level of caster
Casting Time: 4
Area of Effect: Entire party
Luck roll: None

This spell affects all party members and increases their ability to resist poison. The bonus received is a percentage equal to the caster’s Body Magic skill level times two subtracted from any damage received, rounded down with a minimum of 1 hp resisted (e.g., a 10 hp poison strike with 4% protection will provide 1 hp protection, while 20% protection will provide 2 hp protection). Upon reaching Expertise in Body Magic, the percentage is skill level times three. Mastery further increases the percentage to skill level times four. A percentage greater than or equal to 100% does NOT mean the PC is immune to poison, since some monster’s power lowers the protection of the spell.

Harm

Spell Points: 4
Range: 30 yds + 10 yds/Body Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: One target
Luck roll: ½

This spell strikes a single target with a blast of magical force. The spell automatically strikes, although a successful Luck roll will give only half damage (round down). Damage is 8 hp + 2 hp/Body Magic skill lvl of the caster. Upon reaching Expertise in Body Magic, the Casting Time is reduced to 5. Master further reduces the Casting Time to 3.

Cure Wounds

Spell Points: 5
Range: 5 feet
Components: V, S
Duration: Permanent
Casting Time: 8
Area of Effect: One target
Luck roll: None

This spell is a stronger version of First Aid. This spell heals 5 hp + 1-2 hp/Body Magic skill level of the caster. Upon reaching Expertise in Body Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 4.

Cure Poison

Spell Points: 8
Range: 5 feet
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: One target
Luck roll: None

This spell removes the poisoned condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Body Magic skill level of the caster of being afflicted. When the caster reaches Expertise in Body Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. Upon reaching Mastery, the condition can be removed if cast within 1 day times the skill level of the caster.

Speed

Spell Points: 10
Range: 10 feet
Components: V, S, M
Duration: 1 hour/Body Magic skill level of caster
Casting Time: 6
Area of Effect: One target or entire party
Luck roll: None

This spell increases the speed of the affected target(s). The benefits of this spell is to reduce the initiative of the target(s) by -1 for every 3 Body Magic skill levels of the caster. When the caster reaches Expertise in Body Magic, the benefits increase to -1 for every 2 skill levels of the caster. When the caster reaches Mastery, the benefits affect the entire party. The material component for this spell is the caster’s Holy Symbol.

Cure Disease

Spell Points: 15
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One target
Luck roll: None

This spell removes the diseased condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Body Magic skill level of the caster of being afflicted. When the caster reaches Expertise in Body Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. When the caster reaches Mastery, the condition can be removed if cast within 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.

Power

Spell Points: 20
Range: 10 feet
Components: V, S, M
Duration: 1 hour/Body Magic skill level of caster
Casting Time: 6
Area of Effect: One target or entire party
Luck roll: None

This spell increases the Strength and Constitution of the affected target(s). The benefits of this spell is to increase the Strength and Constitution of the target(s) by +1 for every 3 Body Magic skill levels of the caster. When the caster reaches Expertise in Body Magic, the benefits increase to +1 for every 2 skill levels of the caster. When the caster reaches Mastery, the benefits affect the entire party. The material component for this spell is the caster’s Holy Symbol.

Flying Fist

Spell Points: 25
Range: 40 yds + 10 yds/Body Magic skill lvl of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One target
Luck roll: ½

This spell causes a magical gauntleted fist to appear and fly unerringly towards any one opponent within the range of the spell. The spell automatically hits and does 30 hp of damage + 1d4 hp dmg/Body Magic skill level of the caster. A successful Luck roll allows only half damage (round down). Upon reaching Expertise in Body Magic, the Casting Time is reduced to 10. Master further reduces the Casting Time to 7.

Power Cure

Spell Points: 30
Range: 20 foot radius
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Entire party
Luck roll: None

This spell is a super healing spell as it heals each party member within the range of the spell for 10 hp + 2 hp/Body Magic skill level of the caster. Upon reaching Expertise in Body Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 8.

