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
save 14+
Immunity: Immune!
Melee Attack
| -1 | self burdened |
| -2 | self overloaded |
| -4 | self taxed |
| +10 | self grabbing |
| -2/+2 | self/target blinded |
| -8/+2 | self/target scared |
| -4/+4* | self/target grabbed |
| -8/+4 | self/target blind |
| +0* | target surprised |
| +2 | target stunned |
| +6* | target paralyzed |
| -4 | target invisible |
*Held AC used; target gains no benefict from DEX and melee skill.
Ranged Attack
| +skill | creature marksmanship |
| -4 | each half covered (-8 for 75% cover) |
| -4 | medium range |
| -8 | long range (over 2x range) |
| -16 | extreme range (over 4x range) |
| +2* | target paralyzed/held |
| +2 | random shot (no other mods except
cover) |
Note: Double range penalty if target is moving.
*no AC bonus from skill/DEX
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Attack Result
| Result | Effect |
|---|
| 40+ | double damage or +30, whichever is more |
| 30-39 | double damage |
| 20-29 | normal damage |
| 10-19 | half damage*, round down or
nullify 1-3 on d6 |
| -9 | 1/10 damage*, round down or nullify
1-5 on d6 |
* hits only if the attack would hit the opponent (20+)
before AC modification! So these result apply only against
creatures with negative AC.
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
roll.
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.
Special Effects
Physical 20+: d6 1 breaks random item.
Acid: d6 1-3 damages random items.
Fire: d6 1 boils random potions, burns scrolls and damages
cloth.
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.
|
Casting Roll
| 5% | For each power level over (magic
level+INT) |
| 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 |
| 50% | Caster swallowed |
A spell failure or roll of tens (10, 20, 30..) calls for stun
save and mana burn save, see below.
|
Mana Burn Save
| +INT | Caster INT |
| +WIS | Caster WIS |
| +lvl | Caster magic
level |
| -8 | Spell power level higher
than caster magic level |
| -1 | Per each full 2 power
levels in spell |
No other bonuses apply unless especially so noted, and roll 1 fails
automatically!
Mana Burn Effect
| 1 | Casting inability, days |
| 2 | Casting inability,
minutes |
| 3-5 | Casting inability,
rounds |
| 6-10 | Loss of d20 magic
points, or all, if less. |
| 11-14 | Permanent loss of
1 magic point |
| 15 | Permanent loss of
1 HP |
| 16-20 | Loss of d20 HP |
Casting inability: The mage cannot cast spells until
succesfully rolls 1 at the start of his or her round, minute or day.
|