Character Name:
Type:
Race:
Strength:
Intelligence:
Dexterity:
Attack Lvl:
#of Attacks:
Tactics:
On a horse?:
Higher ground?:
Life Points
Base
Brawl Strength
Base
Run Speeds
Full Load: lbs
Load:
Max run: mph
Money
c
s
g
m
mp
ing
General Info
Born in:
Home:
City in:
Date:
Resurected?:
Holy Book?:
Silver Cross?:
Hand to Hand Combat
Attack Factor:
Defense Factor:
Amor Type:
Attacker's AL:
Attack Order:
Melee Number:
Volley Count:
Weapon
Slaying Types
Me
Dw
Ef
Ok
Gi
Dr
Missile
to Hit#'s
Weapon:
Armorments?:
Saving Roll vs:
4LC:
Dto:
Moo:
Lod:
SPELL:
THIEF:
POISON:
Immune?#
EXPOSURE:
Equipment panel
Fighter: EL:
EP's:
Thief: EL:
EP's:
Dex Bonus %
+ %
+ %
+ %
+ %
+ %
+ %
+ %
Priest: EL:
EP's:
+ %
BW: - - -
+ %
Holy Book?:
Silver Cross?:
Magician:
EP's:
EL: + %
SW: - - -
Spell Book
Level 1
Magic Lock (MLo)-

Magically locks anything to anything, like doors, chests, & windows shut, feet to ground, etc. It can be removed by dispell, or broken by a combined Str greater than the caster's Int.

Enchant (ech)-

Prepares a scroll to store a spell/blessing on or an item to accept enchantment mp's in manufacturing thereof.

Dispell (Dis)-

Undoes a magician's magic or a priest's curses except damage related ones. Permanent spells must be dispelled first. The %chance for successfully dispelling any given spell or item is:

%Chance = 100 *
Displeller's EL Caster's EL
or
Displeller's EL Item mp's
Fire/Icedarts (FDa/IDa)-

A 1 ft long missile explodes where the caster desires it, when it hits an object, or at its 30yd limit, whichever comes first, doing D6 pts magical fire or magical frost damage to a 6ft radius. Victims must save vs spell, those who save take half damage.

Lightning/Thunderrod (Lrd/TRd)-

A 5 ft long 40yd range missile can be aimed in any direction the caster desires, doing D6pts magical lightning (electrocution) or magical thunder (invisible shock wave) damage on all in its path. Victims must save vs spell, those who save take half damage.

Level 2
Mirage (Mir)-

Creates a 24hr illusion of any shape the caster desires. Each 100 EP the caster has can mirage a 6ft cube. Physical contact with the mirage negates it.

Fire/Iceball (FBa/IBa)-

Same as Darts except its range is 50yds and it does 2D6pts magical damage to a 10ft radius.

Lightning/Thunderbolt (Lbo/TBo)-

Same as Rods except range is 60yds and it does 2D6pts magical damage to all in its path.

Charm (Chm)-

Charms any flesh humanoid creature that fails its save vs spell. Charmed creatures serve their charmer and will fight in battles, but wont hurt or kill themselfs. Charmed creatures may break the charm as time passes:

TO BREAK CHARM:
Roll save each:
Int-
2-3
Month
4-5
Week
6-8
4 Days
9-10
2 Days
11-12
Day
13+
Hour
Level 3
Polymorph (Ply)-

Changes any living animal, wood, or plant into another, but its relative size must not increase. If directed at an enemy, he must save vs spell or be polymorphed.

Invisible (Inv)-

Makes anything indefinitely invisible (area or object). If cast on invisible objects they will turn visible. Each 100 EP the caster has will make a 6ft cube invisible.

Phase Door (PDr)-

Creates a 6hr transparent 2-way door to anywhere (must be ground level). The caster must be familiar with the terrain at the other end. Only those that the caster wishes may pass thru it, victims must want to go thru it.

Iron/Stone Wall (Iwa/Swa)-

Makes one of iron (3 inch thick) or stone (12 inch thick) 50ft long by 10ft high from existing dirt/sand/ rock. It must have a foundation, and can be formed in any shape (building/tower/castle), and cant be dispelled/negated.

Level 4
Flesh/Stone (F/S)-

Polymorphs any flesh to stone or vice-versa; if used on rocks/boulders they become giant blob-like amebas. Characters turned to stone (adamant) retain all attributes, abilities, & scores if it is dispelled. No saving roll is permitted.

Telekinesis (Tel)-

The caster can move 1lb of anything per EP he has indefinitely as long as he concentrates on it.

Firestorm (FSt)-

Spontaneously combusts 1 acre per 1000 EP the magician has doing D10pts normal fire damage to everything within that area, anything flammable will keep burning.

Permanent (Per)-

Makes any temporary spell/curse last indefinitely.

Misc Spells Wands can't counter nor negate
Negate (Neg)-

Any magician at any time can negate any non-damage oriented spell he or she has cast, without using a SW quota.

Counter (Cou)-

Spells being cast can be countered by another magician by using one of his or her SW quotas of that spell level, thus rendering the original cast spell of no effect. Counter spells must be announced before damage or saving rolls are made.

Alchemist:
EP's:
EL: + %
PW: - - -
Potion Book
Level 1
Acid (Acd)-

Eats thru anything except mythril, glass, or clay. If drank/tossed at someone it does D6pts normal damage. (Clear)

Poison (Poi)-

If tasted, drank, or contacts a wound the recipient must save vs poison or die in D6 melees. One dose poison tips a sword/axe, 2 spears/knifes, or 12 arrows for 1 battle/use. (Clear)

Flaming [Oil]-

If doused on someone it does D6pts normal fire damage for D6 melees. Fuels 1 torch/lantern for 1 week; see Boiling Oil page i11. (Clear)

Glue (Glu)-

Roll D10 for bond Str; sets in D6 melees. Anyone with a combined Str greater than the bond may break it. (Yellow)

Explosive (Exp)-

Explodes on impact, jolts (character carrying them), when shocked, or when contacts fire doing D8pts normal damage to an 8ft radius. They also chain react. (Black)

Level 2
Healing (Hlg)-

Heals D6 LP's presently unhealed on any character/creature in D6 melees, but never more than his LP base. Healing used as Antidote (Atd) counteracts the effects of poison if the antidote effect occurs before the poison effect, if so then a save vs poison roll is not required; effect takes D6 melees. A healing potion ceases to work when character is dead. (Brown)

Gaseous Form (GFm)-

Turns drinker into a yellow-green mist in D6 melees, returnable at will, useful for passing thru cracks. Equipment other than weapons/armor/special items fall off. The user will starve if he remains gaseous too long. (Green)

Strength (Str)-

Increases the drinker's Str 1pt for 1hr giving the user any bonuses he'd rate. Takes D6 melees. (Orange)

Sleep (Slp)-

Whoever drinks/tastes this will sleep for 20yrs (or til kissed by a royal princess). Takes D6 melees. (Milky)

Level 3
Golden Secret (GSe)-

Converts the right combination of earth, wind, fire, & rain into 3D6 gold nuggets, see page w7. (Yellow)

Napalm (NPm)-

Explodes in flame when contacts air and does 2D8pts except flames on if normal damage to all in a 15ft radius. (Black)

Fountain of Youth (FYo)-

Keeps the drinker from aging for the next year; each dose is cumulative. (Violet)

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