Mind Spells

Meditation

Spell Points: 1
Range: 5 feet
Components: V, S, M
Duration: 1 hour/Mind Magic skill lvl of caster
Casting Time: 1 round
Area of Effect: One target or entire party
Luck roll: None

This spell temporarily increases the Intelligence and Wisdom of a single target. Affected targets receive a +1 to both Intelligence and Wisdom for every 3 Mind Magic skill levels of the caster. Spell point limits are increased, but no actual spell points are gained. Additional spell points can be utilized after rest or having them magically restored. When the caster reaches Expertise in Mind Magic, the benefits increase to +1 to both Intelligence and Wisdom for every 2 skill levels of the caster. Upon reaching Mastery, the spell affects the entire party. The material component for this spell is the caster’s Holy Symbol.

Remove Fear

Spell Points: 1
Range: 5 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One target
Luck roll: None

This spell removes the fearful condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Mind Magic skill level of the caster of being afflicted. When the caster reaches Expertise in Mind Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. When the caster reaches Mastery, the condition can be removed if cast within 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.

Mind Blast

Spell Points: 3
Range: 30 yds + 10 yds/Mind Magic skill lvl of caster
Components: V, S
Duration: Instantaneous
Casting Time: 7
Area of Effect: One creature
Luck roll: ½

This spell fires a bolt of mental energy towards a target. This blast automatically hits, although the target does receive a Luck roll, including Wisdom bonuses for half damage (round down). The damage caused is 5 hp + 1-2 hp/Mind Magic skill lvl of the caster. Upon reaching Expertise in Mind Magic, the Casting Time is reduced to 5. Mastery further reduces the Casting Time to 3.

Precision

Spell Points: 4
Range: 5 feet
Components: V, S, M
Duration: 1 hour/Mind Magic skill level of caster
Casting Time: 5
Area of Effect: One target or entire party
Luck roll: None

This spell temporarily raises the target’s accuracy by bestowing a bonus to their Dexterity. This spell is cumulative with all other bonus giving spells. The bonus given is +1 for every three Mind Magic skill levels of the caster. When the caster reaches Expertise in Mind Magic, the bonus is +1 for every two skill levels. Upon reaching Mastery, the spell affects the entire party. The material component for this spell is the caster’s Holy Symbol.

Cure Paralysis

Spell Points: 5
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 6
Area of Effect: One target
Luck roll: None

This spell removes the paralyzed condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Mind Magic skill level of the caster of being afflicted. When the caster reaches Expertise in Mind Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. When the caster reaches Mastery, the condition can be removed if cast within 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.

Charm

Spell Points: 8
Range: 20 feet + 5 ft/Mind Magic skill lvl of caster
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: One target
Luck roll: Yes

This spell will temporarily remove any hostile feelings is has towards the party, even if in the middle of combat. The target will become pleasant and will converse with the party if possible. A successful Luck roll with Wisdom bonuses will resist the spell. If the target is attacked, the charm is immediately broken. This does not work on mindless creatures or the undead. The duration of this spell is 3 rounds/Mind Magic skill level of the caster. Upon reaching Expertise in Mind Magic, the duration becomes 6 rounds/skill level of the caster. Upon reaching Mastery, the duration further increases to 12 rounds/skill level of the caster.

Mass Fear

Spell Points: 10
Range: 0
Components: V, S
Duration: 3 rounds + 3 rounds/Mind Magic skill level of caster
Casting Time: 9
Area of Effect: Sight of caster
Luck roll: Yes

This spell causes all creatures (except undead) within the caster’s field of vision to flee for the duration of the spell. The creatures can resist this spell if they make a successful saving throw. Upon reaching Expertise in Mind Magic, the Casting Time is reduced to 7. Mastery further reduces the Casting Time to 5.

Feeblemind

Spell Points: 15
Range: 30 feet + 10 feet/Mind Magic skill level of caster
Components: V, S
Duration: 5 rounds/Mind Magic skill level of caster
Casting Time: 10
Area of Effect: One target
Luck roll: Yes

This spell causes the target to lose the ability to cast spells for the duration of the spell. The target may make a Luck roll with Wisdom bonuses to resist the spell. Upon reaching Expertise in Mind Magic, the Casting Time is reduced to 8. Mastery further reduces the Casting Time to 6.

Cure Insanity

Spell Points: 20
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 7
Area of Effect: One target
Luck roll: None

This spell removes the insane condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Mind Magic skill level of the caster of being afflicted. When the caster reaches Expertise in Mind Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. When the caster reaches Mastery, the condition can be removed if cast within 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.

