Saves and Defences
Normal roll d20 against 16+
Vulnerable: -4 to saves or double damage
Resistance: +6 to saves or half damage or negate 1-3, minimum
*Held AC used; target gains no benefict from DEX and melee skill.
Note: Double range penalty if target is moving.
|-4||each half covered (-8 for 75% cover)
|-8||long range (over 2x range)
|-16||extreme range (over 4x range)
|+2||random shot (no other mods except
*no AC bonus from skill/DEX
* hits only if the attack would hit the opponent (20+)
before AC modification! So these result apply only against
creatures with negative AC.
|40+||double damage or +30, whichever is more
|10-19||half damage*, round down or
nullify 1-3 on d6
|-9||1/10 damage*, round down or nullify
1-5 on d6
Special Attack Types
Gaze: Start of round happens at 1-4 or 1 if avoiding. In
addition, creature may use it once per turn and force similar
Bolt: Attack with at least +20-
Grab: d6 1-2 both hands pinned, 3-4 either. To escape,
STR+d4-d4 must beat holder.
Swallow: Act only on d6 roll 1-2, attacks double damage.
Physical 20+: d6 1 breaks random item.
Acid: d6 1-3 damages random items.
Fire: d6 1 boils random potions, burns scrolls and damages
Cold: d6 1 freezes random potions and shatters wands.
Lightning: hit +10 metal, d6 1-3 creatures blinded until roll
1-2. d6 1 causes random rings and wands to disappear.
Poison: Armor negates/no effect.
Disintegration: d6 1-3 random items disintegrate.
Energy Drain: Attacker gains half drained.
Paralyzation: Target AC worsens, decay d6 on 1 each round.
Sleep: Waking at d6 1-2 each time hit.
A spell failure or roll of tens (10, 20, 30..) calls for stun
save and mana burn save, see below.
|5%||For each power level over (magic
|5%||For each unspent magic point required
by the spell
|5%||Each point of metal armor (chain or
plate), ignoring any quality or magical modifiers
|1%||Each point of non-metal armor,
ignoring any quality or magical bonuses
|50%||Caster has a shield (or otherwise
only one hand quite free)
|25%||Caster deaf, scared,
grabbed or has gauntlets (cumulative)
|10%||For each month without practising
|10%||Hobbit or dwarf mage
Mana Burn Save
No other bonuses apply unless especially so noted, and roll 1 fails
|-8||Spell power level higher
than caster magic level|
|-1||Per each full 2 power
levels in spell|
Mana Burn Effect
Casting inability: The mage cannot cast spells until
succesfully rolls 1 at the start of his or her round, minute or day.
|1||Casting inability, days|
|6-10||Loss of d20 magic
points, or all, if less.|
|11-14||Permanent loss of
1 magic point|
|15||Permanent loss of
|16-20||Loss of d20 HP|