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.
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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.
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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.
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