Psychic Shock

Spell Points: 25
Range: 30 yds + 10 yds/Mind Magic skill level of caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One target
Luck roll: ½

This spell is a greater version of the 1st level spell Mind Blast. This spell causes 12 hp dmg + 1d12 hp dmg/Mind Magic skill level of the caster. A successful Luck roll with Wisdom bonuses reduces damage by half (round down). Upon reaching Expertise in Mind Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 8.

Telekinesis

Spell Points: 30
Range: 10 yds/Mind Magic skill level of caster
Components: V, S
Duration: 1 round/Mind Magic skill level of the caster
Casting Time: 7
Area of Effect: 4 cubic feet/level of caster
Luck roll: None

This spell lets the caster manipulate or move objects from a safe distance without getting into danger. The weight the caster is capable of lifting is equal to 20 pounds times the caster’s Mind Magic skill level (e.g. A 4th level skill can lift 80 pounds). When the caster reaches Expertise in Mind Magic, the maximum weight increases to 20 pounds times double the caster’s skill level. Upon reaching Mastery, the maximum weight further increases to 20 pounds times triple the caster’s skill level.

Spirit Spells

Spirit Arrow

Spell Points: 1
Range: 50 yds + 5 yds/Spirit Magic skill lvl of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: One creature
Luck roll: None

This spell causes an arrow of pure spirit energy to materialize and fly towards one creature within the range of this spell. This arrow has the same chance to strike a target as if the caster was a Knight of the same skill level. If successful in striking, the arrow causes 1-6 hp of dmg. Only creatures immune to magic are immune to the effect. Upon reaching Expertise in Spirit Magic, the Casting Time is reduced to 2. Mastery reduces the cost of the spell to free (0 SP).

Bless

Spell Points: 2
Range: 10 feet
Components: V, S, M
Duration: 4 minutes + 5 minutes/Spirit Magic skill lvl of caster
Casting Time: 3
Area of Effect: One target or entire party
Luck roll: None

This spell places a small blessing upon one selected target. Affected targets receive a +1 bonus ‘to hit’/3 Spirit Magic skill levels of the caster either in melee or missile combat for the length of the spell. This spell is cumulative with other spells, but a target cannot benefit from several castings of this spell. Upon reaching Expertise in Spirit Magic, the caster can affect the entire party. Upon reaching Mastery, the duration is increased to 4 minutes + 15 minutes/skill lvl of the caster. The material component for this spell is the caster’s Holy Symbol.

Healing Touch

Spell Points: 3
Range: Touch
Components: V, S
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Luck roll: None

This heals a single character, restoring a small number of hit points. The number of hit points healed is 1d6 +2 hp of damage. Upon reaching Expertise in Spirit Magic, the number of hit points healed increases to 2d4 +3 hp. Mastery further increases the number of hit points healed to 2d4 + 5 hp.

Lucky Day

Spell Points: 4
Range: 5 feet
Components: V, S, M
Duration: 1 hour/Spirit Magic skill level of caster
Casting Time: 5
Area of Effect: One target or entire party
Luck roll: None

This spell temporarily raises the targets luck by bestowing a bonus to all Luck rolls. This spell is cumulative with all other bonus giving spells. The bonus given is +1 for every four Spirit Magic skill levels of the caster. Upon reaching Expertise in Spirit Magic, the bonus is +1 for every three skill levels. Upon reaching Mastery, the spell affects the entire party. The material component for this spell is the caster’s Holy Symbol.

Remove Curse

Spell Points: 10
Range: 5 feet
Components: V, S
Duration: Permanent
Casting Time: 6
Area of Effect: One target
Luck roll: None

This spell removes the cursed condition from a target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The condition can be removed if cast within 3 minutes times the Spirit Magic skill level of the caster of being afflicted. When the caster reaches Expertise in Spirit Magic, the condition can be removed if cast within 1 hour times the skill level of the caster. When the caster reaches Mastery, the condition can be removed if cast within 1 day times the skill level of the caster.

Guardian Angel

Spell Points: 8
Range: 0
Components: V, S, M
Duration: 1 hour/Spirit Magic skill level of caster
Casting Time: 1 turn
Area of Effect: One party member
Luck roll: N/A

This spell sets up a compact with the caster’s deity to resurrect one of your party members including the caster. Should that person die during the duration of the spell, he or she will be returned to life with 1 hit point and deposited at the last temple that person visited. The price for this recovery is half the coins the entire party has with them at the time of that member’s death. Upon reaching Expertise in Spirit Magic, the member is brought back at half hit points. Mastery allows the member to be brought back at full hit points. The material component for this spell is the caster’s Holy Symbol and a 100 gp donation to the temple where the resurrection will occur.

Heroism

Spell Points: 10
Range: 5 feet
Components: V, S, M
Duration: Special
Casting Time: 5
Area of Effect: One target or entire party
Luck roll: None

This spell increase the amount of damage done by the affected target(s). The bonus received is +1 damage/3 Spirit Magic skill levels of the caster on all melee and missile strikes. This does not affect damage from spells. The duration of the spell is 4 minutes + 5 minutes/Spirit Magic skill level of the caster. Upon reaching Expertise in Spirit Magic, the duration of the spell becomes 4 minutes + 15 minutes/skill level of the caster. Upon reaching Mastery, the spell affects the entire party. The material component for this spell is the caster’s Holy Symbol.

Turn Undead

Spell Points: 15
Range: 0
Components: V, S
Duration: 3 rounds + 3 rounds/Spirit Magic skill level of caster
Casting Time: 9
Area of Effect: Sight of caster
Luck roll: Yes

This spell causes all undead within the caster’s field of vision to flee for the duration of the spell. The undead can resist this spell if they make a successful Luck roll. Upon reaching Expertise in Spirit Magic, the Casting Time is reduced to 7 and Luck rolls are at -1. Upon reaching Mastery, the Casting Time is further reduced to 5 and Luck rolls are at -2.

Raise Dead

Spell Points: 20
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: 1 target
Luck roll: None

This spell restores life to the target if cast in time, otherwise only a temple or Divine Intervention can remove the condition. The spell does not remove any conditions on the target prior to death, and the target is brought back to life unconscious with 0 hp. Casting this spell leaves the caster in the weakened condition for 24 hours. The target can be raised if dead for less than 3 minutes times the Spirit Magic skill level of the caster. Upon reaching Expertise in Spirit Magic, the target can be raised if dead for less than 1 hour times the skill level of the caster. Upon reaching Mastery, the target can be raised if dead for less than 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.

Shared Life

Spell Points: 25
Range: 10 feet
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: Entire Party
Luck roll: None

This spell takes the current hit point totals of the entire party +1 hp per Spirit Magic skill level of the caster and splits them evenly among each member. For example, if there are 5 party members and the total number of remaining hit points (plus added hp) they have is 100, then each party member gets 20 hp. This spell works well when warriors are near full and wizards are low. If the split gives one PC more than his/her maximum hit points, then the remaining is again split among the remaining party members. Upon reaching Expertise in Spirit Magic, the bonus is +2 hp/skill level of the caster. Upon reaching Mastery, the bonus is further increased to +3 hp/skill level.

Resurrection

Spell Points: 20
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One target
Luck roll: None

This spell removes the eradicated condition and restores life to the target if cast in time, otherwise only Divine Intervention can remove the condition. There is also one temple that can perform this but the PC’s need to discover which one. The spell does not remove any other conditions on the target prior to death, and the target regains life with 1 hp. Casting this spell leaves the caster in the weakened condition for 24 hours. The target can be resurrected if dead for less than 3 minutes times the Spirit Magic skill level of the caster. Upon reaching Expertise in Spirit Magic, the target can be resurrected if dead for less than 1 hour times the skill level of the caster. Upon reaching Mastery, the target can be resurrected if dead for less than 1 day times the skill level of the caster. The material component for this spell is the caster’s Holy Symbol.

Spells of Light

Create Food

Spell Points: 20
Range: 5 feet
Components: V, S, M
Duration: Permanent
Casting Time: 8
Area of Effect: Special
Luck roll: None

This spell creates food and water. The spell creates one day of food and water for the party for every 3 levels of Light Magic skill the caster has. Upon reaching Expertise in Light Magic, the amount of food and water created increases to 1 day for every two levels of the caster. Upon reaching Mastery, the amount of food and water created again increases to 1 day for every level of the caster. The material components for the spell are the caster’s Holy Symbol and at least one meal’s worth of food and water.

Golden Touch

Spell Points: 25
Range: 10 feet
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: One item
Luck roll: Special

This spell converts a single unbroken item in the caster’s inventory to gold, with a worth equal to 40% of the item’s actual value. There is a 5% chance for every level of Light Magic skill for the spell to succeed. If the spell fails, the item is not changed and becomes broken. Upon reaching Expertise in Light Magic, the conversion rate is 60% of cost. Mastery further increases the conversion to 80% of cost. The material components for this spell are the caster’s Holy Symbol and the item to be converted.

Dispel Magic

Spell Points: 30
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: Sight of caster
Luck roll: None

This spell removes all helpful spells on all the caster’s opponents in sight. This spell does not prevent future castings of beneficial spells. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 6. Mastery further reduces the Casting Time to 5. The material component for this spell is the caster’s Holy Symbol.

Slow

Spell Points: 35
Range: 25 yds + 5 yds/Light Magic skill level of the caster
Components: V, S, M
Duration: 1 round/Light Magic skill level of the caster
Casting Time: 1 round
Area of Effect: 1 creature
Luck roll: None

This spell halves the movement and attack rate of the target. It will also double the initiative number of the opponents and remove all Dexterity bonuses to Armor Class as well. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10. Upon reaching Mastery, the Casting Time is further reduced to 8. Only immunity to magic will allow resistance of the spell. The material component for this spell is the caster’s Holy Symbol.

Destroy Undead

Spell Points: 40
Range: 50 ft + 5 ft/Light Magic skill level of the caster
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 1 undead creature
Luck roll: ½

This spell calls down the power of the Gods to strike an undead creature and undo the evil magic that extends their unnatural lives. The undead target will receive 16 hp of damage + 2d8 hp of damage for every Light Magic skill level of the caster. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10. Mastery further reduces the Casting Time to 7. A successful Luck roll will reduce the damage by half (round down). The material component for this spell is the caster’s Holy Symbol.

Day of the Gods

Spell Points: 45
Range: 10 feet
Components: V, S, M
Duration: 24 hours
Casting Time: 2 rounds
Area of Effect: Entire party
Luck roll: None

This spell simultaneously casts Power, Meditation, Speed, Lucky Day, Precision, and Guardian Angel upon all party members. The spell lasts for 24 hours and its effects are as if the caster cast the spell at a level equal to 150% of his/her Light Magic skill. Upon reaching Expertise in Light Magic, the spell effects are equal to twice the Light Magic skill of the caster. Upon reaching Mastery, the spell effects are equal to three times the Light Magic skill of the caster. The material component for this spell is the caster’s Holy Symbol.

Prismatic Light

Spell Points: 50
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Sight of caster
Luck roll: ½

This spell can only be cast indoors and creates multi-spectrum beams of light to radiate from the caster. This light will affect all opponents in the caster’s sight and inflict 25 hp of damage +1 hp dmg/level of the caster. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 9. Upon reaching Mastery, the Casting Time is further reduced to 7. A successful Luck roll reduces the damage by half (round down). The material component for this spell is the caster’s Holy Symbol.

Hour of Power

Spell Points: 55
Range: 10 feet
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: Entire party
Luck roll None

This spell simultaneously casts Bless, Haste, Heroism, Shield, and Stoneskin upon all party members. The duration and power of each of these spells are as if they were cast at 150% of the caster’s Light Magic skill. Upon reaching Expertise in Light Magic, the spell effects are equal to twice the Light Magic skill of the caster. Upon reaching Mastery, the spell effects are equal to three times the Light Magic skill of the caster. The material component required is the caster’s Holy Symbol.

Paralyze

Spell Points: 60
Range: 10 yds + 5 yds/Light Magic skill level of the caster
Components: V, S, M
Duration: 1 round/Light Magic skill level of the caster
Casting Time: 1 round
Area of Effect: One creature
Luck roll: Special

This spell disables the targeted monster for one round/Light Magic skill level of the caster. The affected opponent may not retaliate in any fashion. The targeted creature may make a Luck roll to resist the effect, and if successful, is only paralyzed for one round. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10 and the Luck roll is made at -2. Upon reaching Mastery, the Casting Time is further reduced to 8 and the Luck roll is made at -4. The material component required is the caster’s Holy Symbol.

Sunray

Spell Points: 130
Range: 50 yds + 20 yds/Light Magic skill level of the caster
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: One creature
Luck roll: ½

This spell is the most devastating priestly spell you may acquire. Harnessing the light of the sun and concentrating it on one pathetic creature, this spell causes 20 hp of damage + 2d10 hp dmg/level of the caster. Tied directly to that distant source, the spell can only be cast outdoors during daylight hours. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 10. Upon reaching Mastery, the Casting Time is further reduced to 9. A successful Luck roll reduces the damage to half (round down). Undead and Devils may NOT make a Luck roll. The material component required is the caster’s Holy Symbol.

Divine Intervention

Spell Points: 70
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 3 rounds
Area of Effect: Entire party
Luck roll: None

This spell call upon the heavens themselves to heal the entire party of all damage, restoring all spell points, and removing all adverse conditions (including death and eradication). This spell can be cast only once per day. The gods will extract a heavy price upon the caster as well. The caster will age 10 years upon casting this spell. Upon reaching Expertise in Light Magic, the Casting Time is reduced to 2 rounds and the caster may cast the spell twice a day. Upon reaching Mastery, the Casting Time is further reduced to 1 round and the caster may cast the spell three times a day. The material component for this spell is the caster’s Holy Symbol.

High Sorcery

Reanimate

Spell Points: 20
Range: 10 feet
Components: V, S
Duration: Permanent
Casting Time: 1 round
Area of Effect: One target
Luck roll: None

This spell reanimates a corpse that has not been eradicated. A “poor man’s” Raise Dead spell, this spell brings the target back to life, all conditions prior to death, and the additional condition of Zombie. The walking corpse will only follow the PC’s and the condition can only be removed by a Temple or Divine Intervention. The caster can bring back a corpse with maximum hp equal to 10 hp/High Sorcery skill level of the caster. Upon reaching Expertise in High Sorcery, the caster can bring back a corpse with 20 hp/skill level of the caster. Mastery further increases the hit points brought back to 30 hp/skill level of the caster.

Toxic Cloud

Spell Points: 30
Range: 10 yds/High Sorcery skill level of the caster
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: 10 foot radius
Luck roll: Special

This spell creates a noxious cloud (10’ radius) of poisonous gas to travel away from the caster at a rate of 20 yards/round. This cloud will travel straight away from the caster until it hits a target or reaches its range limit. A target struck by this cloud will take 25 hp dmg + 1d10 hp dmg/High Sorcery skill level of the caster. A successful Luck roll will reduce damage by half (round down). Upon reaching Expertise in High Sorcery, the Casting Time is reduced to 10. Master further reduces the Casting Time to 8.

Mass Curse

Spell Points: 40
Range: 0
Components: V, S
Duration: 1 round/High Sorcery skill level of the caster
Casting Time: 8
Area of Effect: Sight of Caster
Luck roll: Yes

This spell causes all opponents in the caster’s line of sight to receive the cursed condition. This condition will affect each opponent for 1 round/High Sorcery skill level of the caster or until a Remove Curse spell is cast. The spell can be resisted with a successful Luck roll. Upon reaching Expertise in High Sorcery, the duration is increased to 2 rounds/skill level of the caster and the Luck roll is made at -2. Mastery further increases the duration to 4 rounds/skill level of the caster and the Luck roll is made at -4.

Shrapmetal

Spell Points: 50
Range: 40 yds + 10 yds/High Sorcery skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Special
Luck roll: Yes

This spell creates 3 hot jagged pieces of metal to fly away from the caster in an arc (one diagonally left, one straight, and one diagonally right). Any opponents in the way must make a Luck roll for each piece of metal. If successful, the metal piece flies past the opponent and unless another opponent is in the way, it will dissipate harmlessly. If a target is struck, each piece of metal does 6 hp of damage + 1d6 hp dmg/High Sorcery skill level of the caster. Upon reaching Expertise in High Sorcery, the caster unleashes 5 pieces and the Casting Time is reduced to 9. Mastery adds another 2 pieces to 7, and further reduces the Casting Time to 7.

Shrinking Ray

Spell Points: 60
Range: 10 yds + 5 yds/High Sorcery skill level of the caster
Components: V, S
Duration: 5 rounds/High Sorcery skill level of the caster
Casting Time: 8
Area of Effect: One creature
Luck roll: Yes

This spell will reduce even the most powerful of monsters to a more manageable size. This spell shrinks any one opponent to one half of its size and power. The monster will only do one half of its attack damage. A successful Luck roll will let the opponent resist this spell. Upon reaching Expertise in High Sorcery, the spell causes the opponent to do one third damage and the Luck roll is made at -2. Master further reduces the damage to one quarter and the Luck roll is made at -4.

Day of Protection

Spell Points: 70
Range: 0
Components: V, S
Duration: 24 hours
Casting Time: 1 round
Area of Effect: Entire party
Luck roll: None

This spell simultaneously casts Protection from Fire, Protection from Electricity, Protection from Cold, Protection from Poison, Protection from Magic, Feather Fall, and Wizard Eye on the party. This spell gives protection as if the individual spells were cast at 150% his/her High Sorcery skill level. Upon reaching Expertise in High Sorcery, the protection is equal to twice the skill level of the caster. Mastery increases the multiple again to three times the caster’s skill level.

Finger of Death

Spell Points: 80
Range: 30 feet + 10 feet/High Sorcery skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 8
Area of Effect: One creature
Luck roll: Yes

This spell attempts to immediately slay a single creature by stripping its soul from its body. This spell has a 3% chance to slay a creature per High Sorcery skill level of the caster. The creature can attempt to make a Luck roll at -4 to resist the spell. Upon reaching Expertise in High Sorcery the chance of slaying a creature increases to 4%/skill level of the caster. Masters further increase their chances to 5%/skill level of the caster.

Moon Ray

Spell Points: 90
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: 100 ft radius from caster
Luck roll: None

This spell heals the party from damage while simultaneously damaging all creature within the area of effect. This spell causes 1d4 hp of damage/High Sorcery skill level of the caster to each creature, while healing the party an equal number of hit points caused evenly divided by the number of PC’s. For example, if the spell does a total of 90 hp of damage and there are 6 PC’s, each PC gets healed for 15 hp. The only requirement for this spell is that is must be cast outdoors and in the moonlight. Upon reaching Expertise in High Sorcery, the Casting Time is reduced to 10. Master further reduces the Casting Time to 8.

Dragon Breath

Spell Points: 100
Range: 50 yds + 10 yds/High Sorcery skill level of the caster
Components: V, S
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: 10 ft radius around targeted creature
Luck roll: ½

This spell is the most powerful damaging spell acquirable. It empowers the caster to exhale a cloud of toxic vapors (equal to Green Dragon breath) that targets a single creature, but affects all creatures in a 10 foot radius around that creature. The spell does 2d12 hp damage/High Sorcery skill level of the caster. Affected creatures may make a Luck roll for half damage (round down). Upon reaching Expertise in High Sorcery the Casting Time is reduced to 1 round. Mastery further reduces the Casting Time to 10.

Armageddon

Spell Points: Zero !!
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 2 rounds
Area of Effect: All creatures (including party) within 10 mile radius
Luck roll: ½

This spell is the town killer and can only be cast outdoors. This spell will cause 50 hp of fire damage + 1 hp/High Sorcery skill level of the caster to every creature, including the caster and all party members within the area of effect. The spell is so exhausting that the spell can only be cast once per day. Casting this spell near a friendly town, will immediately cause the surviving townspeople to become hostile to the PC’s, and even the Lords of the area may even require restitution. A successful Luck roll will give only half damage (round down). Upon reaching Expertise in High Sorcery, the spell can be cast twice in a day, while Masters increase to three times a day.

Dark Containment

Spell Points: ??
Range: ??
Components: ??
Duration: ??
Casting Time: ??
Area of Effect: ??
Luck roll: ??

This spell is a mystery to all scholars having been lost since the Silence. Finding this spell is not for the faint of heart…